02 Hundred Hours: Night Raids in World War II
BGG rank
BGG #14,281
BGG rating
8.4

02 Hundred Hours: Night Raids in World War II

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.

  • 2 players
  • 30–90 min
  • 12+
  • Complexity 2.0/5

For 2 players

Rules assistant for 02 Hundred Hours: Night Raids in World War II

What would you like to know?

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.

Expansions

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About the game

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

Questions and answers

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.