STORY
A new breed of Bot 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 Bots 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 (this also includes tokens for Crates). Print
out a set of
Rogue Cards,
Calamity Cards, and Upgrade Cards. Print out
four
board tiles and assemble
them as described in the
scenario.
Each player chooses either a Treadbot, a Shotbot, or a
Nanobot, and places them as indicated by the scenario.
Next, shuffle and draw a
Rogue
Card for each player. Starting with the first
player, place the boss and minion bot, then one of your
rogues- go around the table placing one rogue each until all
are placed.. Place the Rogues as indicated by the
scenario, usually in the centermost squares first.
Shuffle the
Calamity
Cards and place them face down. Decide who will
be the first player, and give them the
Pry Bar.
TURN ORDER
Each Round, go through the following steps in order.
- Gather up the ROGUE cards
(not Bossbot or Minionbot) and shuffle them. Each
player draws 1 card at random. Place the cards
face up in front of the player that drew them.
- Start a 1 minute timer. Players must program
their Retros by placing instruction tokens in the order
they want to run them, from left to right. If the
timer runs out, you may not add or change your
program. If all players finish programming before
the timer runs out, turn it on its side- you may add the
time left over to the next round's programming step!
- The player with the Pry Bar goes FIRST. That
player must move the BOSSBOT if there is one, then the
MINIONBOT, then their Rogues, and finally their Retro
must run its program.
- The next player (to the left of the first player)
moves their Rogues, and then their Retro runs its
program. Repeat this step for the next player
until all players have gone.
- Now draw a CALAMITY
card and follow the instructions on the
card. Remember if you have 3 catastrophes on the
table, you lose!
- Any player that wishes to may surrender an UPGRADE
card to place a CATASTROPHE card on the bottom of the
unplayed CALAMITY deck. This can buy you more
time!
- Finally, pass the PRY BAR to the left. That
player will be the first player in the next round!
Rogues
When moving Rogues, start with the one closest to you and
work your way around the board clockwise until all have
moved. Follow the instructions on the Rogue
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, door, crate, pit, or other Bot, continuing their move
in a new direction. The direction the Rogue turns
depends on the type of Rogue. Note that some 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
|
6
|
5
|
Right
|
They're just fast is all.
|
HAZBOT
|
4
|
3
|
Right
|
Any time it moves into a square
with a Bot in front of it, that Bot takes 1
damage. |
LASBOT
|
4
|
3
|
Right
|
At the end of its move, it fires a
LASER straight ahead, doing 1 damage to the
first Bot it hits. |
GRILLBOT |
4
|
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 Bots
there. |
VISEBOT |
8
|
3
|
Left
|
Does not turn to avoid Bots.
If it pushes a Bot into a wall or another Bot,
continued movement into that Bot will GRIND,
doing 1 damage to them. It will turn after
grinding once. |
PROGBOT |
4
|
3
|
Left
|
During its move, any Bot it moves
NEXT to will be forced to move 1 square forward
(if multiple Bots 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 go
before any other Bots, Bossbot going first and
Minionbot second.
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 Bots, but they CAN be pushed or
grinded by other Bots! They may move right through
another Bot (between his legs) but cannot end a move in the
same square as another Bot. 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 BOTS
PUSHING- during normal movement, all Retros (except
nanobots) that move INTO a square occupied by another Bot
will PUSH that Bot back one square, if there is room.
GRINDING: If there is no room to push a Bot (because
there is a wall or another Bot in the way), each "move" will
not change the position of the Bots, but the Bot 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.

Rotate in place 90 degrees to the Right or Left.

Move
forward 1 or 2 squares. You must move that far. You
may Push as part of a move.

Move forward 3 squares. This is a
LOADER instruction.

Back up
2 squares. This is a LOADER instruction.
Rotate
in place 180 degrees. This is a LOADER
instruction.
SHOVE.
May move a Bot that is directly in front of you 1 square
to the LEFT, RIGHT, or FORWARD. Shoving a Bot into
a wall or another Bot will do 1 damage. Shoving is
a LOADER action.
TRACTOR / FORCER. Count the distance to the target
Bot. 6 minus the distance = the number of squares
you must PULL (or PUSH) the target. You cannot
pull a Bot any closer than the square in front of you.
If the target passes over a pit, they fall in.
Pushing a
Bot into another Bot or a wall will do 1
damage to the
target (they do not push other Bots).
You may only target the first Bot in front of you.
Tractor and Forcer are SHOOTER instructions.
PROGRAM. Any instructions AFTER a
program instruction may be applied to any Bot adjacent
to you. This overrides a Rogue's auto-turning
system, so you can drive them into pits or other Bots!
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 Bot 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, i
t becomes STUNNED. Lie
the Bot on its back. If it is stunned while executing
instructions, any remaining instructions are
discarded.
On its next turn it
will stand back up, facing the original direction it
faced before being stunned, and run ONLY the first 3
instructions it has programmed.
If a Nanobot takes any damage, it is disabled and must be
removed (as falling into a pit, see below).
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 must
be immediately drawn! Discard any upgrade cards the
Retro had and 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.

CRATES
Crates can be Pushed and Damaged just
like Bots. Crates can be both good and bad for you, as
indicated by these special events. Crates are
optional- you do not have to take them if you don't want
to. The Scenario will indicate where to place crates
when setting up.
- Any time a crate is damaged, remove it from play and
draw a CALAMITY card.
- If a Crate is
damaged when adjacent to a RETRO, that retro may
immediately take an UPGRADE card!
- Any time a Crate
is pushed into a PIT, draw a CALAMITY card.
The crate stays in the pit, filling it like a normal
square, and can't be pushed or damaged anymore.
CALAMITY CARDS
Whenever any of the following events occur, you must
immediately draw a
calamity
card and follow the instructions on the card.
- At the end of
each round
- Any time a Retro
is disabled
- Any time a Crate
is damaged or pushed into a pit
If a CATASTROPHE card is drawn, place it face up on the
table. If there are ever three CATASTROPHE cards on
the table, the Retros lose to the Rogues- game
over! For any other card, follow the
instructions on the card and discard the card when
finished. If a SURPLUS card is drawn, choose whatever
Rogue type already in play that has the most available
figures, usually whichever one has had the most
casualties. If a surplus Rogue is UNABLE to get onto
the board after moving (too much stuff in the way), they are
removed from play.
UPGRADE CARDS
Whenever any of the following events occur, the player may
immediately choose an
upgrade
card for their Retro.
- Retro has disabled at least one of each type of Rogue
in play (not counting Boss or Minion bots).
- Retro rescues a Minionbot (moved off the board via one
of the exits)
- Retro disables a Bossbot (pushed into a pit)
- Retro is next to a Crate when the Crate is "opened' by
damage.
You may have up to
two upgrades in play. Upgrades are lost if your
Retro is disabled. Remember that
at the end of a round, you may turn in an
upgrade card to move a Catastrophe card to the
bottom of the Calamity deck.
GAME END
If three CATASTROPHE cards are ever face up on the table,
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!
The Retros 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. If you are
using crates, place one on each square indicated with a
crate icon. Each player should place their Retro
outside one of the doors as indicated by the BLUE arrows. They will
enter the board on their first move (you must move forward
through the door with your first program instruction!).
