The Lucky Seven


We were sent on patrol. The squad was depleted, morale in the pits. Then one of our guys exploded.



Our lucky day.

We tried to hold them off and radioed for evac, but the helicopter wouldn’t come unless the landing zone was clear.

We had to hold out. We had to survive…

This is your squad. You decide where they move and what they attack.

These are threats. Your goal is to eliminate them all before the end of the game.

These are map cards. They are used to randomize the starting positions of the squad and indicate the rows and columns of the map grid while the game is in progress.


When the word adjacent is used, it only refers to cards that are next to each other horizontally or vertically, not diagonally.

Each squad member is either up or down depending on which side of the card is visible. This affects what a squad member can do and how they interact with threats.

Independent of whether they are up or down, squad members can also become rotated to indicate that they have taken an action or have been prevented from taking an action.


1. Shuffle and deal out the map cards with the numbers facing up to create the map grid.

2. Shuffle and deal out the squad member cards, placing the first at the intersection of "1" and "1" in the map grid, the second at the intersection of "2" and "2", and so on. Make sure that all squad members are facing up and not rotated.

3. Discard the last squad member dealt and flip any adjacent squadmates down.

4. Flip the map cards to hide their numbers.

5. Shuffle the threat cards into a deck and place them face-down within reach.

Turn Phases

There are four turn phases that take place every turn until the game ends:


Starting with the top row, deal out one threat card into each row of the map grid, placing it in the column indicated on the bottom of the card.

IMPORTANT! Each threat card has its own rules that take effect during a specific turn phase listed on the card. Make sure that you follow these rules during the specified turn phase, even if they’re not specifically mentioned in this document.

If you go to place an infantry or machine gun threat and there is already another card in that location, place the new threat in the closest empty location in the same row.

If there are two equally distant empty locations, select the one closer to the center of the map grid.

If there are no empty locations in the row, choose and discard a squad member in the row and place the new threat there.

If the row is completely filled with threats, discard the new threat.


Each squad member that is not rotated may take one of the following actions:

After a squad member takes an action, rotate the card so that it cannot take another this turn.

At the end of the maneuver phase, reset all of the squad members so that they are no longer rotated.

A squad member may not move diagonally between two adjacent threats.

You may move two squad members at the same time to swap their positions.


Each squad member that is up may attack one adjacent threat. Discard all threats where the combined strength of the attackers is greater than or equal to the strength of the threat. The large number on a squad member or threat is its strength. Threats without a strength, like Tanks, cannot be attacked.


Follow the rules on any threat cards still in play. This often means discarding squad members, sometimes only those that are up.

Finally, return to the encounter phase and begin a new turn.

Wrapping Up

As you deal out the last four threats from the threat deck, a helicopter arrives to help the squad escape. Finish this turn, and then take another turn after that. You will not deal out any threat cards during that final turn.

You win if there are no threats left on the map grid at the end of that final turn.

You lose if there are any threats left on the map grid at the end of that final turn, or if the squad is eliminated before then.


If you have any questions about the rules, please email for clarification and to help us improve them.