A coop tabletop game of rogue robots running rampant
By Sean Patten
STORY
A new breed of robot is replacing your old Retro.  Known as Rogues, their cheap construction leads to dangerous malfunctions!  The Rogues must be shut down before they destroy everything. Fire up your old Retro robots and start punching in programs-  all the Rogues must be pushed into pits to disable them and make things safe again.

COMPONENTS and SETUP
Print out a set of double sided Instruction Counters for each player.  Print out any board tiles specified for a scenario (see below). Each player chooses either a Treadbot, a Shotbot, or a Nanobot, and places them as indicated by the scenario.  Next, choose a Rogue Card for each player (one should be a Servobot Card).  Take and place Rogues of each card type- the table below indicates how many to place.  Place the Rogues as indicated by the scenario.  Finally, shuffle the Calamity Cards and place them face down.

TURN ORDER
At the start of the game, shuffle the Rogue Cards and deal one to each player, face down.  Then, turn the cards face up so everyone can see them.   Now start a 1 minute timer!  Each player must program their Retro quickly- when the timer runs out, no more instructions may be programmed.    When programs are done, the Servobots go first.  Then the servobot player runs his program.  Then the next Rogue (to the left) goes, then that player's Retro, and so on around the table until all Rogues and Retros have gone.   Then draw 1 Calamity Card and play it.   Then pass the Servobot card to the left, shuffle the remaining Rogue cards, deal them out to the other players, and repeat the process for the next turn!  Note that turn order can change up quite a bit.

Rogues
When moving Rogues, follow the instructions on the card.  A typical Rogue moves forward 3 spaces, then gets a special action.  Unless otherwise noted, ALL Rogues will turn when their move would take them into a wall, exit, pit, or other Bot, continuing the move in a new direction.  The direction the Rogue turns depends on the type of Rogue.  Note that Rogues can push or even damage other Rogues as well as the Retros.   Here's a quick summary of the different Rogues, including how many to put out on the board.  If you don't have enough models, consider adding more of a different type, or just put out as many as you can.
ROGUE
AMOUNT
MOVE
TURN
SPECIAL
SERVOBOT
1/player
5
Right
Always goes first.
HAZBOT
1/player
3
Right
Any time it moves into a square with a robot in front of it, that robot takes 1 damage.
LASBOT
1/player
3
Right
At the end of its move, it fires a LASER straight ahead, doing 1 damage to the first robot it hits.
GRILLBOT 1/player
3
Left
At the end of its move, if shoots FLAMES into the 3 squares in front, front left, and front right of it, doing 1 hit to any robots there.
VISEBOT 2/player
3
Left
Does not turn to avoid robots.  If it pushes a robot into a wall or another robot, continued movement into that robot will GRIND, doing 1 damage to them.  It will turn after grinding once.
PROGBOT 1/Player
3
Left
During its move, any robot it moves NEXT to will be forced to move 1 square forward (if multiple robots will be moved, start with the space in front and work around clockwise).
BOSSBOT 1
5
Right
Functions just like a PROGBOT.  Bossbots are immune to hacking- they cannot be programmed.  Bossbots are also immune to damage- they cannot be stunned!  Goes after the Visebots.
MINIONBOT 1
3
Left
Players should try to rescue the minionbot by driving it off the board, out one of the EXIT points.  If Minionbot falls into a pit, it is lost and no points are scored.  Goes after ther Servobots.
Bossbots and Minionbots are special bot types that can be added to your game for an extra challenge.  They do not get a turn of their own- instead, they will go right after one of the other Rogue types (choose this before the game starts).  Minionbot should go after Servobots (and before the servobot player).  Bossbot should go after the Visebots.  If there are no visebots, choose an appropriate substitute.

Retros
All Retros may take up 6 instructions.  They may input any number of instructions up to that maximum.  They may only take a limited number of SPECIAL instructions, based on type.  When it comes time to run your program, you MUST run all instructions!  Some instructions, like SHOVE, give you a choice of direction at the time they are run.

TREADBOT- May take up to THREE LOADER instructions (marked with black and yellow stripes).
SHOTBOT-  May take ONE LOADER and ONE SHOOTER instruction (marked with red and white stripes).
NANOBOT- May take any number of HACKER instructions (marked with blue stripes).  Nanobots are very small, so they cannot push or grind other robots, but they CAN be pushed or grinded by other robots!   They may move right through another robot (between his legs) but cannot end a move in the same square as another robot.  Nanobots are also very vulnerable to damage- instead of being stunned, they are removed if they take any damage (as if they fell into a pit).

AFFECTING OTHER ROBOTS
PUSHING- during normal movement, all Retros (except nanobots) that move INTO a square occupied by another robot will PUSH that robot back one square, if there is room.  GRINDING:  If there is no room to push a robot (because there is a wall or another robot in the way), each "move" will not change the position of the Bots, but the Robot being pushed will take 1 damage.

INSTRUCTIONS
You MUST execute all instructions in order.  You may not skip an instruction or move less than indicated.
[L]- Rotate in place 90 degrees to the Left.
[R]- Rotate in place 90 degrees to the Right.
[1]- Move forward 1 square.  You may push as part of a move.
[2]- Move forward 2 squares.  You may push as part of a move.
[3]- Move forward 3 squares.  This is a LOADER instruction.
[U]- Rotate in place 180 degrees.  This is a LOADER instruction.
[B]- Back up 2 squares.  This is a LOADER instruction.
[S]- SHOVE. May move a robot that is directly in front of you 1 square to the LEFT, RIGHT, or FORWARD.  Shoving a robot into a wall or another robot will do 1 damage.  Shoving is a LOADER action.
[T]- TRACTOR. Count the distance to the target robot.  6 minus the distance = the number of squares you must PULL the target towards you.   You cannot pull a robot any closer than the square in front of you though.   If the target passes over a pit, they fall in.   You may only target the first robot in front of you.  Tractor is a SHOOTER instruction.
[F]- FORCER.  Same as TRACTOR, except instead of pulling, you push.  Pushing a robot into another robot or a wall will do 1 damage
to the target (they do not push other robots).
[P]- PROGRAM.  Any instructions AFTER a program instruction may be applied to any robot adjacent to you.  This overrides a Rogue's auto-turning system, so you can drive them into pits or other robots!
  You can even program other Retros (it is polite to ask permission first though).  Program is a HACKER instruction.

DAMAGE
Whenever a Rogue takes damage, it becomes STUNNED.  Lie the robot on its back.  All it can do on its next turn is stand back up, facing the original direction it faced before being stunned.
Whenever a Retro takes damage, it becomes STUNNED.   Lie the robot on its back.   If it is stunned while executing instructions, any remaining instructions are discarded.  On its next turn, it may get back up, but may only run a maximum of 3 instructions that turn.
If a Nanobot takes any damage, it is removed (as if it fell into a pit).

PITS
If a Retro pushes, shoves, or pulls a Rogue into a pit, the Rogue is removed and kept by that player.  If a Rogue is ever pushed into a pit by accident (another Rogue pushes them in for example), no player keeps it (but it is still out of the game).  If a Retro ever drives or is pushed into a pit, they must be removed, and a Calamity card must be immediately drawn!  Choose a different type of Retro to replace the lost one, and start them just outside the Exit point nearest the pit they fell into.  They may move onto the board as part of their next move.

CALAMITY CARDS
At the end of each round, or any time a Retro is disabled, draw a calamity card and play it.  If it is a CATASTROPHE card, place it face up on the table.  If there are ever three CATASTROPHE cards on the table, the Retros lose to the Rogues!   If it is any other calamity, follow the instructions on the card, and discard the card.

If a player can complete any of the following tasks, they may take one revealed CATASTROPHE card and place it face down at the BOTTOM of the unrevealed Calamity cards.
  • Any 1 player disables at least one of each type of Rogue in play (not counting Boss or Minion bots).
  • A Minionbot is rescued (moved off the board via one of the exits)
  • A Bossbot is disabled

GAME END
If all three CATASTROPHE cards are face up, the players have lost.  Hopefully the Retros can do better next time there's an outbreak of malfunctioning Rogues...
If all the Rogues are disabled, the players have won!  Retrobots have earned the respect of everyone, and get their old jobs back!

SCENARIOS

DEADLY SPIRAL (standard scenario)
You'll need four of the standard boards for this scenario.  Arrange them in a spiral as shown below.  Note the walls are around the outside, and the exit points are where your Retros will enter the board.  After selecting Rogue cards, take  turns placing Rogues on the squares marked with RED arrows, facing the directions indicated.  Start in the center and work your way out until all Rogues are placed.  Each player should place their Retro outside one of the exit points as indicated by the BLUE arrows.  They will enter the board on their first move (you must move forward with your first program instruction!).