In Jagged Alliance: Back in Action, a small rebel force opposes a dictator who has seized control of the fictional island nation of Arulco. Players command rebels and mercenaries, balancing battlefield decisions with tactical, diplomatic, and economic tools to keep their troops supplied. That mix frames the game as more than a sequence of firefights: the campaign also asks commanders to build and sustain the force they send into combat.
Its signature Plan & Go system blends real-time strategy with turn-based elements, while direct control lets players lead units through battles. The strategic map supports simultaneous control of multiple squads, and the game’s laptop-style menu serves as a central point for managing the campaign. Players can assemble a mercenary unit from distinct characters, develop their capabilities through RPG-like advancement, and acquire resources by capturing mines and encampments. These systems connect squad-level tactics to broader planning and logistics.
The game is listed as single-player, so its player-count context is a solo campaign built around commanding forces against the dictatorship rather than competing with other players. Its updated isometric 3D presentation and character interactions add personality to that tactical structure, while the combination of combat, roleplay, business, and strategy gives the campaign several kinds of decisions to weigh.