RoboRally
Designers | Richard Garfield |
---|---|
Players | 2–8 |
Setup time | 10 minutes |
Playing time | 120 minutes |
Chance | Medium |
Age range | 10+ |
Skills | Simple programming |
RoboRally, also stylized as Robo Rally, is a board game for 2–8 players designed by Richard Garfield and published by Wizards of the Coast (WotC) in 1994. Various expansions and revisions have been published by WotC, Avalon Hill, and Renegade Games.
Description
[edit]In RoboRally, 2–8 players assume control of "Robot Control Computers" in a dangerous widget factory filled with moving, course-altering conveyor belts, metal-melting laser beams, bottomless pits, crushers, and a variety of other obstacles. Using randomly dealt "program cards", the controllers attempt to maneuver their robot to reach a pre-designated number of checkpoints in a particular order.
Components
[edit]The game box contains:
- 4 double-sided map boards
- 8 player mats
- 8 robot tokens and matching archive markers
- 8 Power Down tokens
- 84 Program cards that either move a robot ahead or back, or turn it either 90 degrees left or right, or reverse its direction
- 26 Option cards
- 40 Life markers
- 60 Damage tokens
- two-sided Docking Bay board
- 30-second hourglass timer
- rulebook
Set-up
[edit]Each player chooses a robot token and its matching archive token, and also receives three life tokens and a player mat. The players choose a race course by common consent, place numbered flags on it according to the race course chosen, and abut the Docking Panel board against the side of the map indicated by the race course chosen. In randomly determined order, each player places their robot on a starting square on the Docking Bay board with their matching archive marker under the robot.
Preparing to move
[edit]On each turn:
- The Program card deck is shuffled and nine cards are dealt to each player.
- For each point of robot damage, the number of cards is reduced by 1.
- Players plan how to get to the first numbered flag, choose five Program cards from their hand as the robot's next five moves, and place the cards in order facedown on the table.
- When all players but one have chosen their cards, the 30-second sand timer is started. If this runs out while the last player is still choosing cards, the player's cards are chosen at random from the player's hand.
- Unused cards are placed in a discard pile.
Movement
[edit]- Each player simultaneously reveals their first Program card. The player with the highest numbered Program card moves first, followed by each player in order of descending Program card values.
- If the robot hits a wall, it cannot proceed.
- If a robot hits another robot, it pushes the second robot in front of it.
End of phase
[edit]After everyone has moved (called a "phase")
- the express conveyor belts move any robots on it one space in the direction of its arrows, rotating as the space they move on to.
- the slow and express conveyor belts move any robots one space in the direction of its arrows, rotating as the space they move on to.
- pushers push if active for that register phase.
- gears rotate robots either 90 degrees clockwise or counterclockwise as indicated by their directional arrows
- every board laser and robot fires a high intensity laser down the row of squares in front of them. If the beam hits a robot before being stopped by a wall, the target robot takes a point of damage.
- crushers activate, destroying any robot on them.
- If a robot ends a phase on a wrench or numbered flag, the player moves the robot's archive marker to that flag. If the robot was seeking that flag, the player now attempts to reach the next numbered flag.
- If a robot ends a turn on any repair site (a space with a wrench), the robot's archive marker is moved to that spot.
- If a robot ends a turn on a space with one wrench, one point of damage is repaired.
- If a robot ends a turn on a space with two wrenches, two points of damage are repaired OR the robot receives a random upgrade card.
- If a robot ends a turn on a space with a wrench and a hammer, one point of damage is repaired, AND the robot receives a random upgrade card.
Play then returns to the beginning of the next turn.
A player can choose to totally repair their robot by announcing, a turn in advance while programming their robot, that their robot will "power down" at the end of the coming turn. The robot plays the programmed turn, then shuts down for the entire next turn to repir itself. The robot returns to 100A% status at the end of the turn. Any damage taken during the repair turn reduces the robot's current point total before repairs, and may destroy the robot before it completes its repairs.
Robot destruction
[edit]If a robot takes more than 9 points of damage, or falls down a pit or drives off the board or is pushed off the board, the robot is destroyed. The player loses a Life token, and a clone of the robot with two damage returns at the start of the next turn on the robot's archive marker. If a player runs out of Life tokens, (four robots destroyed), the player is out of the game.
Victory conditions
[edit]The first robot to touch the final numbered flag is the winner.
Publication history
[edit]Game designer Richard Garfield designed RoboRally in 1985,[1] but when he first showed it to WotC, they were uninterested. After WotC produced Garfield's collectible card game Magic: The Gathering in 1993, they expressed interest in publishing RoboRally,[2] which was released in 1994 with pewter playing tokens designed by Phil Foglio, who also did the artwork for the game.[2]
Several updates and expansions rapidly followed, including a second edition (1995); Armed and Dangerous (1995); Crash and Burn (1997); Grand Prix (1997); and Radioactive (1998).
In 2005, Avalon Hill re-published the game with minor rule revisions and cosmetic changes that included replacing the pewter robots tokens with plastic robots. Eleven years later, Avalon Hill re-released the game in 2016 with revised boards and substantial rules changes making the game incompatible with the previous editions.
In 2023, Renegade Game Studios obtained the rights to a number of games published under the Avalon Hill brand from Wizards of the Coast, among these was Robo Rally. The board size went back to the 12x12 inch grids but the rules remain close to the 2016 revision. Two expansions, Wet & Wild and Chaos & Carnage, were available close to release. A Transformers tie-in game was announced in summer 2023,[3] changing to six distinct Transformers characters and their personalized upgrades and abilities. One day later a further expansion, Master Builder, was announced, which was meant to give players the opportunity to customize boards with 6x6" tiles as well as tokens of the most common board elements.[4]
Reception
[edit]In Issue 18 of Shadis, David Williams liked this "manic racing game", and thought that the components were of "high quality" but questioned the use of expensive pewter playing pieces instead of plastic tokens, saying, "Wizards did not cut corners, but it would be nice to have a cheaper option."[2]
In Issue 2 of Arcane, Andy Butcher found that this was a good game for casual playing. He concluded by giving it an average rating of 7 out of 10, saying, "anyone who's looking for great way to while away a couple of hours and have fun is strongly advised to check this out – it's simple to learn, extremely replayable, and most importantly, a great game – although you do need at least four players to get the most out of it."[5]
John ONeill of Black Gate commented that "all the challenge comes in the nature of your idiotic robots, and the numerous ways they can stumble stoically – nay, joyously – towards their own destruction on the factory floor."[6]
RoboRally was chosen for inclusion in the 2007 book Hobby Games: The 100 Best. James Ernest commented: "Why is RoboRally one of the best hobby games ever? Besides being a completely solid game at heart, RoboRally succeeds at one of the hardest tricks in game design: it is genuinely funny. I don't just mean that it has funny jokes in the rules or funny robot characters. It has those things, but putting jokes in a rulebook is relatively easy. The richest humor in this game comes from the play of the game itself."[7]
Other reviews and commentary
[edit]- Rollespilsmagasinet Fønix (Danish) (Issue 10 - October/November 1995)[8]
- Pyramid[9]
- Casus Belli #86[10]
- Australian Realms #21[11]
Awards
[edit]- At the 1995 Origins Awards, RoboRally won awards in two categories:
- "Best Fantasy or Science Fiction Boardgame of 1994"
- "Best Graphic Presentation of a Boardgame of 1994"[12]
- At the 1996 Origins Awards, the Armed and Dangerous expansion won "Best Graphic Presentation of a Boardgame of 1995"[13]
- At the 1997 Origins Awards, RoboRally Grand Prix won "Best Fantasy or Science Fiction Boardgame of 1996"[14]
Editions and expansions (with board names)
[edit]Between 1994 and 1999 Wizards of the Coast (WotC) released the original game, four expansion sets, and a limited edition board.
- RoboRally (first edition, WotC, 1994): Basic boards (6), unpainted metal miniatures with detached plastic bases (8), movement cards, option cards, and counters.
- RoboRally (second edition, WotC, 1995): Basic boards (same 6, with lighter coloring), unpainted metal miniatures with integrated metal bases (8), movement cards, option cards, and counters.
- Armed and Dangerous (WotC, 1995): Additional boards (6), additional option cards, and counters.
- Crash and Burn (WotC, 1997): Additional boards (2)
- Grand Prix (WotC, 1997): Additional boards (3), with randomly selected reprinted basic boards on the backs.
- Radioactive (WotC, 1998): Additional boards (3)
- "Origins ’99" (WotC, 1999): A single new board (King of the Hill), only given to finalists in the championship tournament.
In Europe (German by Amigo, and Dutch by 999 Games), a different series was released. It incorporated a few rules changes and fewer components to make the game simpler. The damage and life tokens are larger and thicker than those of the original American release. The movement cards are color-coded. Forward (Move) cards have blue arrows, Backward (Back Up) cards have red ones and Turn cards yellow ones.
- RoboRally (Amigo, 1999; and 999 Games, 2000): Basic boards (4, lettered instead of named), prepainted plastic bots (4), color-coded movement cards, counters.
- Crash & Burn (Amigo, 2000): Additional boards (4, lettered instead of named), prepainted plastic bots (4), option cards.
The Avalon Hill edition also changed the cards. The new Move cards have only an arrow in the corner instead of the number with the arrow, which means you have to look at the full face of the card to distinguish them. It also has larger counters. Character sheets were introduced to track damage, life counters, power-down status, and program cards. Each sheet also contains a copy of the turn sequence for reference. The graphics have been redesigned to make the functionality of board elements clearer. The rules were also simplified to remove the concept of virtual robots.
- RoboRally (Avalon Hill, 2005): Double-sided boards (4), Docking Bay (a double-sided starting grid, one-third the size of a regular board), plastic bots (8), movement cards, option cards, plastic flags (8), sand timer, and counters. The board combinations are Chop Shop & Island, Spin Zone & Maelstrom, Chess & Cross, and Vault & Exchange.
The 2016 edition significantly changed the damage system and gave every player an individual deck rather than a shared deck. Priority is determined by proximity to an antenna token and archive markers have been replaced with respawn point tokens. The boards in this edition are 10x10 rather than 12x12, and are named 1A, 1B - 6A and 6B. The docking bay is 10x3.
- Robo Rally (Avalon Hill, 2016): Double-sided boards (6), double-sided start board, prepainted plastic bots (6), individual movement decks, damage decks, option cards, plastic flags (6), sand timer, plastic antenna token, plastic energy cubes and counters
The 2023 edition sees the return of the 12x12 boards. Some of the classic expansion boards are reprinted, while newer ones are introduced as well. The material quality is upgraded from the previous edition with thicker boards and tokens and larger cards.
- Robo Rally (Renegade Game Studios, 2023): Double-sided boards (4), double-sided start board, pre-painted plastic bots (6), plastic checkpoint marker flags (6), individual movement decks (6x20 cards), damage deck (40 cards), upgrade cards (40), energy tracking cubes (8), reboot tokens (6), archive tokens (6), checkpoint tracking tokens (6), player aid,
- Robo Rally: Wet & Wild (Renegade Game Studios, 2023): Double-sided boards (3), upgrade cards (5)
- Robo Rally: Chaos & Carnage (Renegade Game Studios, 2023): Double-sided boards (3), upgrade cards (5)
- Transformers: Robo Rally (Renegade Game Studios, 2024)
- Robo Rally: Master Builder (Renegade Game Studios, 2024): 6x6" game boards (8), tokens (17), upgrade cards (5)
- Robo Rally: Thrills & Spills (Renegade Game Studios, 2024): Double-sided boards (3), upgrade cards (5)
- Robo Rally: 30th Anniversary Edition (Renegade Game Studios, 2024): Double-sided boards (4), upgrade cards (40)
- Robo Rally: Contamination (Renegade Game Studios, 2024): Double-sided boards (3), upgrade cards (5)
- Robo Rally: Turn & Burn (Renegade Game Studios, 2024): Double-sided boards (3), upgrade cards (5)
Board | Wizards of the Coast | European | Avalon Hill 2005 | Avalon Hill 2016 | Renegade Game Studios 2023 |
---|---|---|---|---|---|
Cannery Row | 1994 – RoboRally | 1999 – RoboRally (D) | — | — | |
Cross | 1994 – RoboRally | 1999 – RoboRally (C) | 2005 – RoboRally | — | |
Exchange | 1994 – RoboRally | 1999 – RoboRally (B) | 2005 – RoboRally | — | |
Island | 1994 – RoboRally | 2000 – Crash & Burn (E) | 2005 – RoboRally | — | |
Maelstrom | 1994 – RoboRally | 2000 – Crash & Burn (F) | 2005 – RoboRally | — | |
Pit Maze | 1994 – RoboRally | 1999 – RoboRally (A) | — | — | |
Chasm | 1995 – Armed & Dangerous | — | — | — | 2023 - Chaos & Carnage |
Circuit Trap | 1995 – Armed & Dangerous | — | — | — | 2023 - Wet & Wild |
Coliseum | 1995 – Armed & Dangerous | — | — | — | 2023 - Wet & Wild |
Flood Zone | 1995 – Armed & Dangerous | — | — | — | 2023 - Wet & Wild |
Gear Box | 1995 – Armed & Dangerous | — | — | — | 2023 - Chaos & Carnage |
Laser Maze | 1995 – Armed & Dangerous | — | — | — | 2023 - Chaos & Carnage |
Blast Furnace | 1997 – Crash & Burn | 2000 – Crash & Burn (H) | — | — | |
Machine Shop | 1997 – Crash & Burn | 2000 – Crash & Burn (G) | — | — | |
Back Stretch | 1997 – Grand Prix | — | — | — | |
Canyon | 1997 – Grand Prix | — | — | — | 2024 - Turn & Burn |
Pit Row | 1997 – Grand Prix | — | — | — | |
Pinwheel | 1998 – Radioactive | — | — | — | |
Reactor Core | 1998 – Radioactive | — | — | — | |
Shake ’N’ Bake | 1998 – Radioactive | — | — | — | |
King of the Hill | 1999 – Origins '99 | — | — | — | |
Docking Bay | – | – | 2005 – RoboRally | — | |
Chop Shop | – | – | 2005 – RoboRally | — | |
Spin Zone | – | – | 2005 – RoboRally | — | |
Chess | – | – | 2005 – RoboRally | — | |
Vault | – | – | 2005 – RoboRally | — | |
Start Board | – | – | – | 2016 – Robo Rally | |
1A | – | – | – | 2016 – Robo Rally | |
1B | – | – | – | 2016 – Robo Rally | |
2A | – | – | – | 2016 – Robo Rally | |
2B | – | – | – | 2016 – Robo Rally | |
3A | – | – | – | 2016 – Robo Rally | |
3B | – | – | – | 2016 – Robo Rally | |
4A | – | – | – | 2016 – Robo Rally | |
4B | – | – | – | 2016 – Robo Rally | |
5A | – | – | – | 2016 – Robo Rally | |
5B | – | – | – | 2016 – Robo Rally | |
6A | – | – | – | 2016 – Robo Rally | |
6B | – | – | – | 2016 – Robo Rally | |
In & Out | 2023 - Robo Rally | ||||
The Keep | 2023 - Robo Rally | ||||
Steps | 2023 - Robo Rally | ||||
Tempest | 2023 - Robo Rally | ||||
Cactus | 2023 - Robo Rally | ||||
Misdirection | 2023 - Robo Rally | ||||
Sidewinder | 2023 - Robo Rally | ||||
Energize | 2023 - Robo Rally | ||||
Water Park | 2023 - Wet & Wild | ||||
Transition | 2023 - Wet & Wild | ||||
Trench Run | 2023 - Wet & Wild | ||||
Pushy | 2023 - Chaos & Carnage | ||||
Labyrinth | 2023 - Chaos & Carnage | ||||
Stop & Go | 2023 - Chaos & Carnage | ||||
Fireball Factory | 2024 - Thrills & Spills | ||||
Black Gold | 2024 - Thrills & Spills | ||||
Portal Palace | 2024 - Thrills & Spills | ||||
Gauntlet of Fire | 2024 - Thrills & Spills | ||||
Black Gold | 2024 - Thrills & Spills | ||||
The "O" Ring | 2024 - Thrills & Spills | ||||
Locked | 2024 - Thrills & Spills | ||||
The Wave | 2024 - Master Builder | ||||
Coming & Going | 2024 - Master Builder | ||||
Doubles | 2024 - Master Builder | ||||
The H | 2024 - Master Builder | ||||
Circles | 2024 - Master Builder | ||||
The Zone | 2024 - Master Builder | ||||
All Roads | 2024 - Master Builder | ||||
Winding | 2024 - Master Builder | ||||
Assembly | 2024 - Master Builder | ||||
The X | 2024 - Master Builder | ||||
The Oval | 2024 - Master Builder | ||||
Convergence | 2024 - Master Builder | ||||
Blueprint | 2024 - Master Builder | ||||
Whirlpool | 2024 - Master Builder | ||||
Mergers | 2024 - Master Builder | ||||
Tabula Rasa | 2024 - Master Builder | ||||
Double Helix | 30th Year | ||||
Falling | 30th Year | ||||
Vacancy | 30th Year | ||||
Sampler | 30th Year | ||||
Links | 30th Year | ||||
Concentric | 30th Year | ||||
Meeple | 30th Year | ||||
Straight-A-Ways | 30th Year | ||||
Reactor Core | 2024 - Contamination | ||||
Spill | 2024 - Contamination | ||||
Board 3 (TBD) | 2024 - Contamination | ||||
Bounce House | 2024 - Turn & Burn | ||||
Board 2 (TBD) | 2024 - Turn & Burn | ||||
Board 3 (TBD) | 2024 - Turn & Burn |
Upgrades
[edit]UPGRADE | TYPE | POINTS | EDITION | DESCRIPTION | |
---|---|---|---|---|---|
Abort Switch | Base | Temporary | 1 | 5e | Replace a card in a register you just revealed with the top card of your draw pile. |
All Aboard | Base | Temporary | 1 | 5e | Movement upgrade. Activate all conveyor belts on the board, only for your robot. Blues first, then greens. |
Boink | Base | Temporary | 1 | 5e | Movement upgrade. Move to an adjacent unoccupied space without changing orientation. |
Brakes | Base | Permanent | 2 | 5e | ""Move 1"" cards can be used as ""Move 0"" cards. |
Calibration Protocol | Base | Temporary | 2 | 5e | Discard damage cards from your hand and draw the same number of new cards. |
Chaos Theory | Base | Permanent | 2 | 5e | When you reveal a SPAM damage card in registers 1, 2, or 3, gain 1 energy. |
Crab Legs | Base | Permanent | 5 | 5e | You can play a Rotation card and a Move 1 card in the same register to move 1 space laterally (left or right) without changing orientation. |
Deflector Shield | Base | Permanent | 2 | 5e | If a robot tries to damage you with its laser or another weapon, you can pay 1 energy to prevent all damage for that register activation. |
Displacing Bast Ray | Base | Temporary | 2 | 5e | Instead of using your robot's laser, you can use the explosive beam to place the targeted robot on the restart space without changing its orientation. |
Double Barrel Laser | Base | Permanent | 2 | 5e | Your robot's laser deals 1 extra damage. |
Drifting (Left) | Base | Permanent | 4 | 5e | After a left rotation card, you can move 1 space forward. |
Energy Conversion | Base | Permanent | 3 | 5e | After taking damage from a board laser, you can move 1 space forward or backward. |
Firewall | Base | Permanent | 1 | 5e | You do not draw a damage card after respawning due to falling into a pit. |
Flash Drive | Base | Permanent | 4 | 5e | Draw an additional card at the start of the programming phase. |
Hover Unit | Base | Permanent | 1 | 5e | Your robot can move over pits but cannot stop there after an activation. Otherwise, it will fall. |
Laser Kata | Base | Permanent | 1 | 5e | After a U-turn, your robot activates its laser in all 4 directions for that register activation. |
Lucky Booster | Base | Temporary | 1 | 5e | Reveal and discard cards from the damage deck until you find a Haywire card. You can replace a just-revealed register card with this Haywire card or discard it. |
Magnetic Clone | Base | Temporary | 1 | 5e | When an adjacent robot moves due to a register card, you may move with it. |
Memory Cards | Base | Permanent | 3 | 5e | At the end of the programming phase, place any number of cards from your hand on this upgrade card. At the start of the next programming phase, retrieve them. |
Memory Swap | Base | Temporary | 2 | 5e | Draw 3 cards to your hand, then return 3 cards from your hand to the top of the deck in any order. |
Mini Howitzer | Base | Permanent | 3 | 5e | Instead of using your laser, spend 1 energy to use the Howitzer, dealing 2 damage and pushing the target robot back 1 space. |
Modular Chassis | Base | Permanent | 1 | 5e | After being pushed by another robot, swap this upgrade with an installed upgrade from the other robot. Both upgrades remain installed and active. |
Overclocked Turbo | Base | Temporary | 2 | 5e | Movement upgrade. Move forward 2 spaces. |
Piercing Drill | Base | Temporary | 1 | 5e | When your robot pushes another robot, it deals 1 damage and can change the pushed robot's orientation. |
Power Slide (Right) | Base | Permanent | 4 | 5e | After a right rotation card, you can move 1 space forward. |
Pressure Beam | Base | Permanent | 3 | 5e | Instead of using your robot's laser, push the targeted robot 1 space in the opposite direction. |
Pressure Release | Base | Temporary | 2 | 5e | Movement upgrade. Move backward 5 spaces, stopping if your robot would push another robot. |
Rail Gun | Base | Permanent | 2 | 5e | Your robot's laser passes through robots and walls, damaging every robot it hits. |
Ramming Gear | Base | Permanent | 2 | 5e | When your robot pushes another robot, the pushed robot takes 1 damage. |
Rear Laser | Base | Permanent | 2 | 5e | Your robot has a rear laser in addition to its front laser. Both can fire simultaneously. |
Recharge | Base | Temporary | 0 | 5e | Gain 3 energy. |
Re-Initialize | Base | Temporary | 1 | 5e | Pass the first-player token to any player (including yourself). |
Rewire | Base | Permanent | 1 | 5e | Retrieve Haywire damage cards during the upgrade phase. You must play all Haywire cards in the current turn but may choose when to play them. |
Scrambler | Base | Permanent | 4 | 5e | Instead of using your laser, replace the target robot's next register card with the top card of its deck. Cannot be used during Register 5. |
Self-Diagnostics | Base | Permanent | 2 | 5e | When your robot reaches a new checkpoint, remove a card from your hand or discard pile from the game. |
Spam Filter | Base | Permanent | 3 | 5e | Reveal the top card of your deck at the start of the programming phase. |
Spiky | Base | Temporary | 2 | 5e | If another robot moves or is pushed onto your robot's space, it takes 1 damage. |
Switch | Base | Permanent | 2 | 5e | Movement upgrade. Swap places with an adjacent robot without changing either robot's orientation. |
Tractor Beam | Base | Temporary | 3 | 5e | Instead of using your laser, pull the targeted robot 1 space toward you. Does not work on adjacent robots. |
Zoop | Base | 1 | 5e | Movement upgrade. Rotate and change orientation in any direction. | |
Anchor | Master Builder | Permanent | 2 | 5e | Spend 1 energy when your robot would be pushed: Your robot is not pushed. |
Top Heavy | Master Builder | Permanent | 4 | 5e | If your robot is about to be moved by a conveyor belt, it may ignore all conveyor belts this register and move one space to the left or right without changing facing. |
Moon Walk | Master Builder | Temporary | 1 | 5e | Conveyor belts and currents move oyur robot in the opposite direction this round. Use only if this would not stop/push another robot. |
The Oppositron | Master Builder | Temporary | 2 | 5e | Play after revealing a non-Haywire programming card/ So the opposite of what your programming card says. Do the opposite of what your programming card says. (U-Turn - no Turn, Move Back = Move 1, etc.) |
Overclocked | Master Builder | Temporary | 1 | 5e | Gain 1 SPAM and put it into your discard pile. Ignore your programming cards this register. Instead, resolve one of your previous registers' programming cards. |
Indirect Fire | Chaos & Carnage | Permanent | 3 | 5e | Instead of firing your robot's main laser, you may pay 1 Energy to fire Indirect Fire. If you do, hit any robot within 3 spaces of your robot in any direction (orthagonally, ignoring board elements). |
Stun | Chaos & Carnage | Temporary | 1 | 5e | Instead of firing your robot's main laser, the target discards all face-down cards in their next register. Cannot be used during Register 5. |
Mirror | Chaos & Carnage | Permanent | 3 | 5e | The first time your robot takes damage from another robot each round, that robot also takes the same amount of damage. |
Leaching | Chaos & Carnage | Permanent | 3 | 5e | When you fire your robot's main laser, steal 1 Energy from the target if they have 3 or more Energy. If they have 0 Energy, deal one additional damage to the target. |
Controlled Chaos | Chaos & Carnage | Permanent | 3 | 5e | When you draw Haywire damage, you may place it face down under any card in your registers where there is not already a face-down Haywire card |
Repulsion Field | Thrills & Spills | Permanent | 4 | 5e | Pay X Energy when a robot would push your robot: Push them X spaces away from your robot instead. (Your robot is not pushed. X cannot be 0.) |
Splash Damage | Thrills & Spills | Permanent | X | 5e | (X = number of foes ni the game; max 4) When your robot's main laser damages the target robot, you also deal 1 damage to each robot adjacent to the target. |
SPAM-powered Rocket | Thrills & Spills | Temporary | 2 | 5e | Movement Upgrade. Put any number of SPAM cards from your discard pile into the damage discard pile. For each you discarded, move forward 1 space. |
Phasing | Thrills & Spills | Temporary | 2 | 5e | Play after revealing a programming card. During yourm ovement this register, you may pass through exactly 1 wall. |
Memory Transfer | Thrills & Spills | Permanent | 3 | 5e | At the end of each round, you may transfer 1 damage card in your hand to an adjacent robot's discard pile. |
Bunny Hop | Wet & Wild | Permanent | 2 | 5e | When your robot would push another robot during your Programming Card Activation, you may hop over it to the next adjacent empty space if possible instead. |
Turbo | Wet & Wild | Permanent | 4 | 5e | When you resolve a Move Card, you may pay 1 Energy to move 1 additional spacein the same direction. |
Edge Guard | Wet & Wild | Permanent | 3 | 5e | Your robot cannot move or be pushed off the edge of the board. If this would occur, your movement stops on the space at the edge. |
Diffuser | Wet & Wild | Permanent | 3 | 5e | After you have drawn damage during a register, for each additional damage you would draw for the rest of that register, you gain 1 Energy instead. |
Calculated Odds | Wet & Wild | Permanent | 5 | 5e | Each time you draw damage, draw 2 damage cards at the same time. Keep 1 and discrd the other to the damage discard pile. |
Online
[edit]A large number of additional game boards and elements are available via Internet communities, created by fans of the game.
In August 2008, GameTableOnline.com (defunct and redirected to a porn site, as of October 2020) licensed the rights for an online version of RoboRally from Wizards of the Coast.[15]
References
[edit]- ^ Vasel, Tom (2005-06-19). "Interviews by an Optimist # 49 - Richard Garfield". Archived from the original on 2007-08-14.
- ^ a b c Williams, Dave (January 1990). "Closer Look". Shadis. No. 18. p. 65.
- ^ "Renegade Game Studios Unveils Transformers Robo Rally and a G.I. JOE Game Powered by the Axis & Allies Game Engine!". Renegade Game Studios. Retrieved 2023-08-20.
- ^ "Renegade Game Studios Introduces Robo Rally Master Builder: An Expansion Unlocking Infinite Possibilities for Dream Racecourses". Renegade Game Studios. Retrieved 2023-08-20.
- ^ Butcher, Andy (January 1996). "Games Reviews". Arcane. No. 2. p. 80.
- ^ "Eat Flaming Laser Death: An Evening of RoboRally – Black Gate". 2 October 2011.
- ^ James Ernest (2007). "RoboRally". In James Lowder (ed.). Hobby Games: The 100 Best. Green Ronin Publishing. pp. 258–260. ISBN 978-1-932442-96-0.
- ^ "Anmeldelser | Article | RPGGeek". rpggeek.com.
- ^ "Pyramid: Pyramid Review: RoboRally".
- ^ "Casus Belli #086". 1995.
- ^ "Australian Realms Magazine - Complete Collection". June 1988.
- ^ "Origins Award Winners (1994)". Academy of Adventure Gaming Arts & Design. Archived from the original on 2008-03-17. Retrieved 2007-10-29.
- ^ "Origins Award Winners (1995)". Academy of Adventure Gaming Arts & Design. Archived from the original on 2008-01-02. Retrieved 2007-10-29.
- ^ "Origins Award Winners (1997)". Academy of Adventure Gaming Arts & Design. Archived from the original on 2008-01-30. Retrieved 2007-10-29.
- ^ Shayed, Marc (August 18, 2008). "GameTable Online Adopts Wizard's Online Boardgames". GamingReport.com.
External links
[edit]- Wizards of the Coast's RoboRally home page
- Renegade Game Studio's Robo Rally product page
- RoboRally at BoardGameGeek
- roboracer