How to Play

Space Hulk

2-2 players 45-45 min 7.5 Board Game Geek Rating

In this Warhammer 40K miniatures game, heavily-armed Space Marines explore derelict spacecraft corridors while deadly Genestealers hunt them. Marines must complete scenario objectives like retrieving artifacts, while Genestealers win by eliminating all Marines. The unique mechanic gives Marines only three minutes per turn, creating intense time pressure that simulates the aliens' superior speed and adds thrilling tension to gameplay.

Published 1989

Space Hulk

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Form Dalek squads
Each squad consists of one Commander Dalek and three ordinary Soldier Daleks
2
Distinguish Commanders
Use a Dalek with a different color scheme for the Commander (e.g., three silver/grey Daleks led by a red Dalek)
3
Select Command Unit
Choose either a Gold Emperor Dalek or Davros as the command unit (maximum one per force)
4
Build force using point costs
Select units based on available points:
5
Ensure proper Slave ratios
Include at least one Extermination Unit for every 4 Slave teams fielded
6
Prepare distraction markers
Have markers ready (Jammed markers work) to track Dalek distraction status

On Your Turn

What you can do during your turn.

1
Roll for Command Points
Roll based on highest-ranking Dalek present:
2
Spend Action Points
Soldiers have 3 AP; Emperor and Davros have 2 AP each:
3
Fire Dalek guns
Roll three dice per shot; gain sustained fire bonuses as Storm Bolters
4
Check for Distraction
If rolling a triple when firing, the Dalek becomes distracted and loses 1 AP (cumulative to maximum -3 AP)
5
Enter Overwatch
Spend 1 AP; guns never jam but triples still cause Distraction
6
Use antigravity
Float over Pitfalls automatically; spend 3 AP to move up/down Pitfalls or Ladders
7
Cut through bulkheads
Spend 4 AP while adjacent to bulkhead (CPs may supplement)
8
Engage in close combat
Roll 1D with -1 modifier when fighting humans; Daleks cannot use Guard Mode
9
Roll on Dalek Damage Table when hit
When a kill is scored against a Dalek, roll 1D6:
10
Apply damage modifiers
Add +1 for each successful hit beyond the first; Davros receives -1 modifier
11
Use Slaves
Slaves have 5 AP, can move sideways for 1 AP, turn 90° for 0 AP, use Access Tunnels, roll 1 die in combat
12
Fire Slave weapons
Function as Storm Bolters but roll only 1 die; cannot jam on Overwatch
13
Complete flamer objectives
Spend 3 AP within sight of target to recalibrate weapons; next shot counts as flamer for victory conditions

Winning

How to claim victory.

1
Achieve scenario victory conditions
Complete objectives as specified by the mission being played
2
Substitute flamer requirements
When missions require flamer shots at targets (e.g., "Suicide Mission"), Daleks spend 3 AP in sight of target then fire
3
Use Davros for objectives
Davros can achieve flamer-equivalent victory conditions by being in target room and expending 3 AP (using CPs as needed)
4
Replace losses in campaigns
Receive 1 Slave at the end of each mission to replenish forces

watch & Learn

Let the pros teach you with these top videos.

Extermination - 1

Extermination - 1

Session

Extermination - 2

Extermination - 2

Session

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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