The saga behind the Metal Gear Solid Board Game is almost as intense and unpredictable as a Metal Gear story itself. Originally beset by a series of delays and licensing hurdles, it seemed doubtful that this board game, capturing the essence of Hideo Kojima’s iconic narrative, would ever see daylight. Much like Solid Snake’s dramatic rescue of Gray Fox, CMON Games swooped in to save the project. Finally, the game has hit shelves, inviting players to experience its stealthy and strategic thrills on the tabletop. Although it faithfully embodies the excitement of sneaking around in cardboard boxes and battling through epic boss encounters, it leaves a bittersweet taste, delivering satisfaction and disappointment in equal measure.
Metal Gear Solid: The Board Game is designed to faithfully recreate the narrative and spirit of the original 1998 PlayStation release. Up to four players, according to the packaging, can join the mission, moving miniature figures of beloved characters like Meryl, Otacon, Gray Fox, and Solid Snake through 14 scenarios. These highlight memorable moments, such as the showdown with Ocelot, manipulating the PAL Keycard, and the epic battle with REX.
However, one glaring omission stands out: the climactic battles between Solid and Liquid are absent from playable scenarios. Neither the iconic fistfight on top of REX nor the Jeep chase made the cut. Perhaps the developers found these battles hard to adapt into a balanced game for multiple players. Instead, they chose to climax with a grand and unforgettable showdown against Metal Gear REX. Still, eager fans found their own way through this. Over at BoardGameGeek, user @Geoff907 and their companion crafted a unique Stage 15, allowing players to engage in the fistfight that the official game skips.
For those willing to spend a bit more, the “Integral Edition” offers additional story elements not covered in gameplay, presented in a 109-page graphic novel illustrated by Kenneth Loh. It has a style reminiscent of Peace Walker cut scenes or PSP Digital Graphic Novels. And true to Metal Gear traditions, the game’s signature CODEC conversations have been adapted into the board game format. Prompts guide players to specific calls in the included Codec Book, complete with pre and post-scenario briefings. These exchanges retain the quirky charm of their video game counterparts, providing hints and tricks for defeating challenges such as Psycho Mantis.
In terms of gameplay, players can execute up to four actions per turn based on their character’s specific abilities. As the scenarios unfold, they unlock equipment—from Solid Snake’s trusty Socom handgun to the beloved cardboard box, expanding their range of actions in line with the original game’s “procure on-site” motto. After players make their moves, it’s the enemies’ turn. The game uses action cards to dictate enemy movements, which vary based on player detection, alongside a reaction deck that covers situations like finding a downed guard.
Boss battles in the game are uniquely crafted to push players to their limits. Each encounter features distinct challenges, from deflecting bullets with Revolver Ocelot to targeting specific areas on the Hind D. These battles play out on detailed boards with features affecting the gameplay, like the risk of hitting Kenneth Baker during the Ocelot fight. These elements heighten the thrill, creating scenarios that challenge players rather than giving them an easy ride.
A mix of strategy and unpredictability keeps players engaged, especially with dice rolls impacting key actions. The nervous anticipation, like drawing a guard movement card and hoping not to be seen, adds an edge to the game without being unfair. It strikes a fine balance between skillful planning and the luck of the draw.
Despite the box saying it supports up to four players, the campaign mode shows a different story. The experience seems best suited to solo play. Only five scenarios are designed for the maximum number of players, with three-player sessions entirely missing and the first chance for four players to join only arriving at the ninth scenario. This makes narrative sense within the game’s world, but it complicates involving all your MGS enthusiast friends simultaneously. A few “What if?” scenarios or extra options for adding characters could enrich this component considerably.
On the flip side, the “VR Missions” mode does allow for up to four players, although it comes with its own challenges. The missions are varied—Recon, Escape, and Sabotage among them—but each has just one map, and the objectives don’t change much, even with different tokens or bosses. It’s hoped that CMON or community enthusiasts will offer fresh maps and missions to keep the experience lively.
If you’re looking for more, check out recent reviews of board games based on popular video games like Dead Cells, S.T.A.L.K.E.R., and Elden Ring.