MGS Rulebook
MGS Rulebook
▶ Attacking a Player....................................................................................................... 19
▶ Guard Reaction............................................................................................................ 19
▶ End of Enemy Phase................................................................................................... 19
RULES SUMMARY........................................................................................ 20
4 Player Dashboards
15 Double-Sided Tiles
6 Boss Dashboards
Shadow Moses
Campaign Book
Codec Book
RULES
x6 x6
42 Damage Tokens
16 Action Tokens 16 Focus Tokens 4 Attention Tokens (12 KO Damage, 20 1 Hit-Damage, 9 Dead Guard 9 KO Guard
(4 Per Character) (4 Per Character) (1 Per Character) 10 5/10 Hit-Damage Tokens) Tokens Tokens
Boss Threat
2 Turret/Wall Tokens 2 Exit Tokens 11 Node Tokens 4 Shadow Tokens Marker 15 Dice (7 White, 8 Black)
FAILURE
Players fail a stage if any of these conditions occur (even as part of an action
RULES
1
3
ILLUSTRATION
EQUIPMENT
NUMBER
ACTION EFFECT
Some characters have starting equipment that can only be used by them, as
indicated by the character's image on the back. When choosing Equipment
cards from the Memory Box, starting Equipment cards can be replaced. The
equipment limit for each character is listed on their dashboard.
▶ Snake: None (On-Site Procurement) Boss Reference card: Some Boss stages use Special Action cards that allow
▶ Meryl: Handgun (.50 Cal) and Light Assault Rifle players to perform special actions during the stage. Place the Boss reference
▶ Otacon: ADV Stealth Camouflage and Rations card shown in the Stage Setup over the highlighted portion on all Player
▶ Gray Fox: Stealth Camouflage, High-Frequency Blade, and Arm Cannon dashboards, covering the player actions that are not used during a Boss stage.
Some equipment has a limited number of uses. If players see those symbols in the
top right corner of an Equipment card, place that many tokens of the corresponding
type on it during setup. Sometimes, players will be able to get more ammo or
charges, but the number of tokens on a card can never go over the printed value.
Other equipment is discarded after a single use. When an Equipment card that
has Action tokens on it is discarded, place them on the player’s dashboard.
They cannot be used again until the player’s next turn.
Boss Deck: Each Boss has their own Boss deck. Shuffle it and place it next to
the map. After resolving a Boss card, it is placed on the bottom of the Boss deck
6 unless instructed otherwise. Boss decks are never shuffled during the game.
7
5
6. Separately shuffle blue and red Guard Order cards, defined in the Stage Setup
of every stage. Stack the blue cards above the red cards to form the Guard
Order deck, placing them near the indicated section of the Guard dashboard.
7. Shuffle the Guard Reaction deck and place it next to the indicated section
of the Guard dashboard.
Rules will often refer to adjacent spaces or components. In all cases, this means Interact: 1 Action
that the components in question are in spaces next to each other orthogonally, Interact with an element on the map with the in or on the
not diagonally, and never across obstacles, such as walls or locked doors. edge of the player’s space, such as Elevators or locked Doors.
NOTE: If a player performs an Interact action that requires them
to roll dice, such as interacting with a Locked Object, they roll
the number and type of dice shown on their Player dashboard.
Some actions are considered Noisy. This is indicated by the icon next to ▶ MOVEMENT
the action.
All movement is done orthogonally, never diagonally. Two figures can never
NOTE: Players may take the same action multiple times. occupy the same space. When moving into a space with another figure, it
instead moves over (leapfrogs) that figure. Leapfrogging over any number of
adjacent figures is still considered 1 space of movement.
ACTION COST
Some actions may cost more than 1 Action
When a player leapfrogs over any number of enemy figures, they place
token to perform, as indicated next to it on their under their figure after completing the move. Each enemy that
each Player dashboard, Equipment card, or was leapfrogged attacks the player (see Attacking a Player, pg. 17). LOS is
Special Action card. ACTION COST not required for enemies making these attacks as they are considered to
be attacking the player as they were being leapfrogged.
Dash: 1 Action
Move 2 spaces.
Focus: X Actions
Place X Action tokens to refresh an inactive Focus token, where X
is equal to its refresh cost (see pg. 10).
▶ DRAWING ATTENTION 1
Several effects will draw attention to a player’s space. If a player draws
attention, check for their Attention token and do 1 of the following:
▶ If the player’s Attention token is not on the map, place it under their figure
with its side up.
2
▶ If the player’s Attention token is already on the map, move it to their space
without changing its side.
!
White Dice: Any time a player rolls white dice and any are rolled, their
1
player draws attention to their space.
1
RULES
Cameras: Cameras are always watching for signs of intruders in the direction NOTE: A KO’ed Guard ignores damage from Equipment cards and cannot be
they are facing. If a Camera detects a player, , or in its LOS, Guards will attacked by players.
either be alerted or come to investigate (see Cameras, pg. 14).
▶ SPECIAL ABILITIES
Camera Facing: Cameras only face 1 direction at a time. This is
indicated by the ORANGE or GREEN vision cone on their token The effects of special abilities can be found on Player dashboards, some
edges, which correspond to the color of the faceup side of the Equipment cards, and Boss dashboards. As always, additional information
Camera Facing token. Each Guard Order card will instruct players can be found in their Codec entry.
whether to flip the Camera Facing token, changing the direction of
each Camera’s Line of Sight. ▶ FOCUS TOKENS
Trap Tokens: Facedown Trap tokens are considered to face all Active Side Inactive Side
directions. When a player enters LOS of a Trap token, flip it faceup.
NOTE: If a Camera is revealed from a Trap token, orient it so that neither of the
vision cones of the Camera are facing a wall.
Each character has a set of unique Focus tokens. Players may use any number
Laser Sensors: When a player enters LOS of a Laser Sensor, they of Focus tokens at no cost by flipping them from their active side to their inactive
place their under their figure. side (grayed out). Focus tokens that affect dice can be used by a player at any
time they are rolling dice for themselves or an enemy targeting their figure. To
refresh and flip a Focus token back to its active side, a player must perform the
▶ ATTACKING Focus action and pay the action cost shown on the inactive side of the token.
All attacks are resolved with dice. The attacker must first ensure that their NOTE: Focus tokens that move player figures can only be used during a
target is within Line of Sight (LOS). player’s turn.
▶ Player Attacks: The player rolls a number of dice indicated by the action
or Equipment card they are using. ▶ CHARACTER SPECIFIC EQUIPMENT
▶ Guard Attacks: The player being attacked rolls as indicated on the AND ABILITIES
Guard dashboard. Guards will only attack players during the Enemy Phase or
when a player leapfrogs over their figure. Some Equipment cards unlocked by completing Stages
▶ Boss Attacks: The player being attacked rolls a number of dice indicated can only be used by specific characters. If one of these
on the Boss dashboard and any additional dice as a result of special rules Equipment cards shows a character’s portrait on the front
or effects unique to that Boss. side of the card, only that character can equip it.
▶ Defense: Compare the dice results from the attack against the target’s
Defense. For every result equal to or greater than their Defense, 1 damage
is dealt.
SNAKE
NOTE: Some effects can damage both players and enemies that are not
attacks (Explosives, environmental, etc.) and because no dice are rolled, ACTIONS
there is no attacker.
Silent Takedown: 2 Actions
DAMAGE If Snake is behind an adjacent Guard, replace the Guard with a .
When a figure is dealt damage, place Hit Damage tokens on their dashboard
(for players and bosses) or next to their figure (for Guards). If a figure is dealt
damage equal to or exceeding their health, they are defeated. FOCUS TOKENS
If a Guard is defeated, replace their figure on the map with a . Reroll any +2 to the
1 die. result of any
If a player is defeated, they are Killed in Action (KIA) and fail the stage. 1 die.
KO DAMAGE
A special type of damage dealt by certain actions or attacks. When a figure is -2 from the Roll -1 or
RULES
dealt KO damage, place 1 next to their figure for each KO damage. If a Guard is result of any Move 1 space.
dealt KO damage equal to or exceeding their health 2 , the Guard is knocked out. 1 die.
If a Guard is knocked out, replace their figure on the map with a with
its 2-star side faceup. !
NOTE: is not a number and cannot be modified by Focus tokens with +/-
effects. However, they can be rerolled by reroll effects from Focus tokens.
ACTIONS
FOCUS TOKENS
SNAKE'S TURN
PERFORM ACTIONS - Players perform actions by assigning their Action tokens Radio-In (Active Zones):
to the actions on their Player dashboard, Equipment cards, and Special Action
cards. Players may take the same action more than once but must pay its cost
each time. Some actions cost more than 1 Action token to perform.
Guards report in. The Guard Count in each zone’s Barracks represents how many
NOTE: Players are not required to use all their Action tokens during their turn. Guards should be patrolling that zone. For each active zone, count the Guard
figures. For each Guard less than the Guard Count in an active zone, spawn a
NOISE CHECK - Players who performed any number of Noisy actions must Guard on the in the barracks.
perform a noise check at the end of their turn (see Drawing Attention, pg. 9). NOTE: and do not count towards the total Guard Count.
SNEAKING STAGE
SPAWNED GUARD FACING
In Sneaking stages, players use a combination of tactics, primarily stealth,
When a Guard figure is taken from the supply and placed on a
to achieve the objectives and clear the stage. During the Enemy phase of a
icon on the map, the icon dictates the Guard’s facing. Otherwise,
Sneaking stage, resolve the enemy’s turn by drawing and resolving a Guard
the players may orient the Guard in any direction that is not facing
Order card from the top of the deck.
obstacles such as walls or locked doors.
If the Game Over card is ever revealed, the game ends immediately as the
players have run out of time and failed the stage. Lost Contact (All Zones):
RULES
2
All players within 2 spaces of a Guard, without obstacles in-between, must
place or move their under their figure. If their is already on the map,
nothing happens.
▶ GUARD ACTIVATION
CHECK LOS AND REACTION
IMPORTANT! The active Guard ends their movement (see Ending DETERMINE GUARD MODE
Movement, pg. 15) after they either attack a player, resolve any Guard Check the following conditions to determine the active Guard’s mode:
Reaction, or is unable to move any further.
ALERT MODE: There is at least 1 in the active Guard’s zone.
▶ Check for LOS to a Player: Any time the active Guard has or gains LOS to
a player, place the player’s under their figure if it is not already there. INVESTIGATE MODE: The active Guard is not in Alert mode and is the nearest
If there is more than 1 player in the active Guard’s LOS, they attack the or tied for nearest Guard to any , or there are any / in their LOS or
nearest player (see Attacking a Player, pg. 17). in LOS of a Camera in their zone.
▶ Check for Guard Reactions: Any time the active Guard is on any Attention PATROL MODE: The active Guard is neither in Alert nor Investigate mode.
/ or Guard / tokens, they resolve a Guard Reaction (see
Guard Reaction, pg. 17). The bottom portion of the Guard Order card shows the maximum number
of spaces the Guard will move, unless they are required to stop. This could
NOTE: An active Guard may find themself in a position where they need to happen as a result of acquiring LOS on a player, moving into a space with
resolve an attack and a Guard Reaction at the same time. In this case, always an Attention / or Guard / token, or running out of available
resolve the attack first. spaces along the shortest path.
When leapfrogging over Guards, the active Guard will face away from the
SHORTEST PATH last space they leapfrogged over. While a Guard may gain LOS to a player
Figuring out the shortest path is very important. Any time players need during a leapfrog, they must always complete the leapfrog first.
to determine the path a Guard takes to a space or when determining
distance, the shortest path is always used. NOTE: This may cause the Guard to no longer have LOS to the player. The
Guard will still end their movement (to radio their comrades).
The shortest path is the one with the fewest number of spaces between
two spaces on the map that does not cross obstacles like walls or locked
doors. Guards can also leapfrog over other Guards. ENDING MOVEMENT
When an active Guard ends their movement, they will always face the
In some cases, there could be more than 1 path that has the fewest next space of the shortest path, unless they have LOS to a player. If a
number of spaces. In those cases, the shortest path is the path that Guard is facing obstacles such as a wall or locked door, they will find a
requires the fewest turns. If there is more than 1 path that has the fewest new path. After ending their movement, if the Guard has not gained LOS
number of spaces and requires the fewest number of turns, the players to a player, they end their activation.
may decide which path to use.
Any time an active Guard would move into the next space on the FINDING A NEW PATH
shortest path to their target space, they will turn to face the direction of An active Guard may need to find a new path when they would not be
that space. The Guard will ONLY move along this path, including while able to move further in the current direction, or when they end their
leapfrogging. If there are no available spaces on this path, the Guard movement on a . They will do this by turning either left or right to face
MUST end their movement. a direction that has at least 1 unoccupied space they can potentially move
into (e.g., around corners). If there are available paths both to the left and
right, the active Guard will turn in the direction / shown on the
Guard Order card. If there are no paths to the left or right, the active Guard
will turn in the direction / on the Guard Order card until they face a
path they can move into. If they have turned 360 degrees around without
finding a path, they end their activation.
EXAMPLE: The Guard activates and goes into Alert mode as there is a in their zone.
The active Guard attempts to move into that space by the shortest path. They move 2
spaces forward and then turns to the left. The next space they would move into is a space
RULES
with another Guard, and the active Guard checks if there is a space along the shortest path
they can move into after leapfrogging. As Snake’s figure is in the only space at the end of
the leapfrog that would be on the shortest path to the , and 2 figures cannot occupy
the same space, the Guard cannot leapfrog and ends their movement.
When there is at least 1 in the active Guard’s zone. When the active Guard is the nearest or tied for nearest Guard to any ,
or there are any / in LOS or in the LOS of a Camera in the zone.
The active Guard is in Alert mode. They will attempt to move into the space
of the nearest in their zone, moving spaces up to the RED number on the The active Guard is in Investigate mode. They will attempt to move into the
Guard Order card, along the shortest path (see Shortest Path, pg. 15). space with the nearest in their zone, moving spaces up to the BLUE
number on the Guard Order card, along the shortest path if they are the
nearest or tied for nearest Guard to it. Otherwise, they will attempt to move
towards the nearest / in their LOS or LOS of a Camera in their zone
by the same means, instead.
EXAMPLE: The Guard activates and goes into Investigate mode. Although both Snake and
Otacon’s are in the zone, the active Guard is not the nearest Guard to either token.
However, they have LOS to a and will move towards that space by up to 4 spaces by the
shortest path, according to the blue number on the Guard Order card. The Guard moves 1 space
EXAMPLE: The Guard activates and goes into Alert mode as there is a in the zone. Since
and meets a series of 2 spaces with Guards in them. They check for a space to move into after
Snake’s is the nearest, the active Guard will move toward it up to 5 spaces along the
the leapfrog, and does so, landing in the space with the .
shortest path, according to the red number on the Guard Order card.
First, the Guard turns 180 degrees and move 1 space forward. Then, as there are a series of Guards
in their path, they will check for a space to move into after the leapfrog. As there is, they move
through each space with a Guard and rotates at the corner to face the next space. On reaching the
empty space, they gain LOS to Snake, and end their movement, attacking Snake.
While the active Guard has moved 2 of the 4 spaces they can move, they immediately end their
RULES
movement upon entering the space with the and resolves a Guard Reaction.
Having ended their movement facing a wall, the Guard must find a new path. This causes them
to turn to the left and gain LOS on Snake, making the player place Snake’s under his
figure. Then, the Guard attacks Snake and ends their activation.
The Guard will move in the direction they are facing as far as they can. If they When a player takes damage equal to or greater than their health, that
would move into obstacles such as a wall or locked door, or there are no more player is Killed in Action (KIA) and the players fail the stage. After resolving
available spaces in the direction they would move, the Guard will find a new the attack, check to see if the Guard is on an Attention / or Guard
path (see Finding a New Path, pg. 15). / . If so, proceed to Guard Reaction (below).
▶ On a icon, regardless of movement remaining: Turn the Guard to Otherwise, the Guard has completed their activation.
face the indicated direction and continue their movement, if any.
▶ On a *visible with remaining movement: Ignore the icon and do not
rotate.
▶ On a *visible having exhausted all available movement without
gaining LOS to a player: The Guard will find a new path (see Finding a
New Path, pg. 15).
*NOTE: Locked door tokens cover icons in their space causing Guards to
ignore them.
The Guard ends their
movement and attacks
Snake, rolling 2 . This is
compared against Snake´s
defense of 3. Just one die
will deal damage to Snake.
He takes 1 damage.
▶ GUARD REACTION
Draw the top Guard Reaction card from the deck. Resolve each Attention
/ and Guard / token in the space as instructed by the
Guard Reaction card, one at a time, from top to bottom, until there are no
tokens remaining in the Guard’s space or the Guard moves to another space
EXAMPLE: This Guard activates and is in Patrol mode, despite the 2 in the zone (as they are due to an effect of the Guard Reaction card.
not the nearest Guard to either) or the adjacent (as it is not in the Guard’s LOS). Therefore,
the Guard attempts to move forward using the blue number on the Guard Order card. After resolving the Guard’s Reactions, the active Guard ends their movement
(see Ending Movement, pg. 15).
As they would move into a series of spaces with Guards, they check to see if they can leapfrog.
Normally, they would leapfrog all the spaces ahead and turn left at the corner. However, as NOTE: Guards only react to tokens in their space during their activation.
Snake’s figure is blocking the path and there is not a space for them to move into, they cannot.
▶ END OF ENEMY PHASE
RULES
The Guard must now check to see if there is any point along the leapfrog where they can find a
new path with a space to move into and continue their movement in Patrol mode. As there is, After all Guards in an active zone have activated, move on to the next active
the Guard turns left from the first Guard’s space turning just as if they were turning a corner. zone until all Guards in all active zones have activated.
The Guard then continues moving in Patrol mode and encounters Otacon’s , ending their
movement and resolving a Guard Reaction. Once all Guards in all active zones have activated, the Enemy phase ends and
the Player phase begins once again.
▶ PLAYER PHASE
PERFORM ACTIONS – Spend Action tokens to perform Actions. Actions
may cost more than 1 Action token to perform, and the same action can be
performed multiple times.
Flip the Camera Facing token and check all Camera LOS.
NOISE CHECK – Roll equal to Noisy actions performed.
III SECTION 3: ACTIVATE GUARDS
▶ ENEMY PHASE
Activate Guards in all active zones, from top to bottom, left to right, starting
BOSS STAGE with the Guards in the top row closest to the Guard Priority token.
DRAW - Draw and resolve the top Boss card, following any additional rules for IMPORTANT! The active Guard ends their movement after they either attack
the stage and Boss dashboard. a player, resolve any Guard Reaction, or is unable to move any further.
END - If neither the players nor the Boss have been defeated, begin a new Check the following conditions to determine the active Guard’s mode:
round starting with the Player phase.
▶ ALERT MODE: When there is at least 1 in the active Guard’s zone.
SNEAKING STAGE The active Guard is in Alert mode. They will attempt to move into the space
of the nearest in the zone, moving spaces up to the RED number on
Draw and resolve the top Guard Order card. If the Game Over card is revealed, the Guard Order card, along the shortest path.
the game ends and players fail the stage.
▶ INVESTIGATE MODE: The active Guard is not in Alert mode and is the
GUARD ORDER CARD nearest or tied for nearest Guard to any , or there are any /
in their LOS or in the LOS of a Camera in their zone.
I SECTION 1: GUARD ACTION The active Guard is in Investigate mode. They will attempt to move
into the space with the nearest in the zone, moving spaces up
Waken Guard (Active Zones) to the BLUE number on the Guard Order card, along the shortest path
if they are the nearest or tied for nearest Guard to it. Otherwise, they
will attempt to move towards the nearest / in LOS or LOS of a
Camera in the zone by the same means, instead.
▶ Remove and spawn a Guard in its place. ▶ PATROL MODE: The active Guard is neither in Alert nor Investigate mode.
▶ Flip all to their 1-star side. The Guard will move in the direction they are facing as far as possible
equal to the BLUE number on the Guard Order card. If they would move
Radio-In (Active Zones) into obstacles such as a wall or locked door, or there are no more available
spaces in the direction they would move, the Guard will find a new path.
▶ On a icon, regardless of movement remaining: Turn the Guard to
face the indicated direction and continue their movement, if any.
▶ On a visible with remaining movement: Ignore the icon and do
▶ If the number of Guards are less than the Guard Count, spawn Guards in not rotate.
the barracks , one at a time, up to the Guard Count. ▶ On a visible having exhausted all available movement without
gaining LOS to a player: The Guard will find a new path.
Lost Contact (All Zones)
ATTACKING A PLAYER
Attack the nearest player in LOS with . Then, check for Guard Reaction.
3 Otherwise, the Guard has completed their activation.
▶ For every 3 on the map, reveal the top Guard Order card and place it on GUARD REACTION
the bottom of its deck.
Draw the top Guard Reaction card and resolve each Attention / and
Stay Alert (Active Zones) Guard / token in the space. After resolving the Guard’s Reactions, the
2
Guard has completed their activation.
Once all Guards in all active zones have activated, the Enemy phase ends, and
▶ All players within 2 spaces of a Guard must place or move their under the player phase begins once again.
their figure.
▶ If their is already on the map, nothing happens.