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Game contents
02 Hundred Hours: Night Raids in World War II - 3D Box Cover
Game + the Expansions

02 Hundred Hours: Night Raids in World War II (2022)

Players
2
Best: 2
Playing time
30–90 min
Age
12+
8.39
Average rating
42
Ratings
2.00/5
Weight
#14340
BGG rank
Outside top 5,000
Designer:Graham Davey
Publisher:Grey For Now Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 9, Interaction 5, Complexity 4, Theme 5
Strategy7.0
Luck9.0
Interaction5.0
Complexity4.0
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameMiniaturesWorld War IIAction PointsChit-Pull SystemDice RollingMeasurement MovementHidden Movement

Overview

02 Hundred Hours is a skirmish wargame focusing on night-time raids in World War II. Inspired by classic war movies as well as historical events, battles are fast paced with roughly 10-20 models on either side.

Field an elite force of Commandos, SAS, Paratroopers or Rangers to infiltrate the enemy lines under cover of darkness. Recruit SOE spies and local resistance fighters to bolster your chances.

Launch attacks on radar stations, munition factories, airfields, bridges and rail lines. Sneak past sentries, take them out with silent attacks, or open fire with a devastating ambush. Plant charges to destroy your objective, assassinate a target or grab vital intel, then fight your way to safety before reinforcements arrive.

Or play as the defenders, carefully setting patrol routes so your sentries can spot raiders in the shadows, utilise guard dogs, officers or even the dreaded Gestapo and make use of informants and intercepted transmissions to thwart the attackers’ plans.

All fighters have a 180 degree field of vision, so cannot see behind without turning. Enemies are not visible in the darkness and must be detected before you can react to them.

The attackers start each mission creeping forward through the night, aiming to stay covert, timing their movement to sneak behind patrolling sentries. If they are careless, or a sentry turns at the wrong moment, the defenders may detect them and grow suspicious, closing in and eventually raising the alarm.

At this point the defenders get reinforcements and can open fire on the raiders! But even then, it is vital to locate enemy soldiers - both sides can only attack foes once they've been spotted!

—description from the publisher

Expansions

02 Hundred Hours: Desert Raid
02 Hundred Hours: Partisan Resistance Cell
02 Hundred Hours: Operation Torchlight
02 Hundred Hours: Guards of Facility 9
02 Hundred Hours: Stiff Upper Lip
02 Hundred Hours: Escape from Stalag Luft III
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