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V-Sabotage

Game ID: GID0374593
Collection Status
Description

Formerly titled, "V-Commandos", now renamed, "V-Sabotage".

Victory depends on you!

V-Commandos is a WW2 commandos co-operative board game. Players can either select a pre-generated mission or create their own by combining objective cards, then they assemble a team from famous Allied corps: U.S. Raiders, British SAS., Devil’s Brigade, SOE, etc. During play, you hide in darkness, wear enemy uniforms, and sneak up on your targets. Get spotted? Open fire with emblematic allied weapons and try to turn the enemy's weapons against them! If you can, get back to cover and turn off the alarms as the enemy has more available troops than you. Thus, you need to focus on completing the mission, then leaving the area as quickly as you can.

Year Published
2016
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
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Video n5nr-8dik8I V sabotage game_review at 0:24 sentiment: positive
video_pk 12680 · mention_pk 37003
Video thumbnail
Click to watch at 0:24
Overall sentiment (raw)
positive
Pros
  • puzzle-like design with multiple approaches to each level
  • solo play is well-suited and pacing suits one-player games
  • expansions offer long-form campaign play
  • variety of equipment and character abilities enable different strategies
Cons
  • tension and planning required; not as dynamic in 3-4 player games
  • learning curve and setup complexity
  • alarm mechanics can complicate turns
Thematic elements
  • stealth, tactical infiltration, counter-ops against fascist regime
  • World War II, behind enemy lines, covert commando missions
  • puzzle-like mission-based progression with variable player powers
Comparison games
  • Zombicide
  • Clank in Space
  • Aliens: Another Glorious Day in the Corps
  • Zombie Survival game
Mechanics (from transcript analysis)
  • Action points — Each Commando has three action points per turn; actions consume points and influence pacing
  • Alarm and guard spawn/activation — Guards spawn on tiles; alarms trigger special rules and require disabling to progress
  • Dice combat and stealth resolution — Combat and stealth use dice to resolve hits and outcomes
  • event cards — At the start of each round, an event card is drawn providing effects (e.g., extra action token)
  • Expansions and campaign play — Miniatures expansion changes feel; expansions enable long-form campaigns
  • Objective-based completion and tunnel escape — Missions end when objectives are completed and characters escape via tunnels
  • Stealth and stealth rolls — Stealth actions allow hiding and avoiding guards; failed rolls reveal alarms
  • Tile-based movement by size — Movement costs depend on landing on small vs medium tiles; visibility and risk of being revealed vary
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the best thing about this game is being revealed in a big room of bad guys, it's an immediate death sentence
  • V-sabotage superficially looks a bit like zombicide Until you realize it's no chaotic dice Chucker
  • no V-sabotage is a Precision game and it's very much a puzzle where each level is a challenge to be solved
  • it's best suited for solo play as with three to four players you don't get to do much on your turn
  • one of my favorite little things is using a crowbar to block a spawn point for a turn
  • the expansions offer long form campaign play
References (from this video)
No references stored for this video.
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