“ They look different, but these are just normal squares, they do not affect robots at all. Treat them as open ground (as long as there is no crusher,… on them)
” FUNCTION: Robots starting their move on Antigrav Fields begin to soar. The robot is flying for the rest of the whole turn. He lands after the fifth register phase or immediately after he received a point of damage. TIMING: For the rest of the current turn (and hopefully not shorter).
“ Function and TIMING: Like a normal trapdoor pit, only 4 times as big!
” FUNCTION: This big gear with a wall in the middle works like a secret door. As long as robots stand on the gear, it turns 180° every register phase. (So yes: Robots looking to the wall still look against it after the gear has turned) TIMING: Just after the little gears turned 90° in the Board Elements move-Sequence.
“ FUNCTION: Platform slopes under load, causing robots to slide off the platform to one side. The platform is divided into 5 areas (shown here by red lines, on the board by the little golden bullets). On the outer 4 areas, robots cause the platform to slope down to that side of that platform. In the picture, there are 2 robots in the left area of the platform plus one bot in the right, one bot in the center and one in the top area. So the platform slopes to the left, all 5 bots slide one square (without rotating) in the direction indicated here by the green arrows. Robots sliding of the platform (the bot with the white X on it) do not take damage. TIMING: At the end of the Robots move-Sequence (BEFORE belts, pushers, gears,… move!)
” FUNCTION: Black holes attract everything, especially moveable objects like robots! All robots in a straight line with the hole get pulled one square closer to the void. The hole affects the whole board, so it's range can be up to 11 squares, even through walls! (though robots cannot be pulled through walls). Treat the square containing the black hole itself as a pit/drain. TIMING: Effect occurs right before gears start to turn.
“ FUNCTION: This hi-energy beam immediately starts to melt any robot standing in it or even running through it! Like a flamer, thats active all 5 reg.phases, robots get 1 or 2 p.o.d. , the first p.o.d. always locks the robot's current register! TIMING: Simultaneous to active flamers.
” FUNCTION: Open bridges are treated as holes, robots cannot pass them. In the register phases indicated by the numbers on the bridge it closes and is treated like open ground for that register phase. TIMING: Bridges open/close after players revealed their program cards (before robots move).
“ FUNCTION: Rotates 90°, little arrows on it indicate if it rotatesCW or CCW. In the picture, the red SpinBot is looking south, after the crossgear rotated, he will be moved diagonally and end up looking east (marked here as a 'virtual' green SpinBot). He now has the opportunity to shoot yellow HammerBot. HammerBot was standing there while the Crossgear rotated, HammerBot was not affected (pushed,…) by it! Okay, this seems not logical, but it's the best way to keep gameplay fast and simple. TIMING: Effect occurs right after the little gears turned 90° and the big gears turned 180° in the Board Elements move-Sequence.
” FUNCTION: By pushing the red button (running against it) start the machine. It produces a Tamagotchi, a virtual copy of your robot, on the antenna-side of the wall. Put the virtual counter of your robot on the square facing towards the wall. The Tamagotchi disappears when it touches the copy machine on his side at the square he arose. If either the tamagotchi or the robot get killed, both die immediately. Treat the Tamagotchi in every way like a virtual robot. TIMING: The machine can be activated in the Robots move-Sequence. Tamagotchis aren't really board elements, they move around like drones,etc. They are impersonated by the robots virtual bot-tokens. Every time a robot uses a copy machine, a tamagotchi appears. Tamagotchis are treated like virtual bots. They move by executing the players program cards of the real bot that they belong to. Tamagotchis cannot archive, but can tag flags, gain option,… If either the Tamagotchi or the robot get killed, both die immediately!
“ FUNCTION: Robots can move over or stop and move on next turn like over normal ground squares. But robots trying to execute a rotate card (and so standing on the square for a complete turn) sink in and lose one life. If you want to make things more tricky, you can keep a couple of pit-tokens beside the board and put one on each crumble ground, after a robot broke in. So there will be more and more pits on the board during the game! TIMING: In the reveal program cards sequence.
” Both pictures show deep water on the left square, 'ordinary' water (with current) on the right square. FUNCTION: Like normal water, but robots standing in or moving through deep water take 1 p.o.d. TIMING: Like normal water.
“ FUNCTION: On the indicated register phases, the elevator is in his up-position, otherwise it is on ground level. In both cases, treat him like a normal ground square. When the elevator is up, robots can stand under it or move through the square. But when the elevator comes down, it has a crusher-like effect on robots under it! TIMING: Elevator changes position simultaniously to active crushers. You can find the original elevator-element on Cybermax' site.
” FUNCTION: Robots ending their move on an energizer square get energized. In subsequent phases, they execute their program cards in double speed. Priority of cards gets overridden by order of registers. After the robot ran out of programmed cards, he executes his program starting with register 1 again, until the end of the whole turn. TIMING: Energizer is active in all 5 reg.phases. Effect on robot (once they are energized) occurs in all remaining reg. phases of the current turn.
“ No explanation needed, the blue belts move the robot up the ramp to the next level in the Board Elements move-Sequence.
” FUNCTION: It's a finishing line.
“ FUNCTION: Transporting robots one square per register phase, but in different directions.Direction changes every time, a robot steps through a light barrier. TIMING: AFTER all other belts in the Board elements move-Sequence.
” FUNCTION: Fog blocks robots l.o.s. As they cannot see robots on the other site of the fog, they don't fire weapons on them. A robot standing in a foggy square has no l.o.s. at all (never fires). Fog doesn't effect robots (or drones,…) movement. TIMING: Occurs when a robot moves into the foggy square or has a l.o.s. at it (not through it).
“ FUNCTION: Blocks robots' movement like a wall, but allows robot-mounted weapons to shot through (but not options like drones,…) TIMING: Always (it's a wall…)
” FUNCTION: Transporting robots as usual, but three squares per register phase TIMING: First square before all other belts, second square contemporaneous with the first square of the blue belt, third square contemporaneous with blue belt's second square and the first and only square of the red belt.
“ FUNCTION: Robots ending their move on a grave take one point of damage. Graves are also the starting squares for Ghosts! TIMING: Occurs every register phase in the Resolve Laser Fire Sequence (D).
” FUNCTION: Just in case you play with the rule, that the original teleporters do NOT teleport robots through walls, the high-power teleporters always do! Tming: Contemporaneous with the other teleporters.
“ FUNCTION: Pushes one or more robots until they hit a wall or leave the board (so your robot could get moved up to 12 squares max.). Like ordinary pushers, it does not damage robots. TIMING: In active register phases (indicated by the numbers) in the Boards elements move-Sequence.
” FUNCTION: Ice squares cause robots to slide according to their kinetic momentum! Once a robot enters the frozen area, place its virtual token in the middle of the spin chart. Until the bot leaves the ice, always execute the program cards on the spin chart. The real robot then moves according to the summed-up move on the spin chart (always execute the movement part first, then the rotation!) Robo-Factory originally had this requiring the use of a spin chart. Until the chart is produced, I have been using these set of rules from <html><a href=http://www.hunterandlori.com/“>Hunter Johnson's website</a></html>.” Robots may move cautiously on Ice without change. Rotate Left and Rotate Right function normally. A Move 1 will function normally except that another robot cannot be pushed. Faster movement will be affected by the reduced friction on Ice. A robot executing a U-Turn on Ice will spin completely around, so that his facing does not change. A Move 2 through an adjacent robot will cause both robots to slide until they leave the ice, hit a wall, or hit another robot. A Move 2 onto a square occupied by another robot will cause that robot only to slide as above. A Move 2 into two robots will not push them at all. A Move 2 with no other robots within the front two squares will slide as above. A Move 3 has the same effects as a Move 2, depending on whether another robot(s) is moved through or landed on. It cannot push 3 robots. A Move 4 (via Fourth Gear) cannot push 4 robots. In addition to the above effects, a robot beginning a turn on Ice receives one fewer card than normal, unless that would require a register to be locked.
“ FUNCTION: Slings a robot 6 squares away in a direction indicated by the numbers. In the fifth register phase, the robot is catapulted straight up and lands on the same box/square again. Optional: The robot receives 2 points of damage due to the rough landing (comparable to the Big Jet-option). TIMING: Jack pops out in each and every register phase in the Board elements move-Sequence.
” FUNCTION: Hot lava erupts from the depth of these pits and damages robots.Robots in the 4 adjancent squares around the pit receive 1 point of damage. EXPERT RULE: The lava damages robots in all 8 squares surrounding the pit. TIMING: Lava bursts out in the indicated register phases in the Robots move-Sequence. You can find the original Lava-Pit-element on spindisc's site.
“ FUNCTION: Turns the green flip belts.If one or more robots moved through a light barrier in the current register phase, the flip belts move in the opposite direction than last register phase. If a light barrier is interrupted constantly by a robot ending its move in it (or turning, …), the flip belts do not move at all! They start again, when all light barriers are free again (of course in the opposite direction they ended one or more register phases ago). TIMING:Whole turn (all five register phases) FAQ-answers: All light barriers control all flip belts, no single barrier controls a certain belt (we tried that, but it makes things very complicated, if you design some boards, please mail us!) A light barrier is no laser, robots remain unharmed in any way when moving through or ending their move in a light barrier.
” FUNCTION: Work exactly like ordinary walls. Except that robots can shoot weapons through it. It does not block any robot-mounted weapons (unlike force fields / energy walls), only robots movement. TIMING:Always (like a wall :)
“ FUNCTION: Pulls all robots, that are in a straight line with the Magnet one square closer (and into the pit). Pulled robots don't rotate TIMING:Occurs in the board elements move sequence (C) after the belts moved, before the gears turn.
” FUNCTION: Robot moving onto or over an active MagLock end their movement and loose any remaining motion. Robots on an active Maglock cannot move, programmed movement card(s) are ignored. Locked robots cannot be pushed and are not considered to be flying. If a robot is pushed onto an active MagLock it is locked and cannot be pushed any further. A locked robot may still use any weapon or any other option cards except cards that enable the robot to move away from the MagLock. TIMING: Occurs during the Robots Move segment of the register phase. Spindisc's original element used here.
“ FUNCTION: Destroys robots standing on the square during the register phases as indicated by the number(s). In addition, it pushes robots one square away from it if standing on a square next to it during the register phase as indicated by the number(s). TIMING: Same as Regular Crushers
” FUNCTION: Robots execute their program mirrorwise, as long as they are looking into a mirror (no matter at wich distance). Rotate right becomes Rotate left, Back-up becomes a Move 1 (foreward) and a Move 3 becomes a tripple Back-up! Only U-turns remain the same. TIMING: Effect occurs in all Robots move-Sequences in which the robot has a mirror in his LoS (so your robot may be pushed by another robot with a higher priority move, and suddenly your robot has a mirror in his LoS and suddenly executes his program card mirrorwise!) If you still look into the mirror in the Resolve Laser-fire Sequence, your robot fires at his own mirror image and the mirror reflects this shot to YOU for 1 p.o.d.!
“ FUNCTION: Molten Ore Flows transport robots like currents. But a robot that ends its move in a molten ore flow takes 1 p.o.d.! TIMING: Occurs in the Board Elements Move-sequence (C) simultaneously with currents.
” FUNCTION: Work exactly like ordinary flamers, but robots keep on burning and receive 1 point of damage at the beginning of every subsequent register phase until they step in or through a Puddle or water. If an already burning robot steps into or through another Napalm Flamer, the damage adds up! TIMING: Like original flamers.
“ FUNCTION: A robot ending his move on a rubber square cannot stop immediately, it is bouncing again the amount of squares he just moved (unless he hits a hard wall or normal ground). With a Move 2 he moves 4 squares, priority remains that of the Move 2. Robots also standing on rubber squares are pushed all the way with him. Robots moving/bouncing on rubber squares and hitting a rubber wall move into the wall and then bounce back on the square they came from. This counts as a 1-square-move! The rest of his move the robot is bouncing backwards away from the wall TIMING: Affects robot movement in the Robots move-Sequence.
” Keep track of each robots' actual acceleration by giving the player face-down p.o.d.-tokens. When they have 10 (indicating max speed), the player doesn't receive more tokens. Instead, he flips one around every subsequent register phase. So the 'real' p.o.d.s add up to the damage the robot already had before entering the Particle Accelerator. FUNCTION: The Particle Accelerator Ring accelerates every atom of a robot. At the end of the first register phase, the robot is moved 1 square CW following one of the lines. In the next register phase, the bot gets moved 2 squares (only if it's still inside the ring of course :) and 1 additional square each subsequent register phase. After 10 phases (=2 complete rounds), robots get moved 10 squares! That's the max speed a bot can take! In the next phases, the robot doesn't manage to get out of the ring, it's still moved 10 squares and takes 1 p.o.d. every reg. phase! The lines do move robots diagonally. Robots never get rotated by the Particle Accelerator! TIMING: Acceleration kicks in right at the beginning of the Board-Elements-Move-sequence (C), before all kinds of belts,etc. move!
“ FUNCTION: Pistons have two positions: up or down. All pistons of the same colour always move into the same position. A down piston is treated like normal ground. A robot entering a square with an up piston pushes it down, forcing pistons of the other colour to move up! A robot in a square with an upcoming piston slides down into an adjacent square in the direction indicated by the arrow on the piston (without rotating of course) TIMING: Happens on the fly during robot- and board elements move-sequences! Most likely (and designed) to happen several times during one register phase!
” FUNCTION: Puddles are too shallow to slow down robots' movement like water. They only affect burning robots, which get extinguished when moving into or through a puddle. TIMING: Always
“ FUNCTION: Robots moving into or through a Radio Beam receive a remote move, which they have to use in their program for the next turn. Robots do not get damaged by Radio Beams (but can receive up to 2 remote programs per register phase). The remote program is changed randomly every turn. We recommend to use damage-tokens (upside-down) to keep track of the distributed remote programs. TIMING: Like flamers, but active in all 5 register phases.
” FUNCTION: A robots ending their move on a Repeater must execute its current program card once again, if it is a MOVEMENT card (Move 1, 2, 3 or Back up). If several robots are repeating their movement cards, they are executed in normal priority order. If the repetition let robots end on another Repeater, another round of repeated maneuvers will occur. TIMING: Occurs after the Robots Move segment before entering the next segment (and until no robot with a movement card in its active register is on a Repeater). Spindisc's original element used here.
“ FUNCTION: Like on Repair sites, robots can store there archieve here (but neither repair nor exchange/gain options). In addition, at the end of phases 1-4, the robot may choose to replace his next programmed register (2.-5.) with a card of his choice (that is still in pile). A robot ending on a reset site at the end of the fifth register phase gains one program card of his choice for the next turn (but replacing one of his random cards - an undamaged robot receives 8 usually dealt cards in addition to his free choice-card) TIMING: Allways (like Repair sites and Chop shops)
” FUNCTION: Every register phase, these belts rotate in position indicated by the numbers on the belt. Then they behave exactly like the normal belts of their colour. The arrows are used to visualize the various directions, the belt may move to, the actual direction changes each register phase. TIMING: Belts rotate in position at the beginning of the Board Elements Move-Sequence. This is our version of a belt transporting robots in more than one direction (which is probably the most thought about idea for a board element). There are lots of elements with similar effects!
“ FUNCTION: This time, the entire room rotates 90° CW every turn. Rooms without robots in them do not rotate! TIMING: Rotation takes place in the End-of-Turn-Sequence.
” FUNCTION:A robot ending his move in a soporific gas cloud immediately falls asleep.While sleeping, treat him as powered down (regenerating damage).The robot keeps his unexecuted movement cards of the current turn, because after five register phases he awakes (more or less) refreshed to execute the rest of his program. A robot ending after the second register phase in a gas cloud, wakes up in the third register phase of the next turn and executes his third, fourth and fifth program card (remaining from the previous turn) like nothing had happened. TIMING: Affects robot movement in the Robot move-Sequence (in several turns).
“ FUNCTION: Sluices have 2 states-open (in the picture) and closed. Open sluices can be treated like open ground (robots trying to move on an open sluice from the upper level fall down, taking two p.o.d.) In the register phases indicated by the numbers the sluice is closed. It can be treated like open ground on the upper level (and behaves like a solid wall on the lower level). TIMING: The sluice changes its state after program cards are revealed before (!) robots move. Robots standing on the sluice square when it closes get killed immediately!
” FUNCTION: Smoke blocks robots l.o.s (like fog, but stinking). As they cannot see robots on the other site of the smoke, they don't fire weapons on them. A robot standing in a smoke square has no l.o.s. at all (never fires). Smoke doesn't effect robots (or drones,…) movement. TIMING: Occurs when a robot moves into the smoke square or has a l.o.s. at it (not through it).
“ FUNCTION: Smokestacks are ordinary pits (they are just rounder :). Smokestacks emit smoke. TIMING: Always (it's nothing but a bottomless pit). Robots equipped with the tip-toe-legs option can enter squares with smokestacks without falling in!
” FUNCTION: Robots standing on soap will have their rotate cards doubled. (U-Turns become 360s, normal rotate cards become U-Turns) Robots executing Movement cards on soap will have their first square of movement negated. TIMING: Always
“ FUNCTION: Robots running (or being pushed) against a spikey wall receive one p.o.d. TIMING: Always
” FUNCTION: Defined and numbered starting positions for Race Track-boards (and the Arena 2000-board). After the race started, treat the square as a normal ground square. TIMING: At the very beginning of the game.
“ FUNCTION: Every robot attempting to end its move on the sand slips down one square (without changing the direction he is looking in) In the corners of the crater, the robot slips down diagonaly. TIMING: Affects robot movement in the Robot move sequence as well as in the Board elements move-Sequence.
” FUNCTION: The figure indicates the number of robots, the trapdoor can carry (in its 4 / 9 squares). If one more robot tries to end his move on it, he sets of the trapdoor: It immediately opens (killing all other robots on it) and the robot ends his move being the only one on the (again) closed trapdoor. Trapdoors can open/close several times in one register phase depending on the robots moves and their priorities! TIMING: May occur in the Robots move-Sequence as well as in the Board elements move-Sequence.
“ FUNCTION: Turrets are little weapons rising in the center of a pit. They can rotate or shoot. After program cards are dealt, pick 5 of the unused cards at random to determine the behaviour of all turrets on the board. Rotate cards cause the turrets to rotate, there is a special token to keep track of the turrets'current position. A move card causes the turret to fire a (normal) laser beam. Robots trying to enter a turret's square fall into the pit. In all other aspects, turrets behave like a wall: they block robots' l.o.s. and weapons, they cannot be destroyed or moved. TIMING: The program cards for the turrets are revealed along with the players'cards. The turrets then either rotate in sequence C when the gears rotate or shoot in sequence D simultaneous to the board-mounted lasers. Variant rule: Turrets are armed with traktor and pressor beams instead of ordinary lasers! A move card cause them to push robots a number of squares (1,2, or 3 according to the program card) or pull them 1 square nearer to the turret's pit (in case the program card was a back-up).
” FUNCTION: Every robot ending its move in the line of a ventilator, gets blown away. The number of squares it is moved is equal to the number of ventilators that are connected in parallel (1 to 3). TIMING: Ventilators are active in the indicated register phases in the board elements move-sequence.
“ FUNCTION: Waterfalls transport robots like currents. But they also transport the robot down one or more levels. For every level a robot falls down, it takes 2 p.o.d.s. TIMING: Occurs in the Board-Elements_move-sequence (C) simultaneously to the currents.