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Sniper Elite - The Board Game

Created by Rebellion Unplugged

A stealth action miniatures board game for 1-4 players. Designed by David Thompson and Roger Tankersley.

Latest Updates from Our Project:

Closing Stream
over 3 years ago – Sun, Sep 06, 2020 at 12:09:39 PM

Join us at twitch.tv/rebellion_official while we stream a playthrough as the campaign ends!

Final 24 Hours & one last surprise
over 3 years ago – Sat, Sep 05, 2020 at 10:15:01 PM

Hi folks,

Thank you all so much for getting us here. We've hit all of our planned stretch goals with 24 hours still on the clock. It's been a roller-coaster on our end over these past months working from home, but we're very proud of what we've created, and heartened by your enthusiastic response.

There were a couple of things we could have thrown in as stretch goals (the custom dice, the black core cards, the expanded solo module based on new ideas generated during the meetings before live streams), but those would have felt like things we were removing from the game, rather than things we were adding to it. 

That said, it would be a shame to not have something for the last day, so here's the plan: 

If we hit £100,000, we will add alternative objective cards.

These are a concept we played around with in early development, and ultimately removed as the game evolved into its current shape. The sniper's objectives are usually location based, but what if they needed to take out ten enemy soldiers? What if they need to tag a particular enemy officer? How would the knowledge that this objective exists change the way the defenders play (whether or not the sniper has actually drawn that card)? Do you really want to rush your Jager in?

Each map is very different, and we're not sure which ones this will work with, so we're saying that every backer at the Elite level will benefit from this stretch goal. Our hope is that this could apply to all maps (and thus all backers) but we can't guarantee it until we've tested it to within an inch of its life.

It's a change with big potential, and we're very excited. Thanks again for all your support so far. 24 hours left. Spread the word!

Allies: Jun
over 3 years ago – Mon, Aug 31, 2020 at 05:10:10 PM

The Allies expansion provides snipers with some additional options at the start of each mission beyond choosing their load-out. Players can now pick which character they want to play as. 

Each sniper brings their own rifle and their own approach, affecting the token composition of the sniper's shot bag, and giving them different options for using their weapons. Different to the load-out cards, Sniper players will have to choose their character before they are assigned an objective, committing to a certain play-style for the game ahead.

Changing the composition of the bag can have subtle but impactful effects. Something as simple as removing the recoil tokens significantly increases the chance of both success and noise when shooting. As such the Allies will be in active development right up to the end of the process, as they're balance tested on the individual maps and with the different combinations of specialist officers and load-out cards.

Let's take a look at Jun, a former diplomat turned soldier, who is making a guest appearance from Sniper Elite spin-off Zombie Army 4.

For those unfamiliar with Zombie Army, a key mechanic is the ability to modify your weapons with powerful upgrades to the barrel. Jun's electro-modified Mosin-Nagant allows her to make hugely impactful shots at the expense of subtlety. When making a successful kill Jun has the option of taking out additional soldiers in spaces adjacent to her original target. When utilising this option she must add noise tokens to her bag instead of hit tokens, significantly increasing the risk of being revealed with every successive shot.

This further develops the tension between stealth and violence that exists throughout the game, giving the option of massive impact in key moments at a potentially high cost.

We'll explore this further in our next update, when we take a closer look at the shooting mechanics.

Map art sneak peeks
over 3 years ago – Sun, Aug 30, 2020 at 12:21:50 PM

Hi folks,

As we approach the final map stretch goal, I wanted to take a closer look at how they come together. Here's the launch facility map, the main map in the game which you'll have seen in all the play-throughs:

Our artwork comes from concept artist extraordinaire Edouard Groult. The very observant amongst you will have noticed that the version in the Kickstarter video is a little different to the others - our prototypes are based on draft graphic overlays, which have completely reworked by Brigette Indelicato, the graphic designer behind War Chest and Sea of Legends and more.

You'll notice a couple of extra tweaks: the neutral sectors have their own white border to re-emphasise that they're distinct from the other sectors on the board; the entrance points have been made more distinct; and the colours have been tweaked to make the game fully colour-blind accessible.

The exclamation mark spaces denote difficult terrain - spaces which cost one extra movement to enter (but not to exit). We went through a huge number of drafts on this icon  - you'll have seen the boots or binoculars icons on some of our streams - but the exclamation mark hit the best balance between clear legibility and not interfering with the artwork.

Brigette has done a fantastic job on the launch facility, but Edouard's artwork on the other maps is only now coming in. Here's an early preview of the Heavy Water facility, the outdoor map that has been added to the Eagle's Nest expansion:

It'll undergo numerous tweaks in the coming weeks as we make adjustments for line-of-sight, sector spacing and balance tweaks, but for now it's a little beauty of its own.

Project Goals
over 3 years ago – Sat, Aug 29, 2020 at 02:27:19 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.