The game board
Squares and rooms
Squares of the board look like this:
They are where all the action happens and they only appear grouped together in rooms.
A room looks like this:
The dotted lines leading perpendicularly away from the edges of the squares indicate the
places where two rooms meet. For our purposes, corridors and single squares can count as 'rooms';
this is just a piece of terminology meaning a connected group of squares.
Features
Doors look like this:
Once opened by a piece, they look like this:
Doors can be opened and closed by pieces in adjacent squares. Closed doors make a square
impassable to pieces, and block line of sight.
Flames look like this:
Squares with flames on are impassable to pieces which stand outside the flaming area. (A square
can actually have more than one set of flames on it at a time, but this has no meaning in the game.)
Entering and leaving the board
Stealer entry points look like this:
Stealers and blips lurk behind the triangle, out of play, until the Stealer player wants
to bring them onto the board at the square which the triangle points to. Marines cannot enter or
see into these lurking areas.
Exit points look like this:
In some missions pieces must leave the board at one or more places to complete
the mission. They can do this at an exit point. Once off the board a piece
cannot re-enter.
Comments
Some missions involve particular labelled objectives. In this case the relevant room
will be marked with text like this:
This text disappears when the mission begins.