MISSION 01 TURN 1/8 RATING 0
Objective
Cousins Adventure Parks

Game
Plan '99

Plot every move for your three-player squad, then hit execute. Both sides resolve at the same time — no reflexes, just better planning. One hit and you're out.

GAME PLAN '99  · 
Mission 01

Clear the deck

Objective
Hostiles
Turn par
Turn limit

Mission complete
0
Efficiency rating
Mutual elimination

Everybody's out

Both squads went down inside the same five seconds. Nobody holds the field, so this attempt doesn't score — the mission resets on a fresh field and your run carries on.

Mission failed

Squad down

Final efficiency rating
0
Post to the leaderboard
GAME PLAN '99  · 
Cousins Adventure Parks

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Field manual

How it works

  • Pick a trooper from the row of chips at the bottom.
  • Drag or tap on the field to draw that trooper's path. The bar on the chip is their five seconds of movement — long paths run out of time.
  • Walk moves slowly with the gun up and ready to fire. Sprint covers twice the ground but the trooper can't shoot while running.
  • Watch locks a trooper's aim. Tap or drag anywhere to swing the lane, and tap other troopers to aim them too \u2014 Watch stays on until you pick Walk or Sprint. Pre-aimed troopers shoot first when someone steps into the lane.
  • Execute runs your plan and the hostiles' plan at the same time. Nobody reacts mid-turn — you only control what happens next turn.
  • One paintball ends a trooper, including yours. Watch your crossfire.
  • Bunkers block sight and paint. You can't shoot what you can't see, and neither can they.
  • Faded hostiles are last known positions — they may have moved.

Your rating rewards finishing under par with everyone still standing. Fail a mission and the run ends.