The tale of the Metal Gear Solid Board Game’s creation is almost as thrilling as a storyline in the Metal Gear series itself. Laden with delays and entangled in licensing hurdles, it seemed destined to remain in limbo. But just like Solid Snake swooping in to save the day, CMON Games stepped up to bring this tabletop tribute to life. At long last, fans can dive into its tactical stealth experiences, successfully transitioning from console to tabletop. Yet, not everything hits the mark, leaving me both impressed and slightly underwhelmed.
Metal Gear Solid: The Board Game invites one to four players—though it’s best with one or two—into the saga of the 1998 PlayStation classic. Guided through 14 scenarios, you maneuver plastic miniatures of beloved characters like Meryl, Otacon, Cyborg Ninja Gray Fox, and Solid Snake himself. As you navigate confrontations with Ocelot, solve puzzles with the PAL Keycard, and engage in the epic battle against REX, the game captures iconic video game moments.
However, there’s a noticeable gap: the climactic confrontations between Solid Snake and Liquid Snake didn’t make it into the board game. The absence of the intense bare-knuckle fight atop REX and the thrilling Jeep escape is a letdown. It’s possible the developers struggled to balance such a 4v1 scenario or integrate the escape with all characters involved. Still, fans have risen to the occasion. On BoardGameGeek, user @Geoff907 and their partner have crafted and shared Stage 15, adding their own twist for those craving the full showdown.
For anyone opting for the pricier “Integral Edition,” the parts of the story not woven into gameplay come alive in a stunning 109-page graphic novel, illustrated by Kenneth Loh. Just like the vivid scenes in Metal Gear Solid: Peace Walker or the PSP Digital Graphic Novels, it’s a treat. Of course, Metal Gear wouldn’t stay true to itself without the trademark CODEC calls. These have been cleverly integrated into the mix, with the codec book providing in-game prompts and briefings. The developers deserve praise for their meticulous reimagination of these quirky yet informative transmissions. Whether Snake is counting his moves or sharing tips to outsmart Psycho Mantis with a “Player 2” maneuver, the board game retains that authentic Metal Gear flavor.
Gameplay sees players taking turns, each equipped with actions depicted on their character’s unique boards. Advancing through scenarios unlocks a slew of new equipment—be it Snake’s trusty Socom or the unmistakable cardboard box—true to the video game’s “procure on-site” ethos. Once players make their moves, it’s time for foes to strike. Opponents, from basic guards to formidable bosses, follow action cards outlining their own tactics, which can shift once alerted to your presence. Guard reaction decks further spice up encounters, activating upon spotting downed comrades or investigating noises.
Boss battles present distinct challenges, pushing you out of your comfort zone and demanding quick thinking. Each showdown feels fresh and inventive—from Revolver Ocelot’s bullet ricochets to the Hind D’s varying weak points. Thanks to the game’s tile-based design, unique large boards accompany every boss encounter, featuring elements that can shift the tide. For instance, in Ocelot’s battle, Kenneth Baker might find himself in harm’s way, potentially leading to a game over. These specific twists inject adrenaline and heighten the stakes, seldom tilting in favor of the players.
A dash of unpredictability keeps the game engaging. The uncertainty of how guards will move or the outcome of my actions added layers of tension. Dice rolls, determining if my maneuvers were noisy or if incoming shots from enemies found their mark, struck a balance between strategy and luck. Numerous instances left me on edge, silently hoping my pulls from the guard movement deck wouldn’t lead to detection. Although challenging, the game felt fair, maintaining a splendid equilibrium of strategy and chance.
While the box claims compatibility with up to four players, campaign mode felt more suitable for solo or duo play. As a solo adventure, it shines. Each mission specifies which characters to use, starting narrow with just Snake for the first two scenarios. Only select scenarios throughout the game invite all four players, and none are crafted for just three. The first four-player mission doesn’t even appear until the ninth scenario.
Narratively, this fits. It wouldn’t suit Snake to storm into Shadow Moses with Gray Fox or for Otacon to tackle Vulcan Raven solo. However, from a gameplay perspective, this awkwardly limits the experience. Convincing my Metal Gear Solid fan friends to join was difficult when most would have to wait until the last few missions to play. Offering options to include extra characters in two-player scenarios or “What if?” alternatives for varied player counts would have been a welcome addition.
Nevertheless, the developers have thought ahead, allowing up to four players in the “VR Missions” mode. This mode introduces its own arsenal of unlockable equipment cards but is not without its downsides. The VR Missions book contains six mission types—Recon, Escape, and Sabotage among them—but each only offers a single map layout. While tokens and traps may alter between sessions, and a boss can be thrown in for added difficulty, guard layouts and objectives stay static. Without changes to the map, once you’ve conquered it, the mode quickly loses its novelty. I’m hopeful that either CMON or the community will breathe fresh life into the game with inventive maps and missions.
For those eager to try, snatch it up on Amazon or peek at the rulebook. Meanwhile, if you’re curious about other board games inspired by video classics, look into our reviews of games based on Dead Cells, S.T.A.L.K.E.R., and Elden Ring.