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:
Enclosed: Spaces inside a building, or inside rooms.
Elevated: These are high ground.Special spaces:
Objectives: Numbered spaces. There is a matching card in the
objective deck for each space.
Difficult Terrain: Any mini (sniper or enemy) entering this
space reduces their max movement by 1.
Water: You
cannot move into these spaces, but they do not block line of
sight.
Obstruction: You cannot move into these spaces and they always
block line of sight.Starting spaces:
Officers: They start in their matching color on the iron cross
spaces.
Soldiers: They start on the matching colored spaces without
an iron cross.
The Sniper:
They enter via 1 of the 4 arrows. The sniper cannot start on a
space matching the color of 1 of their objectives.| Credit: | Jay Deiman |
|---|---|
| Version: | 1.0 |