1Your turn: tap an agent, then a lit tile to move. Then pick one action: Shoot, Watch, a special or Hold. End the turn when you're done.
±2Enemy pings: you only see enemies as radio pings. Each one is somewhere inside its red box: ±2 tiles, ±1 while your Scout stands near a relay mast.
QQuiet or loud: short moves are silent (Scout 3 tiles, others 2). Longer moves, shots, pings and blasts are heard by every enemy as an orange ring.
4Sight: both sides see everything in line of sight within 4 tiles, and share it with their squad. That's when a ping turns into a real target.
%Hit chance is shown with its full breakdown: aim, cover (half −20, full −40), range (−5 per tile past 3), point blank +10. After the shot you see the roll.
!Alarm: every 5 loud sounds bring one more Stalker in from the quietest edge of the map (3 at most).
WWatch sets an ambush: the first enemy that walks into that agent's sight (5 tiles) is shot at with −10%.
SSpecials: the Scout's PING reveals every enemy within 5 tiles for this turn. The Engineer's JAM hides your squad's sounds within 2 tiles until the end of next turn.
AIFair bots: enemies only know what they saw or heard (the same rings you see). Stalkers run to sounds, Wardens guard a post.
UUndo a move as long as it revealed nothing new. A mission ends when the signal window (turn limit) closes.