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I assume NPCs move the direction of the hex half they are facing, and the player choose which ring they move into when facing the center of the hex of the same ring. I assume the player chooses one of the first three NPC moves. From what I can sus out from the rules, the strategy is to aim for the center and wait for a win or loss condition. A play example would be helpful.

If I'm following your questions correctly, then yes, the player still has some control over the movements of the NPCs.  However, if we work under the assumption that all NPCs have their distinct goals, it is up to the player's good faith to select an option that is most beneficial to the NPC who is currently moving.

The Player and the Informant will probably both want to head towards the center initially.  I did specify in the rules that under no circumstances may any character remain in the same position, so it isn't exactly just waiting for a win.  It may be in the Player's interest to attempt to eliminate the Enemies, for there is the possibility for the Enemies to eliminate the Player.

If you have suggestions on how I can word things more clearly, I can certainly update the rules as written.  Of course, things that are perfectly sensible to the writer may not always be understood by the reader, so I do appreciate you voicing your confusion.

A play example will be forthcoming, but I'm still working on how best to do that.

By "wait  for a win or loss condition", I meant that the player would hover around the middle hoping to get a move to the center that would coincide with the informant being there. Is the player to move all NPCs to the center regardless of their facing? I'm struggling to find a strategy other than taking out enemies when I have a move available. An easy play example would be a documentation of the first few moves of a game you've played.

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It's occurred to me that I read "rotate" as base rotation. Oops. I could still use a breakdown of strategy.

I wouldn't say there is one set strategy to follow - I tend to prefer games where the player can take different approaches and still be able to win.  When I play it, whether I immediately move towards the center or aim to take out the Enemies depends on previous rolls/turns.  For example, if an Enemy's move takes it closer to the Player token, I'll probably work to eliminate them before turning my attention back to the center.

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I printed it out and used dice for pawns. I understand that if the enemy lands on me, I'm out. However, the enemy has no idea who I am until I get to the middle with the informant. I'm guessing I know something's up by the duplicate mask choice of the enemy, but how am I able to tell that the informant isn't an enemy? I assume the random hex rule would apply if an enemy landed on the informant, as they are watching the informant to see who he meets in the middle. So, if the enemy has no idea who I am, can chose I their ring direction option that best suits me? Assuming that I choose from all 6 movements and not the 1st 3 rolled as I had originally assumed, taking out the enemies feels like the easiest win. I think the best strategy is to move the enemies around the rings to make an attack on them easier, as the random movement of the informant can take a wile to get to the pawn the center. However, I'm not clear on the logistics of the AI.