ON THE LINE — OVERWATCH

A four-person team is driving a defector twenty-two miles across the city to an airfield. Paramilitary contractors and half the local police are hunting the convoy. The team has no map and no overhead picture.

You do. You are Overwatch — the operations centre. You hold the traffic grid, the power, the cameras, an armed drone, and a jammer. You cannot fire and you are not in the vehicle. You talk, and they act on what you tell them.

There are no buttons. You play it by speaking out loud, in real time, for about six minutes a run. The hard calls are the ones where you have the picture and they don’t — and the drone does not ask twice.

The deal. Ten places. Free, eight runs each. In exchange we want to hear what you actually thought — there’s a two-minute voice debrief at the end of a run, and that’s the whole ask.

You need a microphone and somewhere you can talk out loud. Not a suggestion: the entire game is your voice. It is unplayable in a quiet office, and we’d rather know now than pick you and waste your evening.

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