| RoboRally Basic Rules (For more details see the actual Board Game Rules) | ![]() |
Special
eMail Rules
When using Option Cards, some of these will need to be played conditionally
when sending orders, so that they have the right effect at the right time,
particularly when playing on an opponent i.e. Scrambler
- Replaces next program card of targeted robot with a random one - will require
a robot to be hit, and therefore would not be used if no hit.
Overview
RoboRally is a robot race game. Each player controls one robot that race
against each other. The race course is marked by a set of flags spread out among
the boards in play, and the object of the game is to have your robot be the
first to touch all of these flags in order. Players are dealt a hand of Program
Cards at the beginning of each turn, and these program cards allow a robot to
move and rotate. Playing 5 program cards completes a turn, and after the 5 cards
have been revealed and the actions on them performed, all the cards are
collected, shuffled, and dealt out again.
Robots can collide, pushing each other off course, and active board elements
like conveyor belts can also move robots. The board also has passive elements,
such as pits (which will destroy robots) and walls (which will block robot
movement).
Laser beams crisscross the board, and lasers are also mounted on each robot.
Robots hit by lasers take damage, and for each point of damage the player is
dealt one less program card each turn. If the robot receives enough damage, some
or all of the program cards will become ‘locked’ and must be used again in
the next turn. With even more damage (10), a robot is destroyed.
Damage may be repaired by touching various repair sites on the game board or by
choosing not to receive a set of program cards for a turn.
Each robot starts with 3 lives. A robot that is destroyed must start the race at
the last flag it touched.
In general, only one robot may occupy a square at a time, except at the start of
the game, and on re-entry.
Play
Sequence
Normally all robots start on the start square as ‘virtual’ robots - (that is they
don’t affect each other, until one lands on a square of its own, when it
becomes ‘real’ at the end of the turn). This may vary for different games.
Each player decides on the direction the robot faces to
start once the first hand is dealt. This may vary for different games.
At each turn the cards are shuffled, and 9 cards are dealt to each player (less
for damage). Players select 5 of the 9 cards and decide the order
to be executed. Players simultaneously reveal each card in turn and move their
robots according to the instruction. Effects of each movement and board elements
are then resolved. After every robot has moved the next program card is
revealed.
The turn sequence is repeated until a robot has successfully touched all the
flags in order. To touch a flag, a robot must end a register phase (one card) on
the same square as a flag.
Program
Option Cards
Players may acquire option cards in the course of the game, and some of
these require programming. Each card has the details of how to use it. Option
cards can be surrendered in place of taking damage.
Power
Down
A robot can use a Power-Down to repair damage. Only damaged robots may
choose to power-down. When a robot powers-down, all damage is immediately
repaired, however any damage received while powered-down is new damage and can
only be repaired on subsequent turns. It is necessary to announce a Power-Down
the turn before it takes effect. (current turn played out and no cards received
on next turn).
Register
Phase Sequence
Reveal Program Cards - all players reveal simultaneously.
Robots Move
-
In any conflict the priority number on the card revealed determines the order of
movement (highest first).
Board Elements move - take effect in the order Express (1st space), Express (2nd
space), Conveyor, Pusher, Cog,
Crusher.
Resolve Laser fire - Robots that stop
on a laser square take 1 damage for each beam. (Robots can block the beams).
Also
every robot has a forward facing laser which gives one damage to a robot
in line of sight (not blocked)
Touch Checkpoints? - Any robot still alive and on a checkpoint,
update their archive location.
This concludes a single Register Phase. This sequence is repeated five times to
complete a turn.
End-of-Turn
Board Effects
Certain activities only take place after the fifth Register Phase. Robots on
repair sites or checkpoints may now repair 1 damage, and robots on a 2 spanner
repair site may either repair 2 damage or receive an option card. If
Powered-Down players must decide whether to remain powered-down or power-up to
receive cards next turn.
Locked
Registers
Each player receives 9 minus the amount of damage on his robot. If a robot
has 5 or more damage then only 4,3,2,1 or 0 cards will be dealt to the player.
However to maintain the five cards required then the previously played cards are
locked and retained. So in the case of 5 damage, the fifth card played last turn
is retained in the same position for this turn, and 4 new cards are dealt.
Pushing
Situations where the card priority must be followed usually result in one
robot pushing another. Robots moving under the action of Conveyors never push.
Turning
Conveyor Belts
These only turn robots when moved onto one by another conveyor. Any other
means does not turn the robot.
Clarification on Express Rules: Express Conveyors have 2 moves rather than 2 spaces so if at the end of the first move the robot is not on any form of conveyor then it doesn't move further.
Destruction
A robot is destroyed when it receives 10 damage, falls into a pit, moves off
the edge of the board, or is crushed. The player loses an option card. When a
robot re-enters at the relevant last checkpoint it loses 2 damage immediately.
On the third destruction the robot is out of the game.