MGS Rulebook WIP
MGS Rulebook WIP
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▶ Enemy Line of Sight (LOS)...........................................................................................1 GET IT HERE!
▶ Attacking...........................................................................................................................1
Damage Types.......................................................................................................................................1
▶ Noise Check and Drawing Attention........................................................................1
DIGITAL
Alert Tokens............................................................................................................................................1
Attacking Patrols..................................................................................................................................1
CONTENT
Noise Check............................................................................................................................................1
Drawing Attention...............................................................................................................................1
▶ Passive Abilities..............................................................................................................1 CMON.COM/Q/MUN015/R
reading this rulebook! While only Snake can be chosen for those Stages, multiple Campaign: Experience the classic Metal Gear Solid story.
players may control him together to learn the basics before playing more complex
missions with multiple characters. Return here after the first 2 Stages for more VR Missions: These missions can be done anytime during an adventure
in-depth rule explanations and game examples. to unlock Equipment cards to help players through Story Mode. These are
great for playgroups looking for stand-alone gameplay sessions instead of a
▶ THE CODEC campaign experience.
Players may use their Codec to learn information during a ▶ STAGE TYPES
mission. When a player figure moves over a codec number or
a player finds a codec number on a game component, use that number to look Sneaking Stage: Players avoid Patrols while attempting to complete
up its codec entry to learn more about it. Keep an eye out for codec numbers objectives. These Stages are about stealth. Players should engage in combat
throughout Metal Gear Solid: The Board Game to discover a secret or two! only when absolutely necessary.
Game Board Codec Numbers: Some codec numbers are found on the game Boss Stage: Players battle against a unique Boss. Bosses have special setup
board. These codec entries can only be called once per Stage by the player instructions. Stealth is not an option. Fight!
whose figure is on the space containing the number. These codec numbers
can never be called during VR Missions.
4 Player Dashboards
14 Tiles
8 Boss Dashboards
1 Shadow Moses
Campaign Book 1 Rulebook /
Codec Book
1 VR Missions Book
x6 x6
1 Camera Direction
Token 3 Camera Tokens 4 Alert Tokens
X Elevator Tokens 1 Patrol Room Token (1 Per Character)
1 Patrol Compass
9 Door Tokens 4 Terminal Tokens 4 Event Tokens (A-D) 5 Trap Tokens Token
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15 Charge 20 Ammo
2 Turret Tokens 2 Wall/Exit Tokens Tokens Tokens 14 Dice (6 White, 8 Black)
A Stage is meant to be played during a single game session. Each Stage Event tokens
indicates how many players it supports and its estimated completion time. Some Stages have lettered Event tokens on the board. When
Each Stage has specific setup instructions as well as any additional rules that a player figure moves onto an Event token, immediately
are used for that Stage. resolve the labeled section matching the letter on the token.
If this occurs in the middle of a player action (such as Dash),
Player Count / Character Selection they may continue their action after resolving the event.
Each Stage roster shows the player count and which characters are allowed
at each count. If there is no roster, players are free to choose any combination Stage Clear
of characters. When a Stage has been completed successfully, follow the instructions in the
Stage Clear section. Usually, players are rewarded with additional Equipment
cards to add to their Memory Box.
Failure Conditions
Players fail a Stage when:
▶ Any player is Killed in Action (KIA),
▶ Players run out of time (see Patrol Reaction pg. xx)
▶ A Stage’s failure condition occurs
Starting Equipment
Players have character-specific Starting Equipment that is always used when
playing as that character. When choosing other Equipment cards from the
Memory Box, starting Equipment cards can be replaced. The Equipment limit is 3.
NOTE: Meryl’s Disguise does not count towards her Equipment limit.
▶ Snake: None
▶ Meryl: Hand Cannon, Assault Rifle, Disguise
(does not count towards equipment limit)
▶ Otacon: Stealth Camouflage, Rations, Hack Deck
(varies depending on mission)
▶ Gray Fox: Stealth Camouflage, High-Frequency Blade, Arm Cannon
Equipment Card
NAME
ILLUSTRATION
EQUIPMENT TYPE
1. Map: The entire play area of the Stage. AND SUB-TYPE
2. Boards: Sections of the map used to set up the Stage.
EQUIPMENT
3. Zones: Demarcated areas of play. Several game mechanics will reference NUMBER
Zones. Each Zone is highlighted in the Stage Setup.
ACTION EFFECT
4. Elevator Shafts: An elevator system that allows players to travel between ACTION COST
Zones. An Elevator Shaft is considered part of the Zone it is adjacent to.
5. Patrol Rooms: Patrols spawn from these rooms. Players can NEVER enter this
part of the Board. A Patrol Room is considered part of the Zone it is adjacent to.
6. Cameras: Security Cameras with a fixed Line of Sight (LOS). Avoid their CODEC NUMBER
gaze or the enemy will be alerted to your presence!
▶ PLAYER AREA SETUP Some Equipment use or . If you see those symbols in the top right
corner of an Equipment card, place that many tokens on it during setup.
Sometimes you’ll be able to get more ammo or charges, but you can never
4 gain over the printed value.
1
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3
2 3
1
2
Every Stage requires players to set up their play area as follows:
1. Character Select: Players select an available character and place their
respective dashboard in front of them.
2. Gather Tokens: Take the 4 matching Action tokens, 4 Focus tokens, and
the double-sided Alert / token, placing them next to the player
dashboard. All Sneaking Stages require the Patrol board to be set up as follows:
3. Equipment: Take any matching Starting Equipment and *Memory 1. Place the Patrol board near the map.
Equipment cards for the character. 2. Separately shuffle a number of blue and red Patrol cards, defined in the
4. Dice and Tokens: Place all dice and , KO and Damage tokens Stage Setup of every mission. Stack the blue cards above the red cards to
KO Patrol tokens and Killed Patrol tokens in a form the Patrol deck, placing it on the Patrol board.
pool within reach of all players. 3. Shuffle the Patrol Reaction deck and place it next to the Patrol board.
Actions may make noise as indicated by the noise icon (see pg xx).
NOTE: Some actions may cost more than 1 Action point to perform. Players
may take the same action multiple times.
SNEAK
1 Action Point.
Move 1 space.
Note: A Boss’ Attack Value may instead specify a number of dice. When this HAND-TO-HAND ATTACK
happens, always use the number of dice specified on the Boss card. When 1 Action Point.
playing a Boss Stage, remember the following: Attack an adjacent figure. Roll 1 white die. Deals KO Damage.
▶ Boss Reference Card: Place Boss reference cards over the highlighted COMBO ATTACK
portion on all player dashboards. Some Boss reference cards allow players 2 Action Points.
to perform special actions during the Stage. Attack an adjacent figure. Roll 2 and 1 .
Deals KO damage.
DRAG BODY
1 Action Point.
Pick up an adjacent stack of KO’ed or Killed / Patrol
tokens. Then, move 1 space and place the tokens in an empty
adjacent space.
INTERACT (OTACON: )
1 Action Point.
Interact with an adjacent object, such as elevators or locked doors.
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Interacting with locked objects
▶ Boss Deck: Each Boss has its own Boss deck. Shuffle it and place it next Some objects have a dice combination on them. Players must match dice
to the map. When the Boss deck is empty, all discarded cards are flipped, results with the number combination to interact with the object. A player may
without shuffling, to make a new deck. perform another Interact to reroll any number of dice. Once all dice results
match, the object is successfully unlocked and is flipped to its unlocked side
(or discarded if instructed to).
NOTE: If a player moves away from the interactable object, or their turn ends,
all progress on unlocking that object is lost.
2 figures can never occupy the same space. When moving into a space with
another figure, it instead moves over (leapfrogs) that figure. Leapfrogging over
any number of figures is still considered 1 space of movement and a figure can
move over any number of adjacent figures to complete its movement.
2
NOTE: Moving over enemy figures will cause each enemy to face the player
and attack.
2
2. Draw an imaginary box on the outer edge of both figures. There should be
no impassable objects within the box.
1
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3 that their target is within Line of Sight (LOS). They then roll the
indicated dice and compare the results against the target’s
Defense. For every result equal to or greater than their Defense, a
point of damage is dealt.
met during the game.
Enemy Patrols will attack players during the Enemy Phase (see Enemy Phase,
pg. xx).
Damage Types
▶ FOCUS TOKENS
▶ Hit damage: If a figure is dealt damage equal to or exceeding their Health,
they are killed. If a Patrol is killed, replace their figure on the board with a Each player character has a set of unique Focus tokens. At any time, players
Dead Patrol token . may spend any number of Focus tokens at no cost by flipping them to their
spent sides (grayed out). To refresh and flip a Focus token back to its active
side, a player must perform the Focus action and pay that token’s cost.
NOTE: Focus tokens that move player figures may only be used during a
player turn.
▶ KO damage: This type of damage knocks out enemy Patrols. If a Patrol
is knocked out, replace their figure on the board with a KO Patrol token
/ . If a Boss is dealt KO damage, it is treated as hit
damage instead.
NOTE: A KO’ed Patrol ignores damage from Equipment cards and cannot be
attacked by Players.
Alert Tokens
Each player character has an Alert token with an Investigate side and an ▶ STARTING EQUIPMENT
Alerted side . When a player makes noise or is seen by the enemy, this
token is placed on the board. Depending on its side, the enemy’s behavior Certain equipment cards can only be used by specific characters. If an
will change. While making noise is dangerous, players can use it to their equipment card shows a character’s picture, only that character may equip it.
advantage from time to time.
▶ CHARACTER SPECIFIC ITEMS AND ABILITIES
Attacking Patrols
When a player deals damage but does not KO or kill a Patrol before the end of
their turn, the enemy is alerted and the Alert token must be placed under
Snake
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their figure at the end of their turn. ACTIONS
SILENT TAKEDOWN
Noise Check 2 Action Points.
At the end of a player’s turn, they must roll equal to the number of If Snake is behind (not next to) an adjacent Patrol, replace it with
Noisy Actions !
they have taken this turn. If any dice roll a , the player a token.
Draws Attention.
FOCUS TOKENS
!
NOTE: is not a number and cannot be modified by effects that decrease or
increase numbers. Reroll any Add 2 to any
dice. dice result.
Drawing Attention
A noise check or other game effect may Draw Attention. When this happens,
place the Alert token under the player figure that made the noise. If their
Alert token is already on the board, flip the token to its Alerted side and Subtract 2 Roll 1 fewer
move the token under their figure. from any or Move 1
dice result. (only during
NOTE: Enemies can be alerted even if they have no LOS to players. a player turn).
whiz with computers and is the only character that can hack into terminals. FOCUS TOKENS
When a Terminal is hacked, Otacon can gain Terminal cards and employ their
unique abilities, manipulating the environment and enemies. Otacon’s Hack Add 2 to any Add or
deck comprises of 8 Terminal cards. Take these, shuffle them and place them dice result. subtract 2
face down near Otacon’s character sheet. from any dice
result.
NOTE: In Sneaking stages and VR Missions, you’ll use the standard Hack deck,
but some boss stages have special Hack decks. Roll 1 fewer Move 2
. (only during
ACTIONS a player turn).
HACK TERMINAL
1 Action Point.
Attempt to hack a Terminal by rolling 4 . Otacon may
perform this action again to reroll any number of / .
Once all rolled dice results match that Terminal, it is hacked.
NOTE: Terminals range from level 2 to 5, indicating how difficult they are to
hack. All Terminals must be hacked in a single turn. Any hacking progress
made to a Terminal is lost at the end of the turn if unsuccessful.
Each Stage is played through a series of rounds. A round starts with the Player
Phase where all players take their turns in any order, followed by the Enemy
Phase where the enemy, either Patrol or Boss, will take their turn.
WAKE PATROLS: Knocked-out Patrols begin to rouse. All tokens are
1. Players Phase (in any player order) replaced with a Patrol. Then, all tokens are flipped to their sides.
2. Enemy Phase (Patrol or Boss, depending on the stage)
NOTE: Players decide which way Patrols face when placing them. Patrols
Player Phase cannot face a wall.
A. ACTION TOKEN RECOVERY: All players return all Action tokens to their
available supply.
B. TURN ORDER: Players may take their turns in any order. However, a player
must completely resolve their turn and perform all their actions before
the next player begins.
C. PERFORM ACTIONS: Each player performs their 4 Actions, represented RADIO IN: Patrols report in! Spawn Patrols in
by their 4 Action tokens. Players may take the same action multiple times the Patrol Room up to the Patrol Count of the
and some actions cost more than 1 Action point. Zone in all active Zones. When placing Patrols,
D. NOISE CHECK (see pg XX) start with the lowest numbered floor space.
4+
Enemy Phase “LOST CONTACT WITH ALPHA TEAM”: If a is on the board, discard 1
The Enemy Phase begins after all players have taken their turn. Depending on Patrol card from the top of the deck. If 4+ are on the board, discard 2
the Stage type, the Enemy Phase is resolved differently. Patrol cards.
Check if players are within a Camera’s LOS in active Zones. If a player is seen
by a Camera, place their Alert token under their figure. The enemy is
alerted!
Activate every Patrol in all Active Zones, starting with the Patrol nearest to
the Patrol Compass token. The activation order goes from left to right, top to
bottom. Based on the state of each Patrol, they will activate in different ways.
INVESTIGATION PROTOCOL
If there is a or in the active Patrol’s LOS, the active Patrol moves
spaces equal to the Blue number on the Patrol card towards the token,
following the shortest path.
ATTACKING PLAYERS
If there are no such tokens and the active Patrol is the nearest Patrol to an A Patrol attacks a player when:
Alert token in their Zone, they move spaces equal to the Blue number on ▶ They are moving and a player enters their LOS.
the Patrol card towards the Alert token, following the shortest path. ▶ A player moves over (leapfrogs) them.
NOTE: Only the Patrol nearest to an Alert token in their zone will ENTERING ENEMY LOS: If a player ever moves into or through an enemy’s
investigate it. Otherwise, the Patrol will follow the Patrol Protocol. LOS (even during a single move action), they are alerted and the player’s
Alert must be placed under the figure after completing the move action.
PATROL PROTOCOL
If the active Patrol is not on alert or investigating, they move a number of
spaces equal to the Blue number on the Patrol card, following these rules:
▶ STAYS IN ACTIVE ZONE: A Patrol can never cross into other Zones.
▶ FORWARD FACING: They must move in the direction they are currently
facing.
▶ MOVE STRAIGHT: A Patrol must move in the direction it is facing in a straight
line as far as possible. If the Patrol would move into a space with another
Patrol, they jump over to the next available space along that path, skipping
WORK IN PROGRESS | RULES
over as many Patrol figures as necessary, and continue their movement.
▶ FOLLOW THE PATH: When encountering a wall or locked Door, they
turn 90 degrees to the left or right to face a new path and continue their
movement. If there is no left or right path, they rotate 180 degrees and go
back the direction they came from.
▶ FORCE DIRECTION : When a Patrol moves onto a forced direction
space, they immediately face that direction and continue their movement,
if any.
▶ ENDING THE PATROL: A Patrol will never end their movement facing a
wall and must face the direction they intend to move in, following the rules
above. When ending their movement on a space with a , they turn left
or right to face their new path. If there is more than 1 path available, turn When attacking a player, the Patrol rolls 2 . Deal 1 damage to the player for
them based on the direction of the Blue arrow on the Patrol card. each roll equal to or greater than their Defense. Mark the damage by placing
▶ SPOTTING A PLAYER: If the active Patrol moves and a player enters their damage tokens on their player dashboard. When any player takes damage
LOS, the player must immediately place their Alert token under their equal to or greater than their Health, that player is killed in action (KIA) and
figure. The Patrol ends their movement and attacks the player. the players fail the mission.
15
CODECS
▶ 10.01 ▶ 10.08 ▶ 10.17 Natasha
Harasho... good! You found a weapon! That’s a .45 caliber Anti-personnel mine that focuses its blast at a specific This rudimentary missile travels in a straight line until it
pistol with plenty of stopping power. If you place an Action direction, spraying 700 steel balls in a 60-degree arc upon encounters resistance, so make sure you aim carefully. Snake
token on it, you’ll be able to attack any target within your detonation. Although developed for anti-personnel use, it is
Line of Sight (LOS). Unlike Patrols, you can see everyone also effective against vehicles. The Claymore is extremely LOUD: If there are Patrols in your Zone, place
you can draw a straight line to that doesn’t go through a powerful and simple to use but be very careful not to set it off your Alert under your figure. Naomi
wall or black-bordered obstacle. Friendlies don’t block your yourself. The results could be too horrible to watch.
LOS, though, enemies still do.
If you find a suppressor, feel free to equip it to your pistol. ▶ 10.18
Until then, firing this will be Loud and attract attention ▶ 10.09
every time you fire. The most important thing is to zero your rifle scope, or
Those are remote-controlled miniature reconnaissance you’ll never hit your target right. Also, remember that it
LOUD: If there are Patrols in your Zone, place missiles with CCD cameras in their nose cones. After you takes some time to line up your shot, which means the
your Alert under your figure. fire them, they’ll transmit their visual data to your monitor. Sniper Rifle will cost two actions to use.
Its fuel and mobility are based on the dice values rolled,
but you can choose which dice to use first. That will give LOUD: If there are Patrols in your Zone, place
▶ 10.03 you an edge in most situations. your Alert under your figure.
Hungry? These are pre-packaged ready to eat meals. LOUD: If there are Patrols in your Zone, place
Standard issue, typically transported by military troops on your Alert under your figure. ▶ 10.19
the battlefield. Just remember to heat it up first.
This is the tranquilizer Wolf was using. It’s an anti-anxiety
▶ 10.10 drug and has a strong effect on the central nervous system
▶ 10.04 and is also effective as a muscle relaxant. There are 2
A cardboard box. A cardboard box usually consists of a doses in the bottle. Each dose will allow you to reroll any
Those are stun grenades, often used in sensitive thin pasteboard with a corrugated paper center. They are number of dice for any action for your whole turn.
operations. Sometimes called “flashbangs”, they make a usually made of recycled paper. With the same amount of So, it’ll stop my hands from trembling. And I don’t have to
big flash and lots of noise, which will temporarily disorient wood to make one wooden box, you can make six or seven reroll every dice?
and disable your opponents. They will not cause fatal cardboard boxes. And since it’s recyclable, it’s highly
You don’t — and you can use it across multiple actions.
injury, but they can make enemy soldiers unconscious. Use economical. In addition, it is strong and easy to store. That
Especially since consuming it isn’t an action. But be
them wisely. is why it is widely used for packing.
careful. If diazepam is used in large doses over a long
…So anyway, what’s with the box? period of time, it becomes addictive like alcohol.
LOUD: If there are Patrols in your Zone, place
your Alert under your figure.
▶ 10.11
▶ 10.20
▶ 10.06 Looks like regular old cold medicine to me. Pop them any time
during your turn and you can refresh all your Focus tokens. This is Sniper Wolf’s handkerchief. It smells faintly of her.
That is C4 explosive. 1.4X the destructive power of
dynamite, it is highly stable and will not explode without a RESTRICTION: OTACON ONLY
▶ 10.16 ▶ 10.23
If it is at least 12 millimeters thick, lightweight, and hard to In cold like this, over 70% of your body warmth is lost
cut, you should be able to rappel with it as well. Looks like through your head. Put on some kind of hat. Even a
nylon fibers and not hemp. Hemp loses its flexibility when bandana is better than nothing…
it gets wet, which would not be good for rappelling. But
that rope sounds like it will not be a problem. RESTRICTION: SNAKE ONLY