How to Play

Space Hulk (Third Edition)

2-2 players 60-60 min 7.5 Board Game Geek Rating

Space Marines battle swarms of alien Genestealers within a derelict spacecraft's narrow corridors. This two-player tactical game features one side commanding heavily-armed Marines completing dangerous objectives while the other controls hordes of deadly aliens hunting them. Quick-thinking and strategic positioning determine success in these claustrophobic, high-tension encounters aboard the ancient vessel.

Published 2009

Space Hulk (Third Edition)

Get Ready

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

1
Assemble your squad
Select Imperial Guardsmen including special weapon troops, a Sergeant, and a Comm-Link officer
2
Include a Commissar (campaign only)
Add one Commissar per campaign who is essential for victory; losing him means the campaign can only be drawn
3
Designate entry areas
Identify board entry points where Guardsmen will deploy and where reinforcements may arrive
4
Calculate Command Points
Draw Command Points for the turn, then subtract 4 from the total due to lack of Tactical Dreadnought Armour communication
5
Track ammunition
Note limited ammo for Flamer (6 shots), Missile Launcher (6 shots), and unlimited ammo for energy weapons

On Your Turn

What you can do during your turn.

1
Spend Action Points
Each Guardsman has 4 APs to use for movement and actions
2
Move forward
Spend 1 AP to move one square forward
3
Move sideways
Spend 1 AP to move one square sideways (unless carrying a Heavy Weapon)
4
Turn freely
Rotate 90 degrees before or after moving or firing at no AP cost (unless carrying a Heavy Weapon)
5
Fire a Lasgun/Laspistol
Spend 1 AP; roll 1D6 and kill on 6+; may Overwatch but jams on a roll of 1
6
Fire a Plasma Gun
Spend 2 APs (or Move and Fire for 2 APs); roll 1D6 and kill on 5+; check for overheat at turn end
7
Fire a Flamer
Spend 2 APs (cannot combine with Move); range 12 squares; roll 1D6 per model in section, kill on 5+
8
Fire a Grenade Launcher
Spend 2 APs (cannot combine with Move); range 12 squares; roll 1D6 per model/door in section, kill on 5+
9
Fire a Missile Launcher
Spend 2 APs (cannot combine with any action); choose Krak (2D6, kill on 3+) or Frag (2D6 per model in section, kill on 5+)
10
Fire a Heavy Bolter
Spend 1 AP (cannot combine with any action); roll 2D6, kill on 6+ with Sustained Fire bonus; may Overwatch without jam rolls
11
Fire a Lascannon
Spend 2 APs (cannot combine with any action); roll 1D6, kill on 2+; may fire multiple times
12
Enter Close Assault
Roll 1D6 and subtract 2 from the result for standard Guardsmen
13
Call for reinforcements
If Comm-Link officer is alive at turn start, roll 1D6; on 5+, return killed Guardsmen (including Sergeants) to entry areas

Winning

How to claim victory.

1
Defend against attacks
Remember all kill rolls against Guardsmen receive +2 modifier (except natural 1s never modify)
2
Protect the Commissar (campaign)
Keep the Commissar alive throughout the campaign to maintain the possibility of victory
3
Accept campaign draw
If the Commissar dies during a campaign, the Guardsmen player can no longer win, only achieve a draw
4
Complete mission objectives
Achieve the specific victory conditions set by the mission scenario being played

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FULL rules

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

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