RoboRally Basic Rules   (For more details see the actual Board Game Rules)
Boards:                   6 different boards - Cross, Maelstrom, Island, Pit Maze, Exchange, Cannery Row.
Program Cards:     84 cards split into 7 types -
                               
U Turn (6), Rotate Left (18), Rotate Right (18), Back-Up (6), Move 1 (18), Move 2 (12), Move 3 (6)
Option Cards:       26 different cards.

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. (This is a virtual robot)

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.