I'm quite interested in such games. Here are some general speculative thoughts about attacking them.
Piet Hein's old games Nimbi and TacTix are similar, simpler games that were also proposed with the misere play convention. For example, TacTix is played on a 4x4 grid where the players take turns crossing out adjacent tokens (1 up to 4), with diagonal moves not allowed, and the misere play convention, ie, whoever crosses out the last token loses. Nimbi is played on a 12-cell board that is most easily thought of as a triangular arrangement of 15 tokens in an equilateral triangle with its three corners deleted before play begins. Nimbi moves involve taking adjacent tokens in any of the three available directions.
I've recently tried to compute the misere quotient of the full board for TacTix and for Nimbi (actually, I'm still working on both games now). I believe that both quotients are infinite for their respective full-board start positions, but have observed that there are many interesting finite, wild Nimbi and TacTix endgame quotients (one of order 324, for example), and it's conceivable (at least to me) that one might marry an explicit prescription for winning "opening play" of such games that matches the much more easily-computed normal play strategy, and that eventually "connects up" to one of several known to be finite "endgame" misere quotients. Ie, even though the "full board" has an intractable misere theory of sums, this unpleasantness can be dodged by following a "normal play" strategy just long enough to eventually steer play to endgame sums with finite misere quotients.