Monday, May 1, 2023

Cardboard Corner: Review of Space Hulk: Death Angel

I am not a Warhammer 40K guy. All respect to those who are, orcs and elves in space doesn't click with my imagination for whatever reason (and aliens do for some other reason...). But I cannot argue the popularity of the IP across seemingly all media. Video games, books, movies, board games, and especially tabletop miniatures games, there is a discussion to be had whether it is mainstream or not. Also, I cannot argue with the success that is Space Hulk: Death Angel (2010). A small game with meaty choices (of grilled Tyranid) it wholly engages despite my lack of Warhammer lore, and I assume even more so for people in love with the universe.

A cooperative card game for one to six players, Space Hulk: Death Angel boils the Warhammer universe down into classic encounters between Space Marines and the bug-like Tyranids in the tight corridors of a derelict spaceship. Working together, players must use the limited actions of their Space Marines to blast their way through the swarming Tyranids and survive to the meet the last corridor's objective. If there is at least one marine alive at that time, the players win. If the Tyranids kill all the Marines beforehand (which will happen more often than not), the players lose.

Death Angel is a game which uses the cards themselves to create a “board”. A corridor card is placed at the top of the playing space and space marine cards are placed in a vertical line below, representing the fighting column. An event card is revealed, dictating how many Tyranids emerge and where in the column, then play begins. For each team of two marines they control, players select from among three actions (attack, support, and move & activate), bearing in mind they cannot use the same action next round (twice in a row). Players then resolve their actions, trying to kill Tyranids, adjust the marine column, and support each other. Afterwards, the aliens attack, and a new event card is revealed. This process repeats itself round by round, corridor by corridor until the final corridor's win conditions are achieved or lost.

But there is flavor beyond this loop. Along with the basic actions of attack, support, and move & attack, each team of marines has several special actions. Some are allowed to make extra attacks, some provide additional support, some have modified ranges of movement in the formation, etc. Each pair of Marines is unique in this aspect, helping to give them character in-game. And lastly, each corridor has different accessories. Some have vent shafts where more than the usual number of Tyranids will spawn. Some have airlocks which Marines can open and allow the vacuum of space to suck Tyranids out. And still some have Tyranid nests which can be entirely wiped out with one move but at a high cost (i.e. killing the marine also). The game more than roll-and-move, there is a light to medium level of complexity to organizing and controlling space Marines to fight and survive. The tension is real and only builds in intensity as marine numbers are thinned and the final corridor draws closer.

Play time is between 30 and 60 minutes (depending how long you survive and how many players), which means Space Hulk: Death Angel packs a good punch for its small size. The single die means luck plays an important role, however. Players have some agency in mitigating it. The efficient usage of support, the right marine in the right place, marine facing, and ensuring that actions are used in a balanced manner puts tactics in favor of the player. But there are times that five rolls in a row still results in marine death. Dice are dice.

The game doesn't really have any strong negatives. Would it be better on a board with miniature Marines? Maybe. But that game exists already (Space Hulk). This is the card game version. I've read some complaints of the rulebook. I suppose taking the more modern route of separating rules reference from learn-to-play would have helped, but for me the rulebook was functional. It showed me how to play and answered almost all questions we had after a few rounds of play—a normal rule book.

In the end, Space Hulk:Death Angel plays great at all player counts and doesn't overstay its welcome. Things move quickly with meaningful decisions, so all players feel engaged. Dice are the real kick in the shins. Thus, despite that the game is now more than twelve years old, it still feels fresh and original and hits a sweet spot of time versus tactical decision making for a group looking to have fun together. If this sounds interesting, finding a copy may be worth it regardless, whether you enjoy Warhammer 40k or not.

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