Space Hulk: Death Angel - The Card Game (2010)



Players: 1 - 6
Playing time: 30 minutes

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Data from BoardGameGeek
Players choose from six different combat teams, each consisting of two Space Marines with different abilities. Each player receives three Action cards for each of his combat teams. After all of the Space Marines have fallen into formation, prepare for the first wave of Genestealers!

Game play is quick and easy-to-learn. Each game is played over a series of rounds, broken up into phases. During the Choose Actions Phase, each player must secretly determine which of the following Action cards they wish to play on their Space Marines: Support, Attack, or Move + Activate. You can't pick the same Action card next round, so choose wisely!

Action resolution keeps all players involved while the overwhelming odds inspire them to work together to survive. The Action Resolution Phase consists of each player revealing and carrying out their chosen Action. The lowest number card goes first, which means Attacks are resolved after Supports. Support tokens enable Space Marines to re-roll, so make sure to cover your fellow Blood Angels!

The Genestealer Attack Phase happens after all the Actions have been resolved, so hopefully you thinned out the swarms since you have to roll higher than the number of Genestealers in the swarm to successfully defend. Finally, an Event card is drawn to spawn more alien adversaries. Once all the Genestealers have emerged from the darkness, its time to move forward, drawing a new location card. And then it's back into the fight!

Space Hulk: Death Angel - The Card Game is a cooperative card game for 1-6 players. Set in the Warhammer 40,000 universe, players take on the roles of Space Marines pitted against the increasing hordes of Genestealers.

Expansions:

Print On Demand:

Space Hulk: Death Angel - The Card Game - Space Marine Pack 1 (Published March 11, 2011)
Space Hulk: Death Angel - The Card Game - Mission Pack 1 (Published March 11, 2011)




Richard Fisher

  • Rated this 5/10
  • Owns this


Toast Crumbs

  • Rated this 7/10
  • Owns this


Graham Charlton

  • Rated this 5/10


Simon Marks

  • Owns this




Phillip McCaughey

I've tried to like this game but it's just not for me. I'm not a big dice roller but don't mind a bit of it in games as long as I have methods to mitigate the rolls. Limited re-rolls don't count for this in my book. This game does nearly, maybe, just enough to make me think that I am in control - decisions about which orders to give each turn, special card abilities, gaining additional re-rolls etc. And it's short enough that a few bum rolls don't spoil hours of careful tactics. I don't mind the difficulty either.I enjoy the theme and the stories that can develop within the game. I had started to think of some of my marines as individuals, not just another card. For example, Sergeant Lorenzo is a f**king beast after the stand he made in one particular game. What I'm not comfortable with is the event cards. The genestealer spawns are fine - the colour coding shows how likely they are to spawn at a location so you can priortise - but the actual events themselves feel a bit "Community Chest". I've spent two turns positioning my marines to cover every slot on each side...pull event....awwwww, every genestealer has now just flanked! Absolutely nothing I could do about that. I can't even be reasonably expected to guard against the chance that this 'may' happen in any one particular game. And the rulebook sucks. You're constantly jumping around to try and work out what a turn involves. Classic FFG :) The game is quite straight forward but the rulebook makes it seem so complicated.

  • Rated this 4/10


James Graham

  • Owns this





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