Et af de fedeste boardgames til dato
RoboRally er oprindelig udtænkt af spilgeniet Richard Garfield
fra "Wizard of the Coast". Han var f.eks. også hjernen bag Magic:
The Gathering. RoboRally går ud på at manøvrere din robot rundt på
et fabriksgulv fuldt af forhindringer (og andre robotter ikke
mindst). For at manøvrere robotten får hver spiller et antal
manøvreringskort, som man kan bruge til at programmere sin robot.
Man kan dreje til højre og venstre, lave U-vendinger, bakke eller
gå fra et til 3 skridt fremad. Hver robot har fem programregistre,
til at lagre kommandoer. En tur består derfor af fem faser, hvor
hver robot simultant udfører kommandoerne i deres respektive
registre. Bagefter aktiveres de forskellige board-elements i en
bestemt rækkefølge.
Forhindringerne på fabriksgulvet kan antage meget forskellig
karakter. Der er uigennemtrængelige mure, der er uendeligt dybe
pits, lasere, crushere, transportbånd og mange flere. Med lidt held
og list skal du nå først frem til det sidste checkpoint på brættet
for at vinde spillet. Piece of cake.
På denne side kan du se de enkelte board-elements, deres
funktion i spillet og ikke mindst deres timing, dvs. i hvilken fase
af turen de virker. Nederst på siden er der desuden en række små
boards som man sagtens kan kombinere til en større bane. Du er
velkommen til at downloade banerne og manipulere dem efter behag.
Med et godt billedbehandlingsprogram (jeg bruger PaintShop Pro) kan
man også selv opbygge nye baner fra bunden ved at sammensætte de
enkelte board-elements.
Nedenstående liste over de enkelt board-elements og deres
funktion kan udprintes og bruges som hurtig reference. Listen er på
engelsk af hensyn til vores internationale besøgende her på
siden.

Standard
Open floor

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These represent empty factory floor. Robots may move freely
through these squares.
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Pits

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These represent essentially bottomless shafts. Robots entering
or moving over these squares will be destroyed. Also, open edges of
the playing board act like pits, and robots moving off an open edge
are destroyed.
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Walls

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These represent factory walls, which block robot movement and
laser fire. Robots that attempt to move through a wall simply stay
where they are. Running into a walls does not damage a robot.
Adjacent walls between boards count as one wall, not two.
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Checkpoint & Repair Sites


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FUNCTION: Any robot touching a checkpoint or repair site
at the end of a turn is repaired. Any robot touching a checkpoint
or repair site at the end of each phase has its archive position
updated to that checkpoint.
OPERATION: Each robot remaining on one of these squares at
the end of a turn has 1 point of damage repaired for each wrench
appearing on the square. Also, robots on a repair site with two
wrenches may choose to recieve an option card instead of recieving
repairs.
TIMING: Only occurs at the end of a turn, after the fifth
register phase.
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Express Conveyer Belts



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FUNCTION: All conveyer belts push robots forward. Express
conveyer belts push robots forward two squares.
OPERATION: Move robots on express belt icons forward
one square first. The second square of movement occurs at
the same time normal conveyor belts move. If any conveyor belt
pushes a robot onto a rotating conveyor belt the robot is rotated
90 degrees in the indicated direction.
TIMING: Occurs during Board Elements Move segment of the
register phase sequence. The first square of movement is the first
step in Board elements Move.
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Conveyer Belts



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FUNCTION: All conveyer belts push robots forward. Normal
conveyer belts push robots forward one squares.
OPERATION: Move robots on normal conveyor belts and express
conveyor belts forward one square. If any conveyor belt pushes a
robot onto a rotating conveyor belt the robot is rotated 90 degrees
in the indicated direction.
TIMING: Occurs during Board Elements Move segment of the
register phase sequence. The first square of normal belt movement
and the second square of express belt movement occur
simultaneously, and are the second step in Board elements Move.
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Pusher

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FUNCTION: Occasionally push robots.
OPERATION: If a robot is on this square when the pusher is
active, the robot is pushed into the adjacent square. Pushers can
push multiple robots, and they push only on the phases shown on the
pusher.
TIMING: Occurs during the Board Elements Move segment of
the register phase sequence. On phases when pushers are active,
they push in the third step of Board Elements Move.
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Gears


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FUNCTION: Rotate robots 90 degrees.
OPERATION: Robots on these squares are rotated 90 degrees
in the indicated direction.
TIMING: Occurs during the Board Elements Move segment of
the register phase sequence. They turn in the fourth step of Board
Elements Move.
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Crusher

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FUNCTION: Occasionally destroy roboot
OPERATION: If a robot is on a square when the crusher is
active, the robot is destroyed. Crushers crush only on the phases
shown on the crusher.
TIMING: Occurs during the Board Elements Move segment of
the register phase sequence. On phases when crushers are active,
they crush in the fifth step of Board Elements Move.
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Laser Beams

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FUNCTION: Lasers damage robots
OPERATION: 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, since the lasers
are not turned on during the robots movement phase. Lasers are
blocked by walls and other robots. If two or more robots end their
movement in the same laser beam, then only the one closest to the
laser mount will be damaged (the closest robot will block the laser
from hitting other robots).
TIMING: Occurs during the Resolve Laser Fire segment of the
register phase sequence. Both board-mounted lasers and
robot-mounted lasers damage robots at this time.
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Armed & Dangerous
Drains

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FUNCTION: Drains destroy robots.
OPERATION: When a robot moves onto or over a drain, the
robot is destroyed. Treat drains as pits.
TIMING: Occurs when a robot moves over or onto a drain.
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Ledges

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FUNCTION: Ledges separate one level from another.
OPERATION: When a robot crosses over a ledge from the upper
level to the lower level the robot lands and receives 2 points of
damage. When a robot is approaching a ledge from the lower level,
treat the ledge as a wall.
TIMING: Occurs when a robot is moving over or into a
ledge.
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Ramps

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FUNCTION: Ramps allow travel from one level to
another.
OPERATION: When a robot is moving up a ramp from a lower
level, treat the ramp as an extra square of open floor. If a robot
stops on the extra square, move the robot back 1 square. When a
robot is moving down a ramp from the upper level, the ramp has no
effect on robot movement.
TIMING: Occurs when a robot moves up or down a ramp.
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Randomizers

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FUNCTION: Randomizers change robot programs.
OPERATION: A robot on a randomizer replaces its current
program card(s) with a card drawn randomly. Later, during the
Robots Move segment of the register phase sequence, the robot
executes the card according to the card's priority.
TIMING: Occurs during the Reveal Program Cards segment of
the register phase sequence.
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Teleporters

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FUNCTION: Teleporters modify robot movement cards.
OPERATION: A robot executing a movement card on a
teleporter appears as many squares forward as indicated by the
movement card plus 2 squares, ignoring all intervening board
elements. If another robot or a non-flat device is in the square
the robot would arrive in, the teleporter does not operate and the
robot executes its movement card normally. Robots executing rotate
cards are not affected by teleporters.
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Card
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Appears forward
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Move 1
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3 squares
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Move 2
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4 squares
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Move 3
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5 squares
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Back Up
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2 squares
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TIMING: Occurs during the Robots Move segment of the
register phase sequence at the priority of the movement card.
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Water

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FUNCTION: Water slows down robots executing movement
cards.
OPERATION: The first square is negated. (A robot executing
a Back-Up or Move 1 will not move; a robot executing a Move 2 will
move forward 1 square.) As a robot is moving into a water square
from a non-water square, treat the water as open floor.
TIMING: Occurs during the Robots Move segment of the
register phase sequence at the priority of the movement card.
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Current

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FUNCTION: Current moves robots through water.
OPERATION: A robot in a current moves 1 square in the
direction of the flow. (Robots in a current must also follow all
rules for water.)
TIMING: Occurs during the Board Elements Move segment of
the register phase sequence, after conveyor belts but before
pushers.
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Crash & Burn
Flamers

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FUNCTION: Flamers damage robots.
OPERATION: When a robot moves onto or through an active
flamer, or when a robot fails to leave an active flamer, the robot
receives 1 point of damage. If a robot ends a register phase on an
active flamer, the robot takes an additional 1 point of damage. A
flamer isonly active during the register phases shown on the
flamer.
TIMING: Occurs during the Robots Move segment of the
register phase when a robot moves onto or through an active flamer,
and again during the Resolve Laser Fire segment of the register
phase. During phases when flamers are active, flamers cause 1 point
of damage.
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Oil Slicks

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FUNCTION: Oil slicks move robots.
OPERATION: 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 that is on an oil slick, both robots
slide as described above. Note that a robot does not slide until it
attempts to end a 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.
TIMING: Occurs during the Robot Move segment of the
register phase.
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Portals

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FUNCTION: Portals move a robot to other specific
locations.
OPERATION: A robot that enters a portal during the
execution of a movement card immediately moves to another 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 moving robot continues to move as if the
portal were open floor.
TIMING: Occurs during the Robot Move segment of the
register phase.
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Grand Prix
Trap Door Pits

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FUNCTION: Trap door pits are covered pits that
occasionally opens to destroy robots.
OPERATION: If a robot is on a square when the trap door pit
is active, the trap door pit opens and the robot is destroyed. When
not active, the trap door pit is treated as open floor. When a
robot begins a phase on a trap door pit that has suddenly become
active, the robot is destroyed.
TIMING: During a register phase in which a trap door pit is
active, treat is as a pit for the entire phase.
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Repulsor Fields

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FUNCTION: Repulsor fields push robots that move into
them.
OPERATION: A robot that moves into a repulsor field is
pushed directly away from the field for a number of squares 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 from the repulsor field for a number of
spaces equal to the pushing robot's movement card, and the pushing
robot loses any remaining movement from its card. Robots being
pushed by a repulsor field can push other robots. A robot can only
be pushed by a repulsor field when it moves into a field or when it
is pushed into a field by another robot.
TIMING: Occurs during the Robots Move segment of the
register phase sequence.
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Chop Shop

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FUNCTION: Chop shops have three distinct abilities that
affect option cards. A robot may only use one function of a chop
shop per register phase.
OPERATION: If a robot ends a register phase on a chop shop
and has any options, it may either scrap one of its options and
draw a new option card to replace it, or it may replenish the
ammunition of one of its options. If a robot ends a turn on a chop
shop, it may draw an option card even if it has no options.
TIMING: Occurs during the Touch Checkpoints segment of the
register phase sequence.
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Radioactive
Radiation

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FUNCTION: Radiation damages robots.
OPERATION: A robot that end its turn on a radiation square
receives 1 point of damage.
TIMING: Occurs during the Resolve Laser Fire segment of the
register phase sequence during the fifth register phase.
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Radioactive Waste

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FUNCTION: Radioactive waste damages a robot and activates
dormant options on robots.
OPERATION: A robot that ends a register phase on a
radioactive waste square receives 1 point of damage and may draw
one option card.
TIMING: Occurs during the Resolve Laser Fire segment of the
register phase sequence (when the robot receives 1 point of damage)
and during the Touch Checkpoints segment of the register phase
sequence (when the player may draw an option card).
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One Way Walls

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FUNCTION: One-way walls block robot movement and laser
fire.
OPERATION: One-way wall are treated exactly like normal
walls from the red side, but are treated as if they do not exist
from the green side. Thus, robots, lasers, explosion damage, and so
on may pass through a one-way wall from the green side, but may not
pass through from the red side.
TIMING: Occurs when a robot moves into a one-way wall.
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Radioactive Drain

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FUNCTION: Drains destroy robots.
OPERATION: When a robot moves onto or over a drain, the
robot is destroyed. Treat drains as pits.
TIMING: Occurs when a robot moves onto or over a drain.
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Fan-created
MagLocks

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FUNCTION: MagLocks occasionally stop or hinders robot
movements.
OPERATION: Any robot passing onto or over an active MagLock
end their movement on the MagLock and looses any remaining
movements. Robots on an active Maglock cannot move, their movement
cards are ignored. Robots on an active MagLock cannot be pushed and
are not considered to be flying. If a robot is pushed onto an
active MagLock they are instantly locked and cannot be pushed any
further. A robot on an active MagLock may still use any weapon or
any other option cards except cards that enables the robot to move
away from the MagLock.
TIMING: Occurs during the Robots Move segment of the
register phase when a robot moves onto, through or leaving the
MagLock.
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Lava Pits

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FUNCTION: Lava pits occasionally damage robots
OPERATION: When a robot moves into or through a Lava Pit,
the robot receives 1 point of damage. If a robot ends a register
phase in a Lava Pit, the robot takes an additional 1 points of
damage. An erupting (active) Lava Pit deals 2 points of damage to
any robot standing in the Lava Pit and 1 point of damage to any
robot standing in the 8 adjacent squares surrounding the Lava
Pit.
TIMING: Occurs during the Robots Move segment of the
register phase when a robot moves onto or through a Lava Pit (1
point of damage) and again during the Resolve Laser Fire segment (1
point of damage). The erupting Lava Pit occurs in the Resolve Laser
Fire segment.
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Repeaters

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FUNCTION: Repeaters move robots
OPERATION: Robots standing on a Repeater at the end of the
Robots Move segment must execute its current movement card once
again, if it is a movement card (Move 1, Move 2, Move 3 or Back
up). If several robots are repeating their movement cards they are
executed in their normal priority order. If a robot is pushed by
another robot onto a Repeater it is affected by the Repeater and
follows the above declared rules. If the Robots repeated movement
puts the robot on another Repeater, another round of repeated
manoeuvres will occur.
TIMING: Occurs after the Robots Move segment before
entering the next segment. This is repeated until no robot with a
movement card in its active register is on a Repeater.
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Repulsors

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FUNCTION: Push robots.
OPERATION: Robots caught in the repulsor beam is pushed one
square away from the repulsor mount.
TIMING: Occurs during the Board Elements Move segment of
the register phase sequence. Repulsors push in the third step of
Board Elements Move at the same time as normal pushers.
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Gold Conveyer Belts



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FUNCTION: All conveyer belts push robots forward. Gold
conveyer belts push robots forward three squares.
OPERATION: Move robots on gold belt icons forward
one square first. The second square of movement occurs at
the same time as express conveyor belts move. The third square of
movement occurs at the same time as normal conveyor belts move. If
any conveyor belt pushes a robot onto a rotating conveyor belt the
robot is rotated 90 degrees in the indicated direction.
TIMING: Occurs during Board Elements Move segment of the
register phase sequence. The first square of movement is the first
step in Board elements Move.
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Molten Metal River

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FUNCTION: Current move robots through molten metal and
damage them.
OPERATION: A robot in a molten metal river moves 1 square
in the direction of the flow. If any molten metal river pushes a
robot onto a rotating molten metal river the robot is rotated 90
degrees in the indicated direction. Any robot moved by molten metal
river takes 1 point of damage.
TIMING: Occurs during the Board Elements Move segment of
the register phase sequence, after conveyor belts but before
pushers. (At the same time as water currents.)
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Slime

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FUNCTION: Hinder robots movement.
OPERATION: A robot starting its movement on slime cannot
execute left turn, right turn, u-turn, backup or move 1 movement
cards. All of these cards are ignored and the robot is not moved.
To leave the slime a robot must execute a move 2 or a move 3. A
robot on slime can still be pushed of the slime.
TIMING: Occurs during the Robots Move segment of the
register phase sequence at the priority of the movement card.
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Freak Teleporters

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FUNCTION: Freak Teleporters modify robot movement
somewhat random.
OPERATION: A robot executing a movement card on a freak
teleporter must first draw three random movement cards. These cards
may be placed in any order and represent where the robot is
teleported. The robot appears as indicated by the three movement
cards, ignoring all intervening board elements. If another robot or
a non-flat device is in the square the robot would arrive in, the
freak teleporter does not operate and the robot executes its
movement card normally. Teleported robots execute their movement
card directly after they are teleported.
TIMING: Occurs during the Robots Move segment of the
register phase sequence at the priority of the movement card.
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Gates

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FUNCTION: Gates move a robot to other specific
locations.
OPERATION: A robot that moves into a gate during the
execution of a movement card immediately moves to another gate of
the same colour, facing away from the gate, and continues its
movement from there. If another robot occupies the moving robot's
destination square, that robot is pushed as from normal
movement.
The gate can only be entered from the coloured side. The other
side acts as a wall.
TIMING: Occurs during the Robots Move segment of the
register phase sequence at the priority of the movement card.
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Spiked Walls

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FUNCTION: These represent factory walls, which block
robot movement and laser fire.
OPERATION: Robots that attempt to move through a spiked
wall simply stay where they are. Running into or being pushed a
spiked wall on the spiked side causes 1 point of damages to the
robot. Adjacent walls between boards count as one wall, not
two.
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