The game within the game, there's something really fun about playing a game while you're playing another game. Just like the name implies, Tic-Tac-Toe is a scenario about getting 3 in a row. It uses 9 objectives (like the 9 spaces on a tic-tac-toe board) which you will battle over during the coarse of a game.
LIke I mentioned, we see that the map has 9 objectives, 3 across the middle, plus 3 more on each side, 8" from the center. If, at the end of the scenario, you are the only player to have 3 connected antennas in a row, you'll earn 4 points, (or 2 points if you have the same number of 3-in-a-row connected). You also can get 3 points for controlling more antennas than your opponent, 2 if you've connected an antenna on the enemy table half, and finally 1 point from a Classified Objective.
This scenario obviously uses a lot of objectives, and to win it, you'll want to connect as many of them as possible. Connecting the antenna requires a short skill, which has the attack label (much like any other button-pushing scenario). Make sure that you have plenty of orders so that you don't come up short accomplishing the objectives, Tic-Tac-Toe also has an amazing bonus granted by EVO Hacking Devices, which gives +3 WIP to any of your specialists attempting to connect the antenna, so if you can take one (like if you are any faction but Ariadna and Tohaa), I would definitely suggest doing so.
When it comes to scoring considerations, just like regular Tic-Tac-Toe, controlling the center objective is incredibly important. Additionally, I would definitely choose to go second given the opportunity, the final opportunity to steal antennas on the last turn can change a game entirely. Just as important though, if you are going second, you will absolutely need a strong ARO presence alive on the last turn to keep the rug from getting pulled out from under you.
Since Tic-Tac-Toe is scored at the end of the final game round, it is less critical for you to go for the objectives during the game, but more important for you to prepare for the final turn. Keep your enemy pushed back in their deployment zone and take out as many specialists as you can so that they are out of options to steal your objectives on the final turn. It is probably wise to keep a few fast specialists held back until the final turn, in hidden deployment or airborne deployment is preferable so that there is no risk of you getting shut out of scoring.
Rules for ITS Season 9: Treason, can be found here: