Dude. This game is awesome. You can read all the rules on a lunch break, and not even a long lunch break, I mean like a scarf down a bologna sandwich at the picnic table where the smokers hang out lunch break. This is the ultimate antidote to proprietary minis games with oodles of charts for different armies and rules that use some weird scale (35mm! or whatever), and call for gigantic tables. This is the game where you pull out some old Heroscape or clix figs or whatnot, toss a grass mat or a gray tablecloth ("look, it's a city now!") on a 30inch IKEA table (MELTORP), and start chucking dice and talking smack.
And! There's just enough decision making to keep it interesting and make it more than a "move your guys into range and hope you roll good" type of affair. I mean, yeah, you'll still be moving your guys into range and hoping you roll good....but there's also command points, which let you use moves like overwatch and dodge, but are scarce (using them at the right times and in the right ways is crucial to success), there's psychic powers, which give some figs neat abilities (TELEPORTATION, anyone??) and make the army types feel different, there's leaders and morale, but abstracted into simple dice checks that have easy to grasp effects, etc etc. The only way it can be improved is if there was MORE, more powers, weapons, etc. BUT: that's also a feature not a bug, as it keeps the book down to a few pages with nice large print that even an oldster with reading glasses from the CVS spin rack can read.
Oh, and the solo rules are really good, and easy to use. Oh! and there are only a few scenarios, but they are well designed and provide nice variety (kill as many dudes as you can, seize the objectives, find the most treasures and escape, etc.)
So anyways...get this game. It has everything that makes miniatures games fun and none of the stuff that ends up feeling like cumbersome work/bookkeeping. I must sound like a paid shill, but you know, I'm okay with that. Space Weirdos is that good.