When Two Indie Games Collide
- Coty

- 2 hours ago
- 3 min read
Yesterday we tried something new. Two very different indie games. One table. Maximum chaos. I honestly thought it was going to flop; it did not 🥳
🎯 The Main Event: Space Gits
What It Is
Space Gits is a wild, almost RPG style war game where each player controls three minis. It feels part skirmish, part party game, part what just happened. It is miniature agnostic, so you bring your own everything. Minis. Dice. Tokens. Creativity. Vibes. It is also a beautiful book. The kind that makes you want to read the rules and then immediately go get ice cream. The game literally encourages it. I do not have a mini, though I carry two meeples around, but I will still be getting ice cream
What’s in the Box
Technically? Just the book. Everything else is up to you. We used:
Random minis
A pile of dice from Dicetack including d12s instead of bottle caps
A 30 minute timer to represent the police showing up
🧭 Setup
We played on a 3 by 3 foot grid. Remember that. It becomes important later. Each player starts with three minis. The goal is simple in theory: collect the most bottle caps before the police shut down the party. Simple in theory, absolute nonsense in practice.
🎲 How It Plays
Movement is where things get weird in the best way. You physically roll dice across the table. Wherever they land, that is the direction your mini moves. At the end of your turn, you stack a die next to that mini. You manage:
Directional chaos
Dice towers
Opportunistic attacks
A ticking 30 minute timer
If your dice tower falls while you are moving? Your turn is over, ha ha! (It happened to me A LOT). You can attack opponents. You can scramble for caps. You can try to build responsibly, or you can watch your tower wobble like it just had three espressos
🔥 The Twist: Dicetack Draft
Now here is where we turned it up. We added Dicetack to control the dice pool. Dicestack is a tower building game using everything from tiny dice to d12s to giant foam cubes. Instead of just grabbing dice, we drafted three cards to determine which dice we would use each turn.
This turned the game into a high stakes dexterity circus. Some rounds you had tiny manageable dice. Other rounds you were balancing small on top of medium and maybe a foam die on top of that. Watching towers grow taller and more unstable while minis stumbled across the board was something. It felt like the table itself was holding its breath
😬 The Oops Moment
We ignored the suggested 2 by 2 foot grid, we played on a 3 by 3. In most games, that extra foot would not matter. In a game where your characters move based on where dice randomly land? It absolutely matters. Everything felt too spread out. Harder to engage. Harder to pressure. Harder to attack. There was more wandering and less mayhem. Next time we are shrinking it down to a true 2 by 2. Chaos deserves intimacy, and I wanna attack my friends mercilessly
👏🏼 Pros
🎲 Wild emergent gameplay
🗼 Dice towers create instant tension
😂 Constant table laughter
🎨 Fully customizable components
🍦 Encourages ice cream breaks
🔥 Drafting dice adds serious drama
🗺️ Once learned, language independent
🧑🧑🧒 Family friendly
🤔 Considerations
📏 Play on the correct size grid
🎲 You need your own components
⏱ Works best when everyone embraces the chaos
🧠 Not for players who dislike randomness or minis
🧡 Bottom Line
I went in expecting a mess, and it was a mess, but in the best kind of way. Space Gits on its own is already delightfully unhinged. Adding a Dicestack draft turned it into a dexterity showdown where every move felt risky and ridiculous. We will absolutely play it again with the correct table dimensions of course but first, ice cream!









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