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Flickfleet is one of the smartest dexterity games you’ll play

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FlickFleet, designed by Jackson Pope and Paul Willcox and published by Eurydice Games, is a dexterity-driven space skirmish game that swaps dice and cards for finger flicks and acrylic templates. It’s a game that doesn’t take itself too seriously while also being a pretty smart design — and that’s exactly what makes it so engaging. Beneath the playful premise of flicking starships and dice across a tabletop battlefield lies a surprisingly tactical experience, full of clever interactions, asymmetric powers, and cinematic moments of chaos.

At its core, FlickFleet is a two-player game of interstellar combat. Players command fleets of acrylic ships — destroyers, carriers, fighters, and very occasionally, a Dreadnought — each with unique shapes, stats, and abilities. Movement is handled by flicking the ships themselves across the table, while attacks are resolved by flicking dice (D10s for lighter fire, or D6s for nukes) at enemy vessels.

If your die hits a ship and remains on the table, the number rolled determines which system it strikes — each system represented by a disc on a dashboard card. A hit to the weapons or engines might disable key functions or destroy the ship outright. This is why the D10 is often worse than the D6 — because in almost all cases (certainly all I’ve seen), any roll between 7 and 10 is effectively a miss against armoured or shielded ships.

There are some really clever touches in how FlickFleet handles damage and unit design. Larger ships come with shield cubes that absorb hits before systems are affected, while fighter and bomber wings are made up of circular rings with no individual systems. Each ring represents health, so as they take damage, they shrink — becoming harder to hit, but also returning fire with fewer shots.

This physicality is what sets FlickFleet apart. It’s not just about dexterity, but also tactical positioning, calculated risk, and the occasional lucky bounce. The game encourages dramatic plays: a damaged fighter weaving through enemy lines to deliver a precision strike, a carrier launching waves of smaller squadrons, or a flagship limping away from a direct hit. It’s messy, unpredictable, and wildly entertaining. And because the ships — all handmade by the designers — are cut from sturdy acrylic, they slide beautifully across most table surfaces, making each flick feel satisfying and deliberate.

I’ll admit I had to experiment a bit to find the ideal surface. Gaming tables with a soft fabric finish tend to slow the ships down, while my wooden dining table offered the perfect speed — but also caused jumps and ricochets due to natural graining. I’m planning to invest in a smooth fabric topper — ideally with a thematic, space-themed design.

Each larger ship has a dashboard card that tracks its systems — shields, weapons, engines, and so on. As ships take damage, these systems are disabled, limiting your options and forcing you to adapt. Some ships can launch fighters, one can cloak, and a few have special attacks that can be devastating — like the mines deployed by one of the ships from FlickFleet Expansion 1: Scenarios and Scenery.

The asymmetry in FlickFleet is well-balanced, and the fleet-building options allow for varied matchups and playstyles. The base game includes two factions, each with its own flavour and tactical quirks. The Imperium is slow and powerful, while The Uprising is small, nimble, and unpredictable. In later expansions that we don’t yet have access to, there’s a xenomorph faction that I don’t doubt will bring some very cool quirks.

Enter FlickFleet Expansion 1: Scenarios and Scenery, which adds a welcome layer of structure and thematic depth. The expansion introduces terrain pieces — asteroids and civilian ships — that reshape the battlefield and create new tactical considerations. You can hide behind asteroids, or blow chunks out of them if a larger ship needs to pass. The terrain is made from the same sturdy acrylic as the ships, and it integrates seamlessly into the game’s visual language thanks to each element having its own colour scheme.

More importantly, the expansion adds a set of narrative scenarios that give context to the chaos, as well as new ships like the ISS Phantom and ISS Bastion (the cloaking and minelaying ships I mentioned earlier). Instead of basic, open skirmishes, players can now engage in missions with specific objectives — rescue operations, base assaults, convoy protection, and more. Or, of course, they can just make their skirmishes more varied and interesting.

These scenarios introduce asymmetrical goals, scripted events, and thematic twists that elevate the experience from sandbox to story-driven. They’re clearly articulated, varied, and easy to implement, making them ideal for both casual and more competitive play. We’re still relatively early in working through the scenarios, but so far, I really like how the additional terrain and new ships are used. FlickFleet continues to impress with how clever it is for something that looks so simple on the surface.

Combined with the terrain and scenarios, the new (and much more complex) ship options transform FlickFleet from a dexterity skirmish into a modular toolkit for cinematic space battles. It’s the kind of expansion that doesn’t just add content — it adds far more than the understated name suggests.

FlickFleet is a joyful collision of dexterity and strategy, and Scenarios and Scenery adds just the right amount of structure to keep things fresh. Whether you’re flicking torpedoes across a cluttered asteroid field or racing to complete a mission before your flagship explodes, this is a game that rewards creativity, precision, and a healthy sense of humour. It’s fast, fun, and unlike anything else in your collection — and with the expansion in play, it’s no longer just a flick-fest. It’s a full-blown space opera, played out one disc at a time.

FlickFleet is available now from the EuryDice Games website.

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