RoboRally
These questions and answers are intended to clarify the rules of
RoboRally. They are not meant to supersede or substitute
the game rules. If any answer below actually modifies or corrects
the original published rules, we will make that clear to you.
Q: When you retrieve an archive copy, is that copy real unless
a condition makes it virtual, or is it always virtual?
A: Robots are always real when you retrieve an archive copy
unless a robot is forced to appear on a square occupied by
another robot or forced to appear on a space where another
robot is also appearing. In those cases, the robot begins
the turn virtual.
Q: How do you decide where the checkpoints should go?
A: You can place checkpoints anywhere you want. Since all
players have to go to the same checkpoints, there is no way
for one player to gain an advantage by checkpoint placement.
The only rule about placing checkpoints is you may not place
one in a corner with two adjoining walls. We suggest that
you not place checkpoints on conveyor belts. Keep in mind
when placing checkpoints that the more difficult you make
a checkpoint to reach, the longer the game will be.
Q: When does a robot on a turning conveyor belt turn?
A: When a conveyor belt moves a robot onto a turning conveyor
belt, the rotation of the robot (90 degrees clockwise or counter-clockwise)
is simultaneous with the conveyor belt's movement of the robot.
Remember, turning conveyor belts only rotate robots that are
moved onto them by other conveyor belts, not when robots move
onto them on their own (during the "Robots Move" phase).
Q: Do "T" intersection conveyor belts always rotate a robot?
A: No, they only rotate a robot when a robot is moved onto
it from the base of the "T" (the base of the intersection
that turns). Treat it as a straight conveyor belt when moving
on the belt from the base of the straight section.
Q: Can a powered down robot gain optional equipment if it is
sitting on a double wrench at the end of a turn?
A: No, a powered down robot does not have the option of taking
optional equipment. The robot remains powered down until the
entire turn is over, after end-of-turn board effects.
Q: If your robot is destroyed, can you bring back an archive
copy on any checkpoint you have touched, or only the last
one?
A: Only the last one.
Q: The checkpoint flag has a wrench on it. Does it remove a point
of damage if you are on it at the end of a turn?
A: Yes, the checkpoint marker repairs a point of damage in
the same manner as a single wrench space.
Q: What happens if an express conveyor belt moves your robot
onto a normal conveyor belt? What happens if a normal conveyor
belt moves you onto an express conveyor belt?
A: Check the Timing Summary on the Factory Floor Guide under
"Board Elements Move." Express conveyor belts move robots
one square first. After that, all normal conveyor belts AND
express conveyor belts move one square simultaneously. This
means an express conveyor belt moves a robot onto a normal
conveyor, and the normal conveyor will also move the robot.
If a normal conveyor moves a robot onto an express conveyor
belt, the express conveyor belt has already gone through both
its moves and will not move the robot further.
Q: When a robot locks a register with Fire Control, how do you
unlock that register? Do you have to power down to unlock
the register or can you repair it like a point of damage on
a repair site?
A: Treat the Fire Control damage as regular damage; you can
choose to unlock one register for each point of damage you
remove at a wrench site. If you power down, it of course will
unlock all registers.
Q: What can a robot do when it is powered down?
A: Nothing. A powered down robot cannot fire weapons, receive
option cards, tag checkpoints (if pushed onto them), update
archive locations (ditto), or use turn programmed cards (for
example, Shield). It cannot use any options unless the options
specifically say they can be used while a robot is powered
down. The robot basically becomes a lump that can be pushed
around and suffer damage.
Q: Can locked registers be altered by either an Abort Switch
or a Scrambler? If so, do they return to the original cards
on subsequent turns or do the new cards replace the old ones
in the locked registers?
A: Yes. The new cards replace the old ones in the locked registers.
Q: If you have the Extra Memory card, do you stay alive until
you take 11 points of damage?
A: Your robot is destroyed when it receives 10 points of damage.
Q: If you are under the effects of the Radio Control card, can
you use your Abort Switch? Conditional?
A: Yes, whichever option was activated most recently takes
precedence.
Q: If you have triggered your Abort Switch, can you use your
Conditional?
A: Yes. After Conditional is used, the Abort Switch is still
active until the end of the turn.
Armed and Dangerous
Q: Do bridges work over drains like they do over pits? How does
a bridge work over water?
A: Since drains are functionally identical to pits, they should
be treated as pits for all purposes; therefore you may place
bridges over drains. Bridges may only be placed over troubled
water, so you may not place bridges over other water squares.
Q: Goo versus water: Do you count the penalty or not?
A: Goo cannot be dropped in water (A&D p. 14).
Q: Can Retro-Rockets, Big Jet, and others break goo?
A: Any additional movement counts toward destroying the goo,
but nothing more.
Q: Goo versus Robo-Copter: Can you fly out of it?
A: Robo-Copter's ability to generate extra movement can help
destroy the goo, but nothing more.
Q: Scrambler Bomb: Does its effect end when you move out of range?
A: Any players with robots in range of the Srambler Bomb when
it goes off should discard their hands and program randomly
for the entire turn. (Note: Scrambler Bomb only goes off at
the beginning of the turn, so it doesn't matter whether a
robot moves out of the original blast range as part of its
subsequent movement. The damage was done when the blast occured.)
Q: If you fire and move in front of a missle, can you hit yourself?
A: Theoretically, yes. It's fairly tough to get hit by your
own missile, though, unless you are both unlucky and careless.
Q: Can you discard a card with spent tokens to prevent damage?
A: Yes (A&D p. 7).
Q: If you shoot the Big Gun in water, do you get pushed back
a square?
A: Yes. Water only affects movement cards, not movement
effects.
Q: Do effects like Tractor/Presser Beam work in water?
A: Yes. Water only affects movement cards, not movement
effects.
Q: Can you drop/fire more than one phase-programmed option per
turn? How about the same option more than once in a single
turn?
A: You may only use one Phase Programmed--Movement per register
phase and one Phase Programmed--Gadget per register phase,
but there are no other limitations. You could, for example,
drop a mine on the first register phase, drop a goo counter
on the second register phase, drop another goo counter the
third register phase, then drop another mine the fifth register
phase. On any of those phases you could also use a Phase Programmed--Movement
option (like Crab Legs) but not a second Phase Programmed--Gadget
option.
Q: Can you have more than one Buzz Bomb flying at the same time?
A: No, only one Buzz Bomb can be in play at any time (A&D page 12).
If you try to fire Buzz Bomb and you have another
one in play, the Buzz Bomb will not fire.
Q: Teleporters with Crab Legs . . . how does that work?
A: Crab Legs do not work on teleporters (A&D p. 17). Treat
the teleporters as if the Crab Legs are "de-activated," execute
the movement card, and allow the teleporter to behave according
to the movement card alone.
Q: If an archive copy is deposited on a mine, does it set the
mine off?
A: Yes. It really doesn't matter why the robot is there, it
just is, and that's enough for the mine. *BOOM*
Q: Does Proximity Mine go off if I drop one and then turn?
A: Yes, drop then do anything but run away during the phase
of dropping since it will cause it to go off. If you like,
treat it as if it read "be within 1 square" rather than "pass
within 1 square."
Q: How can you tell Armed and Dangerous option cards from
those that come with the basic RoboRally set?
A: Armed and Dangerous option cards have the following
catalog number: Cat. XXX-020XXX. Option cards from the original
set have this number: Cat. XXX-010XXX.
Pagina creata il
26/09/99