24h
24h Rulebook
Table of Contents
Table of Contents
Components
- 2 double-sided boards, with 2 scenarios per board (Mission 1, Mission 2, Mission 3 and Mission 4)
- 24 objective cards (63.5 x 88 mm)
- 1 die-cut sheet with tokens
- 1 journey log booklet (50 sheets)
- 9 custom wooden tokens
- 16 trace markers
- 2 player screens
- 1 wooden pencil
- 1 ten-sided die
Objective Cards
Objective cards are divided into three sections, one for each mission.
The goal in mission 2 will always be the same, so it does not require an objective card.
- The top section is used in mission 1. The player controlling Sonny Sciabola will have to move to all the spaces of the board indicated by the card, not necessarily in order.
- The central section is used in mission 4. Arsène Lupin will start on the space of the board indicated by the card ("start"), and may escape with the jewel through one of the indicated spaces marked "exit".
- The bottom section is used in mission 3. The player controlling the submarine will have to eliminate all the targets indicated by the card, not necessarily in order.
Mission 1: "It's Sonny Sciabola's time"
"You stumble your way out of the Don's office, legs still shaking. Joseph Bonnano is quite the celebrity in the Bronx. He has more money than you've seen in your entire life, the jewelry on his mistresses could leave anyone speechless. He is a regular at Yankees players' parties, and the rumor has it that he is good friends with the Governor."
"You've seen his boys strolling around the neighborhood, looking everyone down, as if they owned the place with their expensive tailored suits and their top shelf smokes. When Charlie told you that the Don wanted to meet you, you just couldn't believe it. Ten minutes later and you are a made man, a member of the family. This was your time to shine and you knew it."
"Word on the street said that Lieutenant Dagger and his hounds were trying to catch the Don, and you knew that they saw you walk into the building. You also knew that they would chase you and try to threaten you with their old 'good cops and defenseless old ladies' tales, but you were not buying their baloney. You've never been the snitch of Arthur Avenue, and you weren't planning to start now that you were part of the family."
"Maybe you were nothing more than Don Bonnano's errand boy right now, but he needed you now. All you need is to accomplish your mission to perfection: be the best errand boy in the family's history, and just wait to see who is wearing the fancy suits in a couple of years."
Required components
- 1 board: mission 1
- 1 objective card
- 3 police car tokens
- 16 trace markers
- 3 police roadblock tokens
- 1 journey log sheet
- 1 screen for the mobster
- 1 10-sided die
- 1 car token (turn marker)
- 1 pencil
Goal of the game
Mobster: Your goal is to fulfill all 4 requests from the Don in under 24 turns, by moving to all four locations indicated by your objective card.
Policemen: Prevent the mobster from achieving its goal.
Setup
First, the mobster player sits behind the screen and takes a sheet from the journey log to write down its movements on the board. To learn about Don Bonnano's requests, the mobster takes an objective card, where there is a list of the 4 objective spaces on the board the mobster must go to in under 24 turns (each of those spaces represents one of Don Bonnano's requests).
Then, the mobster writes down its starting space under "Start" on the journey log (to be chosen from the two spaces marked with a hat: 36 or 51).
Afterwards, the mobster places the turn marker next to the board's turn track, and the roadblock tokens forming a pile next to the board.
The other players will set their police cars in the police station's district, making sure that the numbers of the spaces on the board remain visible (as a general rule, it is recommendable to this for the rest of the game).
Regardless of the number of players, there will always be 3 police cars in the game. If there are less than 3 police players, one of them (at their choice) will handle more than one car.
Turn
The first player to take their turn will be the mobster. After that, the police players will take their turns in order.
Mobster: During its turn, our mobster must move once to an adjacent space. The mobster can move using the roads to any space connected with its current space, as long as there are no roadblock tokens on that road.
The mobster will be hidden during the game (it is not physically represented on the board), so to keep track of its own movements, the mobster must write down the number of the destination space on the journey log after every move. At that same time, it must also advance the turn marker one space on the turn track of the board.
Police: Once the mobster has moved and written down the destination space, it's time for the police to take their turns.
Following the same order for the full length of the game, the police must use their action points every turn. Each police has 2 action points (AP) to use on any of the following actions, in whatever order the police player decides and with the possibility of repeating the same actions. Once a police car has spent their actions, the next one takes their turn, and so on, until each police car has finished their turn.
Actions
Moving (1 AP): Police cars move orthogonally through the city's districts. Districts are the square areas with a light blue frame on the board. The police cars start the game on the police station's district, and will move to adjacent districts from there. A police car can never end its turn in a district occupied by another police car.
Searching for clues (1 AP): If the police suspects that the mobster has moved through a space in the same district a police car is currently in, they can search for clues in that district. To do it, the police asks the mobster about a specific numbered space in that district. The mobster checks the journey log to see if it has been in that space at any point of the game. If it did, the mobster places a trace marker on that space. If not, the mobster simply replies "NO", without any additional information.
Questioning (1 AP): A police player may ask the mobster if he has ever been in the district they are currently in. If the mobster has been on any of the spaces in that district, it must reply "YES". Under no circumstances must the mobster reveal the specific space it has been on, if any.
Setting a roadblock (1 AP): Roadblocks are used to block the roads connecting adjacent spaces. Once set on the board, the mobster cannot cross them. Each police car can set one roadblock on the indicated squares of the board (white framed squares), in the district they are currently in. The police player only needs to take one of the roadblocks from the pile and place it on the appropriate white square of the board. Roadblocks are available for all police players.
Dismantling a roadblock (1 AP): Each police car can dismantle a roadblock by taking the roadblock's token from the board and putting it back on the reserve pile. It's not necessary for the police car to be in the same district as the dismantled roadblock.
Wiretapping (1 AP/die roll): The police rolls the die and if the result is 7 or higher, they successfully wiretap Don Bonnano's phone, forcing the mobster player to reveal the color of one of the target spaces on the board that has not been visited yet.
Arrest (2 AP): A police car may attempt arresting the mobster in the district they are currently in. The police player chooses one of the spaces in that district and announces the arrest. If the mobster is currently in that space, the police arrests him and the mobster loses the game. Otherwise, the game goes on normally.
Once all police cars have used their 2 action points, the turn falls on the mobster player again, who moves one space and writes it down on the journey log, etc.
End of the game
The mobster wins the game if it moves to all 4 target spaces indicated by the objective card, before the end of the 24th turn.
The police wins the game if they arrest the mobster before accomplishing its mission.
The mobster loses if it has not moved to all 4 target spaces from the objective card, before the 24 turns end.
Mission 2: "The Labyrinth's Guardian"
"Twenty five years, twenty five years..." mumbled professor Nigel Claymore, while drying out the sweat from his forehead with a handkerchief. After years of missteps and failures, he had finally done it: he was now standing at the gates to king Minos labyrinth. The last few months had been crazy, but the discovery of Daedalus' diaries, in a nearby cave at Ephesus, were key to finding the damned labyrinth.
In the diaries, he found a description of a golden idol hidden at the heart of the spider web that was the labyrinth. If anyone was capable of reaching the center and finding that statue, that was him. And he was not alone, a team of capable archeologist and daring adventurers came with him. Minos' secrets were no match for such a team. But what was that whisper? Was that the wind blowing in the old corridors? The diaries mentioned a mythical creature, the labyrinth's guardian, but it was obvious that nothing could have survived trapped in there for so many centuries. And clearly, Minotaurs were fantastic creatures, like dragons or centaurs, the product of our ancestors' vivid imagination. Even so, the sound coming out of the labyrinth could make the most seasoned adventurer's skin crawl. It rumbled against the walls, like a bad omen echoing from ancient times..."
Required components
- 1 board: mission 2
- 3 adventurer tokens
- 1 Idol token
- 4 Minotaur wall tokens
- 16 trace markers
- 6 adventurer door tokens (2 per adventurer)
- 1 journey log sheet
- 1 screen for the Minotaur
- 1 hourglass token (turn marker)
- 1 pencil
Objective
Minotaur: Your goal is to avoid the theft of the labyrinth's treasure for 24 turns.
Adventurers: In 24 turns, they must reach the treasure chamber, take the idol and have the adventurer carrying the treasure escape through one of the exits.
Setup
The map represents rooms, with numbered spaces in them for moving, and doors that can be blocked by the Minotaur with walls, or by the adventurers with their door tokens.
The labyrinth has four exits, located on all four corners of the board, where the adventurers will place their adventurer tokens.
Each of them (the adventurers) will also receive 2 door tokens, to use at will.
The Minotaur player will sit behind the screen. Then, the Minotaur places the wall tokens on 4 doors in the rooms surrounding the treasure chamber.
It is forbidden to place all four walls blocking the entrance to the treasure chamber.
Afterwards, the Minotaur takes note of its starting space under "Start" on the journey log. That starting space will always be in the central chambers (rooms with lighter floor). Place the idol token on the space reserved for it in the central chamber.
Regardless of the number of players, this mission is always played with 3 adventurers. If there are less than 3 players, they will choose one of them to handle more than one adventurer.
Turn
The adventurers play first, in the same order each turn, followed by the Minotaur.
Adventurers: Each adventurer has 2 action points (AP), to use as they see fit.
Actions
Moving (1 AP): The adventurers can move from one numbered space to another, as long as they are connected and unblocked. Remember that adventurers can only move to adjacent spaces, and that they cannot move to a space occupied by another adventurer.
Listening (1 AP): An adventurer may ask the Minotaur if it is currently in their same room or an adjacent one. This action affects all adjacent rooms regardless of them being blocked, even diagonally. The Minotaur only needs to reply "YES" or "NO", without revealing the chamber or space it is in.
Investigating (1 AP)
An adventurer may examine the room they are in, or one orthogonally adjacent that is not blocked. If the Minotaur is in the investigated room, it must say so and reveal the space it is in.
Blocking a door (1 AP): Each adventurer has 2 door tokens that can be used to block the doors between adjacent rooms. The adventurer only needs to place one of their unused door tokens on one of the doors in its current chamber.
Blocking a door is a permanent action, and will affect both the adventurers and the Minotaur until the end of the game.
Once an adventurer reaches the treasure chamber (the four darker spaces on the board), it can take the idol. That adventurer player takes the idol token and places it before itself. From that moment on, that player is the treasure carrier and will have to escape the labyrinth to win the game.
Taking the idol costs no action points, and it cannot be transferred between adventurers.
Minotaur
When all adventurers have used their two action points, it's the Minotaur's turn. The Minotaur's only action is moving.
While the idol has not been stolen, the Minotaur must move once to an adjacent connected space that is not blocked. The Minotaur will be hidden during the game (it is not physically represented on the board), so the player will take note of each movement on the appropriate turn's entry of the journey log.
Minotaur's rage
Once an adventurer steals the idol, the Minotaur unleashes its fury. As a result, in an attempt to punish the thieve and retrieve the treasure, the Minotaur can move up to 3 spaces each turn, as long as they are connected and unblocked.
Notes ablout Minotaur's movement (sic: "ablout" is as printed):
- If the Minotaur enters a space occupied by an adventurer, its movement ends immediately. The unfortunate adventurer has been caught by the beast and is eliminated from the game.
- The Minotaur cannot enter the treasure chamber while it still contains the idol.
Once the adventurers take the idol, the Minotaur may access the treasure chamber normally.
End of the game
The adventurers win the game if one of them manages to take the idol and escape the labyrinth in 24 turns or less.
The Minotaur wins the game if the treasure carrier is caught before escaping the labyrinth.
The Minotaur shall also win if the 24 turns end and the adventurers did not escape with the treasure, or if the Minotaur catches all three adventurers before the 24 turns end.
Mission 3: "Das Boot"
"¡Verdammt! These Englishmen are certainly hard nuts to crack. That darn counter admiral Stylet and his patrol boats have the sea covered from Norway to Brighton. They just don't seem to give up! The Luftwaffe has sunk most of their ships, but they are not falling back! Even so, we still have four navy bases to destroy and it would be a disgrace to return home without accomplishing our mission. Admiral Donitz would never forgive me! And what's worse, Helga's father would have a new argument to blame me for joining the Kriegsmarine, saying that only the Wehrmacht trains real soldiers.
But I cannot forget that I am Kapitänleutnan Helmut Schwert, proud officer of the III Reich's Kriegsmarine. and I must make a name for myself in this darn submarine, for my people and my family's honor.
Argh… we are almost out of fuel, and we still have to reach those four damned bases ¡Verdammt!"
Required components
- 1 board: mission 3
- 3 boat tokens
- 2 extra fuel tokens
- 4 torpedo tokens
- 3 submarine mine tokens
- 16 trace markers
- 1 screen for the kapitänleutnan
- 1 objective card
- 1 journey log sheet
- 1 fuel token (turn marker)
- 1 pencil
Objective
U-Boot: Destroy the four targets (4 navy bases) indicated by the objective card. For this, they have 4 torpedoes with different ranges.
Naval patrol boats (printed as "Patrulleras navales"): Locate and destroy the U-Boot before it accomplishes its mission.
Setup
The map is formed by two types of hexes, representing all the elements shown in this map: the hexes with numbered spaces are the Northern Sea, where the U-Boot will move.
The hexes with lettered spaces represent islands, each letter is a different navy base and a potential target for the submarine. These hexes cannot be crossed by either the patrol boats, the U-Boot or the torpedoes.
Finally, on the intersections between hexes there are white dots, where the English patrol boats will move, moving from one dot to a connected white dot.
The U-Boot player sits behind the screen, takes an objective card to check the locations of its four targets and takes note of its starting position of choice (from the numbered hexes with a black circle) under "Start".
Additionally, the U-Boot player must place the torpedoes and extra fuel tokens on their appropriate spaces of the board.
Then, each patrol boat receives a submarine mine and places their tokens on a navy base of their choice. Once the patrol boats are placed on the board, the game starts.
Regardless of the number of players, this mission is always played with 3 patrol boats. If there are less than 3 players, they will choose one of them to handle more than one patrol boats.
Turn
The turn starts with the U-Boot player. Once it has done its action, it is turn for the patrol boats to play.
U-Boot: The submarine's captain can only perform one action per turn. The submarine can choose one of the following two actions:
Moving
The U-Boot can move from one numbered hex to an adjacent numbered hex, one step at a time. Each movement will cost 1 fuel point. The submarine has enough fuel for 17 movements, so the fuel marker will advance one step for each movement of the U-Boot.
The submarine will be hidden during the game (it is not physically represented on the board), so the player will take note of each movement on the appropriate turn's entry of the journey log.
The Kapitänleutnan can use one or two extra fuel points to increase its natural movement. To do so, it takes the appropriate token from the board. The U-Boot can do this twice per game: once to move 1 additional space, and once to move 2 additional spaces. Each extra fuel token can only be used once per game.
Figure captions: "Standard movement using 1 fuel point." "Additional movement using the +2 extra fuel token."
Torpedo firing
Instead of moving, the submarine can use the torpedoes to destroy a navy base. This action has no fuel cost, so the fuel marker will not move. The U-Boot has 4 torpedoes with different ranges (from 3 to 5). Torpedoes move in a straight line through adjacent hexes. Torpedoes can move under submarine mines placed by patrol boats, but it can never cross islands.
If the U-Boot player decides to fire, it takes the chosen torpedo marker from the board and places it on a navy base within range, to mark it has been destroyed. Each torpedo can only be used once per game. If the submarine runs out of fuel, it will not move anymore but it can still fire torpedoes.
Patrol Boats
Once the U-Boot finishes its turn, the English patrol boats can take theirs. Each patrol boat has 2 action points (AP).
Moving (1 AP): Patrol boats can move from one white dot to an adjacent connected dot on the map, as long as there are no other patrol boats there.