1 00:00:00,000 --> 00:00:00,000 2 00:00:20,799 --> 00:00:22,910 The bid for initiative determines who 3 00:00:22,910 --> 00:00:25,200 takes the first turn , and the winner 4 00:00:25,200 --> 00:00:27,360 gains intel advantage and the 5 00:00:27,360 --> 00:00:29,304 opportunity to attempt to increase 6 00:00:29,304 --> 00:00:31,879 their cyber rate . Let's explore each 7 00:00:31,879 --> 00:00:33,990 of these mechanics a little further . 8 00:00:34,709 --> 00:00:36,931 In the bid for initiative , each player 9 00:00:36,931 --> 00:00:40,860 will roll 14 . The player with the 10 00:00:40,860 --> 00:00:43,970 higher number now gains initiative and 11 00:00:43,970 --> 00:00:46,459 has an intel advantage and may move 12 00:00:46,459 --> 00:00:48,860 their intel track marker to advantage 13 00:00:48,860 --> 00:00:52,209 on the board . Re-roll any ties until 14 00:00:52,209 --> 00:00:54,580 there is a single winner . The winning 15 00:00:54,580 --> 00:00:56,580 player will then determine who will 16 00:00:56,580 --> 00:00:58,819 take the first turn during that ATO . 17 00:01:00,009 --> 00:01:02,369 Each side starts with a cyber rate of 18 00:01:02,369 --> 00:01:04,930 one . The player with initiative will 19 00:01:04,930 --> 00:01:08,199 then roll one die . If the value is at 20 00:01:08,199 --> 00:01:10,569 or greater than the next cyber access 21 00:01:10,569 --> 00:01:13,000 value listed on the board , they may 22 00:01:13,000 --> 00:01:15,489 then increase their cyber rate by one . 23 00:01:16,510 --> 00:01:18,629 Players can also increase their cyber 24 00:01:18,629 --> 00:01:20,989 rate using specific enabler cards 25 00:01:20,989 --> 00:01:24,129 during ATO gameplay . Achieve a cyber 26 00:01:24,129 --> 00:01:25,870 rate of 4 and you win the game 27 00:01:25,870 --> 00:01:29,430 instantly . Now , both players will 28 00:01:29,430 --> 00:01:31,430 roll to determine how many of their 29 00:01:31,430 --> 00:01:33,790 opponent's enabler cards they may see 30 00:01:33,790 --> 00:01:36,709 before that ATO . The player with an 31 00:01:36,709 --> 00:01:39,599 intel advantage will roll 2 dice and 32 00:01:39,599 --> 00:01:41,655 choose the higher number , while the 33 00:01:41,655 --> 00:01:45,080 other player will only roll 1 . Players 34 00:01:45,080 --> 00:01:47,279 may then choose one enabler card to 35 00:01:47,279 --> 00:01:49,335 withhold from view regardless of the 36 00:01:49,335 --> 00:01:51,720 dice rolls and show their opponent the 37 00:01:51,720 --> 00:01:53,669 number of enabler cards up to the 38 00:01:53,669 --> 00:01:57,069 number of the dice roll . Then 39 00:01:57,440 --> 00:01:59,273 players will conduct a series of 40 00:01:59,273 --> 00:02:01,519 actions each turn until either one 41 00:02:01,519 --> 00:02:03,599 player has all tokens and squadrons 42 00:02:03,599 --> 00:02:06,120 eliminated , or when both players 43 00:02:06,120 --> 00:02:08,869 choose to pass or are unable to conduct 44 00:02:08,869 --> 00:02:12,320 future attacks . At the end of the ATO , 45 00:02:12,600 --> 00:02:15,800 any surviving tokens or squadrons will 46 00:02:15,800 --> 00:02:18,360 return to their respective players and 47 00:02:18,360 --> 00:02:21,350 may be used in subsequent ATO cycles 48 00:02:21,639 --> 00:02:23,639 unless their squadron card has been 49 00:02:23,639 --> 00:02:27,270 destroyed . The overall game ends once 50 00:02:27,270 --> 00:02:30,630 all ATO cycles are complete as dictated 51 00:02:30,630 --> 00:02:34,130 by the campaign selected . At that time , 52 00:02:34,380 --> 00:02:36,491 each player will reveal their mission 53 00:02:36,491 --> 00:02:39,270 card and tally their victory points . 54 00:02:39,619 --> 00:02:41,841 The player with the most victory points 55 00:02:41,841 --> 00:02:45,750 wins the game . Now that we have a 56 00:02:45,750 --> 00:02:47,861 baseline understanding of the rules , 57 00:02:47,861 --> 00:02:49,861 let's dive into explaining how each 58 00:02:49,861 --> 00:02:52,750 turn works . Each turn begins with a 59 00:02:52,750 --> 00:02:55,550 choice as to whether to play a single 60 00:02:55,550 --> 00:02:58,429 enabler card or to hold them for future 61 00:02:58,429 --> 00:03:01,229 use . This step is not required , as 62 00:03:01,229 --> 00:03:03,589 the best strategy may be to wait for 63 00:03:03,589 --> 00:03:05,830 forces to become available or game 64 00:03:05,830 --> 00:03:08,789 board conditions to change . Remember , 65 00:03:09,110 --> 00:03:11,332 some enabler cards can be played at any 66 00:03:11,332 --> 00:03:13,443 time regardless of whose turn it is . 67 00:03:14,360 --> 00:03:16,527 Once you have either taken the actions 68 00:03:16,527 --> 00:03:18,638 directed on the card , or declined to 69 00:03:18,638 --> 00:03:20,720 play an enabler card , you may now 70 00:03:20,720 --> 00:03:23,770 choose from one of two options . The 71 00:03:23,770 --> 00:03:26,130 first option is to generate forces from 72 00:03:26,130 --> 00:03:28,509 their basic location according to the 73 00:03:28,509 --> 00:03:31,570 squadron card . Players may only 74 00:03:31,570 --> 00:03:34,070 generate one squadron each turn . 75 00:03:34,580 --> 00:03:37,479 Importantly , some squadrons specify a 76 00:03:37,479 --> 00:03:39,960 band where the squadron must deploy its 77 00:03:39,960 --> 00:03:42,679 tokens , while others allow more 78 00:03:42,679 --> 00:03:44,639 flexibility to incorporate player 79 00:03:44,639 --> 00:03:47,830 strategy . When a squadron is generated , 80 00:03:48,039 --> 00:03:50,240 the squadron card is turned over and 81 00:03:50,240 --> 00:03:52,899 becomes visible to the opponent . The 82 00:03:52,899 --> 00:03:54,677 tokens are then deployed to the 83 00:03:54,677 --> 00:03:56,940 appropriate range band and placed face 84 00:03:56,940 --> 00:03:59,610 down . We will have more on this later . 85 00:04:00,649 --> 00:04:02,871 If a blue player is generating from the 86 00:04:02,871 --> 00:04:05,199 contingency location , they must now 87 00:04:05,199 --> 00:04:07,610 roll one die to determine how many 88 00:04:07,610 --> 00:04:10,289 tokens will generate . If the number on 89 00:04:10,289 --> 00:04:12,369 the die is lower than the number of 90 00:04:12,369 --> 00:04:14,869 assets in the squadron , the remaining 91 00:04:14,869 --> 00:04:16,758 tokens will stay grounded for the 92 00:04:16,758 --> 00:04:19,010 duration of the ATO and remain 93 00:04:19,010 --> 00:04:21,929 vulnerable to attack . Should you 94 00:04:21,929 --> 00:04:24,089 choose to generate a squadron at your 95 00:04:24,089 --> 00:04:26,359 primary air base or contingency 96 00:04:26,359 --> 00:04:30,149 location , your turn is now over . If 97 00:04:30,369 --> 00:04:32,809 you do not decide to generate forces , 98 00:04:32,920 --> 00:04:35,369 you may now choose to conduct some or 99 00:04:35,369 --> 00:04:38,290 all of a move acquire chute sequence . 100 00:04:38,809 --> 00:04:40,970 These steps may be conducted in any 101 00:04:40,970 --> 00:04:43,809 order . Let's break each action down a 102 00:04:43,809 --> 00:04:46,899 little further . The move step allows a 103 00:04:46,899 --> 00:04:49,940 player to move one token . To move a 104 00:04:49,940 --> 00:04:52,420 token , first examine the token's move 105 00:04:52,420 --> 00:04:56,209 range listed with the move icon . This 106 00:04:56,209 --> 00:04:58,369 is the upper limit of how many range 107 00:04:58,369 --> 00:05:00,769 bands that token may move during that 108 00:05:00,769 --> 00:05:04,329 turn . Then move the token the desired 109 00:05:04,329 --> 00:05:06,760 amount of range bands on the game board . 110 00:05:07,209 --> 00:05:09,410 After one token is moved , the move 111 00:05:09,410 --> 00:05:12,679 step is complete . The next possible 112 00:05:12,679 --> 00:05:15,079 action is to acquire unidentified 113 00:05:15,079 --> 00:05:18,279 aerial targets for future attack . For 114 00:05:18,279 --> 00:05:20,446 this , a player must first examine the 115 00:05:20,446 --> 00:05:23,440 acquiring assets range , any potential 116 00:05:23,440 --> 00:05:26,260 modifiers , and the number of rolls by 117 00:05:26,260 --> 00:05:28,519 looking at the acquiring assets game 118 00:05:28,519 --> 00:05:32,350 token . Then , the player will roll 119 00:05:32,350 --> 00:05:35,320 1 or 2 dice to attempt to acquire the 120 00:05:35,320 --> 00:05:38,279 new target . If the number rolled 121 00:05:38,279 --> 00:05:41,160 exceeds the number listed on the back 122 00:05:41,160 --> 00:05:43,730 of the targeted token , that token is 123 00:05:43,730 --> 00:05:46,410 now acquired and will be flipped over 124 00:05:46,410 --> 00:05:48,359 to expose it to future attacks . 125 00:05:49,130 --> 00:05:51,480 Advanced and stealth aircraft offer 126 00:05:51,480 --> 00:05:54,239 unique challenges for acquisition , so 127 00:05:54,239 --> 00:05:56,461 consider leveraging these assets during 128 00:05:56,461 --> 00:06:00,459 gameplay . After one attempt to acquire 129 00:06:00,459 --> 00:06:03,339 an asset or 2 for a limited number of 130 00:06:03,339 --> 00:06:06,420 high value aerial tokens , the acquire 131 00:06:06,420 --> 00:06:09,959 step is over for that turn . The final 132 00:06:09,959 --> 00:06:11,903 step during the move acquire shoot 133 00:06:11,903 --> 00:06:14,880 sequence is to shoot either a ground or 134 00:06:14,880 --> 00:06:18,230 acquired aerial target . For this step , 135 00:06:18,480 --> 00:06:20,313 players must first determine the 136 00:06:20,313 --> 00:06:22,239 attacking token's capabilities as 137 00:06:22,239 --> 00:06:25,179 listed on the face of the token . Some 138 00:06:25,179 --> 00:06:27,739 tokens may only be used to target air 139 00:06:27,739 --> 00:06:31,010 tokens , others only ground tokens or 140 00:06:31,010 --> 00:06:33,459 squadrons , and some have the 141 00:06:33,459 --> 00:06:35,760 capabilities to attack both types of 142 00:06:35,760 --> 00:06:39,329 tokens . Next , determine the range 143 00:06:39,329 --> 00:06:41,769 limits of the attack also listed on the 144 00:06:41,769 --> 00:06:45,450 token . Lastly , players will choose an 145 00:06:45,450 --> 00:06:47,660 enemy token within the identified 146 00:06:47,660 --> 00:06:50,570 attack's limits and roll one or two 147 00:06:50,570 --> 00:06:54,369 dice to conduct the attack . For aerial 148 00:06:54,369 --> 00:06:56,799 attacks , if the number rolled meets or 149 00:06:56,799 --> 00:06:59,519 exceeds the value listed inside the die 150 00:06:59,519 --> 00:07:02,630 icon on the attacking assets token , 151 00:07:02,959 --> 00:07:05,279 then the enemy token is destroyed and 152 00:07:05,279 --> 00:07:07,501 is removed from the board for scoring . 153 00:07:08,390 --> 00:07:11,140 Importantly , aerial targets must first 154 00:07:11,140 --> 00:07:13,589 be acquired before they can be attacked . 155 00:07:14,390 --> 00:07:16,709 The number rolled for attack is also 156 00:07:16,709 --> 00:07:18,653 used to determine if the attacking 157 00:07:18,653 --> 00:07:20,910 asset remains available for future 158 00:07:20,910 --> 00:07:23,230 attacks , or if it no longer has 159 00:07:23,230 --> 00:07:25,739 ammunition and must return to base at 160 00:07:25,739 --> 00:07:28,760 the beginning of the next term . Tokens 161 00:07:28,760 --> 00:07:30,482 that are out of ammunition are 162 00:07:30,482 --> 00:07:32,799 determined to be Winchester and are 163 00:07:32,799 --> 00:07:34,880 identified on the board by placing a 164 00:07:34,880 --> 00:07:37,720 blue cube on the token or turning the 165 00:07:37,720 --> 00:07:41,190 tokens sideways . For all assets except 166 00:07:41,190 --> 00:07:43,989 the attack UAS , the token will only 167 00:07:43,989 --> 00:07:46,359 have ammunition for future attacks with 168 00:07:46,359 --> 00:07:50,209 a dice roll of 4 for the attack . Any 169 00:07:50,209 --> 00:07:53,029 die rolls less than 4 , drive the token 170 00:07:53,029 --> 00:07:56,709 Winchester . For attack UAS 171 00:07:56,709 --> 00:08:00,019 tokens , any die rolls less than 3 , 172 00:08:00,420 --> 00:08:02,642 drive the token Winchester and force it 173 00:08:02,642 --> 00:08:04,642 to return to base prior to the next 174 00:08:04,642 --> 00:08:07,630 turn . Winchester tokens may still be 175 00:08:07,630 --> 00:08:09,670 targeted for points prior to their 176 00:08:09,670 --> 00:08:12,630 return to base . If airborne tokens are 177 00:08:12,630 --> 00:08:15,059 Winchester and their squadron card has 178 00:08:15,059 --> 00:08:16,948 been destroyed at the air base or 179 00:08:16,948 --> 00:08:19,100 contingency location , then the 180 00:08:19,100 --> 00:08:21,269 Winchester token reverts to enemy 181 00:08:21,269 --> 00:08:23,429 control for scoring instead of 182 00:08:23,429 --> 00:08:25,910 returning to base . All destroyed 183 00:08:25,910 --> 00:08:28,100 tokens and reverted tokens will not 184 00:08:28,100 --> 00:08:30,429 regenerate for the rest of the game and 185 00:08:30,429 --> 00:08:33,349 may not be used in future ATO cycles 186 00:08:33,349 --> 00:08:36,150 unless an appropriate enabler card is 187 00:08:36,150 --> 00:08:39,919 played . For ground attacks , the same 188 00:08:39,919 --> 00:08:42,440 attacking and Winchester rules apply . 189 00:08:42,849 --> 00:08:45,169 The key difference is that attacking 190 00:08:45,169 --> 00:08:48,130 tokens with an exploding die icon will 191 00:08:48,130 --> 00:08:50,489 roll again after the attack to 192 00:08:50,489 --> 00:08:52,429 determine the amount of damage to 193 00:08:52,429 --> 00:08:55,690 ground tokens or squadrons . Advantage 194 00:08:55,690 --> 00:08:58,250 or disadvantage rules do not apply for 195 00:08:58,250 --> 00:09:01,530 damage rules unless missile defense is 196 00:09:01,530 --> 00:09:03,530 employed or the appropriate enabler 197 00:09:03,530 --> 00:09:06,820 card has been played . Then players 198 00:09:06,820 --> 00:09:08,780 will indicate levels of damage to 199 00:09:08,780 --> 00:09:11,460 ground targets by placing one cube on 200 00:09:11,460 --> 00:09:14,299 the board for each number rolled . When 201 00:09:14,299 --> 00:09:16,260 a ground token or card has been 202 00:09:16,260 --> 00:09:18,380 destroyed , it is removed from the 203 00:09:18,380 --> 00:09:21,020 board for scoring . If the squadron 204 00:09:21,020 --> 00:09:23,242 card includes tokens that have not been 205 00:09:23,242 --> 00:09:25,849 generated , the tokens are also removed 206 00:09:25,849 --> 00:09:28,619 for scoring . Striking units before 207 00:09:28,619 --> 00:09:30,820 they generate can be challenging , but 208 00:09:30,820 --> 00:09:33,219 offers the potential for high rewards . 209 00:09:34,070 --> 00:09:36,150 Aerial assets that do not have 210 00:09:36,150 --> 00:09:38,950 exploding dye icons can only inflict 211 00:09:38,950 --> 00:09:41,390 one damage point to any ground unit . 212 00:09:42,609 --> 00:09:44,831 Missile defense plays a crucial role in 213 00:09:44,831 --> 00:09:47,010 this game and is used most often for 214 00:09:47,010 --> 00:09:49,770 ground attacks . Tokens capable of 215 00:09:49,770 --> 00:09:52,450 missile defense can engage attacks that 216 00:09:52,450 --> 00:09:54,729 enter their weapon engagement zone . 217 00:09:55,669 --> 00:09:58,049 This alters the probability of hits and 218 00:09:58,049 --> 00:10:00,469 damage roles , adding an extra layer of 219 00:10:00,469 --> 00:10:03,469 strategy . Players must select missile 220 00:10:03,469 --> 00:10:06,469 defense squadrons before the ATO or 221 00:10:06,469 --> 00:10:08,710 employ sea-based missile defense tokens 222 00:10:08,710 --> 00:10:11,299 using enabler cards during the game . 223 00:10:12,309 --> 00:10:14,390 To employ its effects , defending 224 00:10:14,390 --> 00:10:16,168 players must have generated the 225 00:10:16,168 --> 00:10:18,710 squadron during a prior turn and 226 00:10:18,710 --> 00:10:21,429 declare missile defense before any 227 00:10:21,429 --> 00:10:24,789 attack rolls . Both the attack role and 228 00:10:24,789 --> 00:10:26,900 damage role , if applicable , are now 229 00:10:26,900 --> 00:10:29,599 at disadvantage . Missile defense 230 00:10:29,599 --> 00:10:31,630 tokens and squadrons are also 231 00:10:31,630 --> 00:10:34,039 vulnerable to ground attacks but do not 232 00:10:34,039 --> 00:10:36,520 go Winchester . In addition to 233 00:10:36,520 --> 00:10:38,799 defending against attacks , some 234 00:10:38,799 --> 00:10:40,880 missile defense tokens also have the 235 00:10:40,880 --> 00:10:43,102 ability to acquire targets within their 236 00:10:43,102 --> 00:10:46,330 identified range during a move acquire 237 00:10:46,330 --> 00:10:47,549 shoot sequence .