G.I. JOE Deck-Building Game: Raise the Flagg Campaign Expansion
G.I. JOE Deck-Building Game: Raise the Flagg Campaign Expansion Rulebook
Table of Contents
Table of Contents
Components
- 20 Main Deck Cards
- 5 Leader and Promoted Cards
- 86 Mission Cards
- 6 Sealed Campaign Envelopes
- 5 Damage Tokens
- 5 U.S.S. Flagg Upgrade Tiles
- 1 Constructible U.S.S. Flagg
- 2 Constructible Skystriker Jets
- 1 Campaign Manual
Initial Setup
The Raise the Flagg campaign requires the G.I. Joe: Deck-Building Game core set to play. For any basic gameplay rules, you will need to refer to the core set rulebook. Raise the Flagg is set up in the same way as the core set, with some minor differences listed below.
Illustrated steps: Separate Pieces From The Flagg Punchboard. Place Flight Deck On Hull. Fold Tower Together, Slide Onto Flight Deck.
- Construct the U.S.S. Flagg as shown above and place it nearby. Place the Flight Deck tile so the text side is face up. Constructible Skystrikers can be placed on the Flagg. They have no effect on gameplay, but they look awesome!
- When choosing your starting Leader, include Admiral Keel-Haul and Shipwreck as options. If playing with Shipwreck, be sure to include Polly in your starting deck for a total of 11 cards.
- When building the main deck, shuffle the 19 cards from this expansion with the ones from the core set.
- Fill out the top portion of the Campaign Log, writing all the participating players' names and starting Leaders. Keep the Campaign Log nearby during play as you will be required to track important information as events unfold.
- When you're ready to begin, open the Campaign Manual to page 2.
SPOILER WARNING
Do not read the Campaign Manual or open the envelopes before playing. Each episode in the campaign is separated by a clear STOP sign. When you see a page with a STOP sign, do not read any further in the manual until you've completed the listed instructions.
Campaign
G.I. Joe: Deck-Building Game - Raise the Flagg is a campaign mini-series featuring 5 consecutive games, culminating in a spectacular finale. Depending on your performance in each "episode" (single game) and the choices you make as a team, the story will change, introducing new enemies, cards, and exciting twists and turns along the way.
Over the course of the campaign, you will be asked to retrieve new content from specific envelopes. Because the choices you make matter, you will not unlock all content in one playthrough, so don't be alarmed if any components are left unused.
The Campaign Log
As you advance through the campaign, you will be asked to "Log" certain story events and choices that your group makes. Simply write these messages in the Notes section for the current episode.
For example, if you have a successful Mission against Repel the Rattler Attack, you will be instructed to write "Rattlers Repelled" in the Log section for that episode.
Additional Campaign Logs are available online at www.renegadegamestudios.com.
Campaign End and Victory
The Campaign continues in sequential order from Episode 1 through Episode 5.
You Win: If you defeat the Act III Finale of Episode 5.
You Lose: If you ever suffer a total of 3 Catastrophic Failures (see page 5).
How to Play
To begin a new episode, set up the game as shown in the core set rulebook with the changes listed in INITIAL SETUP. Then, turn to the starting page of that episode in the Campaign Manual. Playing an episode follows these 3 steps:
- Brief – Where you will be given new story instructions and any special setup for this episode.
- Main mission – Where you will try to thwart Cobra's plans.
- Debrief – Where you will Log important information and prepare for the next episode.
Brief – Sitrep
On the first page of each episode, it will list the episode number at the top, followed by your initial briefing. During this Brief, you will receive an overview of Cobra's motives for that episode and what you will need to do to set up for this new challenge. Make sure to read this text aloud to all players. Follow the instructions closely, as each episode is set up differently.
Envelopes
Do not look at the contents of the envelopes before playing. When the game asks you to retrieve items, take them from the envelope listed and place them into play as required. This can also happen outside of the initial Brief, so make sure to keep the envelopes nearby.
Main Mission
This is the classic G.I. Joe: Deck-Building Game gameplay. Once you have completed the setup introduced in the Brief, begin a new game session as you would using the standard rules.
Debrief
Before cleaning up or resetting the game, be sure to return to the Campaign Manual and read the Debrief section. You may be asked a few questions during the Debrief. Depending on your answers, you may need to Log this in your Campaign Log.
Before ending your game session, make sure to mark the Win or Loss box (if you defeated the Act III Finale), Log your number of Successes/Failures, and check the final location of the Threat Meter.
Top Secret Entries
During an episode, you may be asked to read passages from the Top Secret section of the Campaign Manual. These passages have a Top Secret folder tab with a number. Immediately pause normal play and turn to that numbered passage, then read it aloud to all players.
When you see the return symbol, the story section is over and normal gameplay resumes.
For example, if you encounter "Read 3" turn to that entry in the Top Secret section of the Campaign Manual and read it.
Note: The Top Secret section includes special messages that appear throughout the campaign. You will not read all of the passages in a single playthrough. Do NOT read any passages other than the one you are assigned.
The End of an Episode
As long as you complete the Act II Finale, you will move on to the next episode in the campaign. You are not required or expected to WIN every game in the campaign. However, there will be consequences, both good and ill, for failing to defeat the Act III Finale.
Many elite players have a tendency to want to win every episode at any cost. If you lose, don't get discouraged or replay the entire episode to get a better result. The Joes don't win every fight. They pick themselves back up and triumph over Cobra when it truly counts!
Catastrophic Failures
If you did not complete the Act II Finale (Card 6), this is noted as a Catastrophic Failure and you will need to start over and retry that episode again from the start.
In your Campaign Log, you will write an X on the next available spot (top-to-bottom) in the Catastrophic Failure section. You will also receive a small bonus which is activated at the start of your new attempt, based on the number of Catastrophic Failures you have had:
1 Failure: Remove an Expert Mode card of your choice from play, if possible. All players draw 6 cards to form their initial starting hand for this episode only. At the end of each player's first turn, they draw the normal 5 cards for the remainder of the episode.
2 Failures: Remove an Expert Mode card of your choice from play, if possible. 1 player of your choice begins this game with their Promoted Leader in their starting deck for this episode only. Return their basic Leader card to the game box.
If you have a total of 3 Catastrophic Failures during the campaign, the Joes have lost and Cobra has taken over the world. You will need to restart your campaign from the beginning!
Special Rules and New Components
Player Count & Starting Leaders
Between episodes, you may need to add new players to the campaign or have players drop out. The campaign is designed with this in mind, and the only gameplay changes for player count are the ones listed in the core set. Feel free to add or remove players from each episode as needed.
Exception: If a player Logged a specific phrase under their name and the game references this phrase, simply ignore the effect if that player is not part of the current episode.
As with any G.I. Joe storyline, the characters that the main story focuses upon shifts and changes throughout. This campaign is set up in the same way, and never references which Leaders the players have chosen. You are free to use the same Leader throughout the campaign or switch it up with each new episode.
The U.S.S. Flagg
The U.S.S. Flagg functions as the base of operations for the Joes during the campaign, with its own special abilities that further affect gameplay as the U.S.S. Flagg is upgraded. The U.S.S. Flagg is also a special Transport that can be used on Missions. However, it carries with it an inherent risk of damage (Damage token).
Transport
The U.S.S. Flagg is a Sea Transport that can carry up to 5 Joes on a Mission. This capacity is reduced by 1 for each Damage token on the U.S.S. Flagg. Similar to the VAMP, it is never discarded from play after a Mission is complete.
If the U.S.S. Flagg is sent on a Mission that ends in Failure, the U.S.S. Flagg always receives 1 Damage token. So, while it can be tempting to use, it may be better saved for crucial moments.
The U.S.S. Flagg also has the ability to take advantage of multiple Transports at the same time, then provide them to the Joes for individual use. From now on, Transports follow this three-step path during the game: Flight Deck, Hangar, and Discard Pile.
Flight Deck
Any time a new Transport is gained or played from a player's hand, it is attached to the U.S.S. Flagg instead of the Hangar. When the U.S.S. Flagg is used as a Transport on a Mission, ALL text abilities on Transports attached to it are activated. When the Mission is complete, those Transports are moved directly to the Hangar.
The Hangar
Transports moved to the Hangar from the U.S.S. Flagg are used by Joes on Missions in the normal fashion, then they are moved to the active player's discard pile as usual.
Discard Pile
Transports in the discard pile will eventually be shuffled back into the player's deck and drawn into the player's hand. When Transports which were in the discard pile are played from the player's hand, they return to the U.S.S. Flagg, beginning the cycle again.
Damage
When the U.S.S. Flagg receives Damage from any source, choose a section of the U.S.S. Flagg to damage and place the Damage token onto that section of the deck.
Repair
Whenever you resolve the Repair symbol (the cross), the U.S.S. Flagg can repair 1 Damage token. When the U.S.S. Flagg receives Repair, remove 1 Damage token from the section of your choice.
Sections of the U.S.S. Flagg
The sections of the U.S.S. Flagg are the Deck Elevator, the Control Tower, the Weapons, the Catapults and the Flight Deck.
Each section of the U.S.S. Flagg has an associated Upgrade Tile, which you will unlock during the course of the campaign, starting with the Flight Deck in Episode I. The Upgrade Tiles in Episodes II through V have two options. When the Campaign Book tells you to retrieve that upgrade, you get to choose which of those two options to use for the remainder of the campaign. Slide the tile into the appropriate slot on the U.S.S. Flagg with your chosen ability up. Once you have chosen one of the two abilities, you won't be able to use the other until your next play through of the campaign.
If a section is damaged, its Upgrade Tile's ability (if present) cannot be used. For example, if the Flight Deck section is damaged, the U.S.S. Flagg cannot be used as a Transport for Missions.
If the U.S.S. Flagg has 5 Damage tokens on it and receives further damage, move the Threat Meter up 1 space for each damage taken.
STOP
The rules in the following pages are for gameplay elements unlocked during the campaign. There are no major spoilers, but you may choose to read and refer to these rules later as they are introduced in the story.
Cobra Transport Rules
Cobra Transports are a new tool in Cobra's fiendish arsenal to make Missions even more challenging. They are Equipped to Cobra operatives, who ride into battle on these special vehicles to augment and improve their abilities. If the Joe's are strategic (or lucky) enough, they can also add them to their own fleet!
When a Mission or card ability tells you to "put a Cobra Transport into play," draw the top card of the Cobra Transport deck and Equip that card to a Cobra Officer if possible. If there is no available Cobra Officer in play, equip this card to the enemy operative (Battalion, Trooper, B.A.T., etc.) of your choice. Each enemy card can only have 1 Transport Equipped at any time. A Transport must be Equipped to an enemy card when put into play; if there are no legal targets, the Transport is discarded.
Equipping Cobra Transports
To Equip a Transport, place it underneath a Cobra card so that the Cobra effect at the top of the card is visible.
Sometimes, an effect will instruct you to "Equip a Cobra Transport" to a specific enemy card. In this case, simply draw the top card of the Cobra Transport deck and Equip it to the named card.
Missions with Cobra Transports
When attempting a Mission to defeat an enemy equipped with a Transport, the ability of the Transport is also activated, and its Terrain type becomes part of the Mission. The Transport's abilities are only in effect during a Mission against that enemy. When the enemy is defeated (or leaves play), the equipped Transport is discarded as well. If a Cobra card is flipped while in a Transport, the Transport also flips with it and is considered out of play.
Commandeering Transports
If you are able to defeat the Cobra card with exactly the Hits needed, this Transport is commandeered instead of discarded. Immediately gain this Cobra Transport by attaching it to the U.S.S. Flagg.
In the example to the left, Baroness has a Transport Equipped with an effect that increases her Difficulty from 4 to 5. The Joes roll exactly 5 Hits on a Group Mission against her, so the Transport is commandeered and attached to the U.S.S. Flagg.
A Cobra Transport functions the same as any other Transport. However, only the ability at the bottom of the card can be used by the Joes. The Cobra effect on the top of the card is ignored.
After a Cobra Transport is assigned to a Mission from the Hangar, it is then discarded to the Cobra Transport discard pile (not to a player's discard pile).
P.E.T.S.
Primal Emergency Tactical Squad: This elite squad of animal companions is crucial in the war against Cobra. They provide forward support, defense, and an overall morale boost for the soldiers. In the game, P.E.T.S. cards are put into play and activated later when needed.
Starting Setup
Once unlocked, at the start of an episode, add a P.E.T.S. card of your choice to your starting deck.
Ongoing
When a P.E.T.S. card is played from your hand, it remains face-up in your play area until you activate its ability. It is not discarded at the end of your turn. Some P.E.T.S. cards have a passive ability which is active while in play. Unless otherwise specified, P.E.T.S. cards do not count as Joes and cannot start Missions.
When a P.E.T.S. card is activated for its ability, it is discarded at the end of the phase in which it was activated. A P.E.T.S. card can only be activated once per turn.
Shipwreck and Polly
You'll notice that Shipwreck begins the game with Polly in his starting deck. When using Shipwreck, if a game effect allows you to gain a P.E.T.S. card at the start of an episode, you may add this P.E.T.S. card to your deck in addition to Polly.
Resetting the Campaign
Raise the Flagg is a fully replayable campaign. In fact, you are encouraged to replay it as it is not possible to experience all the content included in the game on your first playthrough!
Once you have completed the campaign, simply return any cards gained to their appropriate envelopes: Any cards that you have gained that are marked with an envelope symbol at the bottom of the card are returned to the envelope listed. Begin a new Campaign Log and you are ready to play again!
Clarifications
Composing the Story Mission
Each new episode will ask you to set up the Story Mission deck in the proper order. This will generally include 9 Story Mission cards numbered from 1-9 on the back side of the cards. In this way, when you flip the deck face-up to begin the game, you will encounter Story Mission 1, then Story Mission 2, etc.
If the campaign asks you to ADD a Story Mission card, retrieve the noted Story Mission card and insert it into the stack where instructed (without looking at the front of the card). This may result in a Story Mission deck with more than 9 cards and that is okay.
If the campaign asks you to REMOVE a Story Mission card, find the one with the matching card back and return it to the box. This may result in a Story Mission deck with less than 9 cards and that is okay.
If the campaign asks you to REPLACE a Story Mission card with another, simply find the one with the matching number on the card back to remove. Then retrieve the noted Story Mission, and swap the cards, putting the noted card in the same position as the removed card (without looking at the front card) and returning the removed card to the box.
Crimson Guard
Crimson Guard's negative Skill ability affects Joes on ALL Missions currently in play, not just a Mission against Crimson Guard.
Overkill
Several abilities in this expansion include this phrase: "If you complete this Mission with at least double the Hits needed." If the Difficulty total is 5, you would need at least 10 Hits for this ability to trigger.
Ignored
When an ability or effect is ignored, the related text does not go into effect at all. In the example of the U.S.S. Flagg, any Joes assigned to a Mission including the U.S.S. Flagg count as having NO ability text and NO printed Skills.
Ability Text Interactions
If there is conflict between a card's ability text and the game rules, the card's text supersedes the rules. However, a card's ability cannot be used to actively break any other rules.
Example: Polly's ability allows you to add a Joe card from your discard pile to the Mission. Leatherneck can only be added to a Mission if there are 2 or fewer players on the current Mission. If there are 3 players on the Mission, Polly's ability cannot be used to retrieve Leatherneck.
Tomax & Xamot
Tomax and Xamot can be put into play individually. However, if both Tomax and Xamot are ever in play at the same time, they become a single, more difficult Mission. Place them side-by-side and combine their Difficulty total. They are considered 1 Cobra Officer and are both discarded when defeated. They can only have 1 single Cobra Transport assigned to them both at a time.
Destroy
To "destroy" means to remove a card from a single episode. This card will become available again during the next episode. The story will be very specific if a card is fully removed from the campaign.
Campaign Manual
Spoilers Ahead! Open only after you have read the rulebook, completed basic setup, and are ready to play. This manual contains all the content you will need to play the full campaign.
Character profile boxes, which give background on each villain and character, are not transcribed. Page references ("turn to page 7") are the printed page numbers of the Campaign Manual.
Episode 1: PARTY CRASHERS
Duke's Briefing
G.I. Joe just got an upgrade. A thousand-foot upgrade made of one hundred thousand tons of American steel. And you're all about to get very familiar with her.
The U.S.S. Flagg, named after ex-Joe, General Lawrence J. Flagg – God rest his soul – and helmed by Admiral Keel-Haul. This state-of-the-art aircraft carrier is preparing for its maiden voyage. While the brass expects blue skies and clear sailing, I'm not so optimistic. Sure, we haven't heard a peep from Cobra in over a year, but something about that makes my gut feel even worse. I want everyone on their guard, we need to be ready for anything those vipers might throw our way.
Special Setup
Open Envelope 1. Retrieve the 12 Story Mission cards only.
Story Mission Setup: The Story Mission deck is separated into three acts. Each act consists of 2 randomly drawn Story Missions and 1 Finale card (with a gold border). As in the core set, start by placing the 3 Finale cards (gold) face up and nearby. Then, shuffle the 3 Act I cards and randomly place 2 of them face down in a new stack to start the Story Mission stack. Take the Act I Finale and place it face down on TOP of those 2 cards. Repeat this process for all 3 Acts, then flip the entire stack face up.
In this way, you should have a Story Mission deck of 9 face-up cards with the first Act I Mission on top.
Clean Up: After every episode in the campaign, there will be a DEBRIEF where you will evaluate the success of your mission and write several notes in your Campaign Log. Do not put away any game materials until after Debriefing.
Catastrophic Failure: If you lose to Cobra before the end of Act II, check the next Catastrophic Failure box on your Campaign Log. You will need to play this episode again with the bonus given. Remember that a third Catastrophic Failure across the entire campaign means the campaign ends in a failure.
Do not read beyond this point until you have completed Episode 1.
Debrief
Now we know just how far Cobra's technology has advanced in such a short time. A fleet of new vehicles, an expendable base of operations, and a rival carrier with the ability to fly; the whole thing makes my skin crawl. Cobra could attack anywhere at any time. And, worst of all, the snake has retreated back into the shadows once again. We've got no leads, just a few burning hunks of metal and plastic.
But first things first. If we're going to face off against Cobra again, we're going to need some upgrades. That heli-carrier made mincemeat out of the U.S.S. Flagg and it's pretty clear what we have is not enough.
We took our lumps, but now we have to fight back. We'll find them, and when we do, those reptiles won't know what hit them.
Resolution: Make sure to fill out the information at the top of Episode 1 on your Campaign Log, checking the appropriate boxes (win/loss, ending Threat Meter level), and noting the number of Story Mission Successes and Failures in Episode 1.
Do you have a Cobra Transport in your Hangar or a player's discard pile?
- If yes, Log: "New Ride"
Do not read beyond this point until you are ready to begin Episode 2.
Episode 2: A CROSSROADS AT SEA
Duke's Briefing
I'm not going to lie to you, things keep getting worse. After weeks of searching, we haven't heard a peep from Cobra. The trail is colder than a polar bear's toenail. Good news is we have a brand-new deck elevator up and running on this ship. It's not much, but it should help give us an edge in the fight. Also, we have some special new recruits on board that should help keep our spirits up.
Bad news is I hear we have a typhoon heading in and we're smack dab in the middle of its path. Batten down the hatches, we're in for some rough seas ahead.
Special Setup
Open Envelope 2. Retrieve Story Mission cards 1, 2, & 3 only.
Then, read 10.
U.S.S. Flagg Upgrade: Retrieve the U.S.S. Flagg Deck Elevator tile. The Deck Elevator tile is double-sided. Choose one of the special and place that tile right side up into its slot on the U.S.S. Flagg. Upgrades to the U.S.S. Flagg are permanent and will remain in play for all remaining episodes.
Story Mission Setup: Place the 3 Story Mission cards in a stack in numerical order with 1 at the bottom, then flip the stack face up. Card 1 should be visible as the first Mission.
Campaign
- If you WON Episode 1: Shuffle the core game Expert Mode cards and put 1 at random into play.
- If you LOST Episode 1: Take a Promoted Leader that has not been chosen this game and place it face up as the first card in the line-up. (Fill the remainder of the line-up as normal.)
- If you Logged "New Ride": Draw a Cobra Transport and commandeer it (place it next to the U.S.S. Flagg).
Do not read beyond this point until you have completed Episode 2.
Debrief
Well, that lead Storm Shadow offered really paid off. Sure, we've got a big fight ahead of us, but I'm happy to say we were able to retrieve an encrypted hard drive from their base before extraction.
It's gonna take some time for the eggheads like Mainframe to comb through the encrypted data from the mission, but we've secured a Cobra hard-drive with enough info to blow this whole thing wide open. In fact, we already received intel on two high-level Cobra targets operating right under our noses.
It's nice to know something is brewing behind the scenes at our friendly global terrorist organization. Without that tip-off, we'd still be lost at sea without a paddle.
Now if we could just convince that Storm Shadow to join the good guy's side... Snake Eyes, you're a fellow ninja master. Why don't you try talking some sense into... hey, where'd he go?
Resolution: Make sure to fill out the information at the top of Episode 2 on your Campaign Log, checking the appropriate boxes (win/loss, ending Threat Meter level), and noting the number of Story Mission Successes and Failures in Episode 2.
Do not read beyond this point until you are ready to begin Episode 3.
Episode 3: NO TIME TO LOSE
Duke's Briefing
Thanks to the tech team, we've decrypted Cobra's secret files and what we found is not good. They've got multiple operations across the globe, and even with the U.S.S. Flagg, we don't have the personnel or the time needed to stop it all.
We have a tough choice to make. Hit Cobra in the pocketbook or take away their guns.
Option One: Extensive Enterprises – a shell corporation that funds Cobra's activities – has offices across the world. With the new release of the Venom smartphone device, they are poised to give Cobra a financial and technological stranglehold on global communications.
Option Two: M.A.R.S. Industries' illegal manufacturing operation deep in the heart of Darklonia – an Eastern European country sheltered in the Transcarpathian mountains. They are building a prototype weapon with enough destructive power to hold the entire world at ransom.
Special Setup
U.S.S. Flagg Upgrade: Retrieve the Weapons punchboard. The Weapons tile is double-sided. Choose one of the special abilities to be face up and place it in a slot on the U.S.S. Flagg. The other side will be turned face down and will not be used during the campaign. U.S.S. Flagg upgrades will remain in play for all remaining episodes.
- If you WON Episode 2: Choose 2 Transports in the main deck and remove them from the campaign. Then, open Envelope 3, retrieve Expert Mode card 1 and put it into play.
- If you LOST Episode 2: Read 11.
CHOOSE
The Joes can only tackle one of these fiendish plots of the enemy. Which will they choose?
- If you choose to take down Extensive Enterprises: Turn to page 7. Log: "Pursued Tomax & Xamot"
- If you choose to head deep into Darklonia: Turn to page 8. Log: "Pursued Darklon"
Episode 3a: THE PYRAMID OF DARKNESS
Duke's Briefing
Extensive Enterprises is a multi-million dollar business venture headed by twin CEO's Tomax and Xamot Paoli. Outside of normal, ruthless corporate dealings, there's no obvious criminal activity. Which makes it all the more suspicious. We need to find evidence of their connection to Cobra... wait, is that gunfire? Get down!
I need a report! What's going on up on the top deck?
Special Setup
Retrieve the Tomax & Xamot Complication card and shuffle it into the Act III Complication deck. Retrieve the Tomax & Xamot Cobra cards and add them to the Cobra Officer stack. Retrieve the Cobra Ferret and shuffle it into the Cobra Transport deck.
Tomax & Xamot, Cobra Ferret, and their Act III Complication card will be available for the remainder of the campaign. Make sure to include them during setup.
Story Mission Setup: Open Envelope 3. Retrieve the Story Mission cards 1 - 9 and create a face-down stack from 1 on the bottom to 9 on the top, then flip the stack face up.
- If you Logged "Storm Shadow Humbled": Open Envelope 3 and replace Story Mission 7 with Story Mission 7a.
- If you Logged "Swamped" or "Bullet Ridden": Place a Damage token onto the U.S.S. Flagg to begin this Episode.
- If Episode 2 ended in the Green or Yellow on the Threat Meter: Open Envelope 3 and replace Story Mission 1 with Story Mission 1a.
Do not read beyond this point until you have completed Episode 3. Then, turn to page 9 for your debrief.
Episode 3b: DARKLONIAN ARMS
Duke's Briefing
The war-torn country of Darklonia has seen better days, and with its totalitarian new ruler enforcing border restrictions, we're gonna need to go in silent on this one. That means a dark drop into a highly patrolled enemy territory.
Darklon is peddling some serious weaponry, and with Cobra's recent leap forward in tech, bring a wrench and be ready for anything.
Special Setup
Retrieve the Darklon Complication card and shuffle it into the Act III Complication deck. Retrieve the Darklon Cobra card and add it to the Cobra Officer stack. Retrieve Darklon's Evader and shuffle it into the Cobra Transport deck.
Darklon, Darklon's Evader, and his Act III Complication card will be available for the remainder of the campaign. Make sure to include them during setup.
Story Mission Setup: Retrieve the Story Mission cards 10 - 18 and create a face-up stack in ascending order with 10 on the top to 18 on the bottom.
- If you Logged "Storm Shadow Humbled": Open envelope 3 and replace Story Mission 14 with Story Mission 14a.
- If you Logged "Swamped" or "Bullet Ridden": Place a Damage token onto the U.S.S. Flagg to begin this Episode.
- If you had 3 or more Missions in your Failure pile during Episode 2: Each player may shuffle a Service Rifle into their starting deck.
Do not read beyond this point until you have completed Episode 3.
Debrief
- If you "Pursued Tomax & Xamot": Read 9.
- If you "Pursued Darklon": Read 8.
Resolution: Make sure to fill out the information at the top of Episode 3 on your Campaign Log, checking the appropriate boxes (win/loss, ending Threat Meter level), and noting the number of Story Mission Successes and Failures in Episode 3.
Did you play "Knowing is Half the Battle" during the final Mission?
- If yes, Log: "Half the Battle"
Catastrophic Failure: If you experience a Catastrophic Failure during this episode, be sure to return any Expert Mode, Joe, or Cobra cards gained during this episode to their respective envelopes before attempting this episode again.
Do not read beyond this point until you are ready to begin Episode 4.
Episode 4: TROUBLE IN PARADISE
Duke's Briefing
I don't like it. But, to be honest, it's not like we have much of a choice.
I never thought I'd see the day where we teamed up with the very enemy whose schemes we've spent years stamping out. But if we're going to save the world from disaster, we can't keep splitting our attention. I think, just maybe, we can use this little Cobra civil war to our advantage.
That's why today we have a very special guest in the briefing room. And they are going to provide us the information we need to put an end to this charade once and for all. Or else....
Special Setup
U.S.S. Flagg Upgrade: Retrieve the Catapult punchboard. The Catapult tile is double-sided. Choose one of the special abilities to be face up and place it in a slot of the U.S.S. Flagg. The other side will be turned face down and will not be used during the campaign. U.S.S. Flagg upgrades will remain in play for all remaining episodes.
- If you WON Episode 3: Place a Damage token onto the U.S.S. Flagg at the start of this episode.
- If you LOST Episode 3: Take a Promoted Leader that has not been chosen this game and place it face up as the first card in the line-up. (Fill the remainder of the line-up as normal.)
- If you Logged "Half the Battle": Remove Knowing is Half the Battle and Tranquilizer Dart from the game. When you begin the next episode, these cards are returned to the main deck again as normal.
CHOOSE
Cobra is in the midst of a civil war and, reluctantly, the Joes have to pick a side. Which will they choose?
- If you choose to aid Destro: Log: "Allied with Destro" and turn to page 11.
- If you choose to aid Cobra Commander: Log: "Allied with Cobra Commander" and turn to page 12.
Episode 4a: A SERIES OF TUBES
Destro's Briefing
You are wise to employ my assistance in this matter. My technical expertise is only matched by my razor-sharp intellectual prowess.
Cobra Commander has launched a complex satellite network to support the launch of their newest cellular smartphone device, the Venom smartphone. Using their technological advantage, they plan to control and orchestrate a global misinformation campaign by force if necessary. You will need to find and destroy this network all while currying the fickle public's favor. It is a task that will test your abilities to their limit.
In order to maximize the effectiveness of their propaganda campaign, Cobra will need to disrupt the world's server infrastructure. Eliminating major data centers will be one of their primary objectives. Be on the lookout for their attack. Perhaps you will be able to kill two birds with one stone, as they say; disrupt their plans on the ground, and discover the location of their secret satellite control facility from any you manage to take alive.
Special Setup
Look underneath the tray of the expansion game box to find Envelope 7. Open envelope 7 and retrieve the Destro player card. Place Destro in the 1st available spot when creating the Recruit line during setup (fill the remainder of the line from the deck as normal). Return the Destro Cobra Officer card and Destro Appears Complication card to the game box; it will no longer be used during the campaign.
Story Mission Setup: Open Envelope 4. Retrieve the Story Mission cards 1 - 9 and create a face-down stack from 1 on the bottom to 9 on the top, then flip the stack face up.
Warning: Story Mission 1 is put into play at the start of the game.
- If you Logged "Mindbender Bent": Replace Story Mission 5 with Story Mission 5a.
Do not read beyond this point until you have completed Episode 4. Then, turn to page 13 for your debrief.
Episode 4b: MAKING WAVES
Cobra Commander's Briefing
Listen well, Joes! It is I, Cobra Commander, your brilliant tactician and future supreme ruler. I always felt I was the counterpart to G.I. Joe's General Flagg and now here I sermonize to you simpletons aboard this lachrymose floating memorial in his honor.
Your target is that dimwitted, ego-maniacal, clodhopping, nincompoop, Destro, and his worthless Sonic Emitter device! If that idiot is able to get it fully operational (however unlikely), it will create a wave of seismic activity in the Pacific, igniting the ring of fire, sending volcanic ash to blanket the atmosphere and tidal waves to wipe out half of humanity. An ingenious plot that should have been rightfully mine!
This mission is so simple even a G.I. Joe could complete it. Find chrome-dome's secret island base, get in, and destroy the device. What?!? You want ME to tell you WHERE it is? Am I expected to do EVERYTHING around here?
Special Setup
Look underneath the tray of the expansion game box to find Envelope 7. Open Envelope 7 and retrieve the Cobra Commander player card. Place Cobra Commander in the 1st available spot when creating the Recruit line during setup (fill the remainder of the line from the deck as normal). Return the Cobra Commander Cobra Officer card to the game box; it will no longer be used during the campaign.
Story Mission Setup: Open Envelope 4. Retrieve the Story Mission cards 10 - 18 and create a face-up stack in ascending order with 10 on the top to 18 on the bottom.
Warning: Story Mission 10 is put into play at the start of the game.
- If you Logged "HQ Located": Each player draws the top card of the main deck. If it has a Recruit Cost of 5 or fewer, shuffle that card into your starting deck. If it is a Transport, gain it. Otherwise, shuffle a Service Rifle into your starting deck.
Do not read beyond this point until you have completed Episode 4.
Debrief
- If you "Allied with Destro": Read 36.
- If you "Allied with Cobra Commander": Read 35.
Resolution: Make sure to fill out the information at the top of Episode 4 on your Campaign Log, checking the appropriate boxes (win/loss, ending Threat Meter level), and noting the number of Story Mission Successes and Failures in Episode 4.
Catastrophic Failure: If you experience a Catastrophic Failure during this episode, be sure to return any Expert Mode, Joe, or Cobra cards gained during this episode to their respective envelopes before attempting this episode again.
Do not read beyond this point until you are ready to begin Episode 5.
Episode 5: THE FINAL BITE
Duke's Briefing
We've been duped. We've been split apart. We've been run ragged, dragged from one corner of the globe to the other. But this ends TODAY!
Cobra has rolled out the red carpet for us and we're heading straight into the viper's nest. Intel suggests that the whole gang is waiting. Which means we'll be up against a rogues' gallery of villains just itching for revenge.
Our mission: Dismantle the terrorist organization, Cobra. The stakes: The freedom and safety of everyone on Earth. This is the final push! Let's show Cobra exactly what we're made of.
Special Setup
Story Mission Setup: Open Envelope 5. Retrieve the Mission cards, arrange from 1 - 9 and create a face-down stack from 1 on the bottom to 9 on the top. There will be gaps in the sequence, but these gaps will be filled by cards that relate to the decisions you've made throughout the campaign. Each combatant and scheme will be the opposite of the one you faced previously:
- If you "Pursued Wild Weasel": Add Story Mission card 3a. OR If you "Pursued Crocmaster": Add Story Mission card 3b.
- If you "Pursued Darklon": Add Story Mission 6a. OR If you "Pursued Tomax & Xamot": Add Story Mission 6b.
- If you "Allied with Cobra Commander": Add Story Mission cards 4b and 9a. OR If you "Allied with Destro": Add Story Mission cards 4a and 9b.
Whether you are adding card 3a or 3b (for example), it goes in between cards 2 and 4. Once the new cards have been added to the stack, flip the stack face up.
U.S.S. Flagg Upgrade: Retrieve the Control Tower punchboard. The Control Tower tile is double-sided. Choose one of the special abilities to be face up and place it in a slot of the U.S.S. Flagg.
- If you WON Episode 4: Shuffle the core game Expert Mode cards and put 1 at random into play.
- If you "Injured the Air Fortress": Target player begins this episode with their Leader card already Promoted.
- If you Logged "Bludd Spilled": Replace Story Mission card 7 with Story Mission card 7a.
Do not read beyond this point until you have completed Episode 5.
Debrief
You did well, recruits. I think the normal way to celebrate would be to pop open a bottle of champagne, hand out some promotions, and settle down into some cushy desk jobs. But, us Joes are anything but normal. So, the best I can do is issue a direct order from your commanding officer.
Take a vacation. That's not a suggestion, that's an order. I think we've all earned some extended leave. Cobra's not the only game in town, and there'll be plenty of work to do when you get back. Dismissed!
Now, if I hear correctly, Roadblock has the grill all fired up on the flight deck. Be sure to grab a hot dog or two on your way out.
Oh, and just one more thing....
YO JOE!
There is no more resolution after this point. The next pages are the TOP SECRET portion of this manual, only to be viewed when instructed.
Thank you for playing!
Top Secret
Turn to the numbered passage. Do not read any other passages unless instructed.
0. First Bite
In a devastating blow to the G.I. Joes, the enemy has also unveiled a terrible new weapon: The Cobra Trawler Heli-carrier. This massive, flying behemoth unleashes a hail of gunfire and missiles, which send the soldiers scrambling.
But just before all hope is lost, a deafening alarm sound is heard and the airship retreats once again into the clouds, along with the entire enemy battalion. Was this attack a warning or a test? If this was just a test, then what fiendish plot does Cobra have in store?
SETUP: Place a Damage token onto a section of the U.S.S. Flagg and move the meter to the next space on the track.
When a Damage token is placed onto a section of the U.S.S. Flagg, that section's special ability is ignored.
For more rules on damage, see pages 6-7 of the rulebook.
Then, the current active player Logs: "Determined" in their notes.
Return to the game.
1. The Wheels of Evil
The enemy's technology has advanced more quickly than expected. With the discovery of a secret warehouse filled to the brim with state-of-the-art Cobra vehicles, even the lowliest Trooper becomes a formidable threat. If this is only one of many secret facilities, then it means that these machines are rolling out en masse.
While Cobra's hasty retreat has led the Joes right to their doorstep, the fight has just begun. Now that the wheels of evil are in motion, will the team have what it takes to stop these vipers in their tracks?
SETUP: Open Envelope 1 and retrieve the Cobra Transport deck. Shuffle this deck and place it face down nearby. Retrieve the Technological Superiority and Upgraded Battalion Complications and immediately shuffle them into the Complication deck.
- If you Logged "Successful Heist": Draw the top Cobra Transport and add it to the Hangar.
For rules on Cobra Transports, turn to page 8 of the rulebook.
Cobra Transports and the 2 Act I Complications will be available for the remainder of the campaign. Make sure to include them during setup.
Return to the game.
2. A Crossroads
An honorable battle lost has left a former foe humbled and willing to form an alliance. Storm Shadow reveals a new pathway forward, offering the Joes information on two important secret Cobra operations.
"I've grown tired of in-fighting. Cobra has become split into factions and the left hand doesn't know what the right hand is doing. Until there is a clear path forward for me, I will offer my assistance. But, you must choose quickly."
Before Storm Shadow returns to the shadows, he provides information on two Cobra operations: A weapon smuggling operation deep in the Florida Everglades protected by a noted ecoterrorist, Croc Master, and a no-fly zone in the Himalayan mountains headed by ace pilot, Wild Weasel.
There's no time to lose. The G.I. Joes have to make a choice:
- To head to the Himalayas, read 4.
- To head to the Everglades, read 5.
3. The Choice Has Been Made
The master ninja Storm Shadow does not relish his victory. He looks out over a placid ocean and contemplates his next move.
Unfortunately for America's elite heroes, Storm Shadow is unwilling to reveal further details. He cannot entrust information to those who cannot face a real challenge. And so, he will leave the decision to fate.
The Joes watch as he tosses a golden coin into the air and lets it land in the sand. He pauses for a brief moment, then hands over a single document before vanishing in a flash of smoke.
SETUP: Roll a single die: If the result shows at least 1 Hit, read 4. Otherwise, read 5.
4. Wild Weasel
The Joes are going to have their work cut out for them. Cobra is enforcing a no-fly zone to protect a secret observatory base high in the Himalayan mountains. This satellite system holds the key to their next big scheme.
The goal may be simple: Take out the anti-aircraft guns, secure Cobra's plans, and prepare for extraction. But with that crack-shot Wild Weasel skimming everything that moves, air support can only get the team so far. The Joes are forced to drop into enemy territory with a cold, steep, and dangerous ice-climb ahead.
SETUP: Open Envelope 2. Retrieve the Story Mission cards for Act II and Act III numbered 10 - 15, and place them in a face-down stack with 10 on the bottom and 15 on top, then flip the stack over. If you Logged "Rattlers Repelled," read Story Mission 10 and then immediately place it in the SUCCESS pile without resolving the reward. Retrieve the "Wild Weasel Attacks!" Complication card and shuffle it into the Complication deck. Retrieve the Wild Weasel Cobra Officer card and add it to the Cobra Officer stack. Log "Pursued Wild Weasel" in your Campaign Log.
Wild Weasel and his Act II Complication card will be available for the remainder of the campaign. Make sure to include them during setup.
Return to the game.
5. Croc Master
The swamp is the perfect place for a reptilian agent of chaos to call his home. And there's not just catfish hiding in these muddy waters. Sometimes you barely see a pair of eyes above the surface before a set of jaws with a thousand pounds of force comes snapping down.
There's no way to send in a full team into the bayou, and with the U.S.S. Flagg under repair, well... the Joes will have to navigate this jungle on their own. Will the Joes be able to avoid the traps laid by Croc Master and scramble this illegal smuggling operation in the Florida Everglades? Or will they become gator chow?
SETUP: Open Envelope 3. Retrieve the Story Mission cards for Act II and Act III numbered 4 - 9 and place them in a face-down stack with 4 on the bottom and 9 on the top, then flip the stack over. If you Logged "Tracked Cobra," return Story Mission card 4 to the envelope.
Retrieve the "Croc Master Appears!" Complication card and shuffle it into the Complication deck. Retrieve the Croc Master and Fiona Cobra cards. Add Croc Master to the Cobra Officer stack and place Fiona nearby.
Log "Pursued Croc Master" in the Campaign Log.
Croc Master (with Fiona) and his Act II Complication card will be available for the remainder of the campaign. Make sure to include them during setup.
Return to the game.
6. Crimson Guard
It's rare for Cobra to call in assistance from deep cover agents, but when the Joes are getting close to an important target, the stakes are much higher. The New York City skyline hides a sinister secret, and these new troopers in red infantry suits emblazoned with a silver Cobra logo are here to protect Cobra's corporate interests at any cost.
Cobra has enlisted a brand-new elite team to take on the G.I. Joes. Now it's a high-rise, high-stakes, hostile takeover in the heights of Manhattan!
SETUP: Open Envelope 3. Retrieve the 8 Crimson Guard cards and place them in a stack near the play area. Retrieve the 2 Crimson Guard Complications and immediately shuffle them into the Complication deck.
Crimson Guard will be available for the remainder of the campaign. Make sure to include them during setup. Any time you are asked to put an Elite into play, draw the top Crimson Guard and put it into play instead. If Mission 2 is in your Failure pile, put 1 Elite into play immediately and Equip it with a Cobra Transport.
Return to the game.
7. Battle Android Troopers
As the Joes approach the Darklonian facility, they are greeted by a new squad of soldiers dressed in black and bearing the M.A.R.S. Industries logo. When the first warning shot pings off their metal armor along with a crackle of blue electricity, suddenly this fight just became a little more inhumane.
Battle Android Troopers emerge from the perimeter, guns blazing. These relentless and autonomous machines are programmed to kill without discretion. What could Cobra be hiding here that would be worth a multi-million-dollar security display?
SETUP: Retrieve the 8 B.A.T. cards and place them in a stack near the play area. Retrieve the 2 B.A.T. Complications and immediately shuffle them into the Complication deck.
B.A.T.s will be available for the remainder of the campaign. Make sure to include them during setup. Any time you are asked to put an Elite into play, put a B.A.T. into play instead.
Return to the game.
8. Cobra Commander Asks for Aid
Cobra? Hailing the Joes with a special message? The soldiers in the briefing room crowd around the display monitor as the signal crackles into view. There on the screen; the viper himself: Cobra Commander.
"I cannot believe the display of incompetence that would force me to collaborate with the G.I. Joes! Forced, out of necessity, to stoop to this new low. Yes. I am well aware that they can hear me."
"Hello, my dear friends and dearest enemies. I am Cobra Commander."
"Your meddling - though trivial and of no consequence whatsoever - has forced me to turn my attention elsewhere just as that mutinous metalhead has incurred the wrath of all Cobra."
"That imbecile, Destro, has gone too far! He has devised a new super weapon right under my hood and plans to use it in a misguided attempt to overthrow the throne and command the power of Cobra! ...And also take over the world, I assume, which is very bad for you."
"And so, out of the deep well of kindness in my heart - though it pains me to do so - I would like to join you in your reckless crusade to stop this madman from succeeding. There is no need to thank me."
"The alliance I offer, however, is only TEMPORARY, I assure you. Mark my words, G.I. shmoes, the world needs order and I…"
The screen crackles and a metallic face appears to interrupt the transmission: Destro.
Once again the screen returns to the hooded figure of Cobra Commander. "No! No! NO! You must help me stop Destro! If you do not, millions will die. Which is a considerably higher number of deaths than I would be responsible for… most likely."
"Think of the children, G.I. Joe! I humbly accept your swift decision in this matter."
It looks like the Joes have a decision to make. And their choice will determine the fate of the entire world.
Return to the game.
9. Destro Asks for Aid
Cobra? Hailing the Joes with a special message? The soldiers in the briefing room crowd around the display monitor as the signal crackles into view. There on the screen; the metal man himself: Destro.
"For those that know me only by my intimidating moniker, my name is James McCullen Destro XXIV."
"My family has been in the noble business of the arms trade for many generations. Our advanced weaponry has protected millions and ended countless conflicts. This is all I've ever wanted."
"I will no longer play second-fiddle to Cobra Commander's infantile schemes. Know this, Joes: I have always respected your ineffaceable tenacity despite our differences. And now that our interests align, it only stands to reason that we create an arrangement that is mutually beneficial."
"Allow me to join you and with the strength of our alliance, we will topple this false god once and for all! I await your decision."
The screen crackles and a hooded figure interrupts the transmission: Cobra Commander.
"You cannot be serious! You would consider siding with this bronze-faced buffoon? This is insanity! Why, if that absolute moron is successful, there may be no world left for ME to rule."
"Consider this my generous counter-offer! However, if you do not accept my offer… I will crush your bones into particulate matter and watch as you and your families beg for mercy."
"I shall be waiting to reward your genius, or to have you beheaded for terminal stupidity! The choice is yours."
It looks like the Joes have a decision to make. And their choice will determine the fate of the entire world.
Return to the game.
10. P.E.T.S. (Primal Emergency Tactical Squad)
While there may be confusion as to the path forward, every Joe knows there's nothing like having a good friend you can count on along for the mission. Especially a friend whose bark is never bigger than his bite. The team welcomes this veteran force with open arms and plenty of treats.
SETUP: Open Envelope 2 and retrieve the 6 P.E.T.S. cards. Each player takes 1 of their choice and adds it to their starting deck. The remaining P.E.T.S. are returned to the box.
If you're playing as Shipwreck with Polly, you may choose to forgo the additional P.E.T.S. card at the start of the game.
P.E.T.S. will be available for the remainder of the campaign. At the start of each episode, each player will choose and add 1 to their starting deck. Make sure to include them during setup.
Return to the game.
11. New Recruits
On an aircraft carrier as big as the U.S.S. Flagg, there's always room for more hands on deck. Especially when those hands belong to members of the U.S. Navy. With a sailor's hat and several tactical accessories, this blast from the past will hopefully lead the G.I. Joes safely into the future.
Action Sailors enter the battle!
SETUP: Open Envelope 6 and retrieve the 8 Action Sailor Starter cards. Each player takes 2 Action Sailors and adds them to their starting deck. They then remove 2 G.I. cards from their starting deck and return them to the box. Any remaining Action Sailor cards are returned to the box.
Each player will include 2 Action Sailor cards as described above in their starting deck for the remainder of the campaign. Make sure to include them during setup.
Return to the game.
12. The Trap Is Triggered
One misplaced footstep can spell disaster in Croc Master's quagmire of makeshift traps. A quick sound of wire being tripped and the Joes suddenly find themselves in the jaws of a surprise ambush!
SETUP: Roll 1 die: Depending on the result, resolve the following penalty:
- Blank face: Move the Threat Meter up 1 space.
- 1 Hit: Move the Threat Meter up 1 space, and place a Damage token onto the U.S.S. Flagg.
- 2 Hits: Put Croc Master into play.
Log: "Croc Alerted" if you haven't already.
Return to the game.
13. A Vicious Trap
As the Joes venture ever closer to their objective, the biggest traps are always planted nearest to the target. This is a good thing when you discover and avoid the trap. But, when the Joes make a single mistake, it becomes a nightmare. Now this mercenary has them in their sights.
SETUP: Put a random Cobra Officer into play and equip a Cobra Transport to it.
Log: "Swamped" if you haven't already.
Return to the game.
16. Misinformation Campaign
The switch has been flipped. The Cobra Venom phone is using its cellular monopoly to push its own agenda and destroy the competition. This time, the competition is G.I. Joe.
As expected, Cobra Commander is available to gloat over his latest scheme. His covered face fills the comms screen. "It was so obvious. There's no need to create a complicated mind-control device. When you control the flow of information, you control the will of the people. With the release of the Cobra Venom smartphone, the leader in comfort, style, and affordability is now the downfall of G.I. Joe."
"They say history is written by the victors. Well, not today! Witness in utter terror as every single one of your pathetic triumphs become war crimes in the eyes of the public!"
Suddenly, the ringing sounds of cellphone notifications echo throughout the city. Hundreds of doctored videos of Cobra propaganda flood the internet at once. Cobra Commander is using the Joe's victories against them!
SPECIAL SETUP
- If you Logged a WIN on Episode 1, immediately put 1 Elite into play.
- If you Logged a WIN on Episode 2, read 39.
- If you Logged a WIN on Episode 3, read 40.
- If you did not Log ANY of the above, remove all Complications from this Story Mission.
Return to the game.
17. Prepare for a Fight
When their back was against the wall, the Joes were forced to make a choice, and now that decision has come back to haunt them. By taking down the schemes of one villain, the Joes have left the door wide open for the other to continue honing their skills deep in the shadows. Cobra's mercenary forces have advanced their operations and are stronger than ever.
Time to bite the bullet.
- If you Logged a LOSS on Episode 2, read 18. Return to the game.
- If you Logged a WIN on Episode 2, roll a die:
- If the die shows a blank, nothing happens. Return to the game.
- If the die shows 1 Hit or more, read 18.
18. Sweet Vengeance
The hits keep coming for the Joes. For these devious Cobra henchmen, the pull of vengeance is too strong. With their crumbling empires given enough time to mend, Crocmaster and Wild Weasel have combined forces to take on America's elite. It's double trouble awaiting the Joes as they breach the Silent Castle.
SETUP: Replace the current Story Mission with Story Mission 3c.
Return to the game.
19. The Battle Begins
A global enterprise with sleeper agents set on funding Cobra's operations or a weapon smuggling operation able to manufacture advanced weaponry; attempting to take down one of these schemes wasn't a choice the Joes took lightly. But now, as they enter the depths of the Silent Castle, they'll need to suffer the consequences.
- If you Logged a LOSS on Episode 3, read 20. Return to the game.
- If you Logged a WIN on Episode 3, roll a die:
- If the die shows 1 Hit, read 20.
- Otherwise, return to the game.
20. Bitter Revenge
With their operation hindered and their plans disrupted, the entrepreneurial thugs' only recourse is to use their combined assets and team up to take revenge against the G.I. Joes. For the world, this could mean the death of democracy and a dark future where Cobra reigns supreme. For these slimy reprobates, it's only business.
SETUP: Open Envelope 5. Replace the current Story Mission with Story Mission 6c.
Return to the game.
21. The Final Showdown
Whether it was a Cobra civil war or a well-orchestrated ruse, the Joes may never know. Cobra's plans are in shambles and their leader is desperate to make one final push.
- If you Logged "Allied with Cobra Commander," read 33.
- If you Logged "Allied with Destro," read 34.
22. Resolution
When the finest member of America's finest is nervous, you know there's trouble. Duke paces at the front of the briefing room as he relays the sit-rep.
"We had him. I remember seeing that masked villain slumped over in defeat on his throne. It would've been really nice to finally have Cobra's number one off our backs for good. But something was wrong. The Commander didn't move a muscle as we got near. And when we had him in handcuffs, a burst of blue sparks came right out from under his cowl."
"That wasn't all. Our tracer fire had burned holes clear into the stone walls of the fortress. Stone doesn't just get red-hot and melt. It was like the whole place was put together like some plastic playset. A kid's plastic playset."
"And then, I heard the mechanical sound of laughter as Cobra Commander's head began to spin in its socket. I gave the order to fall back and we rushed out of that artificial castle in just the nick of time. An explosion rocked the entire valley, singeing the hair on the back of my neck."
"It was all a ruse! Cobra duped us again. But, why?"
Return to the game.
23. Turned Away
Even with the odds against them and Cobra's brilliant show of force looming in the skies above, America's fighting force never gives up. Several explosions rock the metal surface of the Cobra Trawler Heli-carrier to the sound of cheers from the deck of the Flagg. But those cheers quickly turn to silence as an electromagnetic shield quickly raises, deflecting any further damage.
The Cobra Trawler Heli-carrier responds by unleashing a volley of missiles that pummel the U.S.S. Flagg's main deck. But just as it seems like the Joes' new carrier is toast, a deafening alarm sound is heard and the airship retreats once again into the clouds, along with the entire battalion. Was this attack a warning or a test? If this was just a test, then what fiendish plot does Cobra have in store?
SETUP: Log: "Injured Air Fortress"
Return to the game.
24. A Stormcloud Above the Waterfront
A dark cloud hovers above the ocean, quickly rolling in towards shore on a direct course with the U.S.S. Flagg and blotting out the sun. Suddenly, a metal monstrosity bursts from the clouds: The Cobra Trawler Heli-carrier, a flying aircraft carrier equipped with the most devastating arsenal of modern weaponry imaginable. With it, a squadron of Cobra fighters descends from the skies to take deadly aim. On the open ocean, the U.S.S. Flagg is a sitting duck!
SETUP: Open Envelope 6. Retrieve the "Defeat the Air Fortress" Story Mission. Replace "Hold Back Cobra" with "Defeat the Air Fortress".
Return to the game.
27. The Internet Collapse
The information superhighway has connections under the ocean that span the length of the globe. If Cobra were able to succeed on all technological fronts, the Joes would be in for a serious intelligence blackout.
SETUP: Open Envelope 117. (Printed as "Envelope 117"; see the note at the end of this section.)
- If you Logged "Venomoid": Retrieve The Fridge Joe card from the envelope and add it to the top of the main deck.
- If you Logged "Networked": Retrieve the Ice Cream Soldier Joe card from the envelope and add it to the top of the main deck.
Return to the game.
28. Darklon's Deal
As a regiment of B.A.T.s surround the Joes, suddenly their battle visors go dark and an eerie silence fills the facility. Darklon's metallic voice rings out over the facility's speaker system: "It is nothing personal, Joes. I have a contract with a client to fulfill, nothing more. I realize that I cannot stop your misguided crusade, but I can ask you to be sensible."
SETUP: Open Envelope 3 and retrieve Expert Mode card 2. The Joes have a choice to make:
- Leave the facility operational: Put Expert Mode card 2 into play by the Yellow Threat Meter level. Place the current Story Mission in the SUCCESS pile and resolve its effects.
- OR Shut down this operation: Return Expert Mode card 2 to the envelope. Add 1 Complication to this Story Mission for each Failure Logged in Episode 2.
Return to the game.
29. We Can't Do It All
With the Crimson Guard out of the way for the moment, the Joes search the Manhattan branch of Extensive Enterprises for incriminating evidence, only to find out the true meaning of Extensive. This building is only one of hundreds of corporations with Cobra executives on staff, and in an urban jungle like New York City, the trail will go cold long before they can search them all. Once again, Cobra is one step ahead and the Joes are under the gun.
But one bright spot remains: The twins, Tomax and Xamot, have divided Cobra's business interests between the two of them. If the Joes can take down one of their major operations, it might just make a dent in this dreadful business.
SETUP: Put Story Missions 4 and 5 into play at the start of the next turn. When either Story Mission 4 or 5 is completed, return the incomplete Mission to the envelope and discard any Complications attached to it. (Printed as written: "completed" and "incomplete" both appear in this sentence.)
Open Envelope 3 and show all players Expert Mode cards 2 and 5. Be careful, as one of these cards will be put into play depending on which Story Mission you complete. Return them to the envelope for now.
Return to the game.
30. Chaos at the Door
A weapon smuggler with everything to lose is a terrible enemy to make. To say this despot was prepared for the Joes is an understatement. Perched in the Carpathian mountains, his snow-covered, cast-iron fortress is armed to the gills and ready to throw everything he's got at the Joes.
If the good guys are going to win this day, they're going to have to pick up the pace. There's multiple objectives and no time to lose.
SETUP: Put Story Missions 7 & 8 into play at the start of the next turn. Do not put Story Mission 9 into play until BOTH Missions are completed.
Return to the game.
31. Terror in the Skies
You knew Cobra wouldn't go down without a fight, but until it broke through the clouds you'd forgotten about the Cobra Trawler Heli-carrier. The radio crackles to life with the voice of your nefarious one-time ally: "You foolish Joes! Resistance is meaningless! Tremble before the might of Cobra's superiority!"
SETUP:
- If you "Allied with Cobra Commander," put Cobra Commander into play and equip the Cobra Trawler Heli-carrier to him.
- If you "Allied with Destro," put Destro into play and equip the Cobra Trawler Heli-carrier to him.
32. Ring of Fire
Satellite imagery reveals the full breadth of Destro's insane scheme: Within seconds, volcanoes inactive for hundreds of years suddenly erupt in the Pacific, sending ash into the air and shockwaves deep under the ocean.
Destro's sinister face appears on the control room monitor.
"Experience just a taste of what my Sonic Wave Emitter Device is capable of. If the world does not bow to the leadership of Destro and Cobra, I will blanket the Earth in ash, rain down fire from the skies, and most pressingly, send devastating tidal waves to destroy all the major cities in the world."
"The ocean rages like a tempest even now. And since you are powerless to stop it, perhaps we will chat again when you are ready to negotiate your surrender."
The situation is out of control, and it's only getting worse. The only hope is that Cobra's operations haven't had time to rebuild.
SPECIAL SETUP
- If you Logged a LOSS on Episode 1, immediately draw 1 Complication.
- If you Logged a LOSS on Episode 2, immediately draw 1 Complication.
- If you Logged a LOSS on Episode 3, immediately draw 1 Complication.
Return to the game.
33. The Final Showdown
Even as the Joes board the damaged Cobra Heli-carrier, Cobra Commander refuses to surrender. Surrounded by a hail of gunfire with the smoldering remains of the Silent Castle in the distance, his battle helmet and specialty armor glow with a fiery intensity.
"Fools! Your pitiful actions have only delayed the inevitable! I shall now show you the meaning of true power. Kneel before the might of COBRA!"
The fate of the world hangs in the balance. Will the Joes take down this evil viper? Or has the tyrannical reign of Cobra Commander just begun?
SETUP: Retrieve Promoted Cobra Commander from Envelope 6.
- If you Logged a LOSS on Episode 4, open Envelope 5 and replace the current Story Mission with Story Mission 9c.
- If Mission 8 is in the Failure pile, put the Cobra Trawler Heli-carrier into play at the start of Mission 9 and Equip it to Cobra Commander (even if it was commandeered).
Return to the game.
34. The Final Showdown
Even as the Joes board the damaged Cobra Heli-carrier, Destro refuses to surrender. Surrounded by a hail of gunfire with the smoldering remains of the Silent Castle in the distance, his chrome visage reflects the wild intensity of the flames around him.
"Impressive! It appears I have underestimated your abilities. While I anticipated your resistance, I did not foresee having to become personally involved."
"However, that did not stop me from crafting a contingency plan. Cobra's advances in technology may have made their forces stronger, but it has also made me more powerful than ever before. When this scuffle has ended, I will take extreme pleasure in wiping out all of G.I. Joe."
The fate of the world hangs in the balance. Will the Joes take down this madman? Or has the tyrannical reign of Destro just begun?
SETUP: Retrieve Promoted Destro from Envelope 6.
- If you Logged a LOSS on Episode 4, open Envelope 5 and replace the current Story Mission with Story Mission 9c.
- If Mission 8 is in the Failure pile, put the Cobra Trawler Heli-carrier into play at the start of Mission 9 and Equip it to Destro (even if it was commandeered).
Return to the game.
35. Cobra Commander's Inevitable Betrayal
The briefing room's electronic display suddenly flickers to life as Cobra Commander's veiled face once again appears on the television screen.
"Well done, G.I. Joes. You've played right into our hands! While you were busy pursuing my steely subordinate, the construction of my new Silent Castle has been completed. With this stronghold in place, I will be unstoppable!"
"Come and witness the terrible might of Cobra, if you dare! The world shall tremble before ME, its rightful ruler! COOOOBBBBBRRRRAAAAA!!!"
The vile snake's voice echoes through the briefing room before the signal fails. Cobra Commander wants the Joes to know exactly where he is, and he is leaving the door wide open.
SETUP: Return the Cobra Commander player card to Envelope 7.
Return to the game.
36. Cobra Under Destro's Rule
The briefing room's electronic display suddenly flickers to life as Destro's metallic face once again appears on the television screen.
"I apologize, my G.I. Joe compatriots. An opportunity has presented itself that I was unable to refuse. Unfortunately for you, your fruitless pursuit of 'justice' has allowed me time to reconstruct a new and immaculately crafted Silent Castle, to my own specifications."
"The wheels have already been set in motion. Rest assured, if you surrender to Cobra quickly, I will take this into consideration when issuing your sentencing."
Destro's voice echoes through the briefing room before the signal fails. It's clear he wants the Joes to know exactly where he is, and he is leaving the door wide open.
SETUP: Return the Destro player card to Envelope 7.
Return to the game.
37. Naval Carbine
Missions aboard the U.S.S. Flagg require a custom weapon that perfectly compliments the job. With a new shipment of Naval Carbines, the Joes have a steady, dependable companion for the roughest conditions and toughest assignments.
SETUP: Open Envelope 6 and retrieve the 6 Naval Carbine cards. Place them into a face-up stack near the Service Rifles. Naval Carbines can be Recruited for their cost during the Recruit Phase.
Naval Carbine cards will be used for the remainder of the campaign. Make sure to include them during setup.
Then, remove an Expert Mode card of your choice from play, if possible.
Return to the game.
38. Terror at the Terrordrome
A new technological menace rears its ugly head: Cobra Terrordromes, prefabricated outposts with the capability to house entire Cobra Battalions, have begun to appear in strategic locations across the snowy landscape of Frusenland. The Joes will now have to face an ever-present threat in the Arctic tundra.
SETUP: Open Envelope 132 and retrieve the Terrordrome card and the 6 Cobra Claw Trooper cards. Place the Cobra Claw Troopers in a face-up stack in the slot on the Terrordrome. (Printed as "Envelope 132"; see the note at the end of this section.)
The Terrordrome card and Cobra Claw Troopers will remain in play for the remainder of the campaign. Make sure to include them during setup.
Return to the game.
39. Cobra Cares – A Visit to the Zoo
Cobra Cares is a non-profit charitable organization that believes everyone deserves a chance to succeed. Through our mentorship outreach program, we work to create a diverse environment where people from all walks of life can get the financial aid and life skills they need to thrive. Our well-trained community ambassadors chaperone underprivileged youths to baseball games, local art festivals, and even a trip to the zoo. That's the strength of Cobra.
Cobra Cares: When we work together, we can achieve anything.
SETUP: Open Envelope 4 and retrieve Expert Mode card 3 and put it into play next to the Red section of the Threat Meter.
- If you Logged a WIN in Episode 3, read 40.
- Otherwise, return to the game.
40. Cobra Cares – Children Are the Future
At Cobra Cares, we believe that children are the future. And for us, a good education is paramount to a child's success. That's why we're willing to go the extra mile to ensure that our learning centers feature internationally renowned instructors with decades of experience. We work directly with inner-city school districts to provide hands-on training to promote creative and academic growth. What some might call indoctrination, we call an investment.
Cobra Cares: Family is worldwide.
SETUP: Open Envelope 4 and retrieve Expert Mode card 3 and put it into play next to the Red section of the Threat Meter. If you have already done this, nothing happens.
Return to the game.
41. The Threat Increases
With the Cobra satellite network still functional, the evil machinations of Cobra continue behind the scenes. Unbeknownst to the Joes, the fiendish Cobra Commander has used this time to increase his own staggering power. Will they be prepared when this criminal mastermind reveals himself once again?
SETUP: Remove Cobra Commander for the rest of the campaign. Open Envelope 6 and retrieve Promoted Cobra Commander and add him to the Cobra Officers stack (not into play).
Promoted Cobra Commander will be used for the remainder of the campaign. Make sure to include it during setup.
Return to the game.
42. The Threat Increases
With Destro able to ward off the Joes, the evil machinations of Cobra continue behind the scenes. Unbeknownst to the Joes, the fiendish Destro has used this time to increase his own staggering power. Will they be prepared when this criminal mastermind reveals himself once again?
SETUP: Remove Destro for the rest of the campaign. Open Envelope 6 and retrieve Promoted Destro and add him to the Cobra Officers stack (not into play).
Promoted Destro will be used for the remainder of the campaign. Make sure to include it during setup.
Return to the game.
43. Assistance From an Old, Cold Friend
A familiar face is always welcome on the battlefield, and even though these Siberian Bears are a little overdressed for the tropics, the Oktober Guard are as formidable as ever. Despite their differences, this is an alliance born from respect and a true, shared enemy on the battlefield.
The Oktober Guard have been tracking down the illicit sales of old Russian nuclear weapons, and they've discovered a very interested, generous, and highly motivated buyer. It appears that Destro has begun planting a series of nuclear warheads along the ocean floor in hopes of inducing a chain reaction of seismic activity. Once again, the Joes and the Oktober Guard are aligned in their mutual interest to decommission these dangerous weapons.
As a token of good faith, one of their team volunteers to guide the Joes to the locations they've confirmed. There's no doubt that with his assistance, there will surely be enough covering fire.
SETUP: Open Envelope 4 and retrieve the Horror Show Joe card. Choose 1 player to immediately gain Horror Show at no cost.
Horror Show will be included in the main deck for the remainder of the campaign. Make sure to include it during setup.
Return to the game.
44. A Taste of the Sonic Emitter
The search for Destro's base of operations has reached a dire turning point. The U.S.S. Flagg's sonar system goes blank for several seconds as the deck rumbles under the crew's feet. All across the Pacific, volcanoes inactive for hundreds of years suddenly erupt, sending shockwaves deep under the ocean.
Destro's sinister face appears on the control room monitor. "This initial pulse is only a fraction of the power that I now wield. If the world does not bow to the leadership of Destro, I will blanket the Earth in ash, rain down fire from the skies, and most pressingly, send devastating tidal waves to destroy all the major cities in the world."
"Since you are powerless to stop it, perhaps we will chat again when you are ready to negotiate your surrender. I await your inevitable deference to the unyielding strength of my Sonic Wave Emitter Device." The video feed goes dark. The Joes need to find this dangerous villain and put a stop to his scheme before the world as we know it is destroyed forever.
SPECIAL SETUP: Open Envelope 4 and retrieve Expert Mode card 4. Put it into play next to the U.S.S. Flagg.
Then, the U.S.S. Flagg gains 1 Damage token.
Return to the game.
Campaign Log: Final Catastrophic Failure
The third Catastrophic Failure box on the Campaign Log reads:
CATASTROPHIC FAILURE – Read 37. Check these top to bottom. Remove an Expert Mode card of your choice from play, if possible. 1 player of your choice begins this game with their Promoted Leader in their starting deck. Return the basic leader card to the game box. You lose.
Campaign Manual Notes
- The Top Secret numbers 14, 15, 25 and 26 do not appear in the printed Campaign Manual; the passages are transcribed as printed, and nothing is supplied for those numbers.
- The Envelope numbers "117" (passage 27) and "132" (passage 38) are printed exactly as shown in the Campaign Manual. The manual's envelope set is numbered 1 to 7, so these may be printing errors; check the physical envelope before use.