

The sniper has 10 turns to complete one objective and then another ten for the second. This is the basic dynamic that drives the game. A squad can also sacrifice both its actions to do a sweep that tells them whether the sniper is in the same board region. With the latter, they can nominate three spaces and the sniper has to say if they’re in one of them, but not which. The former lets them specify a single space and the sniper must reveal if they’re there. In their turn, their roster of actions includes spot and search. If the sniper moves more than one space and there’s an adjacent guard, he has to alert his opponents that they’ve heard a noise. Two German players have to share a squad, while three runs the risk of one player bossing the others around. While up to three players can control German squads, it’s perhaps best played one on one. The others control the German defenders whose job it is to hunt down and either kill or delay the sniper so that the turn count runs down before he can complete those objectives.

One player controls the sniper character, who deploys in secret and moves off-map to try and reach two randomly-drawn objective spaces on the board. Sniper Elite is an asymmetrical hidden movement game. They’re all good quality and in a nice touch, the objective deck is printed to make it look like the kind of playing cards used by allied intelligence to send information to prisoners of war. One deck is for sniper weapons, one for speciality soldiers, one for solo board game play, and the final deck is for sniper objectives. Some bags of plastic cubes and decks of cards round out the component manifest. There are also two mini-maps for the sniper to move on in secret and a poor-quality dry wipe pen to mark his path. The maps are well-drawn with clear walls, elevation and iconography to facilitate smooth play.

They’re set up on a board that shows a submarine pen on one side and a launching facility on the other.
