
- BGG rank
- BGG #5,885
- BGG rating
- 7.8
Captain's Log
- 1–4 players
- 60–240 min
- Complexity 4.2/5
- 2022

Rules assistance for SAS: Rogue Regiment – Operation Gain
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
SAS: Rogue Regiment – Operation Gain is an expansion for SAS: Rogue Regiment released in 2026 for 1–4 players, 30–180 minutes per game, and ages 24 and up. It was designed by Robert Butler and its main mechanics are Dice Rolling, Grid Movement, and Cooperative Game.
Operation Gain is an expansion for SAS: Rogue Regiment, it includes a brand new five part campaign based on an incredible true story, plus 3 standalone bonus missions. The main campaign sees Operators dropped 150 miles behind enemy lines, tasked with knocking out railroads, trains & ammunition dumps in a desperate attempt to stall the counter-attack of Hitler's fearsome Panzer divisions. The opening missions are pure stealth, infiltrating the town to meet up with local resistance agents and carrying out vital reconnaissance of their objectives, all in preparation for the main event... taking down a war train packed with troops and tanks bound for the Normandy beachheads! Leaving a trail of destruction in their wake, a heart pounding escape across the French countryside finally culminates in one of history's most daring & audacious extractions... from the enemy's own airfield! —description from the publisher
SAS: Rogue Regiment – Operation Gain supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for SAS: Rogue Regiment – Operation Gain is 30–180 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 SAS: Rogue Regiment – Operation Gain for ages 24 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.
SAS: Rogue Regiment – Operation Gain belongs to these categories: Wargame, World War II, and Expansion for Base-game. Its main mechanics are Dice Rolling, Grid Movement, and Cooperative Game. 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 SAS: Rogue Regiment – Operation Gain are: Robert Butler. 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 SAS: Rogue Regiment – Operation Gain as an expansion for SAS: Rogue Regiment. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need SAS: Rogue Regiment to use it. Check that your edition of SAS: Rogue Regiment is compatible, as some expansions were revised between editions.