Radio Beam
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.
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Repeater
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).
Spindiscīs original element used
here.
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Reset Site
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)
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Rotating conveyor belts
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!
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Rotating room
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.
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Soporific Gas
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).
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Sluice
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!
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Smoke
Function: Smoke
blocks robots l.o.s (like fog, but stinking). As they cannot see robots on the
other site of the smoke, they donīt fire weapons on them. A robot standing in a
smoke square has no l.o.s. at all (never fires). Smoke doesnīt 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).
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Smokestack
Function: Smokestacks
are ordinary pits (they are just rounder :). Smokestacks emit
smoke.
Timing: Always (itīs nothing but a bottomless
pit).
Robots equipped with the tip-toe-legs option can enter squares
with smokestacks without falling in!
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Soap
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
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Spikey Wall
Function:
Robots running (or being pushed) against a spikey wall receive one
p.o.d.
Timing: Always
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Start
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.
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Tilted Ground
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.
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Trapdoor
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.
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 Turrent
Function: Turrents 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 turrents on the board. Rotate cards cause the turrents to
rotate, there is a special token to keep track of the turrentsīcurrent position.
A move card causes the turrent to fire a (normal) laser beam. Robots trying
to enter a turrentīs square fall into the pit. In all other aspects, turrents
behave like a wall: they block robotsī l.o.s. and weapons, they cannot be
destroyed or moved.
Timing: The program
cards for the turrents are revealed along with the playersīcards. The turrents
then either rotate in sequence C when the gears rotate or shoot in sequence D
simultaneous to the board-mounted lasers.
Variant rule: Turrents 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 turrentīs pit (in case the
program card was a back-up).
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Ventilator
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.
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Waterfall
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.
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