RoboRally
1994
Engage in the epic factory race of RoboRally! Command your robot, avoid obstacles, and outwit opponents in a fast-paced, strategic race to the finish line.
120
minutes
2 - 8
player(s)
12+
Medium
About the game
RoboRally is an imaginative, action-packed board game where players command robots to navigate through a hazardous factory filled with conveyor belts, lasers, pits, and other robots. This factory is, in fact, a series of modular boards that can be arranged in countless layouts to create a new, exciting challenge every time you play.
The essence of the game is in its programming phase, where each player simultaneously plans their robot’s movements by playing five cards from their hand. This mechanic introduces a delightful blend of strategy and unpredictability, as players must anticipate the actions of their opponents while dealing with the random drawing of cards.
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Setup and rules summary
Game components Unboxing the fun!
RoboRally is a strategic, fast-paced board game where players control robots navigating through a factory floor filled with dangerous traps and treacherous pathways. Here are the components of RoboRally and their functions:
1. Game Boards
The game comes with several double-sided modular game boards. These boards are arranged in a variety of configurations to create the factory floor on which the robots move. Each board has unique features, such as conveyor belts, lasers, pits, and checkpoints.
2. Robot Figures
Each player controls a robot figure. These figures are moved on the game boards according to the programming cards and the layout of the factory floor. If a robot is destroyed or falls into a pit, it is returned to its last archive marker.
3. Archive Markers
Archive markers are placed on the board at each robot’s last safe position (usually a checkpoint). When a robot is destroyed, it is returned to its archive marker.
4. Programming Cards
Programming cards are used to control the robots. Each turn, players draw nine cards and select five to determine their robot’s actions for that turn. Programming cards can cause a robot to move forward, turn, or back up. The order in which the cards are played can have a significant impact on the robot’s movement.
5. Option Cards
Option cards represent special abilities that can be used by the robots. These abilities can be used to give a robot an advantage, such as increased speed or the ability to push other robots.
6. Life Tokens
Life tokens represent the life of the robot. A robot starts with three life tokens and loses one whenever it is hit by a laser or falls into a pit. If a robot loses all its life tokens, it is destroyed and returned to its archive marker.
7. Damage Tokens
Damage tokens are used to track the damage a robot has taken. Each time a robot takes damage, it receives a damage token. If a robot has as many damage tokens as it has life tokens, it is destroyed.
8. Power Down Tokens
Power down tokens are used when a player chooses to power down their robot. Powering down allows a robot to remove all damage tokens, but it cannot move or play cards for one turn.
9. Docking Bay Cards
Docking bay cards are used to randomly determine the starting positions of the robots on the game board. Each player draws a docking bay card at the start of the game to determine where their robot starts.
Game setup Lay it out, line it up, let’s go
RoboRally is a fun and challenging board game where players guide their robots through a dangerous factory floor filled with obstacles and traps. Here’s a step-by-step guide on how to set up the game:
1. Player roles:
In RoboRally, each player takes on the role of a robot that needs to navigate its way across the factory floor and reach several checkpoints in a specific order. The player who reaches all checkpoints first and returns to the starting point wins the game.
2. Board placement:
Place the game board in the center of the playing area. The game comes with several interchangeable boards, each representing a different area of the factory. Select one or more boards and arrange them in any configuration you like. The more boards you use, the longer and more challenging the game will be.
3. Initial resources:
Each player chooses a robot and places it on the starting space on the board. Each player also receives a set of program cards, which they will use to control their robot’s movements.
- Program cards: Each player receives nine program cards. These cards are used to dictate the robot’s movements. The cards can command the robot to move forward, turn, or reverse.
- Life tokens: Each player starts with three life tokens. If a robot loses all its life tokens, it is destroyed and removed from the game.
- Damage tokens: Each player starts the game with no damage tokens. If a robot takes damage, it receives damage tokens. If a robot ever has more damage tokens than it has program cards, it is destroyed and removed from the game.
4. Random elements:
RoboRally incorporates several random elements to add unpredictability and excitement to the game.
- Program cards: At the beginning of each round, players draw nine new program cards. This random draw determines the possible actions for the robot that turn.
- Board elements: Many elements on the board, such as lasers, conveyor belts, and gears, can affect the robots in unpredictable ways. These elements are activated in a specific order, which can lead to unexpected results.
- Option cards: These cards provide robots with special abilities or equipment. They are drawn randomly when a robot visits a repair site.
Once all the players have placed their robots on the starting space, received their program cards, and the board has been arranged, the game can begin.
End of the game All good games must come to an end
RoboRally is a fast-paced board game that requires players to strategically command their robots through a hectic factory filled with various hazards. The game concludes under certain conditions, which are as follows:
- Reaching all the checkpoints: The primary victory condition in RoboRally is that a player’s robot must reach all the checkpoints in the correct order. The game ends immediately when a robot reaches the final checkpoint, and that player is declared the winner. The robots do not need to return to their starting positions.
- All robots are destroyed: If throughout the course of the game, all players’ robots are destroyed due to hazards or damage from other robots, the game ends. There would be no winner in this scenario. The destruction of a robot is determined by the loss of all its life tokens.
Before final scoring, players must follow several actions:
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Damage Count: At the end of the game, the robots’ damage is taken into account. If two or more robots reach the final checkpoint during the same turn, the robot with the least damage is the winner. In case of a tie in damage, the robot with the highest power-down token count wins.
Archive Copy: If a robot is destroyed before reaching the final checkpoint, the player’s archive copy is placed on the archive marker’s spot where the robot was last repaired. The game continues with the destroyed robots re-entering the game in their last save point with two damage points.
Power-Down: Before the final scoring, the players who have chosen to power-down their robots must announce it. Powering-down can be beneficial as it allows a robot to repair all its damage but makes it vulnerable to attacks. After the announcement, the player must turn all five of their program cards face down to indicate a power-down.
In conclusion, ‘RoboRally’ is a dynamic and exciting game where players need to be strategic about their moves and cautious about the damage their robots take. The game’s end is determined by either reaching all checkpoints or the destruction of all robots, with the final victory condition being reaching all checkpoints first with the least amount of damage.
Scoring Did you outsmart your rivals?
In the board game ‘RoboRally’, players are not awarded points in a traditional sense. Instead, players win by being the first to reach a series of checkpoints in the correct order. The game ends when a player reaches the final checkpoint, with that player being declared the winner.
Scoring System:
The primary goal of the game is to navigate your robot through a series of checkpoints in the correct order before any other player. Checkpoints are typically numbered or marked in some way to indicate the order in which they must be reached.
Tie-Breaking Rules:
In the event of a tie, where two or more players reach the final checkpoint in the same round, the tie is broken in the following ways:
- Least Damage: The player whose robot has the least amount of damage wins the tie. Each robot can take a certain amount of damage before it is destroyed, and the player who has managed to keep their robot in the best condition is the winner.
- Most Lives Left: If there is still a tie, the player who has the most lives left wins. Each player starts the game with a certain amount of lives, and loses one each time their robot is destroyed. The player who has managed to keep the most lives is the winner.
- First to Act: If there is still a tie, the player who was the first to act in the round wins. This is determined by the priority of the cards played in that round. The player who played the card with the highest priority is the winner.
Remember, the ultimate goal in ‘RoboRally’ is not to destroy the other players’ robots, but to reach the checkpoints in the correct order before anyone else. Strategic planning and careful navigation are key to winning this game.
Particular Cases and Exceptions Wait… is that legal?
RoboRally is a unique board game that combines strategy with unpredictable elements. While the general rules are straightforward, there are some special rules and exceptions that players need to remember:
1. Movement:
In RoboRally, robots move according to program cards. However, there are special circumstances:
- Pushing: A robot can push another robot while moving. The pushed robot moves to the next square in the direction of the push, but this does not change the direction the pushed robot is facing.
- Conveyor belts: Robots standing on conveyor belts are moved along the direction of the conveyor belt at the end of the turn, after the robots execute their program cards.
- Gears: Robots standing on gears rotate 90 degrees in the direction of the arrow at the end of the turn.
2. Damage:
When a robot takes damage, the amount of damage dictates the severity of the effects:
- 1-4 points of damage: For each point of damage, the player must lock a program card in the corresponding register (1-4) for the next turn.
- 5 or more points of damage: The robot is ‘destroyed’. The player must touch a checkpoint or start square on their next turn to restore the robot, or they are out of the game.
3. Power Down:
Powering down allows a robot to repair damage, but it comes with risks:
- Announcement: Players must announce at the beginning of a turn if they wish to power down their robot the next turn.
- During Power Down: A powered down robot does not move or execute any program cards, but it is still affected by board elements (like conveyor belts) and can still be pushed by other robots.
- End of Power Down: At the end of the turn, the powered down robot is ‘rebooted’. It removes all damage tokens and resumes normal play.
Understanding these special rules and exceptions can greatly enhance your RoboRally game-play and strategy. Remember, the key to winning is not just about speed, but also about managing risks and adapting to unforeseen circumstances.
Tips and tricks Play smarter, not harder!
Advanced Strategies:
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Plan your moves ahead: Try to predict the moves of your opponents and their potential impact on your robot. This way, you can adjust your programming cards accordingly and avoid unexpected collisions or falls.
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Use your options wisely: The option cards can give you a significant advantage. However, knowing when to use them is key. Don’t waste them on minor benefits, but save them for crucial moments where they can turn the tide of the game.
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Control the board: Try to push your opponents into traps or off the board. This will damage their robots and slow them down, giving you a clear path to the flags.
Beginner Tips:
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Understand the game mechanics: Spend some time learning the basics of the game, such as how to program your robot, how to use the option cards, and what each factory floor tile does.
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Start slow: Don’t rush to the flags. Instead, focus on understanding how your robot moves and reacts to different commands. Once you’ve mastered this, you can start focusing on speed.
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Practice makes perfect: The more you play, the better you’ll become. Don’t get discouraged if you lose the first few games. Use them as learning experiences and try to improve your strategies.
Common Mistakes to Avoid:
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Not planning ahead: If you don’t think about your moves and the potential consequences, you’ll end up making mistakes. Always try to anticipate what could happen next.
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Ignoring your opponents: Always keep an eye on what your opponents are doing. If you ignore them, they might surprise you and ruin your plans.
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Wasting option cards: These cards are a valuable resource. If you use them recklessly, you’ll run out of options when you most need them.
Ways to Optimize Gameplay:
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Focus on efficiency: Try to reach the flags using the least amount of cards. This will save you time and resources.
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Take advantage of your environment: Use the conveyor belts, pushers, and gears to your advantage. They can help you move faster and reach your goals more efficiently.
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Be flexible: Be ready to adapt your plans when things don’t go as expected. The game is unpredictable, and sometimes, the best strategy is to be able to adjust on the fly.