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The Final Flicktier Kickstarter Preview

Designers: Gabe Barrett
Artists: Drew Corkill & Ash Jackson
Publisher: Barrett Publishing
Year Published: 2019
No. of Players: 1-4
Ages: 10+
Playing Time: 45-75 minutes

Find more info on BoardGameGeek.com

I love science fiction games, and I love dexterity games. I also love a good 4X (eXplore, eXpand, eXploit, and eXterminate) game. The Final Flicktier, then, looked to be everything my life had been building up to.

When I opened the box, I was quite pleased to see all the components looking really great, despite my review copy being a prototype. The rules were easy to follow and understand, and I was all kinds of itching to get started. Gameplay also flowed well. But enough about all that; let’s talk about the game itself!

My Experience
Alright, l’ll just out and say it: The dice-flicking mechanic is a lot of fun. This is the main method players use to move their ships (aka dice) through the cosmos. Being an avid Crokinole fan myself (having grown up playing it in the Great White North), I thought I knew how to flick components. Dice, as it turns out, take a different approach when it comes to moving them across the table in seamless fashion. And they aren’t all D6s either, but various polyhedral shapes, and that can change the way they move (obviously). Given the number on the dice faces matter in terms of combat, there are little intricacies that can be a huge game changer.

Speaking of combat, I really like the way it happens. While the dice are involved (and the higher number wins, as you might expect), there are other factors that determine success and failure. Before combat happens, both players select a resource card, and on the back of said card, there’s a combat value, which is added to that player’s die result. But, if the attacking player hits the defender too hard, the defender is considered to have successfully fled. So, as the attacker, there’s this nifty balance of flicking your die hard enough to hit and move the other player’s die, but not so hard that it flies far away from its original location. And, when flicking, the die face can change, so even if you land a solid hit, you may just help your yourself by making your die roll to a side with a higher number—or that could happen to your opponent, so beware.

Lots to think about, and I definitely dig it.

Aside from attacking, dice move around the map through flicking them. Flick them too hard and they’ll overshoot their target. Not hard enough and they won’t ever get there. Flicking dice to move them is a fun mechanic.

I was a big fan of the other actions as well, which include building outposts and other buildings, collecting resources (which also contain combat bonuses), and upgrading your player board, which has unique abilities for that faction. Like most 4X games, there’s a lot to do, and there’s no one single, over-powered strategy that wins every time—especially since a lot of it is up to your steady fingers.

With objective cards essentially guiding your dice movements, there’s a lot of travel to be done in this game, and because of this, you’ll get the flick down in no time. But this isn’t just a dexterity game; instead, it’s an actual 4X game with all the aspects of it—all with dexterity as one piece to the delicious puzzle.

There’s also a solo variant, which I, unfortunately, was unable to play before writing this review due to not having the solo AI cards and faction in the review copy. I love a good solo game, though, and the rules for it seem solid. I love it when a game includes solo play, and I think games like this can make it work well.

Obviously, The Final Flicktier won’t be for everybody (I think it’s safe to say that all games are that way), but it does such a wonderful job of opening up the dexterity mechanic and the 4X game style to those gamers who might not consider it otherwise. If you’re worried about your lack of flicking skills, don’t worry—there are ways to mitigate that so you can get your dice where you need them, when you need them. The mashup of mechanics is great, and I’m incredibly happy that it’s finally been done, and done well.


Fit the two play mats together to form one large play area. Each player selects a player board (with a unique faction), along with all the components associated with that faction (this includes dice and tokens). Dice are placed on the player’s home planet. A certain number of single victory point tokens are set aside; these are given to players who win battles, and the number of which are determined depending on the player count.

Shuffle the Mission deck and deal a number of cards, which is dependent on the number of players. From those cards, draw three and place them face-up near the play area. These are the active missions (and are replaced immediately once one is completed by a player). Shuffle the four types of resource cards into their unique decks and give one of each resource to each player. Place the circular resource tokens randomly on the center of each planet—these tokens indicate which resources the planet will generate when gathering resources.


Red player preparing to attack Blue.

Gameplay itself is pretty simple, but with the host of action choices available, there’s a lot to do. Essentially, each player takes two different actions each turn (meaning you can’t take the same action back to back), after which play moves to the next player.

Actions include:
-       Move by flicking one die twice, or two dice once
-       Attack another ship (i.e. die) by flicking yours into it
-       Build one of your faction’s buildings
-       Exploit a planet and collect its resources
-       Complete Mission by completing the requirement on a single Mission card
-       Upgrade your faction to get special abilities
-       Return any of your dice—including those flicked off the play area—to your home planet

I won’t go into detail about all the various actions, as most of them do what they sound like, but if you want to know more, you can download the rule book online.

Once the last single victory point token (awarded to battle winners) is taken, a player has built their last structure, or there are no more mission cards to be drawn when needed, the end-game is triggered, and everyone gets one more turn, including the player who triggered the end of the game. For alternate, longer games, multiple end-game triggers can be made mandatory.

The three types of Mission cards: Deliver, Explore, and others with various requirements. Victory points from Explore missions are gained once the indicated location has been visited, and are found on the back of the token on that space.
Once the game is over, everyone counts their victory points received from combat, exploring, missions, buildings, and faction bonuses. The player with the most points is the winner! Ties are broken by players adding their combat bonuses on their individual resource cards, with the highest total of combat bonuses winning the tie. If it’s still a tie, both players rule the galaxy as father and son. And, yes, this wonderful Star Wars reference is actually in the rule book, and it the best way of putting “players share the victory” I have ever seen. I will always refuse to share the victory, but if it’s as Vader and son (spoilers), then I’m OK with that.

Theme and Mechanics:

The science fiction theme of space exploration, combat, and the like is strong with this game. Not all games have mechanics that fit the theme, but The Final Flicktier has no problem in this area. The dice flicking is fun, and oh-so thematic when it comes to exploring space. The other actions tie in nicely as well.=

Artwork and Components:

The board consists of two large(ish) mats. Combined, they form the system of planets, and it looks great. Art is key in a game like this, and the play area drew me in from the start. The factions look great, as does the art on the mats, and it pleases me.

The Good:

  •        Dice flicking fun
  •         4X game without the hours-on-end game length
  •        Solo variant
  •        Thematic to the core (I love a good theme)

The Other:

  •        Flicking dice can get some getting used to
  •        Two game mats put together to form one play area instead of one larger mat (although, the mats really don’t’ move around, so this isn’t a huge issue at all—I just like things compiled when possible.
Final Thoughts:
In the end, I’m a big fan of The Final Flicktier. It’s a solid game with fun, new mechanics mixed with familiar gameplay. This makes The Final Flicktier a unique game I’m going to have fun with for a long time to come. The Kickstarter page shows expansion factions as well, which will also help keep the game fresh. I’m very impressed with the execution of this game.

Players Who Like:
If you’re a fan of 4X games, science fiction themes, or dexterity, give The Final Flicktier a go. I’m betting that fans of games like Flip Ships; Crokinole; Heroes of Land, Air & Sea, and other 4X and dexterity games will enjoy The Final Flicktier.

Check out The Final Flicktier on:


On KICKSTARTER now. Campaign ends January 4, 2019.

About the Author:

Benjamin Kocher hails from Canada but now lives in Kentucky with his wife and kids. He's a certified copyeditor through UC San Diego's Copyediting Extension program. He's a freelance writer and editor, and covers everything from board game rule books to novels. An avid writer of science fiction and fantasy, it comes as no surprise that his favorite board games are those with rich, engaging themes. When he’s not writing or playing games, Benjamin loves to play ultimate Frisbee, watch and play rugby, and read the most epic fantasy books available. Follow him on Twitter @BenjaminKocher and Instagram @Kocherb, and read his board game-inspired fiction at BenjaminKocher.com.

Check out Benjamin's reviews here.

The Final Flicktier Kickstarter Preview The Final Flicktier Kickstarter Preview Reviewed by Benjamin Kocher on January 01, 2019 Rating: 5

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