
- BGG rating
- 7.5
02 Hundred Hours: Guards of Facility 9
- 2 players
- 2022

2022
Rules assistance for 02 Hundred Hours: Night Raids in World War II
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
02 Hundred Hours: Night Raids in World War II is a board game released in 2022 for 2 players, 30–90 minutes per game, and ages 12 and up. It was designed by Graham Davey and its main mechanics are Dice Rolling, Action Points, and Hidden Movement.
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
02 Hundred Hours: Night Raids in World War II supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for 02 Hundred Hours: Night Raids in World War II is 30–90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists 02 Hundred Hours: Night Raids in World War II for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
02 Hundred Hours: Night Raids in World War II has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
02 Hundred Hours: Night Raids in World War II belongs to these categories: Wargame, Miniatures, and World War II. Its main mechanics are Dice Rolling, Action Points, and Hidden Movement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 02 Hundred Hours: Night Raids in World War II are: Graham Davey. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 02 Hundred Hours: Night Raids in World War II as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.