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RoboRally
RoboRally is a robot race game in which each player attempts
to be the first to touch a series of flags by manoeuvring a robot
across a dynamic race course. Robots move by following a set of
program cards. As Robots move simultaneously many interactions
can occur, causing robots to end up in strange positions.
A TURN.
Players receive current positions of all robots, damage
status of all robots, and information as to which robots are
powered down this turn.
Players also receive the selection of program cards for
their robot.
Players program their robots and send their programs to
the referee. They also send conditional orders about firing,
powering down, repairing, and special abilities.
Referee resolves the five phases of the programming,
moving robots, and noting damage to them.
INFORMATION RECEIVED EACH TURN
Current position of each robot in the game, including the
facing of each robot.
Current damage of each robot in play.
Any locked program cards for each robot.
Which robots are powered down for this turn. These robots
will not be moving this turn.
Set of program cards that the player can program his/her
robot with. The number of cards given is 9 minus any damage
points scored on robot. If less than five cards are given,
some cards from last turn are locked (and are reported to
everyone). Note some optional weapons may mean cards are
locked before damage is greater than 4.
PROGRAM CARDS
The program cards are of the following types:-
Move forward 1, 2, or 3 spaces. (Cards denoted Move-1,
Move-2, Move-3 in orders)
Move backward 1 space. (Denoted Back in orders)
Rotate 90 degrees left or right. (Denoted Left, Right in
orders)
Rotate 180 degrees. (Denoted U-Turn in orders)
(Note the rotate cards do NOT move the robot from the space it
currently occupies).
As well as the type, a program card has a Priority. This
resolves conflicts in moving simultaneously. Cards with HIGHER
priorities are performed (fully) BEFORE cards with lower
priorities. All cards have a different priority. Priorities are
noted in orders as P123 (where 123 is the priority).
Card Mix:-
18 x Move-1
12 x Move-2
6 x Move-3
6 x Back
18 x Left
18 x Right
6 x U-Turn
PROGRAMMING
Five cards of program are needed. These must be specified
in order (written as phases a-e).
The cards must be taken from those provided for this turn.
All five cards must be given (i.e. you cannot use a null
program where the robot does nothing)
Some cards may be locked due to damage. These cards cannot
be overridden. E.g. If 5 points of damage have been scored
upon the robot Phase e card is locked, and only four cards
are received, so these four cards must be placed in phases
a-d.
TURN ON FACTORY FLOOR
Each turn is made of 5 phases (a-e), with robots performing
one card, the elements of the race course moving, and firing of
lasers to damage robots.
In detail a turn consists of five phases, each involving
Robots move according to the card for the phase. Higher
priority cards go first.
Express conveyor belts move one square
Express conveyor belts move their second movement. Normal
Conveyor belts perform their one movement.
Pushers push one square if active this phase.
Gears turn 90 degrees.
Crushers crush if active this phase.
Board-mounted AND robot-mounted laser beams damage robots.
Checkpoints touched. Robots still active and on
checkpoints or repair sites are now deemed to have touched
them.
After the fifth phase a special check is made. All robots on
checkpoints or repair sites are repaired.
DAMAGE
Each robot can take 9 points of damage.
The tenth point of damage destroys the robot.
Each point of damage reduces the number of program cards
the player receives by one.
Each point of damage OVER 4 locks a card stopping it from
being changed between turns. Other players can see the locked
cards, so have an idea about what the robot will be doing at
some point during the turn. Cards are locked in the order e
-a. (some option cards allow players to lock cards out of
sequence, so it is possible to have the first card locked
before later cards).
A robot may lose an option card (if it has one) instead of
receiving a point of damage.
Damage can be repaired at the end of a turn, if the robot
is sitting on a checkpoint or repair site. 1 or 2 points can
be repaired this way.
If a robot decides to power down for a turn it does not
move. It repairs ALL its damage points BEFORE any movement of
other robots, but will not move or fire. To order a power
down the player must give the programming for the current
turn, and state that the robot will power down next turn (see
sample orders). Conditional orders will NOT be accepted for
powering down. The decision is made in advance.
Destroyed robots come back (if the player has any lives
left) at the LAST checkpoint or repair site that the robot
touched at the end of a phase. Robots reactivated in this
fashion come back with 2 points of damage. The robot also
loses an option card. Players can write conditional orders
stating they will return powered down, but by default players
will receive a hand, and will have to play it.
Robots can also be destroyed by running into a pit, off
the edge of the factory floor, or by a crusher.
VIRTUAL ROBOTS
Only one robot can exist in a factory square at a time. This
means robots that run into each other will push each other around
(this is the reason for priorities on cards - who pushes who).
Since every robot starts on the same square, and since destroyed
robots could reactivate on the same square as another robot, the
robots first appear as virtual robots. Virtual robots behave like
normal robots but do not interact with each other (cannot push
each other, cannot hit each other with lasers). Virtual robots
interact with the board as normal (conveyors work, lasers work
etc.). At the end of a turn, if a virtual robot is on a square
all by itself, it then becomes a real robot and can interact with
all other real robots. Note that reactivated robots can appear as
real robots if no other robot exists on the square they
reactivate on.
OPTIONS
As robots move around the factory floor, opportunities arise
to pick up option mounts (finishing turn on 2-spanner repair
site). Option mounts are beneficial to a robot (shields, extra
fire-power, tractor beams, etc.). Some option mounts, such as
shields, and turret weapons have to be specified in the orders,
as to what direction, or whether they are to be used. Others will
have to have conditional orders (such as use tractor beam if
opponent will fall into pit through my use). Some options
(weaponry) are always in use. When people get options, they will
also receive a description of how to write orders for it. An
option can be destroyed instead of taking a damage point, but
orders must be written for this. When a robot is destroyed, it
loses an option.
FACTORY FLOOR GUIDE
The races take part on a factory floor. This section details
all the elements found on a factory floor and how they interact
with robots.
Pits -
These are bottomless shafts. Any robot entering one of these
squares is destroyed. Open edges of the game area also act like
bottomless shafts.
Walls -
Factory walls. These block robot movement and laser fire. Robots
that attempt to move through a wall simply stay where they are.
No damage is incurred running into a wall.
Checkpoints -
These are the targets that robots must touch in order to win the
race. Each checkpoint is numbered and they must be touched in
order. A checkpoint is only touched if the robot occupies it at
the end of one of the movement phases. Passing through the
checkpoint does NOT count. When a checkpoint is touched, it
becomes the place where a destroyed robot will reactivate. If a
robot is occupying at the end of a turn, ONE point of damage is
repaired.
Repair Sites - If
a robot occupies one of these at the end of a movement phase, the
repair site becomes the place where the robot will be reactivated
when destroyed. If a robot occupies one of these at the end of a
turn, the robot is repaired. The number of spanners indicates the
number of points repaired. If 2 spanners are shown, the robot may
opt to take an option card instead of being repaired (this must
be noted in the orders).
Express
Conveyor Belts - These conveyor belts move robots two
squares. They move robots in the direction of the arrow. This
movement occurs at the end of each movement phase.
Turning Express
Conveyor belts - As belts round corners robots being moved
are also turned. If a conveyor belt pushes a robot onto this
square, the robot is rotated 90 degrees in the indicated
direction. In these examples the robot must be pushed from the
North. Being pushed in from the West does not turn the robot.
Conveyor Belts - These conveyor
belts work exactly like express conveyor belts, except they only
move robots one square at the end of each movement phase.
Pushers -
If a robot is in the pusher square when the pusher activates, the
robot is pushed into the adjacent square (in this example, the
square above). Multiple robots can be pushed, so a chain of
robots could be pushed by one pusher. Pushers only operate on
certain phases. The race map will detail what phases pushers will
operate on.
Gears - Robots
sitting on gears at the end of a movement phase are rotated
through 90 degrees, in the direction indicated by the arrows.
Crushers -
Crushers exist on some conveyor belts. If a robot is on the
square when a crusher activates, the robot is destroyed. Crushers
only activate on certain phases. The race map will detail what
phases crushers will operate on.
Lasers -
Robots caught in a laser beam at the end of a phase receive a
point of damage for each beam in the square. Robots are NOT
damaged by moving through a laser beam, and laser beams are
blocked by walls and other robots. If two robots are in line with
a laser, the robot closer to the laser mount will be hit, but not
the other. Lasers DO affect virtual robots.
SAMPLE ORDERS
Fred Turn 3
Cards
a - Move-3 P345
b - U-Turn P23
c - Left P98
d - Back P123
e - Left P97 (Locked)
If finish on 2 spanner repair & damage > 3 repair, else
take option card.
POWER DOWN next turn.
Roborally is by Richard Garfield and published by Wizards
of the Coast. These postal rules by Neil Tomkinson 1997.
Extra Tiles for Grand Prix
OIL SLICKS - If a robot attempts to end its movement on an oil slick, it continues to slide in the
direction of its movement until it is stopped by a wall or another robot that is not on an oil slick, or
until it is no longer on an oil slick. If a robot slides into another robot which is on an oil slick, both
robots slide as described above. Note that a robot does not slide until it attempts to end its
movement on an oil slick; robots that are still moving behave in the normal manner. If a robot
begins its movement on an oil slick, the first square of movement is negated. Oil slicks have no
effect on rotate cards.
PORTALS - A robot that enters a portal during the execution of a movement card immediately
moves to the other portal of the same colour, and continues its movement from there. If another
robot occupies the moving robot's destination portal, the portal does not activate and the robot
continues to move as if the portal were open floor.
LEDGES and RAMPS - The thick brown lines separate one level from another. Where there is no
ramp, a robot crossing from the upper to the lower level takes two damage points. If it lands on
another robot, this robot is pushed and it also takes two damage points. The ledge is treated as a
wall if coming from the lower level. If a ramp is present then it is treated as an extra square when
going up. If the robot stops on the extra square, it slides back down. Going down, the ramp simply
negates the 2 damage.
REPULSOR FIELDS - A robot that runs into a repulsor field is pushed directly away from the field
for the number of square equal to its movement card, and loses any remaining movement from
that card. A robot that is pushed into a repulsor field by another robot is pushed directly away by
the number of squares equal to the pushing robot's card (the pushing robot loses any remaining
movement). Repulsed robots may push other robots.
Repulsor fields only operate if a robot runs into or is pushed into them.
CHOP SHOP - If a robot ends a REGISTER phase on a chop shop, it may either scrap an existing
option and draw a new option to replace it, or may recharge one option. If a robot ends a TURN on
a chop shop it may do the above OR draw an additional, new option card. In the postal game,
newly obtained options cannot be exchanged in the turn in which they are drawn.
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