Super Snipers
Super Snipers Rulebook
Table of Contents
Table of Contents
- Game Overview
- Game Components
- Game Modes
- Setup (2 players)
- Game Basics
- Essential Rules
- Taking Turns
- Phase I: Hide
- Phase II: Locate
- Phase III: Target
- Bonuses
- Make the Kill: Winning the Round
- Starting a New Round
- Game Variants
- Super Sniper Abilities
- Adjusting the Difficulty
- Frequently Asked Questions
- Solo Mode 1: Contract Mode
- Solo Mode 2: Hostage Rescue
Game Overview
In SUPER SNIPERS, players assume the roles of genetically and cybernetically enhanced soldiers, each racing to locate and kill the other Super Sniper first.
They do this by placing polyominoes (called "Focus") onto grids to fulfill the following objectives: locate their opponent; isolate innocent bystanders; and make their kill. The first player to make 3 kills wins.
Game Components
- 2 Ready/Go Discs
- 2 Timers
- 7 Sniper sets, each with: 1 Basic Ability Card, 1 Adrenaline Ability Card, 2 AI Cards and 3 Hiding Discs
- 2 Bags
- 2 Scope Boards
- 2 Bullets
- 2 Adrenalines
- 2 sets of 2 Clear Tokens (Black & White)
- 2 sets (Black & White) of: 1 Recalibrate, 1 Exchange, 1 Concentrate and 1 Tactical Advantage Tokens
- 6 Yellow & 2 Red Meeples
- 2 sets of 3 Damage Trackers
- 2 sets (Black & White) of 3 double-sided Locate Grids and 3 double-sided Target Grids
- 2 sets (Black & White) of 30 Focus
- Solo: 7 Base Snipers, 2 Reference Cards, 1 Solo Mode Card and 1 Innocents Hiding Disc
Game Modes
- Duel Mode is a head-to-head game played with simultaneous turns. This mode is recommended for first-time players and players who prefer a less pressured experience with the opportunity to optimize their puzzle.
- Quickdraw Mode is identical to Duel mode except that it is semi-real time and uses the sand timers. This mode is recommended for players who prefer an intense, edge-of-your-seat battle. (Boxes marked with the hourglass symbol tell you how to adjust the game for Quickdraw Mode.)
- Contract Mode (solo) simulates Duel Mode by using an AI.
- Hostage Rescue (solo) is a real-time solo mode that pits you against two rival Super Snipers at once.
Setup (2 players)
Each player does the following:
- Choose a Sniper by taking the Sniper Ability Cards and Hiding Discs. The Basic Ability Card starts face-up, the Adrenaline Ability Card face-down with the Adrenaline Polyomino on top of it. Place them to the lower left of your Scope Board.
- Take a Scope Board and put it in front of you.
- Choose your color: Black/White. Take all tokens with that color border, and place your Recalibrate, Concentrate, Exchange, Tactical Advantage and Recalibrate tokens on their spots on the Scope Board. Clear Tokens start face-up. All other tokens start face-down.
- Take the Locate Grids in your color and place them above your Scope Board so that they are I, II, III from left to right. Set aside the double-sided Target Grids (I, II, III) matching your Locate Grids.
- Take the 30 Focus (Polyominoes) with your color border and shake them up in a bag, and then draw out the first 3 Focus to create your Line of Sight (LOS).
- Place your Ready/Go Disc to the right of your Locate Grids.
- Take 1 Bullet polyomino. Place it on your Scope Board.
- Place your Damage Trackers to the left of your Locate Grids.
- Take 3 Innocent Meeples (Yellow) and 1 Target Meeple (Red).
- If playing Quickdraw Mode, each player takes one 10-second sand timer.
Game Basics
How Rounds Work
Super Snipers is played over a series of rounds. Each round has 3 phases:
- Phase I: Hide. Secretly choose the Locate Grid where your Sniper will hide.
- Phase II: Locate. Place Focus on your Locate Grids to find the other Sniper before they find you.
- Phase III: Target. Isolate Innocents, unlock Bonuses, and trap the Primary Target in the Kill Box.
Make the Kill: Winning the Round
When you have isolated all Innocents and the Primary Target, place your Bullet polyomino so that it covers the Primary Target to Make the Kill and win the round.
Essential Rules
Focus (Polyominoes)
There are 3 types of Focus in the game, representing the elements that must be considered when taking a shot.
- Purples for Environment.
- Golds for Time.
- Grays for Breath.
LOS (Line of Sight)
The 3 Focus to the right of your Scope Board represent your Line of Sight (LOS). The leftmost Focus is the one you pick up and place each turn (Active Focus). After placing it, you refresh your LOS by shifting the remaining Focus left and pulling a new Focus and placing it at the end of the line.
Forming Chains
When placing the first Focus of a color on a grid, it must connect to the edge of the Locate or Target Grid. Future Focus of that color must connect to the same color orthogonally to form Chains.
Do's:
- First Focus of a color must start from the edge.
- In order to form a Chain, Focus of the same color must connect orthogonally.
- Focus must connect to a Focus of the same color already on the grid, if any.
Don'ts:
- First Focus CANNOT start away from the edge.
- Diagonal connections do not form Chains.
Focus Placement Rules
- Don't "dig", feel around or look when pulling Focus from the bag.
- You may flip and rotate your Focus before placing it.
- Focus must fit in the grid spaces. They may not overlap another Focus.*
- Focus must not cover Innocents, Primary Target and Crosshairs.*
- Once placed, Focus cannot be moved.*
* You may be able to break this rule by using a Special Ability and/or Bonus.
Taking Turns
Basic Structure of a Turn
The following pages explain how to play the game in Duel Mode. The hourglass icon shows the differences for Quickdraw Mode. For Solo Modes, see Solo Mode 1: Contract Mode and Solo Mode 2: Hostage Rescue below.
Turns are taken simultaneously during the Locate and Target Phases. At the start of each turn, players will confirm "Ready?" and flip their Ready/Go Discs to the "Go!" side.
- Flip your Ready/Go Disc to "GO!"
- Place Your Active Focus or Adrenaline (see Adrenaline Focus).
- a. If you can't or don't want to place your Active Focus, use a Clear token to discard it, refresh your LOS, and take the next Focus as your Active Focus. (You may repeat again with another Clear token.)
- b. Use Abilities and/or Bonuses anytime and in any combinations.
- c. Target Phase: If you've Isolated all Innocents and the Primary Target, place your Bullet to Make the Kill. The Bullet may be placed on the same turn once the Main Target and Innocents are Isolated.
- e. If Tactical Advantage (see Tactical Advantage) is active, you may use it to re-arrange your LOS.
- Refresh your LOS: Shift all Focus to the left and add new Focus to the right until there are 3.
- Flip Ready/Go Disc to "Ready?"
In the rare circumstance that there are no Focus left in your bag, pause the game. Collect all Focus from your Locate Grids and Discard area, add them back to your bag, and shake. Then, resume play.
Quickdraw Mode: Replace the Ready/Go Discs with 10-second Timers. Start your turn by flipping your timer. Proceed with your turn. When you've finished your turn and the timer is up, flip the timer to start your next turn. You do not need to wait for your opponent.
Clear Tokens
During the Locate and Target Phases, you may flip a Clear token to its inactive side to do one of the following:
- Remove and Discard ANY one Focus from a grid.
- OR Discard your Active Focus. Then, refill your LOS and take the next Active Focus.
When both Clear tokens are spent, you may reset them by skipping a turn.
Phase I: Hide
Take your Hiding Discs and place them face-down in front of your opponent's Locate Grids. One disc in front of each Locate Grid. (Each player's three Hiding Discs are one Sniper disc and two "Miss" discs.)
When both players have finished hiding, start the Locate Phase.
The number of the Locate Grid you hide at will determine how difficult it will be to Kill you in the next phase (higher # = more difficult). If you win the round, that Locate Grid will be removed for the rest of the game.
Phase II: Locate
During this phase, you will place Focus on your Locate Grids to try to find your opponent's hiding spot. On your turn, you may place your Active Focus on any of your Locate Grids.
- Place Focus on the Locate Grids until you have Isolated the Crosshairs from the borders.
- Then, announce "Searching a Location" and flip over the Hiding Disc above. If it is a "Miss", announce it and continue in the Locate Phase. If it is the other Sniper, announce that you have located them. Then set up for the Target Phase (see below).
- When you cover a Surveillance Icon with a Focus of either matching color*, announce "Earned Surveillance" and immediately draw a random Focus from your bag and set it to the left of your Scope Board in the Surveillance Area. You will be able to use these in the Target Phase.
* You may cover these spaces with any Focus, but only matching Focus will earn you Surveillance.
Note: Diagonal adjacency counts for isolating.
Cover icons only appear on Locate Grids IV, V and VI and can only be covered by a matching Focus or Adrenaline.
When starting the Target Phase, Focus in the Surveillance Area will be placed on the Target Grid as part of the same turn.
Setting Up the Target Phase
When you locate your opponent's Sniper, do the following.
- Look at the number of the Locate Grid where you revealed your opponent and take the corresponding Target Grid and place it in your Scope Board.
- Place Yellow Meeples on all Innocent Tiles.
- Place the Red Meeple on the Primary Target Tile.
- Take all Focus in the Surveillance area and place them into your Target Grid, in any order, according to the placement rules.
- Flip your Ready/Go Disc to "Ready?" and resume the turns as usual.
Quickdraw Mode: Treat setting up for Target Phase, including the placement of Surveillance Focus, as part of the same turn. You cannot flip your Timer until you are done. Also, your opponent DOES NOT have to wait for you!
Note that players may be in different phases at the same time if one of the players found the other Sniper first.
Phase III: Target
In this phase, you will play Focus onto your Target Grid to Isolate all Innocents. Next, you need to isolate the Primary Target within the Kill Box in order to Make the Kill and win the round. Optionally, you may cover Bonus Icons with a matching Focus to activate your Bonuses (see Bonuses).
The Target Grid shows: Level, Bonus Icon, Kill Box, Primary Target, Cover Icon and Innocents.
- To Isolate Innocents, the Innocent must be completely cut off from the borders of the Target Grid AND the Primary Target. When you isolate an Innocent, remove the Yellow Meeple and announce it. Later, if an Innocent is no longer Isolated, you must return the meeple.
- The Primary Target must be contained entirely within the Kill Box to be considered Isolated. You must leave enough room for your Bullet to cover them to Make the Kill (see Make the Kill).
- When you have isolated all Innocents and also the Primary Target within the Kill Box, you may immediately place your Bullet and announce the Kill.
- If you cover a Bonus Icon with a matching color Focus, you activate that Bonus. Announce the Bonus you have activated. Note: If you cover a Bonus Icon with a Focus of another color, the Bonus is not activated. Each Bonus Tile may only be activated once per round, unless overruled by a character ability. If you remove a Focus covering a Bonus Tile and place another new Focus on it, the Bonus will not activate again.
- Cover Icons are obstacles that only appear on Target Grid IV, V and VI and can only be covered by a matching Focus, the Bullet, or Adrenaline.
Note: Diagonal adjacency counts for isolating.
Bonuses
Use Bonuses to bend or break the normal rules of the game. You start every round with your Bonus tokens face-down.
When you cover a Bonus Tile on the Target Grid with a matching color Focus, activate that Bonus by flipping over the Bonus Token. You may only activate each Bonus Tile once per round.
If your Bonus tokens are active, you may use them at any time, they may interrupt any part of your turn, and you may use them in any combination with one another.
Whenever you activate or use a bonus, announce it. With the exception of the Exchange Bonus, flip the Bonus token back over when used.
Exchange (Purple)
Immediately draw one random Focus from your bag and place it in the Reserve section below your Scope Board. For the rest of the round, you may switch your Active Focus with the Reserved Focus.
Concentrate (Gold)
Use to start a second Chain of any Focus type. New chains must start from the border of the Target Grid.
Recalibrate (Gray)
This Bonus may be used in two ways:
- Move any Focus on the Target Grid to another place following all normal placement rules.
- OR take any Focus from your opponent's LOS and put it at the front of your LOS.
Make the Kill: Winning the Round
As soon as all Innocents and the Primary Target are Isolated, lay down the Primary Target Meeple and cover them with the Bullet to make the Kill and win the Round.
If there isn't room to place the Bullet, you cannot place it. You may need to use a Clear Token or Recalibrate Bonus to make room.
Players may both make a Kill in the same turn, resulting in a Double Kill (Tie, see below).
Starting a New Round
If you WON the Round:
- Give your opponent 1 Damage Tracker. If this is their third Damage Tracker, you win!
- Activate your Tactical Advantage Disc by flipping it face-up.
- Remove the Locate Grid where you were hiding and return it to the box. That location has been compromised and can't be used again!
- Remove one of your "Miss" Hiding Discs from the game.
- If you had Adrenaline, deactivate your Adrenaline Ability card by flipping it face-down, and return the Adrenaline Focus back on top of it.
If you LOST the Round:
- Move the Adrenaline Token to beneath your LOS.
- Flip your Adrenaline Ability card face-up.
Reset the play area for both players:
- Return your Focus to your bag (retrieving any with your color border that may have been taken) and shake up the bag.
- Reset your Scope Board with your Bonus tokens, Bullet, and Clear tokens in their starting states. Your Tactical Advantage stays active if still face-up.
- Retrieve your Hiding Discs.
Now you are ready to start a new round, beginning with the Hide Phase.
Double Kill (Tie)
For Duel Mode, players may both make a Kill in the same turn, resulting in a Double Kill (Tie). If the game is tied 2 to 2, there can be no more Double Kills. The first player to announce the Kill this round wins.
Otherwise, do the following if there is a Double Kill:
- Both players give 1 Damage Tracker to each other.
- Both Players flip their Adrenaline Ability cards face-up and gain the Adrenaline Token.
- Both Players activate their Tactical Advantage by flipping it to face-up.
- Remove both Locate Grids where the Snipers were hiding.
- Remove one "Miss" Hiding Disc from each player.
Quickdraw Mode: There are no ties in Quickdraw mode. The first player to complete and announce the Kill is the winner every round.
Tactical Advantage
After you make a Kill, activate Tactical Advantage. You may use it anytime by flipping it face-down to re-arrange the order of your LOS. Once activated, it remains available until you use it.
Adrenaline Focus
You gain the special Adrenaline Focus alongside your Adrenaline Ability when shot. You may use it anytime the next round as a Focus piece.
- Instead of placing your Active Focus, place the Adrenaline Focus anywhere on your Locate or Target Grid.
- The Adrenaline does not need to start from the border or connect to any chains.
- It may not cover Crosshairs, Innocents, or the Primary Target, but it can cover a Cover Icon.
Game Variants
Additional variants for the game, including "Blitz Mode", a 4-player variant, and a "Draft Mode", are available on the publisher's website (galensgames.com/super-snipers).
Super Sniper Abilities
There are 9 unique player characters and 9 unique AI characters in Super Snipers, each having both a Basic and an Adrenaline power. Understanding how to best take advantage of your own abilities and how to respond to your opponent's will give you an advantage in any match up.
The most common questions and clarifications for each Sniper are listed in the Frequently Asked Questions below. Detailed backstories, explanations, FAQs, and tips and tricks are on the website and BoardGameGeek page, where they can be updated regularly.
Adjusting the Difficulty
If you are finding that one player (or the AI) is dominant, or you really want to challenge yourself, you can do the following:
- Increase your difficulty by changing your Locate Grids to II-IV, III-V, or IV-VI. They must be sequential. (Level IV-VI shown.)
- Note that each player can increase their difficulty independently, allowing for handicapping of one player if desired.
- You can also adjust your or the AI's Difficulty this way in Contract Mode.
Frequently Asked Questions
Jane's Abilities
- Basic: You must earn the Recalibrate Bonus to use this ability and using it is instead of the Recalibrate's normal ability. This power allows you to make a Kill without having to leave space for your entire Bullet to fit.
- Adrenaline: When exchanging Focus from the Locate Grids, they don't have to fit in, just place the exchanged Focus on the Locate Grids.
Kuaket's Abilities
- Basic: This power is exactly like the Concentrate Bonus but you can start a Focus connected to an Innocent.
- Adrenaline: This power works as if you had infinite Concentrate Bonuses.
J@[]us' Abilities
(Heading printed in a stylized font; the name is unreadable in the source text layer.)
- Basic: You cannot make a Kill until your Bullet is returned to you. The Bullet moves along the LOS like a normal Focus until it reaches the front. Opponent cards are treated as if they are entirely blank while the Bullet is in their LOS.
- Adrenaline: When facing the AI, copy the player version of their power.
Artemis's Abilities
- Adrenaline: If two Innocents are isolated at the same time, then put them both on the same Focus. They must be removed individually. When a player de-activates the Exchange Bonus, the Focus in the Reserve is no longer useable. Skipping a turn to remove an Innocent also resets any inactive Clear Tokens. If an Innocent that is on a Focus is no longer Isolated on the Target Grid, they are returned to the Target Grid.
Sirius' Abilities
- Basic: You must first earn the Concentrate Bonus to use this ability. This ability is used instead of the normal Concentrate power. If the space later becomes uncovered, the Innocent is returned.
GunHead Abilities
- Basic: Earning a Bonus that is already active has no effect.
- Adrenaline: "Bonus" only refers to Concentrate, Exchange, or Recalibrate. The ability is only activated when a Bonus is used, not when it is earned.
- When facing the AI: The ability is activated whenever the AI plays an exact match (shape and color) during the AI's Target Phase.
MDK-02's Abilities
- Basic: You must have earned the Exchange Bonus first before being able to use this power. After playing the Focus from the Reserve, the Exchange is no longer useable but remains Active (a useful distinction vs Artemis).
- Adrenaline: The removal of the Innocent is permanent and they are not returned should the space be uncovered later in the round.
Subhuti's Abilities
- Basic: Exact match means color and shape. You may build up multiple Focus on the card.
- Adrenaline: You can rotate your Damage Trackers 90 degrees to track the uses of this power. Reset them between rounds.
Archangel's Abilities
- Basic: Innocents that are displaced can be placed in orthogonal or diagonally adjacent spaces. To avoid confusion, do not remove Innocents from the Target Grid when they are Isolated. You can move the Primary Target outside of the Kill Box temporarily, but they will need to be inside the Kill Box before making the Kill.
- AI Adrenaline: "Exact match" means both the color and the shape.
Solo Mode 1: Contract Mode
Ready to take on the AI? In Contract Mode, you will face off against an AI that will simulate an opponent through a simple system that activates different behaviors based on their Active Focus each turn.
Setup
- Set up as you normally would for your side.
- Choose a Sniper for the AI. Place the Basic Ability card face up and the Adrenaline Ability card face down. Familiarize yourself with their abilities. The AI does not need Target Grids or a Scope Board.
- Lay out 3 Locate Grids, and place one of the AI's Bonus Token on each Locate Grid so that one has the Exchange, one has the Recalibrate, and one has the Concentrate.
- Place the AI Contract Mode reference card, with the Locate Phase side up, above the Locate Grids. Place Focus on the left side of the card.
- Draw the first 3 Focus from their bag to form the AI's LOS.
How to Play: Hide Phase
Randomly place the AI's Hiding Discs above your Locate Grids. Hide your Sniper as you normally would.
Locate Phase
You and the AI alternate turns. The AI always goes first.
During the AI's Turn:
- Take the AI's Active Focus and place it onto the AI's Locate Grid with the Bonus of the matching color (Gray: Move; Gold: Concentrate; Purple: Exchange). Focus don't need to fit into the Grids.
- Whenever a Locate Grid accumulates 2 Focus, flip the Hiding Disc above it.
- 2.1 If it is a Miss, they gain Surveillance: Draw a Focus from the AI's bag and place to the left of the Contract Mode Reference Card.
- 2.2 If this reveals your Sniper's hiding location, the AI advances to the Target Phase by flipping over the Contract Mode Reference Card.
- If the AI's Focus would go to a Locate Grid that has already been searched or removed, place that Focus on the highest numbered Locate Grid that hasn't been searched.
During Your Turn: Play as you would in the 2-player game.
Target Phase
During the AI's Turn:
- Take the Active Focus and place it on the "Target" side of the Contract Mode Reference Card. If there is already a Focus of that shape there, place the Focus on the "Surveillance" side instead. (Place duplicates of the SAME SHAPE on the "Surveillance" side.)
- Check to see if the AI has won. The AI wins if they accumulate the number of Focus shown on the Contract Mode Reference Card in their Surveillance and Target areas. Additionally, the AI wins automatically if they ever have 7 Focus in Surveillance.
During Your Turn: Play as normal except increase the AI's Target Level by 1 when they have Adrenaline (max level VI).
Starting a New Round
Start a new round as you normally would. Unless stated on an Ability Card, AI do not make use of the Adrenaline Focus.
Winning the Game
To win the game, Kill the AI's Sniper 3 times before they Kill your Sniper 3 times.
Solo Mode 2: Hostage Rescue
You've been too good at your job. Two Super Snipers have teamed up to take you out. They have invested in an insurance policy: two buildings full of Hostages (Innocents) surrounding them. Will you be able to take out both Super Snipers and rescue the Hostages? One more thing, this mission is on the clock.
Setup
AI Side:
- Place Locate Grids I, II and III in sequence. Place Bonuses with black border onto these grids according to the following configuration: Level I - Exchange; Level II - Concentrate; Level III - Recalibrate.
- Take 2 enemy Sniper's Hiding Discs, place one each above Locate Grids I and III. These correspond to the Scope Boards on the left and right, respectively.
- Place the Innocent Disc above Locate Grid II.
Your Side:
- Take both Scope Boards. Place the white Target Grid I in one and the black Target Grid I in the other.
- Place the white Bonus Tokens face-down on the left Scope Board only. Put Bullet polyominoes on both Scope Boards.
- Place 3 Damage Trackers nearby where you can reach them.
- Remove Clear Tokens, Tact. Adv., and Adrenaline from the game.
- Take the 10-second timer.
How to Play
Bonus and Abilities: AI does not use Abilities in this mode. Players do not use Adrenaline, Adrenaline Abilities, or Tactical Advantage. Note: Not all Sniper Abilities will be useful in this mode.
Hide and Locate Phases: This mode does NOT have a Hide Phase or a Locate Phase. You have already identified 2 Snipers and a Hostage during setup.
Target Phase
Player goes first.
Before starting your FIRST turn each round: Draw and place Focus on either of your Target Grids, based on your desired difficulty level:
- Normal mode: Draw and place 2 Focus.
- Easy mode: Draw and place 4 Focus.
- Hard-Insane mode: Do not draw or place any Focus.
(See Adjusting the Difficulty below.)
During your turn:
- Draw 5 Focus and place them nearby.
- Flip to start the 10-second Timer.
- Pick up and place the Focus you drew on either Target Grid, one at a time. You may place them in any order. You may discard previously-placed Focus at any time during your turn.
- When the Timer is up, finish placing the Focus you are holding, if any. You may still use your Bonus and/or place Bullets.
- Discard any Focus you were unable to place. If you managed to place all Focus, you may draw one extra Focus next turn.
- If you've killed both Snipers, move to the next Round. Otherwise, it is the AI's turn.
(The printed list skips step 4.)
During AI's turn: The AI draws 1 Focus straight from the bag and places it on the Locate Grid with the Bonus Token of the matching color.
- If there are 2 or more Focus on a Sniper's Locate Grid, you've been hit! Take 1 Damage Tracker. They will continue to do so for each subsequent Focus until you kill them.
- If the Focus would go to the grid of a Sniper that you have already killed, place it on the Hostage Locate Grid instead.
- If there are 2 or more Focus on the Hostage Locate Grid and you haven't isolated all Innocents, you've been hit! Take 1 Damage Tracker.
After placing the Focus and resolving the results, the AI player's turn ends. Then you take a turn.
Hostage Rescue: Making the Kill
Making a Kill works the same way it does in the regular game:
- Isolate all Innocents.
- Isolate the Primary Target inside the Kill Box.
- Place your Bullet on the Primary Target.
Note: You can wait until after the timer is finished to place your Bullets.
Starting a New Round
The round ends when you Kill both Snipers. At the end of a round:
- Heal by removing and returning one Damage Tracker to the AI.
- Reset any Focus, Bullets, and Bonus Tokens from the previous round.
- Upgrade each Target Grid to the next-highest level. For example, if you kill Snipers on Target Grids I, upgrade to Target Grids II.
Winning/Losing
If you Kill both Snipers on all 3 Target Grids, you win. If you take the third Damage Tracker, you've been hit 3 times, and you lose.
Adjusting the Difficulty
Just like the 2-player game, you can adjust the difficulty by changing your sequence of three Target Grids to higher levels and also the Focus you place at the start of the round.
- Easy: Level I-II, 4 Focus at start.
- Normal: Level I-III, 2 Focus at start.
- Hard: Level II-IV, no Focus at start.
- Very Hard: Level III-V, no Focus at start.
- Ultra Hard: Level IV-VI, no Focus at start.
- Insane: Level IV-VI, no Focus at start and no healing.