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2010 · 1-6 players · 60min · weight 2.42 · 13,729 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Secretly choose Attack, Move, or Support for each marine team — can't repeat next round — then resolve against Genestealer swarms.
- [3]simultaneous_action_selection— “secretly pick Attack/Move/Support for each marine team, can't reuse next round — three_action_lockout.”
- [3]escalating_threat— “swarm_pressure_escalation — cooperative_death_spiral; Genestealers escalate in waves.”
- [2]variable_player_powers— “six different combat teams, each consisting of two Space Marines with different abilities.”
- [2]communication_constraint— “secretly determine which Action cards they wish to play — cooperative but with hidden simultaneous picks.”
- [2]attrition_clock— “action_priority_resolution_order — lowest number card resolves first; Attacks after Supports.”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Strong coop fit: communication_constraint via secret simultaneous picks, escalating_threat via genestealer waves, shared fail-state. Visual_legibility and onboarding are weak — 40K iconography sprawls; rules-heavy onboarding. | 5.80 | 7.0 | 6 | 7 | 8 | 4 | 5 | 5 |
| Balatro Tight escalating arc with attrition_clock and three_action_lockout creates StS-shaped pressure, but combat resolution is dice-additive not joker-multiplicative; fixed scenarios cap content extensibility. | 4.90 | 4.0 | 6 | 4 | 8 | 4 | 5 | 4 |
| Snap Coop simultaneous-pick has Snap-adjacent reveal cadence but no PvP lane structure; 60min sessions miss the 3-min match target. | 3.80 | 4.0 | 3 | 4 | 6 | 3 | 4 | 3 |
| Cozy Hard tier — escalating_threat + cooperative_death_spiral grimdark combat. Anti-cozy primitives dominate; caps at 3. | 3.50 | 3.0 | 4 | 3 | 5 | 2 | 5 | 3 |
| Wordle Dense 40K rules and 60min length make this antithetical to Wordle's 60-90s daily puzzle frame. | 2.90 | 3.0 | 2 | 3 | 4 | 2 | 4 | 2 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Card+dice resolution and the three-action lockout are fully digital-friendly and solo-supported, but no official port exists; only Tabletop Simulator mods.
Rules card
Synthesized from sources below. Readiness: draft-ready. Confidence: 0.74.
Readiness
draft-ready (confidence=0.74, rules=0.65, fun=0.90). BGG rank: 838; year: 2010; weight: 2.42; playtime: 60 min
| Source | Quality | Role | Note |
|---|---|---|---|
bgg_comments | 0.75 | player voice | positive/player-voice sample |
llm_memory | 0.65 | draft synthesis | sonnet-self-rated-7 |
wikipedia | 0.15 | context/reception | possible-title-mismatch: Space Hulk |
Core Loop
Space Hulk: Death Angel is a fully cooperative card game for 1-6 players where Space Marines fight through a Space Hulk (derelict spaceship) infested with Genestealers. Players each control a two-Marine Formation (two marines with linked abilities). Each round, players simultaneously and secretly choose one of three Action Cards for their Formation: Attack (kill a Genestealer in a specific location), Support (allow another Formation to reroll), or Activate (use a special ability and possibly move). Here's the critical constraint: no two players can choose the same action type this round. If they do, both cards are played but the duplicate effect is wasted — creating significant silent coordination pressure.
After actions are chosen and simultaneously revealed, all chosen actions resolve. Then Genestealers spawn and swarm: new Genestealer cards are drawn from the Swarm deck, and existing Genestealers at the "top" of each corridor attack Marines. Any Marine that is attacked without support dies permanently (dead marines are removed from the game). Corridors have a Genestealer track — when they fill up, a blip counter triggers a massive spawn. The goal is to fight through to the Objective location and activate it.
Turn Structure and State
- No manual/BGA/transcript source is present; card relies on memory plus BGG context.
- BGG description anchor: A cooperative game where the players attempt to clean out an infestation of hostile aliens from a derelict spaceship. Set in the Warhammer 40,000 universe, players take on the roles of Space Marines pitted against hordes of Genestealers. 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 [...]
Win Condition and Arc
Players win by activating the current Objective card — each scenario has one. Loss occurs if all Marines in any one Formation are killed, OR if a Genestealer corridor overflows completely. The arc is attrition: the Swarm deck relentlessly fills corridors with threats while Marines are slowly whittled down, creating desperate "hold the line" tension.
Decision Primitives
BGG mechanisms: Action Queue, Cooperative Game, Dice Rolling, Hand Management, Move Through Deck, Solo / Solitaire Game, Variable Player Powers
Memory-derived primitives:
- Simultaneous secret action selection (no duplicate action types allowed)
- Formation-based player units (two marines per formation, linked abilities)
- Genestealer swarm scaling (threat grows continuously)
- Marine permadeath (dead marines removed permanently)
- No turn order — all actions resolve in a fixed sequence
- Terrain/corridor card layout (spatial organization of threats)
- Support tokens as reroll currency
v4 controlled primitives: simultaneous_action_selection, escalating_threat, variable_player_powers, communication_constraint, attrition_clock
Top iOS archetype fits: coop 5.8, balatro 4.9, snap 3.8.
Why It Is Fun
The simultaneous action selection with no-duplicate constraint creates organic coordination pressure without direct communication — players must read each other's intentions and guess who will play what. The relentless Genestealer pressure means every decision feels existential. High lethality creates real tension even in a cooperative game.
Player-voice evidence:
- Big box feel in a small box game. Takes some table space for sure. Need more plays to decide...
- Juego de cartas que crea conforme va avanzando el juego muuucho estrés, porque ves como la cosa se va complicando cada vez mas y si no realizan todos bien sus acciones, todo acaba en un desastre total.
- My guilty pleasure ameritrash game that is either solo or coop. it has decent amount of decision making for an ameritrash game and has moments of extreme excitement when you barely make it through a challenge.
- Great system, really keeps you on your toes and is surprisingly involved. Only played this solo so far.
- Brutally difficult co-op game. Can be played solo. Weak links in your fellow players = death.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.
- Needs at least one stronger rules authority before final extraction use.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- Support tokens are the reroll mechanism — they're spent to allow rerolls on attack dice
- Marines each have two health-like states (active/braced) that interact with Genestealer attacks
- The Swarm deck is finite but scales with player count — more players means more Genestealers
- When a Marine dies, his partner Formation mate may still be playable with reduced ability options
- Terrain cards determine which Formations are adjacent and can interact (support range)
- The Objective must be reached AND activated — reaching it is not sufficient, the activation roll must succeed
Sources Used
[
{
"kind": "bgg_comments",
"path": "data/bgg_comments/71721.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/71721.md",
"quality": 0.65,
"note": "sonnet-self-rated-7"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/71721.md",
"quality": 0.15,
"note": "possible-title-mismatch: Space Hulk"
}
]
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.