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Game Sequence - Full

At the beginning of the game there will be 8 POW (4 POW each) distributed randomly throughout
Europe as per the game set up. The game then runs as follows:

 Note that any game activity carried out by MI9 player corresponds only to the MI9 player
and likewise for the MIS-X player. For example, if the MI9 activates a country or an Escape
Line this activation does NOT apply to the MIS-X player and vice versa (players are ‘on their
own’).
 Before the first turn only, Each Player takes 3 x random Task Cards from their respective
Task Card decks. These 3 Tasks comprise the player’s Game Mission.
 Also before the first turn only, each player locates 4 x E&E Personnel in 4 different POW
Camps using spin (1-18) or RNG (1-18).
 Roll a die or toss a coin to decide who goes first. (At the start of each Round roll the die or
toss a coin to see who goes first so that the same person does not always go first each
Round).
 The player who goes first has the dubious honour of locating the Axis forces for this Round:
o Spin (1-34) or use RNG (1 to 34) 5 times to locate 5 x Axis Personnel in 5 different
countries (re-spin if you spin the same country twice or if the country is neutral).
o Place 1 x Axis Personnel in each of the 5 countries.
o These countries are in lockdown for this Round (for both players’ Turn this round).
Evaders and POW cannot move in these countries this turn. They will be shot!
 First player takes an Axis Acts Card and carries out the instructions.
 First Player takes an Allies Act Card and carries out the instructions.
 First Player takes an Agent Card and adds the number of Agents to the Agent Table on the
game board using one of their Game Progress Markers to keep track.
 For the first Turn in the first Round only, each player gets a ‘free’ Equipment and Resources
Card when departing the ‘IS9’ Start Point (there are 6 to collect during the game and these
cards are essential for success!).
 At this point the player may also elect to declare the use of one of their two Chain of
Command Assistance Cards. These cards are a one-time use only but can be used on any
Turn. The Cards are discarded once played. Use these cards wisely, they can help to move
your game forward at critical times. Only one card may be used per player per Round.
 Each Turn your Staff Officers (SO) can move up to 14 spaces in total around the perimeter of
the board. The move can be split between the 2 x SO in any way (e.g. SO XZ moves 13 and
SO WY moves 1). The entire move does not need to be used up, use as much as you require.
The direction taken each turn must be the same for each of your SO but on your subsequent
turn you may change direction (if you change direction you must do so for both SO).
 Before each of your SO Icons move place a Country File Counter on them. These country
files are used to ‘activate’ individual countries so you can Escape and/or Evade as follows:
o As the SO passes a country square the player might decide it is worth ‘activating’.
The country is activated by placing Country Files in the space provided on the
Country Square. (e.g. The activation of France by your ‘XZ EVADE’ SO would mean
that your E&E Personnel can now efficiently Evade in France).
o In order for any country to be ‘fully activated’ for both Escape and Evasion, both of a
player’s Staff Officers (‘XZ EVADE’ AND ‘WY ESCAPE’) must drop a Country File
Counter at the particular country square (continuing the example above, if the
player wants to ‘fully activate’ France then a ‘WY ESCAPE’ Country File Counter must
be dropped off in France too). If the country is represented more than once on the
board perimeter any of the squares depicting the country can be used to place
either or both of the required Country File Counters.
o Staff Officers do not need to stop at that location when dropping off a Country File
Counter. They can continue onwards to complete their movement this Turn but can
drop off only one file per turn (remember, up to a combined total of 20 spaces for
both Staff Officers).

IMPORTANT NOTE! It is possible, but extremely risky, to try to Escape and/or Evade before you
have a full set of 6 x Equipment and Resource Cards; have ‘fully activated’ the countries you wish
to escape from and/or transit through; and have enough Agents to assist your movement.

 Game play using the Staff Officers around the perimeter of the board and E&E personnel on
the map continues simultaneously. A player may attempt ESCAPE or EVADE (as appropriate)
with as many Personnel as they wish and is, in addition, allowed to complete the Staff
Officers’ movement in stages during the Turn (e.g the 2 x SO may move, say, 8 spaces in total
dropping off files and/or collecting one Equipment & Resources Card, the player then may
turn to the map to attempt ESCAPE and/or EVADE with as many Personnel as required. Once
the outcome of the attempted ESCAPE and/or EVADE is known the player may then finish
any required Staff Officer movement up to the total combined move of 15 spaces (Note!
Notwithstanding the above guidance, a Staff Officer must stop and remain at the Equipment
& Resource squares if the player intends to collect an Equipment & Resource Card.
 Once an E&E Personnel has successfully reached a town with a blue arrow (coastal towns)
they are evacuated safely to the UK and placed on the player’s Home Run Returnee Table.
 Successful POW Home Run Returnees are placed on the appropriate table on the map in
order to keep track. Each early successful Home Run allows the player to activate an Escape
Line of their choice (the Home Run table indicates when a player can activate an Escape
Line). A Game Progress Marker is placed on the Escape Line Table on the Map to indicate
which Escape Lines have been activated for the player’s next Turn in the next Round.
 When a player has completed their turn, play is handed over to the other player and at the
conclusion of that players’ Turn a new Round is started.

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