Last Pawn Standing
The second operation is endless. No map, no intel, no landing zone.
The engagement #
Every board cleared is replaced by the next, an ENGAGEMENT, until the commander falls or the squad withdraws. The same requisition, the same rules, the same twelve briefs, bonus boards every fifth engagement.
Between boards there is a moment of cleared ground: secure a bunker, recover casualties, use supplies, then NEXT ENGAGEMENT. An enemy objective met costs the score penalty and counts as a board lost; the engagements go on.

The rules, one card each #
One commander and up to five escorts within the supply budget. The cap rises by one every fourth board cleared, to sixteen.
Turns decide the rank: a queen by turn 5, a rook by 9, a bishop by 13, a knight by 18, a pawn after that. Never nothing.
Kills bank across boards. Every fifteenth pays a unit on the same terms, whatever board it lands on.
A unit due takes one of the four drop slots: the unit or a supply, never both. Three supplies beside it; two on a bonus board, whose own unit is separate.
The run ends when the commander falls or the squad withdraws. Boards cleared, boards lost, kills and pieces lost go on the report; the receipt is sealed either way.
Bunkers still recruit #
Normal recruitment bunkers appear on cleared ground between engagements and grant pieces as in Broken Crown. They count against the roster cap.
The engagement log #
The engagement log replaces the operation map: every board of the run with its sector, patrol, objective, result, turns, kills, losses and the unit it paid. Boards cleared, boards lost, kills and pieces lost go on the after-action report.

The receipt #
Broken Crown and Last Pawn Standing seal the same one-use receipt; either operation can spend the one the other left. Both runs can be alive at once.