Robo Rally Player Aid

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. Each site will repair one point. The sites that show a hammer will also install one option.

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 South, North or South, or East, respectively. Being pushed in from other directions 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.

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.

Option Cards

Option Name

Option Description

Ablative Coat Ablative Coat absorbs the next 3 Damage your robot receives. Put those Damage tokens onto this card instead of onto your Program Sheet. Discard this card and the tokens when you put the third one on.
Abort Switch Once each turn, you may replace one of the Program cards you reveal with the top card from the deck. If you do, you must replace the Program cards for all your remaining registers the same way that turn.
Brakes Whenever you execute a Move 1, you may move your robot 0 spaces instead of 1. Priority is that of the Move 1.
Circuit Breaker If you have 3 or more Damage tokens on your Program Sheet at the end of your turn, your robot will begin the next turn powered down.
Conditional Program After you program your registers each turn, you may put one of the Program cards left in your hand face down onto this Option instead of discarding it. Later that turn, you can substitute that card for one you had programmed in any register, discarding the original card. Announce the change before anyone reveals Program cards for that register. If you put a card on this Option and don't use it, discard it at the end of your turn.
Crab Legs When programming your registers, you may put a Move 1 card in the same register as a Rotate Left or Rotate Right card. If you do, during that register your robot will move 1 space to the left or right, respectively, without rotating. Priority is that of the Move 1.
Double-Barreled Laser Whenever your robot fires its main laser, it fires two shots instead of one. You may use this Option with Fire Control and/or High-Power Laser
Dual Processor When programming your registers, you may put both a Move card (Move 1, Move 2, Move 3, or Back Up) and a Rotate card (Rotate Left, Rotate Right, or U-Turn) in the same register. If you do, during that phase your robot will move 1 space less than the Move card says and then execute the Rotate card. If the Rotate card is a U-Turn, move 2 spaces less than the Move card says, if possible.
Extra Memory You receive one extra Program card each turn. (You still discard all unused Program cards when you're done programming your registers.)

Fire Control Whenever your robot hits another robot with its main laser, instead of doing damage you may choose one of the target robot's registers to lock it or chose one of the playser's Options and destroy it (The player can't discard an Option to avoid this effect.)
Flywheel After all players are done programming their registers each turn, you may put one of your remaining Program cards face down onto this card. You can add that Program card to those dealt to you on any subsequent turn. You can have only one card on the Flywheel at a time.
Fourth Gear Whenever you execute a Move 3, you may move your robot 4 spaces instead of 3. Priority is that of the Move 3.
Gyroscopic Stabilizer Before players reveal the cards in their first registers each turn, state whether this Option is active. When it is, your robot isn't rotated by gears or rotating conveyor belts for that entire turn.
High-Power Laser Your robot's main laser can shoot through 1 wall or robot to get to a target robot. If you shoot through a robot, that robot also receives full damage. You may use this Option with Fire Control and/or Double-Barreled Laser.
Mechanical Arm Your robot can touch a flag or repair site from one space away (diagonally or orthogonally) as long as there isn't a wall between it and the flag or repair site.
Mini Howitzer Whenever you could fire your main laser at a robot, you may fire the Mini Howitzer instead. This pushes the target robot 1 space away from your robot, and the target robot receives 1 Damage token. (Robots can't be pushed through walls.) You may use this Option five times. Once it is used the fifth time, it is discarded.
Power-Down Shield As long as your robot is powered down, each register phase you can prevent up to 1 Damage to it from each of the four directions.
Pressor Beam Whenever you could fire your main laser at a robot that isn't in an adjacent space, you may instead fire the Pressor Beam. This moves the target robot 1 space away from your robot.
Radio Control Whenever you could fire your main laser at a robot, you may instead fire the Radio Control beam. This causes the target robot to execute your robot's program for the rest of the turn. In cases of card priority, the target moves immediately after your robot.
Ramming Gear Whenever your robot pushes or bumps into another robot, that robot receives 1 Damage token.
Rear-Firing Laser Your robot has a rear-firing laser in addition to its main laser. This laser follows all the same rules as the main laser.
Recompile Once each turn, you may discard the hand of Program cards dealt to yuo and draw a new hand from the deck. Your robot then receives 1 Damage token.
Reverse Gear Whenever you execute a Back Up, you may move your robot back 2 spaces instead of 1. Priority is that of the Back Up.
Scrambler Whenever you could fire your main laser at a robot, you may instead fire the Scrambler. This replaces the target robot's next programmed card with the top Program card from the deck. You can't use this Option on the fifth register phase.
Superior Archive When reentering play after being destroyed, your robot doesn't receive the normal 2 Damage tokens.
Tractor Beam Whenever you could fire your main laser at a robot that isn't in an adjacent space, you may instead fire the Tractor Beam. This pulls the target robot one space toward your robot.

Program Card Deck

Type

Number

Move 1 18
Move 2 12
Move 3 6
Back Up 6
Rotate Right 18
Rotate Left 18
U-Turn 6