![]() The agent also gets to use equipment cards, like flashbangs and smoke grenades. Another can do ninja stuff to stun the baddies. One has extra toughness, making them harder to kill. Honestly, if you're ever needing to use that thing, you're not doing too well at this game. But if the baddies are in it, they can use it and the agent has to declare what direction they're hiding in. Yet another baddie can control the vehicle without even being in it, and can use the vehicle's motion sensor from anywhere on the board instea. Another baddie is amazing at shooting, and can set up sniper points. If it moves slowly it can go “I'm sniffing”, and if the agent is within four spaces the agent has to go “You can smell my arse.” One of the other baddies is a psychic guy who can tell where the agent was two turns ago. ![]() Yeah, like, it can actually SMELL the agent. One of the baddies is a big doggy thing that can run a bit faster than everybody else, and it can smell agents. The game would be nothing at all without the special powers that the characters have. They're also constantly getting out of their seats to check what the numbers on the board actually say. They're co-operating to corner the agent, occasionally jumping into a vehicle that can speed them ten spaces up the board, and generally making a nuisance of themselves. If they see the agent, they can make an attack, rolling a die with a better chance of success the closer they are. Meanwhile, on the board, the bad guy hunters are trying to sniff the agent out. The agent's job is to complete four objectives, which really just means they have to go and “touch” certain areas of the board. This is why the whole thing is numbered and lettered – so all the movement can be plotted out in secret. They can move four spaces every turn, and they will plot their movement through the facility on one of the notepad's pages, and no-one else knows where they are. They take a big notepad thing that has the board's layout printed on it. One player is the stealthy agent, and they don't move on the board at all. You want to know what the game actually plays like? Okay. Is it?” It's just silly, and I almost didn't get past it. I can't tell you how many times people were having to get up and peer at the board to see where we were standing. It's a daft decision that puts looks ahead of function, which is very rarely a good idea in a board game. These numbers and letters are not visible enough, meaning that if you play anywhere with a little bit of moody lighting you're going to be constantly checking and double-checking what's written on the board. Essential to the layout of the board is a numbered and lettered grid, where the entirety of the game takes place. The board is a gorgeous illustration of the facility. It has a real MGS1 vibe - all cool blues and gloomy lights, psychic villains and ninjas. It's a delicious thing, with attractive plastic miniatures for every agent and hunter in the game, and excellent artwork throughout. ![]() The first thing to make you go “!” will be the look of Specter Ops. It's a game called Specter Ops, and it's about an agent sneaking into a facility to complete some objectives while avoiding a group of bad guy weirdos. ![]() The main portion of these rules describes the setup and game play for the 2-3 players.As we run up towards the release of what will probably be the greatest video game of all time, Metal Gear Solid V: The Phantom Pain, I thought we should maybe take a look at a recent release that tries to capture that MGS feel.
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