Tuesday, December 16, 2025

Space Weirdos Impressions

I don't really do reviews, but I feel like Space Weirdos deserves attention and so here we are.

The last review I can remember kind of sort of doing was my WWI rules overview. This is even less a proper review than that post was. 

Anyway, I'm late to the party on this, but in case anyone lands here first, here's a collection of my impressions of Space Weirdos, organized into my Pros, Cons, and the bits that I don't think are detriments to enjoyment of the game, but they could be in some situations.

Hopefully, they are useful to someone. Or at least my future self.

Target has been rescued but the escape is not guaranteed.

 Pros:

  • Low figure count - 3 -8 figures average per side depending on point-size of game.
  • Works with just about any infantry-type figure 
    • Isn't limited to the grim dark future! Can easily work for Space Opera, Pulp, 20th C. conflicts, etc. 
  • RPG-lite character creation process
    • Includes ready to play samples
    • Encourages naming the characters 
  • Polyhedral dice 
  • Interesting combat results
  • Gear lists and trait lists (the latter are for leaders and warbands) 
  • Command points can be spent for temporary boosts 
  • Active community including a Discord server - a lot of house rules gathered into a 2nd publication
  • Low cost
  • Zine format
  • Evocative artwork
  • "Official" solo rules

Cons:

  • RPG-lite character creation process takes time, more so if you have to build both sides.
  • Potentially, many, many markers on the table
  • Not at all clear where the 20-point limit per figure, 25 points for leaders, comes from or if exceeding those will break the game

I can't remember what happened next. Pretty sure the Plague Marine was knocked down.

Neutral:

  • Command points can be spent at any point,during your move or your opponents. As I typically play solo, if I "play both sides" this adds to the cognitive load as every action has to be viewed from both perspectives in case a command point is warranted. Not an issue if using the included solo rules.
  • Alternating activation by figure - I find this good for playing with others and not so enjoyable playing solo. However, the official solo rules mitigate this.
  • Explicitly notes the side with more figures will have an advantage. To me that reads as a lone Space Marine Lieutenant attacked by a swarm of alien bugs may not have their usual heroic success rate.
  • No vehicle rules - It doesn't need any as it's not that kind of game but maybe you want a vehicle on the table for a scenario. It's not hard to come up with something using the existing stats and values,but I know some people don't like anything that isn't "official".  
  • Probably tops out around 10-12 figures per side, and would, in my mind, feel like an incredible slog at that level, especially when compared to One Hour Skirmish Wargames which moves at a good clip with 10-15 figures per side.

Conclusion

I like these rules, a lot. And I had a lot of fun playing. Despite a bit of reference to the rule book and force roster, the games felt like an emerging story, similar to an RPG.

Points-based games turn some people off, but in defense of Space Weirdos, unlike games where points and balance and gaining an edge come to dominate, that's clearly not the case here. Narrative is king in Space Weirdos. The points are just to keep things fun for all players involved.

And, although it takes time, if you ever had fun rolling up characters for RPGs just for giggles, then you'll probably enjoy building Space Weirdos warbands, too. Don't skip on naming the characters! The return on involvement with the story is immeasurable.

I recently learned that there is a builder online that lets you select from drop-downs and it calculates points plus any special notes/rules automatically. If there's any downside, it's that it doesn't (yet?) incorporate weapons, gear, or traits from the fan-made content (available in Space Weirdos: Weird Millennium).

In any case, neither the rules nor the expansion are very expensive, so if any of the above sounds good to you, you can pick them up on Wargame Vault!

 


 

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