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SAS: Rogue Regiment

#358636BGG ↗

2024 · 1-4 players · 180min · weight 3.33 · 520 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
358636
Name
SAS: Rogue Regiment
Year
2024
Rank
4108
Min players
1
Max players
4
Playing time
180
Min playtime
30
Max playtime
180
Avg weight
3.3333
Num weights
42
Bayes avg
5.86914
Average
8.53906
Users rated
520
Num owned
1333
Wanting
96
Wishing
485
Num comments
214
Fetched at
Sat May 02 2026 16:38:20 GMT+0000 (Coordinated Universal Time)
Mechanisms (7)
Action / EventAction PointsCooperative GameDice RollingGrid MovementModular BoardSolo / Solitaire Game
Categories (3)
Spies / Secret AgentsWargameWorld War II
Description (1687 chars)

Raise merry hell with the legendary operators of the Special Air Service! Ambush convoys, assassinate high ranking officers, destroy ammo dumps and much, much more in your four man campaign against the Axis war machine! SAS: Rogue Regiment is a WW2 stealth action game. Taking on the role of SAS soldiers in the pivotal weeks following D-Day, players must carry out acts of sabotage deep behind enemy lines. Take down enemy patrols and sentries with the vast array of tools at your disposal, from rifles, explosives and grenades to vehicles, traps and your trusty fighting knife. Move quickly and quietly to complete your objectives. Kill silently and hide the bodies to avoid detection. Get spotted, make too much noise or take too long to carry out your objective and the enemy will raise the alarm. Your heavily outnumbered team won’t last long in a firefight so when the attack comes, make sure you’re in position to make four men feel like a hundred! Each turn, every SAS operator has 4 action points which they can use to move, shoot and carry out tasks. During the "stealth phase" of the game, enemy movement is dictated by patrol lines, sentry points and an event card which is drawn each turn. Each mission has a stealth meter which will slowly fill each time the players arouse suspicion (firing weapons, leaving bodies out in the open etc.) If the stealth meter completely fills the players are detected & the alarm will sound, triggering the "battle phase". The aim of the game is to carry out the mission objective and escape the area unscathed, the easiest way to do this is to avoid detection for as long as possible. —description from the designer

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.