The objective is to be the last player left alive on the board.

Cells are grouped in bigger areas of 3x3 cells called zones (so each zone has 9 cells).

You play this game on a board of 9x9 cells .

In turn, each player puts their token on any empty corner cell .

Players start with a knife, a radio, a sniper rifle, and 3 bullets. Everyone writes down the amount of bullets on their respective player logs.

Gameplay

Players can spend their turn doing one of the following actions:

Walk You can walk on one of the 8 cells around you. Move your player token and end your turn.

Run Throw the Sniper Coin, if you get Tails you stumble and your turn ends. If you get Heads you can run, throw the Die to see how far you get. You can change your direction while moving, but you have to run the whole way.

Knife attack You can stab to death an enemy located in one of the 8 cells around you.

Shoot If you have at least one Bullet you can Shoot enemies on a straight line in all 8 directions around you. Bullets kill the first enemy that is currently on a cell where they travel, and are stopped by barricades. Remove a bullet from your log, then toss the Sniper Coin; every consecutive Head will tell you how far the Bullet can travel: Consecutive heads Equipment you find Tails on first coin flip The Rifle jams and doesn't fire 1 The Bullet crosses the zone you're in (from your position to the border of the zone 2 or more The amount of extra zones your bullet travels through

Hide Flip the Sniper Coin, Tails mean you fail at hiding and your turn is over. If you get Heads, you can hide in one of the surrounding cells. Log your new location in secret, then remove your token from the board. Your turn is over. Starting from next turn you will be Hiding, you can either: Aim

Throw Grenades

Hide in an adjacent cell by repeating the hiding procedure above (if you get Tails reveal your position and stop hiding, if you get Heads pick a nearby cell and update your location in your log) If you want to stab, shoot without a silencer, walk, or run you lose your cover. Show the hiding location written on your log, then place your token on that cell.

Aim Add 1 Aiming point on your log and end your turn. Aiming points increase the zone distance covered by your next Bullet or Grenade. If you choose to move, shoot or throw a Grenade you spend all your Aiming points. Remove them from your log. For every consecutive turn where you aim, you get a +1 aiming bonus. You can aim while hiding, but annoying campers die a horrible death.

Scavenge If you are inside an empty zone, you can scavenge it. Throw the Sniper Coin: Tails : you look for Barricade materials

: you look for materials Heads: you look for Equipment You find Barricade materials You find materials to create Barricades. Throw the Die to see how many barricades to build. Place them where you prefer inside the zone you’re scavenging, one per empty cell. You cannot scavenge rooms containing with Barricades, because they are not empty. You find Equipment To see what kind of Equipment you find, flip the Sniper Coin until you get Tails. The amount of consecutive Heads it takes tells you what you find: Consecutive heads Equipment you find Tails on first coin flip You don’t find anything of value in the zone, end your turn 1 You find a Bullet on the ground 2 You find a Flare 3 You find trash to make a Decoy 4 You find a Grenade 5 You find a Scope 6 You find a Silencer