Mission walkthrough

Mission Preparation

In the lobby, the player selects:

  • Companions
  • Equipment cards
  • Resources to bring along (they must choose which resources are most needed for a particular mission)
Mission Resources
  • Supplies: Consumed each turn. If they run out, the player fails the mission.
  • Tools: Affect the ability to perform certain actions on event cells.
  • Coins: Likely not used directly during the mission, but only for purchasing equipment in town.
Game board example
Map Movement

At the start of a turn, a player rolls a die. The number rolled is the squad's movement points.


A player can move on the map in any direction, any number of spaces (cells) <= movement points. Depending on the terrain of the cells, moving across them may cost more than one movement point. Companions/equipment cards can affect the cost of moving across a particular terrain.


A player can only visit one chosen cell per turn. However, if their path crosses dangerous cells, there's a chance they will block the path and stop the player.


After each turn, a player spends one supply by default

Map cells

Each cell represents an event that positively or negatively impacts the mission's progress.

Cells have type and terrain.

Terrain affects the movement point cost of traversing it. Examples:

  • Plains
  • Swamp
  • Forest
  • Hills
  • Rivers

Cell types determine the event that occurs. Examples:

  • Normal Cell
  • Danger
  • Mine
  • Camp
  • Special event

The player initially sees only the cell's terrain. The type is revealed by activating the cell, or through special skills from companions/equipment cards, or other events.

Companions

Companions provide additional bonuses during a mission.


Companion have both positive and negative traits, which become apparent the more often a particular companion is taken on a mission.

For example, a strong companion can increase the number of equipment cards a player can hold in hand. A fear of wild animals can negatively impact in a random event, such as meeting a bear.


Companions have life points. If they are run out, the companion dies and is no longer available.

The player can send a companion back to city (possibly with a special equipment card) or, for example, to a camp cell.

The health of companions is restored gradually, for example, by 1 point per mission (or 2). For accelerated healing, send them to the hospital.


If no companions remain, the mission ends in defeat.


During the mission, companions may be affected by various effects, such as illness. These effects are automatically removed after the mission is completed.

Equipment cards

Equipment cards are purchased in city or obtained through random events. A player can only hold a certain number of cards in hand (e.g., 4). At the end of a turn, if they have more cards, they must either activate them or discard them.


Cards can be passive or activated. Cards can provide a bonus to the player or have a negative impact on other players.


Cards used or lost during a mission are not restored after the mission (they can only be repurchased). Saved cards remain with the player after the mission and can be taken to the next one or stored in the warehouse.