Stealth action games are one of my favorite genres in video games. If there is an option to create a tough soldier who charges into battle and goes hog wild, or a sneaky person who prowls around taking out enemies from the shadows, I’m always going to choose the latter. So when a new stealth/infiltration board game pops up, you know I’ve got to give it a try.
A newcomer to the genre is SAS Rogue Regiment, a cooperative/solo infiltration game published by Word Forge Games. So grab your kit and get ready to jump out of the plane as we see what makes this one tick.
SAS Rogue Regiment is one of those games with a simple, logical game flow, with about a bazillion exceptions. Ok, it’s not that bad, but there are a lot of little rules to be aware of. So with that in mind, here is a high-level overview of the gameplay. If you want the full inns and outs, you can download a PDF of the rulebook here.
The game will play slightly different depending on if you are in the Stealth Section or the Battle Section. But you start the game with a number of Operators and a mission to complete. Each round begins with the Operator Phase. Each of your units gets 4 action points to do things like move around the board, attack enemies, pick up things (items and corpses), or hide.
Attacks can either be a silent assassination (knife to the back), or a shot with your gun. Taking a shot requires rolling a six-sided die and applying any modifiers for aiming or Short Range. One hit will take out any troop, while vehicles need more damage (or explosives).
After the Operator phase, any alert axis units will advance on spotted operators. Then an event card is drawn, which will throw a monkey wrench into your plans by rotating sentries, changing the facing on patrol routes, or even just advancing the alarm tracker. After the event, each Axis patrol unit will move 4 spaces forward, and any alert units will shoot at spotted operators.
At the end of the round, the alarm tracker advances one spot for each
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