Contents
Welcome to the Specter Ops Game!
If you’re ready for some intense fun, look no further than Specter Ops. This game will keep you on your toes as you navigate through dangerous territory, hunting down and avoiding enemies while completing your mission. Let’s dive in and get you started with the game rules.
Objective
The goal of Specter Ops is to either track down the elusive Agent or elude the Hunters, depending on which side you’re on. The Agent’s objective is to complete their mission while staying hidden, while the Hunters aim to locate and capture the Agent before they can accomplish their goals. Both sides will need to strategically plan their moves and outsmart their opponents to succeed.
Game Setup
To begin, you’ll need the game board, which represents the city where the action takes place. Each player will be assigned a role – either the Agent or one of the Hunters – and will receive the corresponding game pieces and character cards. The Agent’s identity remains a secret, so keep your character card hidden from the other players.
Both sides also have access to unique abilities and equipment cards, which can be used to gain an advantage during the game. These cards can be played at various times throughout the game, so use them wisely to maximize their effectiveness.
Gameplay
Specter Ops is played in rounds, with each round consisting of two phases: the Agent’s phase and the Hunters’ phase.
During the Agent’s phase, the Agent secretly plots their movement on a separate sheet of paper, indicating which spaces they want to move to. The Agent can also perform special actions based on their character abilities. The Hunters, on the other hand, do not know the Agent’s exact location and must deduce it based on their actions and clues left behind.
In the Hunters’ phase, each Hunter takes turns performing actions, such as moving, searching for the Agent, or using their unique abilities. The Hunters can work together to corner the Agent or split up to cover more ground. Communication and coordination among the Hunters are key to capturing the Agent.
Game End
The game ends when one of the following conditions is met:
- If the Hunters successfully capture the Agent, they win the game.
- If the Agent completes their mission objective and escapes without being captured, they win the game.
- If the game reaches a specified number of rounds without either side winning, it results in a draw.
Remember, the key to victory lies in wits, strategy, and coordination. Will you be the cunning Agent whose stealth remains unmatched, or will you be part of the determined Hunters who bring them to justice? The outcome is in your hands, so gather your team, plan your moves, and dive into the thrilling world of Specter Ops!

So, there’s this game called Specter Ops. It’s pretty cool. In the game, you get to play as an A.R.K. agent. You know, one of those secret agents who sneaks around and stuff. Anyway, your mission as the A.R.K. agent is to infiltrate Raxxon Global’s old pharmaceutical facility. You’re trying to dig up some dirt on Raxxon’s shady past.
But wait, there’s more! The other players in the game are Raxxon hunters. These guys are tough. They’ve been genetically or mechanically enhanced to be really good at hunting down A.R.K. agents. Their job is to find you and neutralize the threat you pose to Raxxon.
What’s in the Box

The game set includes:
1. Game Board – a board on which the game is played.
2. Movement Sheets Pad – sheets that indicate how the players move in the game.
3. 5 Hunter Figures – figurines representing the hunters in the game.
4. 4 Secret Role Cards – cards that assign secret roles to the players.
5. 4 Agent Character Cards – cards with information about the agent characters in the game.
6. 8 Hunter Character Cards – cards with information about the hunter characters in the game.
7. Sand Timer – a timer used to track the time in the game.
8. 4 Agent Figures – figurines representing the agent characters in the game.
9. 1 6-Sided Dice – a dice with six faces used for rolling in the game.
10. Dual-Sided Vehicle Card – a card with information about a vehicle in the game, with two sides.
11. 29 Tokens – small objects used for various purposes in the game.
12. 17 Equipment Cards – cards with information about the equipment available in the game.
13. Rulebook – a book containing the rules of the game.
In addition to the game set, there is also a Character Card.

The Importance of Choosing the Right Character for the Game
Hey there! So, you’re on the hunt for the perfect character to play in your favorite game. Well, look no further because I’m here to help you understand why choosing the right character is so important.
First things first, let’s talk about the name. The name of a character is like their identity. It’s what makes them unique and special. Think about it – when you hear the name of a character, certain images or feelings might come to mind. That’s the power of a name!
Now, let’s move on to abilities. Abilities are what set each character apart in the game. They’re like superpowers that you get to use to your advantage. Some characters might have the ability to fly, while others might have incredible strength. Choosing a character with the right abilities can make a huge difference in how you play the game.
Next up is whether the character is an agent or a hunter. Agents and hunters have different roles and responsibilities in the game. Agents might be stealthy and good at gathering information, while hunters are more focused on taking down the bad guys. It’s important to choose a character that fits your playstyle and the role you want to take on in the game.
But wait, there’s more! Let’s talk about equipment cards. These cards can give your character even more awesome abilities or tools to use during the game. They can be like a secret weapon that takes your gameplay to the next level. So, be sure to consider what equipment cards are available for each character before making your final decision.
So, there you have it. Choosing the right character is no easy task, but it’s definitely worth it. Remember, the name, abilities, whether they’re an agent or a hunter, and equipment cards are all things to consider when making your choice. So go ahead, dive into the game, and find that perfect character that will help you dominate the virtual world!

- Name: The equipment’s name is its identifier. It helps distinguish one piece of equipment from another.
- Type: The type of equipment refers to its category or classification. It indicates what the equipment is used for.
- Effect: When the equipment is used, it produces an effect. This effect can vary depending on the specific equipment.
- Unique Symbol: Some equipment can only be used by specific agents. A unique symbol is used to represent these agents.
- Charges: Each piece of equipment has a limited number of uses per game. After reaching the maximum number of charges, the equipment is discarded and can no longer be used.
Vehicle Card

I’ve always been fascinated by vehicles – their names, how far they can move, and the cool things they can do in games. If you’re into that too, then you’ll love what I have to tell you. Today, I want to talk about the important elements that make up a vehicle in a game. So let’s dive in!
First off, let’s talk about the name of the vehicle. Every vehicle has a unique name that sets it apart from the rest. It’s like their own special identity. Just like how people have names, vehicles have names too. Pretty cool, huh?
Next, we have the move. The move is all about how far a vehicle can go in one round. Some vehicles can zoom across the game board, while others may only be able to move a short distance. It’s like their superpower – their ability to cover ground quickly or take things slow and steady.
Now, let’s talk about abilities. Abilities are what make a vehicle truly special and unique. They’re like the secret weapons that these vehicles bring to the game. Some vehicles may have the ability to fly over obstacles, while others may have the power to attack other vehicles. Abilities bring excitement and strategy to the game, making it even more thrilling to play.
So, those are the key elements that make up a vehicle in a game. The name, the move, and the abilities – they all come together to create an unforgettable gaming experience. I hope you enjoyed learning about these elements as much as I enjoyed sharing them with you.
Now, let’s move on to tokens. Tokens are another important part of the game. They’re like little prizes or rewards that you can collect as you play. Each token represents something valuable or special in the game. They can give you extra points, help you unlock new vehicles, or even give you special powers. Tokens add an extra layer of fun and excitement to the game, making it even more rewarding to play.
In conclusion, vehicles and tokens are two essential parts of any game. They bring excitement, strategy, and fun to the table. So whether you’re a gamer or just someone who enjoys a good game, it’s important to take these elements into account and appreciate the magic they bring to the gaming world.

Getting Started
Let me give you the lowdown on how to set up and play this game. It’s designed for 2-3 players, so you can get a small group together and have some fun!
If you want to start a game of Specter Ops with 2-3 players, here’s what you need to do:
1. First, decide who will be the A.R.K. agent. The other players will be Raxxon hunters.
2. Take out the game board and unfold it. Put it in the middle of the playing area. Create separate piles of each type of token that everyone can reach.
3. The hunters need to choose the vehicle they want to use. Put the vehicle card to the side of the game board with the correct side facing up. Then, put the vehicle token on space K17.
4. Now it’s time to decide where the 4 mission objectives will be located. If you’re the agent player, roll the 6-sided die to see where the first objective will be in section 1 of the map. Once you find the objective that matches the number on the die, circle it on the movement sheet.
First, I’m going to need a mission marker. Let me place it on the game board in the location that matches the blue Raxxon side. Now, it’s time to roll the 6-sided die again. This will tell us where the second mission objective is in section 2 of the map.
Looking at the result of the die roll, I can find the objective that matches it on the movement sheet. Once I’ve found it, I’ll circle it and place another mission marker, this time with the blue side up, on the corresponding location on the game board. I’ll repeat this process for the third and fourth mission objectives. You can find more information on how to determine mission objectives in the next column.
If we’re playing with 3 players, each of us will choose 1 hunter. We’ll place our chosen hunter figure on the vehicle card and our chosen hunter character card face up in front of us. However, if we’re playing with 2 players, we’ll each choose 2 hunters to play.
Alright, let me break it down for you. Here’s what you need to do:
First, I’m going to pick a character card for myself and keep it hidden.
Next, I’ll take all the equipment cards, except the supply cards, and choose three of them to keep face-down in front of me. The rest will go back in the game box without showing anyone.
Now, pay attention to this part: some equipment cards are only for specific agents. For example, Mantis can’t use Fox’s Remote Trigger. Keep that in mind.
After that, I’ll shuffle the supply equipment cards and create a face-down supply deck.
Lastly, I’ll put the 2-minute sand timer within reach. Here’s a tip: it’s a good idea to limit the hunters’ turns to 2 minutes each.
Determining Mission Objectives

I’m playing as an agent, and I rolled a 2 on a 6-sided die.
When I look at my movement sheet, I see that the mission objectives are in section 1. They’re marked by a number and a dice icon on the darkened spots on the sheet.
Since I rolled a 2 for section 1, I circle that mission objective on my movement sheet.
Next, I place a mission marker on the corresponding location on the game board. The marker has the blue Raxxon side facing up.
I repeat this process three more times to find the remaining 3 mission objectives.
I. Playing as an Agent

So, here’s how the game starts: I, the agent player, take the first turn. On my turn, I get to move my agent and I can also choose to use 1 equipment card. Once I’m done, it’s the hunter player’s turn to play.
What’s the Goal?
Here’s what I, as the agent player, need to do: My objective is to make sure my agent completes any 3 out of the 4 mission objectives and reaches one of the escape points before time runs out. That’s the main goal!
How Can I Move?
Alright, let’s talk about movement. On my turn, I can move my agent. I have the freedom to decide where I want to go. I just need to think strategically and plan my moves carefully.

Hey there! So, here’s the deal. When we play this game, I won’t be moving my agent with a figure on the game board like usual. Nope, I’ll be keeping it a secret by writing it down on a special sheet. I’m the only one who gets to see it, and I’m in charge of it during the game.
Now, my agent will begin the game on space M1. And on my turn, I can move my agent up to 4 spaces in any direction – that means straight or diagonal.

When I want to move, I can choose a path that goes up to 4 spaces. Then, I use the right-hand column of my movement sheet to jot down the space where I stopped my movement.
Remember: I can’t move onto or through a space occupied by a hunter, but I can go around them.
Also, I can’t move onto or through structures. I can easily identify structures because they don’t have coordinate text on them.
If a Hunter Sees Me
If I end my move on a space where a hunter can see me, I become visible. I need to place my visible marker on that space.

When I, as the agent, move through one or more spaces that can be seen by a hunter, but I don’t end my move on a visible space, I get spotted. In this case, I have to place my last seen marker on the last space where I was seen, regardless of how many visible spaces I moved through.
Remember: Whenever I place the visible or last seen marker, I also put my agent figure on top of that marker.
If I start my move while being visible and then move out of sight, I have to place the last seen marker on the last space where I was seen.
Using Equipment Cards

When I’m getting ready to move, there’s something important that I need to remember – I can use one of the equipment cards I picked out earlier. These cards have special powers that can help me during the game. Each equipment card has a certain number of charges on it, which tells me how many times I can use it.
Supply Caches

Hey there!
So, on the game board, you’ll notice these icons marking 6 supply caches. They look like this: #image.jpg
Now, when it’s my turn as an agent player, if I happen to be on a highlighted space that has access to one of these supply caches, guess what? I get to draw an X on my movement sheet right over that supply cache. And that’s not all! I also get to draw a card from the supply deck. How cool is that?
But here’s the catch: once I use a supply cache, I can’t use it again for the rest of the game. So I better make my choices count!
After I’ve gotten my equipment from a supply cache, I simply go on with my turn as usual.
Completing Mission Objectives

Hey there! Let me break it down for you in simpler terms. There are 4 different mission objectives you need to complete. To finish a mission objective, you just have to start your turn next to it, either horizontally, vertically, or diagonally.
If you start your turn next to a blue Raxxon mission objective, you can flip over its mission marker to the red A.R.K. side, showing that you completed it. Easy peasy!
Now, after you flip that marker, you can continue with your turn, no problem. But remember, you gotta complete 3 mission objectives before you can escape.
Here’s How to Escape and Win
Once you finish your third mission objective, it’s time to make your escape. To do that, you just need to end your move on one of the three escape points on the board. You can find these points by looking for the arrows near the A3, M1, and W1 coordinates. Once you’re there, you’re free!
When I’m playing a game as the agent, there’s something important I need to keep in mind. If I find myself on an escape point and there’s a hunter nearby, I won’t be able to move onto that space to escape. It’s like a roadblock that I have to avoid.
Now, in order to win the game, I have to achieve three mission objectives and escape before it’s too late. It’s a real race against the clock, and if I can do it all before my turn ends, I’ll come out victorious!
At the start of the game, I have a total of four hit points. If I lose all of them, I’m in big trouble. I’ll be captured and that means an immediate loss for me. Oh, and there’s one more thing to keep in mind: If I can’t complete those three objectives and escape by the end of round 40, it’s also a game over for me. Everyone knows what round we’re on, so there’s no hiding.
Feeling Tired

Did you know that certain abilities can make me feel tired? It’s true! When I get tired, a little fatigue token is placed on my card. And here’s the thing – when I have a fatigue token on me, all my abilities stop working!
When an ability is disabled, it’s like it’s not even there anymore. But don’t worry, there’s a way to shake off that fatigue. Whenever I move a short distance of 2 spaces or less, the fatigue token is removed from my card!
Part 2: The Hunter Experience

Note: I just want to make it clear that in this game there are two of us playing as hunters, each controlling one hunter. But don’t worry, if you’re playing alone, you still control both hunters!
Now, after the agent player finishes their turn, it’s our turn to shine! You and I decide who goes first and who goes second.
On our turn, we can move our hunters around and even attack any agents we can see. Don’t forget, we have to take turns – one after the other. When we’re both done, it’s the agent player’s turn again.
Objective
Our main goal is to defeat the agent. We can do this by bringing her hit points down to zero or by making sure she doesn’t escape before the 40th round ends.
Movement
When playing as a hunter, I control my figure on the game board to move. On my turn, I can move my hunter up to 4 spaces in any direction, whether it’s straight or diagonal. However, I need to keep in mind that I cannot move my hunter onto or through any structures that are on the board.
Vehicle
At the beginning of the game, all hunters start in the vehicle. If my hunter starts their turn inside the vehicle, I have an option to move the vehicle instead of moving the hunter. To move the vehicle, I simply move the vehicle token in any direction, whether it’s orthogonally or diagonally on the game board.
It’s important to note that the vehicle can only be moved on road spaces. I can easily identify road spaces on the game board by finding the coordinates that are next to the dashed lines. It’s also worth mentioning that the vehicle cannot be moved more spaces than its designated move value in a single round.
Example: At the beginning of this round, both hunters are inside the Tracer. The first hunter moves the vehicle 6 spaces and then gets out with his hunter. Now, it’s the second hunter’s turn, but he can only move the vehicle up to 4 spaces. That means he has a total of 10 spaces to use.
If a hunter enters or exits the vehicle, their movement for that turn ends right away. To enter the vehicle, a hunter must move onto the vehicle token and then put their figure on the vehicle card.
To get out of the vehicle, a hunter needs to remove their figure from the vehicle card and put it on the game board next to the vehicle token.
When you’re playing the game, agents and hunters are allowed to move onto or through the vehicle. The cool thing is that the vehicle doesn’t block anyone’s line of sight. So even if you’re in the vehicle, your sight as a hunter won’t be affected. You can still use your abilities, but you won’t be able to attack while inside the vehicle. Oh, and another perk is that you can’t be stunned while you’re in there. And guess what? Vehicles can hold more than 4 people! How awesome is that?
Spotting an Agent
After a hunter moves, the agent player needs to say “clear” if the agent can’t be seen by that hunter. But if the hunter can see the agent, the agent player has to place a visible marker on the game board where the agent is. The thing is, line of sight is only checked at the end of each hunter’s move. So, it’s totally possible to move right past the agent without even realizing they’re there.
Time to Attack
When I, as a hunter, move to a new location, I have the chance to attack an agent if I can see them. To attack, I roll a 6-sided die and count the number of spaces between me and the agent.
If I roll a number that is equal to or greater than the distance, I hit the agent. However, if I am already on the same space as the agent, no roll is needed – the attack automatically hits. Each hit causes 1 HP of damage to the agent, and their HP is kept track of on the movement sheet.
When I roll to attack, a roll of 1 is a miss. But if I roll a 6, I get to roll the die again and add the new value to my previous roll. I can keep doing this every time I roll a 6, so there’s always a chance to hit the agent, no matter how far away they are.
Note: I cannot attack the agent while I’m in the vehicle.
Hunter Vision
Imagine this: you’re playing a game and you’re in control of a hunter. The hunter can see everything in its row and column on the game board. It doesn’t matter how far away something is; as long as it’s in the same row or column, the hunter can spot it. But here’s the catch: the hunter can’t see through structures. So, if there’s a building or something blocking its view, the hunter won’t be able to see what’s on the other side.

Stunned Hunter
Wow, there are some pretty incredible abilities that can really take a toll on a hunter. One of these abilities is the stunning ability. When a hunter is stunned, it’s like they are frozen in place. You would place a special token called a stun token on the hunter’s character card to show that they are stunned. While stunned, the hunter can’t attack or use any of their special abilities. They can only move a maximum of 2 spaces during their turn.
But here’s the thing, being stunned doesn’t last forever. At the end of the stunned hunter’s turn, you would remove the stun token from their card. It’s like they shake off the stun and are free to move and use their abilities again. It’s important to note that a hunter cannot be stunned while they are in a vehicle. So, if they’re riding in a sweet ride, they’re safe from being stunned.
Defeating the Agent and Winning
Now, let’s talk about the whole point of the game – defeating the agent and coming out as the champion. Most agents start the game with 4 HP, which stands for hit points. These agents can take a beating, but if they lose all of their HP, then the hunter players immediately win the game. It’s like a knockout punch! But the hunter players can also win if the agent doesn’t complete 3 objectives and escape by the end of round 40. So, the hunter players need to be on their toes and keep track of the rounds to ensure the agent doesn’t slip away.
By the way, everyone knows which round you’re playing. It’s public knowledge, so there’s no hiding it. The tension is high, and everyone is watching as the game progresses.
Timed Turns
Hey there! So, in this set, we’ve got a cool 2-minute sand timer. I really suggest using it to keep the game flowing smoothly and make sure everyone’s turn doesn’t go on forever.
Let’s Talk About Pets
Some of our hunters have pets! Pets are like little buddies that come along for the ride. Each pet is represented by a figure, and it starts the game in the vehicle. Here’s the deal – after you take a turn with a hunter that has a pet, you also get to take a turn with that pet. It’s like having a second chance to make moves and do cool stuff!
You can move a pet just like you would move a hunter, following all the usual rules. But there are a couple of things to keep in mind. First, a pet can’t drive the vehicle or use its special powers. They’re great at a lot of things, but driving isn’t one of them. Second, a pet can’t be stunned. They’ve got a special protective shield or something like that. And finally, pets don’t attack or have their own vision, except for what their hunters can do. Oh, and one more thing – the agent can move right through a pet. They’re not bothered by it at all!