FIELD NOTESMake the dock work for you.
Each operator has two actions per round. Move up to three tiles per action, or two while carrying cargo. Shots always deal one damage within four clear tiles.
Rook / Shove
Push an adjacent guard two tiles. Deals one damage; a collision deals two. Either way, the guard loses its next action. His one-use charge stuns at range.
Patch / Override
Disable a guard within four clear tiles. Remotely open or close the shutter. From beside the crane terminal, move the case to F6. Her manifest hack buys one extra round.
Moth / Grapple
Zip up to four clear tiles, or pull a loose case beside you. Cannot zip while carrying. Her one-use boost grants one extra net action.
Getting out
Pick up a case from an adjacent tile. Stand on a striped exit tile, choose Interact, and click your tile to board. Extract everyone for the best outcome. Once the case is aboard, you may leave early.
Blue arrows show guard movement. Red sights mark the exact tile a guard will shoot. Cover and the closed shutter block shots. Disabling or moving a shooter can spoil its order. Reinforcements arrive in round four.
Undo lets you reconsider actions until you end the round. The crate with blue straps is optional salvage.