FlickFleet: Xeno Wars
FlickFleet: Xeno Wars Rulebook
Table of Contents
Table of Contents
Components
Two fleets of acrylic ships: Hive (green) and Storm (purple):
- Hive Capital Ships: 3x Soldier ("Alpha", "Beta", "Gamma"), 2x Queen ("The Matriarch", "The Empress")
- Storm Capital Ships: 4x Sirocco ("Tornado", "Duststorm", "Zephyr", "Chubasco"), 2x Whirlwind ("Hurricane", "Typhoon")
- Wings: 8x Drone wings, 4x Bomber wings
11 ship dashboards - one for each soldier, queen, sirocco and whirlwind (collectively Capital Ships). Note that drone wings and bomber wings (collectively Wings) do not have dashboards. Plus a Turn Order Track.
In addition there are:
- A purple six-sided die (D6) and a green ten-sided die (D10)
- Wooden discs representing ship locations - 17 blue (Engines/Move), 13 green (Infect), 8 purple (Positron Torpedoes), 6 orange (Bomber Bay/Birth), and 4 yellow (Grow)
- Wooden cubes representing ship status - 14 white (shields), 14 grey (hull)
- One purple wooden cube per capital ship and wing (21), and 32 green cubes to represent boarders
- Five wooden cubes and five wooden cylinders for tracking turn order in multiplayer games - one of each in red, grey, purple, green and blue (for the pirate faction introduced in Box of Flicks 2)
- This rulebook
Setup
Choose whether you would like to play a free game (see Free games) or one of the scenarios provided. For your first game we recommend playing the introductory scenario (see below).
Players choose who will play the Hive and who will play the Storm. If they can't reach agreement, whoever goes with the crowd most plays the Hive.
Create a play area approximately 90 cm (3 feet) square.
Take the ships and corresponding ship dashboards for your fleet. Place your ships so that their back edges are 5 cm (2 inches) from the edge of the play area nearest you and the ship dashboards nearby (but outside of the play area).
Fill the ship dashboards (see Ship dashboards) with white shield cubes, grey hull cubes, and discs representing the ship locations. Create a shared supply pile of green boarding cubes for all the Hive ships in the battle.
Place 1 bomber wing next to each whirlwind dashboard and 4 drone wings next to each queen dashboard. Wings contain multiple Pieces representing parts of the full wing. Initially bomber wings have 3 pieces and drone wings have 2 pieces. When the wing takes damage it will lose a piece to show its reduced strength.
Introductory scenario
Fleets: The Storm player takes three siroccos ("Tornado", "Duststorm", "Zephyr"). The Hive player takes two soldiers ("Alpha", "Beta").
Objectives: The first player to destroy their opponent's ships wins.
Play
Play takes place over a number of rounds. During each round players take turns to activate one of their ships and then perform two actions representing movement, combat, and repairs with the activated ship.
In a 2-player game, the player with the most ships in play starts the first round. If tied, the Storm player starts the game. In subsequent rounds the player who most recently activated a ship will go second. If you want to play with more players, see Games with more than two players.
Playing a round
At the beginning of each round place a purple activation cube on each capital ship and wing (collectively Ships) in play. Once all ships have an activation cube on them, play begins.
On your turn you choose one of your ships with an activation cube on it and activate it by removing the cube. If there are any green boarding cubes on the ship, those attack and then the ship performs two different actions (see Ship actions below). Once those two actions are complete it is the next player's turn to activate one of their ships. Once a player has no more ships with activation cubes on them, they sit out the rest of the round while other players finish activating their ships in turn.
Once all ships have been activated, the round ends. Begin a new round by placing activation cubes back on each ship in play.
Ship actions
When you activate a ship, first any boarders aboard it attack (see Boarding). Then choose one or two different actions for it to perform from: move, fire weapons, recharge shields, grow drones, launch a wing, and repair damage. You may sacrifice an action to remove two boarding cubes (see Boarding) from the ship instead, and may do this twice to remove four cubes.
Drone wings
- Fires 1 D10 / piece
- Flick anywhere around the outside to move
Bomber wings
- Fires 1 D6 / piece
- Flick the rear surface to move
Ship dashboards
- Targeting numbers: These tell you which location is damaged when a die (D10 or D6) hits your ship.
- Disc spaces: Place 1-3 discs of the corresponding colour on these spaces at the beginning of the game. As long as at least one disc remains you can use the action associated with the location.
- Shield spaces: Place a white cube on each of these spaces at the beginning of the game. Damage is dealt to shields before locations.
- Hull spaces: Place a grey cube on each of these spaces at the beginning of the game. Damage is dealt to the hull after locations.
Wings
Wings can only move and fire weapons, the other actions are not available to them. You can move and fire in either order:
- Move them by flicking the surfaces highlighted in blue (drone wings: anywhere around the outside; bomber wings: the rear surface), and/or,
- Fire one die per remaining piece (see Combat).
Capital ships
The actions available to a capital ship are shown on the right hand side of its dashboard. Each action corresponds to a ship location and can be used as long as the location has at least one disc on the space representing the location on the ship's dashboard:
- Infect: Fire one D10 per remaining green disc on the Infect location of the ship dashboard (see Combat);
- Positron Torpedoes: Fire one D6 per remaining purple disc on the Positron Torpedoes location on the ship dashboard (see Combat);
- Grow: Add one drone wing to the drone space on the ship dashboard per remaining yellow disc on the Grow space on the ship dashboard;
- Birth: Launch a drone wing from the drone space on the ship dashboard per remaining orange disc on the Birth space (see Launching wings);
- Bomber Bay: Launch a bomber wing (see Launching wings);
- Shield Generator: refill 1 of the shield spaces on the ship dashboard with a white shield cube. Note: In Xeno Wars, the Storm ships' Shield Generator location never has a disc on it, but can always be chosen as one of your two actions;
- Engineering: Return a disc that has been removed from the ship dashboard to its original location to the ship dashboard. Note: The Engineering location never has a disc on it, but can always be chosen as one of your two actions;
- Heal: Return a disc that has been removed from the ship dashboard to its original location, and/or return a grey hull cube to the ship dashboard. You cannot return two discs or two hull cubes it must be at most one of each. Note: The Heal location never has a disc on it, but can always be chosen as one of your two actions;
- Engines/Move: Move the ship by flicking it on one of the sides highlighted in blue on the ship dashboard once per remaining blue disc on the Engines/Move location on the ship dashboard.
Launching wings
If a Storm ship's Bomber Bay location has a disc on it and there is a bomber wing next to the ship dashboard, you may launch that wing.
If a Hive queen's Drone Bay location has a disc on it and the drone space on the dashboard has at least one drone wing on it, you may launch one drone wing per orange disc.
In either case, take the launched wing and place it touching the activated ship with an activation cube on top of it - it can be activated this round.
Routed
If a ship leaves the play area during its move, as a result of a ramming action, or it is knocked out by a die during combat, the ship has fled the field of battle and cannot return - it counts as destroyed. No doubt the commander will be severely punished later.
Ramming & collisions
If two ships collide without declaring a ramming action, no damage is dealt and the active player's turn ends immediately due to taking evasive maneouvres. If an inactive ship is knocked out of the play area in this manner, return it to the play area, 5 cm (2 inches) from the edge as near as possible to where it left, facing a direction chosen by its owner.
Capital ships can be rammed by other capital ships only - not by wings. Ramming is the last ditch action of a desperate captain - it can only be performed by a ship with 0, 1, or 2 discs remaining.
Before moving, the active player must declare a ramming attempt and the target. If the active ship hits its intended target the active ship is destroyed and the damage dealt to the target is as follows:
- If the target had at least one shield cube remaining, it loses all shield cubes and the disc from its Shield Generator location (if it has one)
- otherwise the target takes damage according to the size (see Ship sizes) of the active ship:
- small ships roll a D6 and do two damage to the resulting location
- large ships roll two D6 and do two damage to each resulting location
- huge ships roll three D6 and do two damage to each resulting location
Note: These ramming rules are different (and replace) ramming rules from the FlickFleet base game in its 1st edition print runs.
Combat
Often during the game you will attack an opponent's ship using parasitic boarders (represented by D10s) or positron torpedoes (D6s). To attack, place the die anywhere on top of the active ship and then flick the die with your finger towards its intended target. The die will damage the first ship it hits, whether yours or an opponent's, unless the die leaves the play area. If a ship moves when hit by the die, leave it in its new position - it veered off course taking evasive action.
If both players agree that the two ships are close enough that the attacker cannot miss, assume the hit has happened and just roll the die outside of the play area to determine the result.
If the die leaves the play area after hitting one or more ships, the shot was wild and nothing happens - ships hit by the die suffer no damage and are returned to the positions they were in before they were hit.
Hitting wings
Wings are damaged regardless of the die result. Remove the outermost piece (for drones) or the defender's choice of front or back piece (for bombers). Once the final piece is removed the wing is destroyed. Note: parasitic boarders deal damage to all wings including their own - they do not board them.
Drone pieces are returned to the Queen's supply, they can be grown again and re-launched. Bombers pieces cannot be reused this game.
Hitting capital ships
Positron torpedoes and parasitic boarders deal damage differently to each other once shields are down.
For each point of damage a capital ship receives from positron torpedoes, work through this list in order:
- If the shields are up (there is at least one white cube on its dashboard), remove a white cube from the dashboard regardless of the die result.
- Otherwise, if the ship's shields were down, the die result is important:
- If there are one or more discs on the location on its dashboard corresponding to the die result, remove one disc.
- If there were no discs, remove a grey hull cube from its dashboard (only Hive ships have hull cubes in Xeno Wars).
- If there were no hull cubes on the ship's dashboard, the ship is destroyed - remove it from the play area and flip its dashboard face down.
Positron torpedoes are powerful weapons: they roll straighter so can be used at longer range, always damage capital ships and inflict double damage. If a positron torpedo hits a ship, after calculating and performing the damage as described above, immediately roll the D6 again and deal a second point of damage to the second die result's location (i.e. work through the list above a second time with the new die result). Similarly, positron torpedoes will damage wings twice (removing two pieces).
Damage sequence diagram: 1. Remove a shield cube if present. 2. Remove disc corresponding to the die result, if present. 3. Remove a hull cube, if present. 4. Destroyed! Flip dashboard and remove ship from play.
If parasitic boarders hit a non-Hive capital ship (they deal no damage to other Hive capital ships), work through this list in order:
- If the shields are up (there is at least one white cube on its dashboard), remove a white cube from the dashboard regardless of the die result.
- Otherwise, if the ship's shields are down, the die result is important:
- 7+: the parasites failed to board and nothing happens.
- 1-6: If there are one or more discs on the location on its dashboard corresponding to the die result, remove one disc. Then place a boarding cube on the location (on top of any remaining discs). Also, ensure there is exactly one boarding cube on the ship model, as a reminder. If the supply pile is empty, you cannot board the ship.
Boarding
A ship with one or more boarding cubes on its dashboard has been boarded. When a boarded ship activates, before taking its two actions, its owner may sacrifice one or both actions to remove up to two boarding cubes per action sacrificed from its dashboard - from their choice of location(s). If the last boarding cube is removed, also remove the boarding cube from the ship model. Removed boarding cubes are returned to the Hive player's supply.
Next, before the ship takes its remaining actions, for each remaining boarding cube either:
- If there are one or more discs on the boarding cube's location, remove one disc.
- If there were no discs in the location, the Hive player may move the cube to the location with the next highest or lowest targeting number. For this purpose all weak spots (targeting numbers without a location disc) count as a single location.
Diagram example: 1. When activated, the ship owner may sacrifice actions to remove any two cubes, e.g. from Positron Torpedoes and Engines. 2. Remaining cubes remove a disc if present, or can move to the next numbered space in either direction, e.g. from Bomber Bay (3) to Positron Torpedoes (2) or Weak Spot (4).
If a boarding cube removes the last disc on a ship's dashboard the ship is destroyed - realising all hope is lost, the captain scuttles the ship.
The only way to remove boarding cubes from a ship is to sacrifice one (or both) of the ships actions to remove two cubes per action sacrificed. If not destroyed in this way, the boarding cubes will remain aboard the ship and attack it every subsequent round until it is destroyed.
When a Hive ship is destroyed, remove its complement of boarding cubes from the supply pile, those cubes are no longer available this game. If there are not enough cubes in the supply pile, remove them from boarded ships until the complement is met.
Once the last disc has been removed from a location, either by boarders or positron torpedoes, that location has been damaged and the ship cannot perform that location's action until the location is repaired by activating the Engineering or Heal locations.
Combat example
It is Matt's (Hive) turn. He activates his drone wing and moves it into a better firing position (1) before firing at the Zephyr whose shields are down. The first shot (2) hits the Zephyr but continues off the play area, so has no effect. The final shot (3) hits the Zephyr again - with no shields left the die result, 6, means that the Zephyr is boarded. A green cube is placed on the Zephyr ship model (4), another on the corresponding location on the dashboard (6 = Engines) (5) and the last Engines disc is removed (6).
Anya (Storm) activates the Zephyr next. First she has to resolve the boarding cube. She chooses not to sacrifice an action to remove it, so with no blue discs remaining in its location, it moves to the weak spot (1). For her first action she chooses to fire at the drone wing. The shot hits the drones (2), and deals two damage removing both pieces from them (3). She will have to resolve the boarding cube again next turn.
Game end
The game ends when either the scenario conditions are met or only one player has ships left in play. The winner is the player who first meets their scenario win condition, or who has ships remaining.
Games with more than two players
Multi-faction games
There are now five factions available in FlickFleet: The Uprising and The Imperium from the base game (and the first three expansions), the Pirates (from Box of Flicks 2) and The Hive and The Storm from Xeno Wars. The following rules determine turn order in games where 3 or more factions are in play.
You will need the Turn Order Track, and turn order markers (wooden cylinders in faction colours) and under fire track counters (wooden cubes in faction colours) for each faction in play.
Determine the first round order randomly and place the turn order markers on the 1st/2nd/3rd/etc. spaces on the Turn Order Track accordingly. Place the corresponding under fire track counters on the '0' spot on the Under Fire Ladder to the right of the Turn Order Track.
Players take their turns in the order shown on the Turn Order Track as long as they have ships left to activate. When a player runs out of ships to activate, just skip their turn.
Whenever a ship fires and the die hits another ship, the owner of the ship that was hit moves their under fire track counter one space up the Under Fire Ladder regardless of the effect of the die result. Subsequent die hits from the same attacking ship on the same target ship do not move the counter further, but hits from the same attacker on another ship, or on the same target from another attacking ship do move the counter. If one of your ships is damaged by area effects such as mines or a successful ramming attempt, also move up the Under Fire Ladder.
Once all players have activated all of their ships, a new round begins and turn order is decided for the next round. The player highest up the Under Fire Ladder will be first player in the next round. Second highest up will be second, etc. In the case where two or more players are on the same place on the Under Fire Ladder, they fill the next two (or more if more tied players) spaces, in the reverse of the order they were in the last round - so the tied player who activated first out of the tied players last round will activate last of the tied players in the next round.
Once all players' turn order markers are in the correct spaces on the Turn Order Track, move all players' under fire counters back to the '0' space on the Under Fire Ladder. You are now ready to start the next round with the player in the '1st' place on the Turn Order Track starting the round.
Team games
There are two options for team games - where two or more players play the same faction.
In the first option, the team shares the control of the fleet, build the fleet together. When playing, turn order is as the 2-player game, but within a faction rotate between players.
In the second option, each team player controls a section of the fleet. Divide the fleet points cost as fairly as you can between team players and each team player chooses their own set of ships. When playing, turn order is as the 2-player game, but within a faction rotate between players as long as that player has ships remaining to activate. If a team player has no ships left to activate, the next team player in the rotation takes their turn.
Free games
Free games, as opposed to scenarios, are fair fights: players agree a points total for the game (30-40 is a good number for your first game), and then choose ships from their supply that add up to that points total or less.
The start player is the player with the most ships, or the Storm player if tied. If playing a 2-player game with other faction ships the tie-breaker order is Pirates, Storm, Uprising, Imperium and finally Hive.
| Storm | Points value | Hive | Points value |
|---|---|---|---|
| Bomber wing | 8 | Drone wing | 5 |
| Sirocco | 10 | Soldier | 15 |
| Whirlwind | 35 | Queen | 35 |
Note: queen and whirlwind points above include a full complement of drones and bombers.
Players take it in turns, starting with the start player, to place a ship within 5 cm (2 inches) of the edge of the play area nearest to them until all ships are placed. The first player to destroy all their opponent's ships is the winner.
Ship sizes
Capital ships are categorised by their cost as shown on the dashboard. Wings (drones and bombers) do not fit into these categories.
- Small ships are those that cost 1-20 points
- Large ships are those that cost 21-40 points
- Huge ships are those that cost more than 40 points (currently none!)
Hive Ship definitions
Soldier (15 points)
Small. Shield cubes: 0, Hull cubes: 2, Boarding cubes: 4
Locations:
- No number: Heal: Repair a damaged location and/or return a hull cube
- 1, 2, 3: Infect: Flick fire one D10 attack die per remaining disc
- 4, 5: Weak spot: No disc
- 6: Move: Move by flicking one of the rear tentacles
Queen (35 points)
Large. Shield cubes: 0, Hull cubes: 4, Boarding cubes: 10. Wings: 4 drone wings
Locations:
- No number: Heal: Repair a damaged location and/or return a hull cube
- 1, 2: Infect: Flick fire one D10 attack die per remaining disc
- 3, 4: Grow: Add one drone wing per remaining disc to the drone space
- 5: Birth: Launch one drone wing from the drone space per remaining disc
- 6: Move: Move by flicking one of the rear tentacles
Drone wing (5 points)
- Movement: Flick in any direction
- Hits: 2 (1 per piece)
- Infect: Flick fire one D10 attack die per remaining piece
Storm Ship definitions
Sirocco (10 points)
Small. Shield cubes: 2, Hull cubes: 0
Locations:
- No number: Engineering: Repair a damaged location
- No number: Shield Generator: Restock 1 white shield cube
- 1, 2: Positron Torpedoes: Flick fire one D6 attack die per remaining disc
- 3, 4: Weak Spot: The ship is instantly destroyed
- 5, 6: Engines: Move by flicking the back curved edge once per remaining disc
Special Rule: Lightning Strike: If the Sirocco has both engine discs remaining, it may split the two moves around another action, e.g. move in, fire Positron Torpedoes and then move out.
Whirlwind (35 points)
Large. Shield cubes: 3, Hull cubes: 0
Locations:
- No number: Engineering: Repair a damaged location
- No number: Shield Generator: Restock 1 white shield cube
- 1, 2: Positron Torpedoes: Flick fire one D6 attack die per remaining disc
- 3: Bomber Bay: Launch a Bomber Wing (one in total)
- 4: Weak Spot: The ship is instantly destroyed
- 5, 6: Engines: Move by flicking the back curved edge once per remaining disc
Special Rule: Lightning Strike: If the Whirlwind has both engine discs remaining, it may split the two moves around another action, e.g. move in, fire Positron Torpedoes and then move out.
Bomber wing (8 points)
- Movement: Flick from behind
- Hits: 3 (1 per piece)
- Positron Torpedoes: Flick fire one D6 attack die per remaining piece
Scenarios
Nuke it from orbit
A Hive queen has been located orbiting Nostr-0. We must quickly dispatch it before it can colonise the whole sector with its noxious spawn.
Fleets: The Hive player starts with a queen with its drones ready to launch. The Storm player starts with a whirlwind with its bomber wing ready to launch.
Setup: Place a small plate or bowl edge down in the centre of the play area, this is the gas giant Nostr-0. Place the Hive queen with its rear edge 5 cm (2 inches) from the gas giant. Then place the Storm whirlwind with its rear edge 5 cm (2 inches) from any edge of the play area.
Special rules: The Hive player goes first in the first turn. The gas giant is a static, permanent obstacle:
- Any dice that hit it first do no damage to anything
- Any ships that hit it are destroyed
- If anything moves it, return it to its original position.
Objectives: The first player to destroy their opponent's ships wins.
Caught in the Act
A Storm expeditionary force strikes deep into the heart of Hive territory in an attempt to disrupt the breeding of a new swarm of Hive ships.
Fleets: The Hive player starts the game with two queens with their complements of drones. The Storm player has a sirocco, and a whirlwind, with the whirlwind's bomber wing already launched.
Setup: The Hive player sets up the two queens in the centre of the play area with their rear edges facing each other. Place one drone wing on the drone space of each queens' dashboards, these are already grown and are ready to birth. Remove the Engine disc from the queens' dashboards - they are in brood and not prepared to move. The Storm player places their three ships with their rear edges 5 cm (2 inches) from the edge of the play area.
Special rules: The queens' Engines can be healed during the course of the game.
Objectives: The Storm player wins if they can destroy both queens. Otherwise the Hive player wins.
The Seed
We have no idea what this is. We've seen nothing like it before. It appears to be a blend of organic and inorganic technology, and it's immune to our positron torpedoes. We must destroy the sentries so a science mission can come to investigate the seed.
Fleets: The Hive player has two soldiers. The Storm player has a sirocco and a whirlwind, with its bomber wing to launch during the game.
Setup: Place a large coin in the centre of the play area - this is the seed. The Hive player sets up first placing two soldiers anywhere within the play area. Then the Storm player chooses an edge of the play area and sets up their ships with their rear edges 5 cm (2 inches) from their chosen edge of the play area.
Special rules: The seed pod is a static, permanent obstacle, it cannot be damaged and if moved, return it to its original position.
At the beginning of each round before players activate any ships, the Hive player fires twice from the seed pod as if it had an Infect location with two discs. If the die hits a Storm ship deal damage and board as usual. If however it misses, and the die remains in play, replace it with a boarding cube. This cube remains in the play area until a die hits it first (destroying it) or a ship collides with it. If a Storm ship hits one of these cubes, roll a D10 as if it had been hit by an Infect action and remove shields or board it as usual - and then remove the cube. In this scenario boarding cubes are not limited, use the ones from the queens if needed.
Objectives: The Storm player must destroy the two soldiers, clearing a path for a science mission to win. The Hive must destroy the Storm ships and have at least one soldier remaining to win.
Battle Royale
Note: Also requires FlickFleet base game.
A four-way fight to the death! Who will be victorious?
Fleets: The Imperium player has a dreadnought and a destroyer. The Uprising player has a carrier and two destroyers. The Storm player has a whirlwind and a sirocco. The Hive player has a queen and two additional drone wings which start the game in play.
Setup: Each player chooses an edge of the play area and will place their ships with their rear surfaces 5 cm (2 inches) from that edge. Players set up their fleet one ship at a time, alternating until all ships are placed. Place ships in the order: Storm, Uprising, Imperium, Hive.
Once all players have placed all their ships, players take it in turns to place two asteroids each in the middle of the play area. These can be the asteroid pieces from the Scenario and Scenery Pack expansion, or just large coins.
Special rules: The asteroids are temporary, mobile obstacles:
- If they are moved by a ship or a die, leave them in their new position
- If a die hits an asteroid first, it deals damage to the asteroid only.
- If a ship collides with an asteroid, the asteroid takes two damage removing a coin or two pieces of an acrylic asteroid. The ship's turn ends and the ship either:
- If the shields are up (there is at least one shield cube on its dashboard), the ship loses all shield cubes and the disc from the Shield Generator location if it has one.
- Otherwise, roll a D6 and the ship takes two damage to that location.
Objectives: The last player with ships remaining is the winner.
Want more scenarios?
You can find more scenarios at: www.eurydicegames.co.uk/games/flickfleet/scenarios.html
Quick Reference
Setup: Choose either a free game or a pre-defined scenario (or from www.eurydicegames.co.uk/games/flickfleet/scenarios.html). Largest fleet is start player, the Storm player starts if tied.
Turn: Place a purple activation cube on every ship. Players take turns to activate a ship: remove the purple cube, boarders attack and then take two different actions (or sacrifice actions to remove 2 boarders).
Actions available are those listed on the ship's dashboard whose locations still have at least one disc on them.
Drone and bomber wings may move and/or fire one die per remaining piece.
Combat: Place a die of the appropriate type on top of the firing ship. Flick it towards the target. First ship hit is damaged unless the die subsequently leaves the play area, when nothing happens.
Fighters and bombers lose a piece regardless of the die result. Capital ships first lose shield cubes (regardless of die result), then discs corresponding to die result, then hull cubes.
Ships that move out of the play area (or a hit out by a die) are considered destroyed.
Ramming & collisions: If two ships collide unintentionally no damage is dealt, but the active player's turn ends immediately due to taking evasive maneouvres (see Ramming & collisions).
Slow-moving capital ships can be rammed. Before moving, the active player must declare a ramming attempt and the target. If the active ship hits its intended target, the active ship is destroyed and the damage dealt to the target is described in Ramming & collisions.
Game end: Winner is first person to meet the scenario conditions or destroy all of their opponents' ships.