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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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 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 :)
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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.
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 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
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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.
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 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.!
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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.
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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.
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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.
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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!
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 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!
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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
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