We now stuffed the rules-page into a zip-file you can download, to have a look at the rules every time you want.

 

Timing Summary

Reveal Program Cards

Robots move

Board Elements move

Resolve laser-fire

Touch Checkpoints

End-of-Turn Board Effects

 

Gameplay Variants

Survival of the Fittest

Team Play

 

New Elements

Alternative ground plates

Antigrav field

Big turner

Copy machine

Fast ramp

Flip belt

Force field

Golden conveyor belt

Hydraulic pusher

Jack-In-The-Box

Lava Pit

Light barrier

Melting beam

Mirror

Napalm flamer

Padded squares and -walls

Paddle

Reset Site

Soporific gas

Tilted ground

Trapdoor

 

 

Indicator Tags

Flip Belt-token

 

 

TIMING SUMMARY

A Reveal Program Cards
Players reveal their program cards

B Robots move
Robots and Ghosts are moved in order according to card priority

C Board Elements move

  1. Particle accelerator moves robots according to its special rules
  2. Air shafts move robots according to its special rules
  3. Rotating belts move into their new position
  4. Hyper-speed conveyor belts (gold) move their first square
  5. Gold belts move their second square, express conveyor belts (blue) move their first square
  6. Gold belts move their third square, blue belts move their second square and normal conveyor belts (red) move their first and only square
  7. Flip conveyor belts (green) move their first and only square in the indicated direction(but only if none of the light barriers is interrupted by a robot)
    !! Ordinary belts do not interact with flip belts. A robot getting moved onto a green belt by a gold/blue/red belt never gets turned!!
  8. Currents move one square
  9. Jack pops out!
  10. Pushers and hydraulic pushers push if active this register phase
    !! Robots who got pushed in craters/tilted ground, oil slicks, giant trapdoors,(...) get affected by them (again!)!!
  11. Gears/windmill-gears turn 90°, big gears turn 180°
  12. Crushers crush if active this register phase

D Resolve laser-fire

E Touch Checkpoints

F End-of-Turn Board Effects

 

 

GAMEPLAY VARIANTS

"Survival of the fittest"

Team Play

Basic Idea is that 2 (or more) robots play in one team. Every flag has to be touched by one robot of the team, not every robot has to touch every flag to win. Play-time is shortened, as one robot heads of for flag No.2 while another robot is on its way to flag No.3. Sometimes a team can touch two flags (in the correct order of course) in one turn.

So you should play with at least 4 flags.

Every player can program one robot or each player controls a whole team (depending on the number of players)

4 - 8 Players: You can decide to allow players in the same team to swap program cards. It produces some interresting gameplay situations (and interaction between players) to make team players share their cards: Every team receives a number of program cards concerning to their robots´damage. Then the players have to decide, how to divide the cards. (As an option, you can allow undamaged robots to renounce program cards to provide damaged team mates with more cards than they would receive regularly!)

2 Players: Each player controls a team of 4 robots. There are no archive copies, a destoyed robot is out of game! So it is possible to win by killing all 4 robots of the opponent´s team as well as by being the first to touch the last flag.

We propose to play on only one (apropriate) board. Recommended: Trapdoor (very tactical, chess-like, but rather short game), Pneumatic System (lovely chaos), Balance, Squares, The Arena and from the WotC-boards Exchange, Island or Colliseum.

  1. The players alternately place the flags on the board. (A nice tactical variant if you own RR and RR-Armed and Dangerous: Player 1 places the green flags which Player 2 has to touch and Player 2 positions the red flags for Player 1. Both sorts of flags are considered to be repair sites.)
  2. Both players determine a repair site as starting point for the other team´s robots.
  3. Every player receives 4 option cards to share between his robots (highly recommended to play as hidden options: You have to reveal the option when you use it for the first time. Up to that moment, the other player doesn´t know, what your robots are equipped with.) You can decide to allow players to give one of their robots two (or more) options and leave others unequipped.
  4. Gameplay as normal.

 

NEW ELEMENTS

 

Alternative ground plates

They look different, but these are just normal squares, they do not affect robots at all. Treat them as open ground (as long as there is no crusher ,... on them)

 

Antigrav field

Function: Robots starting their move on Antigrav Fields begin to soar. The robot is flying for the rest of the whole turn. He lands after the fifth register phase or immediately after he received a point of damage.

Timing: For the rest of the current turn (and hopefully not shorter).

 

Big turner

Function: This big gear with a wall in the middle works like a secret door. As long as robots stand on the gear, it turns 180° every register phase. (So yes: Robots looking to the wall still look against it after the gear has turned)

Timing: Just after the little gears turned 90° in the Board Elements move-Sequence.

Copy machine

Function: By pushing the red button (running against it) start the machine. It produces a Tamagotchi, a virtual copy of your robot, on the antenna-side of the wall. Put the virtual plate of your robot on the square facing towards the wall. Both, Tamagotchi and robot execute all following program cards. The Tamagotchi dissapears when it touches the copy machine on his side at the square he arose. If either the tamagotchi or the robot get killed, both die immediately. Treat the Tamagotchi in any way like a virtual robot.

Timing: The machine can be activated in the Robots move-Sequence.

 

Energy wall

Function: Blocks robots' movement like a wall, but allows robot-mounted weapons to shot through (but not options like drones,...)

Timing: Always (it's a wall...)

 

Fast ramp

No explanation needed, the blue belts move the robot up the ramp to the next level in the Board Elements move-Sequence.

 

Flip belt ( Green Belt )

Function: Transporting robots one square per register phase, but in different directions.Direction changes every time, a robot steps through a light barrier.(Due to several requests, we made a token to indicate the current direction of the flip belts) Choose the starting direction of the flip belts at random ( toss the coin).

Timing: After all other belts in the Board elements move-Sequence.

 

Hydraulic (big) pusher

Function: Pushes one or more robots untill they hit a wall or leave the board (so your robot could get moved up to 12 squares max.). Like ordinary pushers, it does not damage robots.

Timing: In active register phases (indicated by the numbers) in the Boards elements move-Sequence.

 

Hyper-speed / ultra conveyor belt (Golden Belt)

Function: Transporting robots as usual, but three squares per register phase

Timing: First square before all other belts, second square contemporaneous with the first square of the blue belt, third square contemporaneous with blue belt´s second square and the first and only square of the red belt.

 

Jack-In-The-Box

Function: Slings a robot 6 squares away in a direction indicated by the numbers. In the fifth register phase, the robot is catapulted straight up and lands on the same box/square again. Optional: The robot receives 2 points of damage due to the rough landing (comparable to the Big Jet-option).

Timing: Jack pops out in each and every register phase in the Board elements move-Sequence.

 

Lava Pit

Function: Hot lava erupts from the depth of these pits and damages robots. NORMAL RULE: Robots in the 4 adjancent squares around the pit receive 1 point of damage. EXPERT RULE: The lava damages robots in all 8 squares surrounding the pit.

Timing: Lava bursts out in the indicated register phases in the Robots move-Sequence.

 

Light barrier

Function: Turns the green flip belts.If one or more robots moved through a light barrier in the current register phase, the flip belts move in the opposite direction than last register phase. If none of the light barriers was interrupted, the flip belts keep on moving in the same direction. If a light barrier is interrupted constantly by a robot ending its move in it (or turning, ...), the flip belts do not move at all! They start again, when all light barriers are free again (of course in the opposite direction they ended one or more register phases ago).

Timing:Whole turn (all five register phases)

FAQ-answers:

  1. All light barriers control all flip belts, no single barrier controls a certain belt (we tried that, but it makes things very complicated, if you design some boards, please mail us!)
  2. A light barrier is no laser, robots remain unharmed in any way when moving through or ending their move in a light barrier.

 

Melting beam

Function: Damages robots who step through or end their move in it. Teh damage immediately locks the register of the actual phase.

Timing: Damage occurs in the Robots move-Sequence.

 

Mirror

Function: A robot executes his program mirrorwise, as long as he is looking into a mirror (no matter at wich distance). F.e. a Rotate right becomes a Rotate left, a Back-up becomes a Move 1 (foreward) and a Move 3 results has a tripple Back-up result! Only U-turns remain the same

Timing: These effects occur in all Robots move-Sequences in which the robot has a mirror in his line of sight. (That means your robot may be pushed by another robot with a higher priority move, so that suddenly he your robot has a mirror in his LoS and suddenly moves his program card mirrorwise!)

In addition to this, if you still have a LoS in to the mirror in the Resolve Laser-fire Sequence, your laser fires at his own mirror image and the mirror reflects this shot to YOU for one point of damage!

 

Napalm flamer

Function: Works exactly like ordinary flamers, but robots keep on burning and receive 1 point of damage at the beginning of every subsequent register phase until they step in or through a Paddle or water. If an already burning robot steps into or through another Napalm Flamer, the damage adds up!

Timing: Like original flamers.

 

Padded squares and -walls

Function: A robot ending his move on a rubber square cannot stop immediately, he is bouncing the amount of squares he just moved again (unless he hits a hard wall or normal ground). So f.e. with a Move 2 he moves 4 squares in a row, priority remains that of the Move 2. Robots also standing on rubber squares start bouncing too and are pushed all the with him.

Robots moving/bouncing on rubber squares and hitting a rubber wall move into the wall and then bounce back on the square they came from. This counts as a one-square-movement! The rest of his movement the robot is bouncing backward away from the wall (still looking against it)

Rubber squares and -walls cannot be destroyed by any laser, bomb,weapon or robot.

Timing: Affects robot movement in the Robots move-Sequence.

 

Paddle

Function: Extinguishes robots. A robot stepping in or through a puddle does not take damage from the napalm at the beginning of the susequent phases. A robot starting his move in a paddle has it's first square of movement negated (like in water).

Timing: Affects robots in the Robots move-Sequence.

 

Reset Site

Function: Like on Repair sites, robots can store there archieve here (but neither repair nor exchange/gain options). In addition, at the end of phases 1-4, the robot may choose to replace his next programmed register (2.-5.) with a card of his choice (that is still in pile). A robot ending on a reset site at the end of the fifth register phase gains one program card of his choice for the next turn (but replacing one of his random cards - an undamaged robot receives 8 usually dealt cards in addition to his free choice-card)

Timing: Allways (like Repair sites and Chop shops)

 

Soporific gas

Function:A robot ending his move in a soporific gas cloud immediately falls asleep.While sleeping, treat him as powered down (Yes, he is regenerating damage).The robot keeps his unexecuted movement cards of the current turn, because after five register phases he awakes (more or less) refreshed to execute the rest of his program. F.e. a robot ending after the second register phase in a gas cloud, wakes up in the third register phase of the next turn and executes his third, fourth and fifth program card (remaining from the previous turn) like nothing had happened. (Reminds me of Grandpa Simpson, doesn´t it?)

Timing: Affects robot movement in the Robot move-Sequence (in several turns).

Tilted ground

Funktion: 1 Every robot attempting to end its move on the sand slips down one square (without changing the direction he is looking in) 2 In the corners of the crater, the robot slips down diagonaly.

Timing: Affects robot movement in the Robot move sequence as well as in the Board elements move-Sequence.

(Giant) Trapdoor

Function: The figure indicates the number of robots, the trapdoor can carry (in its 4 / 9 squares). If one more robot tries to pass or end his move on it, he sets of the trapdoor: It immediately opens (killing all other robots on it) and the robot ends his move being the only one on the (again) closed trapdoor. Trapdoors can open/close several times in one register phase depending on the robots moves and their priorities!

Timing: May occur in the Robots move-Sequence as well as in the Board elements move-Sequence.

 

 

INDICATOR TAGS

Flip Belt Token

Very usefull to avoid squabble about the current direction of flip belts. After downloading and printing just fold it in the middle and stick it together.