New Board Elements - G thru R


Golden Conveyor Belt
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 beltīs second square and the first and only square of the red belt.

Grave
Function: Robots ending their move on a grave take one point of damage. Graves are also the starting squares for Ghosts!

Ghosts arenīt really board elements, they move around like drones,... They are impersonated by unused virtual bot-tokens (so there can be up to 8 ghosts in play) Every time a robot enters a board with Graves on it, a ghost appears on the grave next to the bot.

Ghosts move by executing the players discarded program cards in a random order. As a ghost receives a maximum of 3 program cards from its 'parent' robot, ghosts always stand still in register phases 4+5. If a robot has 4 or more p.o.d.s, his ghost doesnīt move the whole turn. Ghosts are treated like virtual bots, they cannot be pushed or shot but are blocked by walls! In addition, ghosts hover, they arenīt affected by belts, gears or pits. But ghosts can be destroyed by daylight! When a ghost passes the thick walls and leaves the dark area of the board, he is removed from the game.

A robot, that moves through a ghosts (or vice versa) or ends its move in the same square as a ghost takes 1 p.o.d.!



Timing: Occurs every register phase in the Resolve Laser Fire Sequence (D).

High-Power Teleporter
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.

Hydraulic Pusher
Function: Pushes one or more robots untill 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.

Ice
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 Hunter Johnson's website.

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.

Jack-In-The-Box

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.

Lava Pit
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
spindiscīs site.

Light Barrier
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.

Loophole
Function: Work exactly like ordinary walls. Except that robots can shoots weapons through it. It does not block any robot-mounted weapons (unlike force fields / energy walls), only robots movement.

Timing:Always (like a wall :)

Magnet
Function: Pulls all robots, that are in a straight line with the Magnet one square closer (and into the pit). Pulled robots donīt rotate

Timing:Occurs in the board elements move sequence (C) after the belts moved, before the gears turn.

Mega Crusher
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

Mag-Lock
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.

Spindiscīs original element used here.

Mirror
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.!

Molten Ore Flow
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.

Napalm Flamer
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.

Padded squares & walls
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.

Particle Accelerator

Keep track of each robotsī the actual acceleration by giving the player face-down p.o.d.-tokens. When he got 10 (indicating max speed), the player doesnīt 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 itīs 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! Thatīs the max speed a bot can take! In the next phases, the robot doesnīt manage to get out of the ring, itīs 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!

Piston
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!

Puddle

Function: Puddles are too shallow to slow down robotsīmovement like water. Their only affect burning robots, which get extinguished when moving into or through a puddle.

Timing: Always