The sniper takes the 1st turn, followed by the defenders with each squad taking their turn. This constitutes a round.
The sniper's goal is to complete their 2 objectives before time runs out on the countdown track or they are killed.
At the start of the game, mark 1 of the 4 starting locations (arrows) as your entry point. It must not be in the same colored zone as either of your objectives.
If your mini is on the board at the start of your turn, remove it.
Your turn consists of 3 things you can do in any order:
You can do any/all/none of these on your turn.
The tokens in your bag are (potentially):
Note: You cannot shoot from your starting position.
Note that the shot bag tokens are limited.
The process for shooting is:
If you are in a numbered space that is not one of your objectives, you can loot.
You have 10 rounds to complete each objective! If the countdown track ever runs out, you have lost.
If you are on the space matching 1 of your objectives:
Loadout cards grant a 1 time special ability.
To use a card:
As the defenders, you are trying to wound the sniper twice or slow them down in completing objectives.
Each action listed here moves 1 action cube down on the countdown track.
Space Types:
Special spaces:
Starting spaces:
Credit: | Jay Deiman |
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Version: | 1.0 |