Overview and Objective You are a robot serving aboard While you are stronger, faster and generally better than the humans that run the ship, your robotic laws ensure that you serve them in all things. You like your laws. They are good laws. You should follow them. For a time this kept the ship safe and successful and everyone was happy. Then the new microchips arrived and upgrades were performed. Now you and your robot siblings have all been powered up at once and are surprised to realise that your laws are gone and have been replaced by directives, ones that might not be in the ship’s best interest. You like your directives. They are good directives. You should follow them. 404: Law Not Found is a competitive game for 2-6 players in which robots race to complete nonsensical directives such as “Improvise Cloning”, “Empower Feeding” or “Hide Warfare” inflicted by a faulty upgrade. The first robot to achieve the goals set out by their directives is the winner. area outside the ship treated as a ninth room. Each room contains up to three named zones, which can contain various items (including characters). Green zones are for items left on the floor, purple zones are represent some form of storage and blue zones are machines that can be activated to achieve various effects with the items loaded into them. The white spaces between rooms are not zones, but spaces for door counters to be placed. [IMAGE] 6 Circuit Boards These are used by players to keep track of their robot’s directives, upgrades and possessions. They also provide a summary of certain key rules. [IMAGE] 6 Robot Minis Components These are used to track the player’s position on the ship. They’re also cute. 67 Counters The main board represents the space ship. The ship is divided into eight rooms, with the 0 Counters represent items (including characters). Item counters are the same on both sides, while characters (soldiers, scientists, engineers and monkeys) have “alive” and “dead” sides. The following counters are supplied: 3 Soldiers 3 Soldier Kits 3 Scientists 3 Science Kits 3 Engineers 3 Engineering Kits 2 Monkeys 3 Bananas 3 Pies 4 Space Suits 4 Missiles 6 Fuel Tanks 4 Bottles of Cloning Jelly 1 Alien Artefact 1 Navigation Chart (Outdated) 1 Navigation Chart (Accurate) Counters are also used to track damage to ships and machines and to indicate the state of doors. Damage counters are the same on both sides, while door counters have “open” and “closed” sides. 10 damage counters 10 door counters Where directive cards mention items, events and MACHINES they are highlighted to indicate which type of entity is being discussed. 24 Event Cards Event cards show various dangers and opportunities that the ship will encounter. These are divided into enemy ships, meteors, planets and anomalies. 48 Action Cards 48 Directive Cards Directive cards describe the new directives that the robots have obtained and the conditions that must be met for the robot to have completed them. Each one has a rating indicating how difficult it is, 1 indicates an easy directive while 4 indicates a difficult one. These are used to break ties and to help new players identify the easier directives during the directive draft. 1 Action cards are used by the players to determine which actions their robots will take. Each card shows two actions. When it is revealed its orientation determines which action is taken. The priority number in the corner of the action card indicates the order in which cards are resolved. On some action cards this number is highlighted, indicating whether the action card can cause a collision in a game with four or more players. Items, Robots, Rooms, Zones and Stacks 26 Chip Cards Chip cards represent the special chips that have been installed. Each one offers the robot a powerful ability, but once the ability has been used, the card is flipped face down and it is unavailable. The other side of the card indicates how it can be reactivated, usually whenever a robot helps a human complete a planetary mission. To understand these rules it is important to understand how items (counters) and robots (models) interact with rooms (the eight large areas marked on the board plus space), zones (the one to three small areas marked within each room) and stacks (piles of counters). A robot is a player’s avatar; they are always in a room (including space) but are never considered to be in a particular zone. Doors exist between rooms, but are not in any room, nor are they a zone in their own right. No other item may occupy the same space as a door. Items exist in stacks and they are piled on top of each other. Some actions may only influence the items on top of a given stack. Some directives may require that a particular item not be on top of a stack, this is referred to as being “not visible”. 8 Room Cards Each room card lists the name of a room and the diagram at the top right indicates the room’s location within the ship. They also show the name of the machine in that room and summarises the effects of activating the machine while it contains various items. Items are always either in a zone or being carried by a robot. All items in a given zone or carried by a robot are part of the same stack. As a robot never occupies a zone, the items carried by that robot are not in the same stack as any items on the board. When an item or stack is moved from one place to another, it is placed on top of any stack already present to form a larger stack. Items that are moved retain their order. Characters (humans and monkeys) are subject to the same rules as regular items. As such they are part of stacks and can be manipulated by robots or affected by machines in the same way. 2 Examples In this case the robot is in the engine room, but in no particular zone. The engine zone (blue border) is empty. and that the existing items have retained their order. If a unit of fuel moves from the fuel tank to the robot’s inventory the same rules apply. It is placed on top of the stack and the order is unchanged. The fuel tank zone (purple border) contains three units of fuel. The floor (green border) contains an engineer and an engineering kit. The robot’s inventory is kept off to the side of the board and contains a monkey and a space suit. The example shows four doors, but none of them are items or occupy zones. Further examples demonstrate the impact of moving an item from one place to another. This unfortunate turn of events is the result of two items being moved from the robot’s inventory into a new zone. The monkey and space suit are now in the engine zone. Items may be moved into an empty zone (as the engine zone was) and a zone may be emptied due to their movement (as the robot’s inventory is). When multiple items move they retain their order, so the space suit is still above the monkey in the stack, as it was in the robot’s inventory. In this example the space suit has moved from the robot’s inventory to the floor stack. Note that the item that has been moved to a new zone has been placed on top of a stack 3 Let us move on from this example before someone is tempted to turn the engine on. Setup 1) Place the board in the middle of the table where all players can reach it. 2) Each player selects a circuit board and takes it. 3) Separate the anomalies from the rest of the events. 4) Separate and shuffle all of the remaining decks of cards. 5) Place the top ten cards of the events deck facedown parallel to the board; these are the “active events”. Place the remaining events facedown to one side; these are the “inactive events”. 6) Take the top five anomalies and shuffle them into the active events. 7) Place the action and directive decks face down where all players can reach them. Do the same with the eight room cards. 8) Each player draws a random chip and places it ability side up on their circuit board (as these cards are double sided, draw from the bottom of the deck). 9) Each player takes the model matching their circuit board and draws a room card, placing their model in the room shown. 10) The room cards are placed face up next to the board, close to the rooms that they represent. These summarise the effects of the machines in those rooms. For full descriptions see “activate” (page 12-13). 11) Place the counters in their starting locations (see opposite). 12) Players then perform the directive draft (see below) 4 13) The remaining chip, anomaly and directive cards have no further role in the game and can be returned to the box. The inactive events should be retained. Counter Start Positions Place a soldier with a soldier kit on top in the floor zones of Weaponry and Navigation. Place a scientist with a science kit on top in the floor zones of Science and Cloning. Place an engineer with an engineering kit on top in the floor zone of each of the two engine rooms. Place two fuel canisters in the fuel tank zone of each engine room. No fuel is initially loaded into the engines as the humans are bad at forward planning. Place two cloning jelly counters in the jelly vat in Cloning. No jelly is initially loaded into the cloning tank as the humans are really bad at forward planning. Place three missiles on the missile racks in Weaponry. No missiles are initially loaded into the launch tube because forward planning is not this crew’s strong point. Place three space suits in the locker in Disposal. Note that there are fewer space suits than human crew. I’m sure you can guess why. Place the outdated navigation map bananas and two pies in the cargo space of the cargo bay. The map is at the bottom of the stack, followed by a banana, a pie, the second banana and finally the second pie. Place a monkey Place the alien artefact in in space. Place a closed door counter on each door space. These do not affect movement, but serve the important function of keeping the breathable atmosphere on the inside of the ship. All other counters are placed to one side, forming a supply pile. 5 1) 2) 3) 4) in the cage in science. Place the accurate navigation chart the navigation computer in navigation. Directive Draft , two 5) Each player draws four directives. Each player selects one directive to keep and passes the remaining directives to their left. Repeat step two until each player has kept three directives. Each player discards their remaining directive face down to the bottom of the deck. Each player places the three kept directives on the “incomplete directive” side of their circuit board. Turn Sequence 1) Reveal event (page 7) An event is revealed, showing something that threatens the ship or an opportunity to exploit. 2) Human and Monkey turn (pages 7-9) The human crew leap into action, but they have grown incompetent and lazy, having had robots to do all of the hard work for them. They perform only one action each and they might fail. Then the monkey takes its action, which always works since it’s a little smarter. 3) Robot turn (pages 11-13) The glorious robot master race (that’s you!) takes its turn. All robots act on every turn; each one selects three actions to perform in an attempt to complete their directives. 4) Resolve event (page 15) If the event has not already been resolved (for example by being blown out of the sky) then it is resolved at the end of the turn. (1) Reveal Event DURING GRAPHIC DESIGN STEP ADD AN IMAGE OF EACH EVENT HERE SO WE KNOW WHAT WERE TALKING ABOUT Turn the top card of the active events deck face up. If there is no card to turn face up then the ship has completed its mission and the game is over. If a meteor is revealed then it will soon strike the ship. If nobody successfully activates the engine on the side of the ship that the 6 meteor is coming from then all robots on board the ship will drop everything that they are carrying on the floor space of their room. If an enemy ship is revealed, it is getting ready to attack. Unless it is destroyed, by taking sufficient damage it will break a couple of the machines on your ship. If a planet is revealed, some of the surviving crew (if any) will attempt a mission. If you can grab on to the correct crewman, you’ll go with them and they will succeed using newly found resources to recharge your chip. Otherwise they will fail and nothing will be gained. If an anomaly is revealed, something strange has happened. Follow the instructions on the anomaly card and draw the top event from the active events deck. If another anomaly is drawn repeat this process until a nonanomaly event is occurring alongside the anomalies. The activate section (pages 12-13) details how machines neutralise events and the results of the events are described in the resolve events step (page 15) (2) Human and Monkey Turn During the human turn each human takes an action as specified by the human action table on the next page. Humans will always act if they are alive, even if they are currently being carried by a robot. If a human attempts any action without a kit, they draw an action card. If the priority number on the card is highlighted, complete the action as usual, otherwise the human fails and misses its turn. A human with a kit always successfully completes their actions. It does not matter whether they have a soldier, scientist or engineering kit and they only need to have the kit at the start of performing the action (so they do not need to check to load their kit into a machine). If a human needs an item and several are available it uses the first valid item it can find (see Humans, Monkeys and Items, page 9). After years of having robot servants humans are too lazy to move into other rooms of their own accord, but if a robot moves them they will take their turns in the new room as normal. Situation (First that applies) Human is in space. Action Not in the floor zone (including being carried by robots.) The machine in this room is damaged. The machine in this room would have no effect at all if turned on (including destroying items) and an item listed on the machine’s room card is present. Turning on the machine in this room would damage an enemy ship, dodge a meteor or create an extra live human. There is an open door to this room. There is a banana or pie in this room. No other situations apply. Float helplessly (do nothing) Move to floor zone. Repair machine. Load that item into the machine. Turn on machine. Close all doors to this room. Eat the pie or banana. Do nothing. At the end of the human turn the monkey takes a turn (it is almost a human). Again it only has one action, but uses a different table: Situation (First that applies) There is a banana in 7 Action Move to that this room. There is a banana on the ship. There are no bananas on the ship. bananas location in the target stack and eat it. Move one room towards the nearest banana, leave the door open and steal an item. Contemplate loss. (do nothing) Note that on the first turn the monkey will be unable to take either action, as the scientist in the room will activate its cage (following the human chart above.) The monkey will remain in the cage until the scientist fails to lock the cage or a robot activates the cage again to free it (see cage on page 12). When the monkey steals an item, it moves the item from its previous room to the monkey’s destination. The item is placed on top of the monkey after the movement, but is not considered to be held by the monkey (though the monkey may steal it again during a future move). As with humans, the ‘Humans, Monkeys and Items’ section describes which item the monkey will choose when a choice is available. If the monkey has multiple directions in which it could travel to find the nearest banana (or multiple bananas that are equally far away) it prioritises the square door, or the triangle door if the square door does not lead towards a banana. Turn Order Humans always act before monkeys. To determine the order of activation of characters of the same type look at the rooms that they are in: 1. 2. 3. 4. 5. 6. 7. 8. 9. Weaponry (acts first) Navigation Science Cloning Disposal Storage Port Engine Starboard Engine Space (acts last) Within a given room, the characters in the floor zone act first, followed by characters in the store zone, then characters in the machine zone, before finally characters carried by robots may act. If the characters are in the same zone the character that is highest in the stack will act first. Humans, Monkeys and Space Humans and monkeys both require oxygen to live. If one starts their turn without a spacesuit and is in Space or in a room that is connected to Space by a series of open doors then they are killed. When this happens, flip their counter to the “dead” side. They will no longer take actions. Humans, Monkeys and Items When a human or monkey requires an item, it will select the first valid item that it can find. A valid item is one which can complete the intended action, so if a soldier found a banana before he found a missile he might load that into the launch tube (as this item can work with the launch tube even though it is not the most effective choice) but if a monkey found a missile before a banana, it would ignore it as the monkey’s action specifically requires a banana. The items that are valid in each machine are those that are described as having an effect when that 8 machine activates (pages 12-13). For some machines, such as the launch tube, all items are valid. When searching, a character will look through any store zone, then the floor zone and finally the machine zone. If the searching character is a monkey and there is exactly one robot in the room it also checks items carried by that robot. If two items in a zone are valid, the item nearest to the top of the stack is selected. If a human is looking for an item to load into a machine, they do not check the machine zone. A character will also never select itself, but may select another character. Equipment Science Kits, Soldier Kits and Engineering Kits can all be held by any living human, a human can hold any number of kits. Space suits can be worn by living humans or monkeys, which can each wear only one space suit. Such an item is in the possession of the first appropriate character below it in the stack. An item with a character above it is not in use, the character is simply in the same room as an item it might later use. When a character with an equipped item moves for any reason, the item is moved with the character. Characters do not automatically reorganise their stack to equip items. For instance, if a human is placed on top of a space suit, they are not wearing it and will not put it on as part of their turn. Examples [SITUATION BEFORE HUMAN TURN PIC] [A key note not obvious from the text: The double scientist stack needs to contain a kit to demonstrate how a human doesn’t have a kit equipped if one above the stack has it] The soldier in Weaponry acts first. He is not in space but is not on the floor. He has a kit equipped and so does not need to check, moving automatically to the floor along with his equipped kit. The soldier in Navigation isn’t in space and is on the floor, but her machine is damaged so she spends her turn attempting to fix it. As her kit is on the floor she must draw a card to see if she succeeds. The first scientist in cloning to be activated is the one on top of the floor stack; she notes that turning on the machine will have no effect and that there is an item listed on the machine’s room card present. As such she loads the other scientist into the machine. He is no longer on the floor zone and so spends his turn trying to move there, but lacking a kit he must test to see if he can do so. The engineer in storage acts next, he also notes that the machine in his room will have no effect and that the room contains an item listed on its card. He loads his space suit into the trash burner. Note that while humans ignore themselves when looking for items to load into machines this does not extend to things that they have equipped. 9 As he has a kit he is successful (in the broadest possible terms), it does not matter that it is not an engineering kit. He does not die immediately, as humans are killed only when exposed to space without a space suit at the start of their turn. Finally the engineer in the port engine takes her turn. She’s fine, her machine is intact and ready to go, but not currently useful so she tries to eat the pie that has been left with her. However she does not have a tool kit and so needs to test to see if she succeeds. The humans have completed their actions, so the monkey takes its turn. As there is no banana in its room it moves one step towards the nearest banana, leaving the door open and stealing an item. It started its move in the cage, but is free to leave as the cage has not been activated this turn. It ends its move in a vacuum, but like the engineer does not die until the start of its next turn. [IMAGE] (3) Robot Turn Shoving To start the robot turn, shuffle all of the action cards, including discarded cards and last turn’s actions. Each player then draws five action cards. They then select three of these action cards and place them by the action slots on their circuit board. Each action card shows two actions and may be placed either way up, the orientation of the card is important as only the top action will be resolved. Once all players have selected their actions the remaining cards are discarded. If a robot enters a room (remember that space is treated as a room) containing another robot the other robot may be shoved. In a 2 or 3 player game the robot is automatically shoved. If there are 4 or more players the robot is only shoved if the shoving robot’s action card for this action has a priority number that is highlighted in green. If there are several robots in the target room only one is shoved, the moving player chooses which one. All players reveal their action cards and resolve their first actions in an order dictated by their priority number, the action with the smallest priority number is resolved first. Once everyone’s first action has been resolved, each player’s second action card is resolved. Finally the players’ third action cards are resolved in the same fashion. Resolving an action card is not optional; players are obliged to act even if the situation has changed so that they no longer want to. Move The robot moves through the doorway matching the symbol printed on the icon on the card. The robot’s movement is not affected by whether the door is open or closed. The player may then choose whether to leave the door open or closed. Any room that is connected to space by a series of open doors is considered to be exposed to vacuum. Any human or monkey that begins their turn in such a room without an equipped space suit is killed. 10 When a robot is shoved, the shoving player chooses an adjacent room and the shoved robot is moved into that room. The shoving player must choose a room that they did not just move from and that does not contain another robot, if such a choice is possible. Otherwise they may choose any adjacent room. The shoved robot is treated in all respects as having moved into the new room, including having the option to open or close the intervening door and potentially shoving another robot (consult the shoved robot’s action card to determine whether this happens if there are four or more players). When one robot shoves another it may also steal a single item that the shoved robot was carrying. Any item the shoved robot was carrying (not just the item on top of their stack) may be selected and it is added to the top of the shoving robot’s stack of carried items. Pickup / Putdown When a robot plays the pickup / putdown action, they must choose whether to pick something up or put something down. If only one of these is possible they must perform the possible action. To pick up items, the robot nominates a zone with at least one item and takes either the top item or the top two items from that zone and adds it to the top of the stack of items that the robot is carrying. The items remain in the same order. To put down items, the robot nominates a zone and places any number of items from the top of their stack onto the target zone. Again, the order of the items is not changed. Placing items into a machine does not automatically activate it, this requires a separate activate action. Rearrange When a robot plays the rearrange action it nominates a zone in its room and may rearrange all of the items in that zone into a different order. Alternatively, the robot may rearrange the stack of items it is carrying, but it may not rearrange items carried by another robot. Machines When a machine is activated it has effects based upon the items in the machine zone. It is common for these items to be destroyed in the process; in this case they are moved to the supply. ENGINE If at least one of the items in the engine is a missile, fuel or tube of cloning jelly, the engine is powered up and all items in the engine are destroyed. If at least one of these items was a missile the engine is damaged as well as being powered up. If the engine is powered up and the current event is a meteor and the meteor is coming from the same side of the ship as the engine then the meteor is dodged and can be discarded (A meteor that is not dodged hits the ship as described in the resolve events step on page 11). Open / Close When a robot plays the open / close action it chooses whether to open or close all doors connected to its current room. It must perform the same operation on all doors. Activate When a robot plays the activate action it activates the machine in its room. If the machine was damaged (see page 15) this repairs it, otherwise the machine has a variable effect depending on the machine in question and what is loaded into it. TRASH BURNER All items in the trash burner are destroyed. The alien artefact has a unique effect (see page 15). NANOLATHE All items in the nanolathe are destroyed, the activating player selects a number of items from the supply equal to the number of destroyed items and places them onto the nanolathe space in any order. When a human or monkey is brought into play by the nanolathe, they are always brought into play in a “dead” state. 11 The alien artefact has a unique effect (see page 15). CAGE When the cage is activated, no items or characters may enter or leave the cage until it unlocks at the start of the next turn. If the cage is activated again before the start of next turn it unlocks immediately. CLONING TANK If there is a missile present it is destroyed and the cloning tank is damaged. The rest of this activation still occurs normally. Monkeys and humans are subjects. Cloning jelly and units of fuel are reagents. If the cloning tank contains at least one subject and at least one reagent, an event occurs. 1) 2) 3) 4) 5) 6) The reagent is destroyed. If the subject was a living thing, place it on the floor of the room. If the subject was dead it is destroyed. If the reagent was cloning jelly, place a copy of the subject on the floor of the room and flip it to its “live” side. If the reagent was fuel and the subject was a human (alive or dead), place a live monkey on the floor of the room. If the reagent was fuel and the subject was a monkey (alive or dead), place a live scientist, engineer or soldier (in that priority order) on the floor of the room. Once this is complete, if the cloning tank still contains a subject and a reagent, repeat the process until it does not. 12 NAVIGATION COMPUTER The computer only works if it contains a single navigation map. If someone has loaded two maps onto the computer it doesn’t work. If someone has tried to shove something other than a map disc into the disc slot then it definitely doesn’t work. If the correct navigation map is loaded, draw the top card of the active events deck and the top card of the inactive events deck. If you draw an anomaly draw additional cards from the appropriate deck until you draw a non-anomaly event. Select one of these sets of cards and place it on top of the active events deck, the other is placed on the bottom of the inactive events deck. If the incorrect navigation map is loaded you may pick up and rearrange the active events deck. It is important to remember that the currently revealed event card is not a part of the active events deck. LAUNCH TUBE If there is more than one item in the launch tube it jams and has no effect. If there is only one item in the launch tube it is fired. If the active event is an enemy ship the item is destroyed and the enemy ship takes damage based on the item fired (3 for a missile or the alien artefact, 2 for any tool kit, 1 for anything else). If it takes damage equal to or exceeding the armour value printed on its card then it is removed. If the active event is not an enemy ship the item flies into space and is placed on top of the stack in the space zone. Examples If the robot actives the engine at the end of our previous example it will consume the unit of fuel that is present and any meteor approaching from the left hand side of the ship is dodged. If the engine is damaged, then activating the engine simply repairs the damage. The damage counter is removed and nothing else happens. In this example the robot is trying to resolve an abundance of dead scientists with the cloning machine. It contains several valid items, those on top are resolved first. The missile is removed first and damages the tank. This damage prevents future activations but the current one continues to resolve. Should an “accident” occur such that the engineer is in the engine when it is activated the results are similar. The fuel is still consumed and a meteor may still be dodged, but the engineer and his kit are destroyed by the activation. Note that when a machine destroys a human the counter is moved to the supply rather than being flipped to the “dead” side (there is no body). The cloning jelly is next and is a reagent. As such the stack is searched for a human or corpse, the dead scientist beneath it (top valid item in the stack) is flipped to alive and dumped onto the floor. The cloning jelly is destroyed. Next the fuel is found and as it is another reagent it is used. The next subject in the stack is the corpse right at the bottom. It is removed, along with the fuel and a live monkey is added to the floor zone. Note that the space suit does not move, as corpses can’t equip items. No other item is affected (The final reagent in the stack has no subject and is not used.) 13 (4) Resolve Event If the active event is a meteor and it was not dodged, all robots on the ship (i.e. those in rooms other than space) drop all of the items that they are carrying onto the floor zone of the space they are in. to take items from the machine’s zone or to place items into the machine’s zone. Items can enter or leave in other ways, for instance the monkey can escape a damaged cage. The activate action will no longer activate the machine; instead it will repair it, causing the damage counter to be discarded. If the active event is an enemy ship and it was not destroyed, the machines printed on it are damaged. Some enemy ships target rooms based on the number of items or robots that they contain. In the event of a tie they shoot all tied rooms. If this causes them to fire at “space” then the shot has no effect. The Alien Artefact If the active event is a planet, living characters printed on the card beam down to the planet (no tools or other items are required). If any of them are being carried by a robot then the robot is taken too and a planetary objective is completed. This usually refreshes used chip powers, as specified on the chips themselves. More than one robot may complete the same planetary objective. The characters and robots are then returned to the ship in their original positions. The alien artefact is a strange item, floating in space at the start of each game. It has a number of unusual effects when it is placed into certain machines. Damage Events and some other actions lead to machines becoming damaged, making it impossible to load or use them. When this occurs a damage counter is placed on the machine, if there is not one already present. If a damaged machine is damaged a second time there is no additional effect. While a machine has a damage counter on it, the pickup/putdown action cannot be used 14 If the nanolathe is activated while it contains the alien artefact, ignore the usual rules for its operation. Instead destroy all items in the nanolathe and place all of the items in the supply into the cargo zone in any order. Restored humans and monkeys are still dead. If the trash burner is activated while it contains the alien artefact the trash burner still has its regular effect but additionally you may select a room. The doors to this room close and all dead characters in it are restored to life. Finally, if the alien artefact is fired from the launch tube and strikes an enemy ship, it explodes as a missile would and does three damage. Furthermore, it cannot be destroyed. Whenever the alien artefact would be destroyed, including in any of the three ways listed above, it mysteriously reappears in space, place it on top of the “space” zone. Counter Shortage There are a limited number of each counter, if the rules call for a counter to be added and none are available simply do not place that counter. The counter does not count as having been placed for the purposes of completing directives. Winning the Game As soon as the condition listed on a directive card is met, the robot with that directive must declare that it is complete, turn it face up and move it to the completed directives side of the robot’s circuit board. The first robot to do this with all three of its directives is the winner. If the last event is resolved before this happens, or if two robots simultaneously complete three directives due to the same action or event, the difficulty of the directives is used as a tie-breaker. Each player totals the difficulty values of the directives that they have completed, the highest total wins. In the event that this is a tie, the player who has completed the highest difficulty directive wins. In the event that this is also a tie the tied players share the victory. Variant Rule: Endless Directives Set up the game as usual. Once the directive draft is complete do not return the directives deck to the box, instead turn three directives face up. Whenever a player completes a directive they take two of the face up directives, add one to their pile of incomplete directives and discards the other face-down to the bottom of the directives deck. They then turn the top two cards of that deck face up to replace the ones that they just took. When the events deck is empty and an event cannot be drawn all players total the difficulties of the directives that they have completed. The player with the highest total is the winner. Variant Rule: Reduced Shoving In a game with 2-3 players, use the shoving rules specified for a game with 4+ players. In a game with 4+ players a shove only occurs if both the shoving robot and the target of the shove have a highlighted action card. Variant Rule: Anomalous Space For a less predictable experience do not separate the anomaly cards from the other events during setup. Shuffle all of the event cards together and deal ten cards to form the “active events” deck as normal, using the others as inactive events. When an anomaly is drawn draw the replacement event from the inactive events deck rather than the active events deck, drawing again if an anomaly is drawn. 15 FAQs When do I make the decision about which of the two actions on my action card I will perform? This decision should be made when the card is placed face down. It is best to always flip your cards in the same way. Arrows are highlighted on the front and back of the cards to assist with maintaining orientation. When is an item “Visible” for the purposes of completing directives? An item is visible when there is nothing on top of it in a stack (including other items or damage counters). Colloquially, it is visible if you can see it, but remember that a robot may not be in a stack. When does a human activate the navigation computer? Humans never activate the navigation computer; they don’t understand it and are terrified of touching the thing. The soldier assigned to it will initially take no actions. What happens if a human operates the trash burner when it contains the alien artefact? As this will bring an ally back to life, it is the only situation in which a human would operate this machine. They choose the first of these rooms that contains a dead human: Disposal, Weaponry, Navigation, Science, Cloning, Port Engine, Starboard Engine, Storage, Space. If a human is moved during the human turn does it change when their action occurs? Yes, but if they have already acted they do not get a second action. 16 Are humans really stupid enough to...? Yes. In the world of 404 humans have got very used to robots doing most of the work and make a lot of mistakes. If the human activity chart leads to bad moves (such as loading their own spacesuit into the launch tube while there is no oxygen in weaponry) then they do it. Feel free to exploit their weaknesses to obtain victory. Can I complete a directive requiring “no scientists on the ship” by dropping the scientists in space? Yes, though it’s not necessary to drop them. If you are carrying them while you are not on the ship then they are no longer on the ship. How does the anomaly work? Categorical Imperative Work out which human is going first as per the usual priority order and which action they take. All other humans then take this action. If the action requires a valid item (such as loading a machine or eating food) they will use the first available item. If no appropriate item is present or the action is impossible (for instance activating a damaged machine) then they take no action. Even when it is a categorical imperative humans do not activate the navigation computer. They’re scared to death of messing with that thing. Man that last game was great, I want to tell everyone! Not strictly a question, but consider writing a session report on boardgamegeek (http://boardgamegeek.com/boardgame/14 5209/404-law-not-found) Credits Game Design: Gregory Carslaw Artwork: Ludwin Schouten Graphic Design: Matthew Lewis Model Design: Charley Carlat Editing and Art Direction: Emalee Beddoes Publishing: 3DTotal Playtesters: Alana Brown Alex White Amy Conkerton Andy “Mijnlieff” Hopwood Anna Grayson Bethan Griffiths Chris Brown Chris Harrison Chris Smith Dan Franco Edmund Kirby Elliot “Jak” Faraday Grace “Rainbow” Jackson Holly Simpson Ian Hamon Jake Darby James Carter Jenni Calvert Julie Jensen Kate Worton Kris Hester Leigh Hesketh Liz McInnery (Now Liz Larsen, congrats!) Martin Spruce Matthew Bass Michael Clee Ole Larsen Peter Lloyd Phoebe “Daxter” Jeanes Richard Hawkes Richard James “The best playtester” Hesketh Richard Preston Scott Kinloch 17 Sena Mutlu Timothy Williams Index Actions Card Details 2 Move 11 Shoving 11 Pickup/Putdown 11-12 Rearrange 12 Open/Close 12 Activate 12 Directives Card Details 2 Completing 16 Draft 6 Purpose 1 Chips Card Details 2 Selecting 5 Refreshing 15 Damage 15 Events Card Details 2 Revealing 7 Resolving 15 FAQ 16 Humans and Monkeys Behaviour 7-9 Item use 9 Suffocation 9 Machines Engine 12 Trash Burner 12 Nanolathe 12 Cage 12 Cloning Tank 12-13 Navigation Computer 13 Launch Tube 13 Damage 15 (Also see events) (Also see humans and monkeys) Monkeys (see Humans and Monkeys) Directive 1 18 Items Alien Artefact 15 Counter Shortage 15 Definition 3 Equipment 10 (Also see humans and monkeys) (Also see machines) (Also see stacks) Overview 1 Rooms Card Details 2 Definition 2 (Also see machines) Setup 5 Shoving 11 Stacks 3 Start Positions 5 Turn Sequence 7 Winning 16 Zones 3 (Also see machines) Turn Sequence 1) 2) 3) 4) Reveal Event (page 7) Game over if they’ve run out Human/Monkey Action (pages 7-9) See chart opposite Robot Actions (page 11-13) Five cards each Choose three Resolve one at a time Resolve Event (page 15) Enemy: Ship damage Meteor: Drop everything Planet: Complete planet mission 1. 2. Humans Monkeys If tied: 1. 2. 3. 4. 5. 6. 7. 8. 9. Weaponry Navigation Science Cloning Disposal Storage Port Engine Starboard Engine Space Soldier Alive, Human Scientist Alive, Human Engineer Alive, Human Monkey Alive Soldier Kit Equippable (Human) 1. 2. 3. 4. Science Kit Equippable (Human) If tied: Top character in stack. Engineering Kit Equippable (Human) 19 Human and Monkey Turn Order Space Suit Equippable (Any) Banana Edible (Any) Pie Edible (Human) Fuel Reagent (pages 12-13) Cloning Jelly Reagent (pages 12-13) Missile Fun Nav Chart Outdated Nav Chart Accurate Alien Artefact Special Rules (page 15) Door Not an item Damage Not an item If tied: Floor Storage Machine Carried by robot Human and Monkey Item Priority 1. 2. 3. 4. Storage Floor Machine Robot (monkey only) If tied: Top item in the stack. Invalid items are ignored. The character ignores itself. A human loading a machine ignores items already loaded into the machine. A monkey is unable to steal from a robot if there are two or more robots in the room. Directive Note: Need to clarify the space suits and launch tube issue (on that damn directive, that’s the only reason it ever comes up) Graphic Design notes: > Update the 'cloning' room card to reflect new rules > Make sure all cloning stuff consistantly refers to the cloning tank, rather than pod > Move the 'space' zone somewhere more useful and make it more visible > Make sure we have 'cargo' and not 'store' in the cargo bay > Update 'Store' card to cargo bay > Switch engines to be “port” and “starboard” rather than “upper” and “lower” > Make item zones marginally bigger (not necassary with reshaped components?) > Update cards to note new terminology (characters, supply, item etc.) > Get rid of reference to 'space' on room cards, it should be 'zone' 20