|
FAQ
These questions and answers are intended to clarify the
rules of RoboRally and extend them to some of the fan-made
elements, boards, and options. They are not meant to supersede or
substitute the game rules. If any answer below actually modifies or
corrects the original published rules, it will do so explicitly. Where
the official answer flies in the face of common sense, alternative
answers will also be provided here and noted appropriately.
The FAQs and answers found here are a compilation of the ones found on Official RoboRally website and ones compiled by Hunter Johnson and Matt Kosater. I wanted to have a single place for all the various RoboRally FAQs that have been compiled. If you have any additions or corrections please send email to faq@roborally.com. General
Q:
What happens if a powered-down robot sustains enough damage to lock a
register (or if it has a register locked through Fire Control)?
A: Officially, when you announce you will power down, you keep your program cards at the end of that turn instead of returning them to the deck to be shuffled. This is an actual modification to the rules. Any registers that become locked while the robot is powered down with thus have a program card ready. Unofficially, you could treat the locked register as being "unprogrammed". No card is placed in the unprogrammed locked register phase, and the robot neither moves nor rotates during that phase. Not explicit in the rules, but not a modification either. (This answer suggested by Nathan Sanders.) Newsgroup discussion Newsgroup discussion Q:
How much damage does a robot take from a bidirectional laser (seen in
Crash & Burn, they have a firing barrel at each end)?
A: One point, no matter if it's hit from just one side or both. If a robot is in between two robots in the beam, then it will take no damage. Q:
When do missiles from a Missile Launcher move?
A: During the Resolve Laser Fire segment of the phase it is launched, and during the Robots Move segment of subsequent phases (each Missile has its own Priority number to determine when in the segment it moves). Q:
What happens if a robot moves into the square where a missile is? Does
the missile explode?
A: Yes. Q:
Are you allowed to fire an optional weapon even if you are not aiming
directly at anyone?
A: Yes, you can use an optional weapon anytime you could have fired your main laser, which is every turn (unless you're powered down) during the Resolve Laser Fire segment. Q:
If you slide on an oil slick onto a turning conveyor belt, do you rotate?
A: If you slide because you were conveyed onto the oil, yes, you rotate on the destination conveyor. If you move onto the oil slick during the Robots Move segment, no, you do not rotate. Officially, Glenn Elliot, the designer of the board, says that a turning conveyer only turns you if you are moved there directly by a conveyor belt from the proper direction. Why is there a turning conveyor belt there? Glenn says it was an error. But adding directly to the rule "Turning conveyor belts turn robots only if the robot is moved onto one by another conveyor belt" is an unnecessary change. The important thing is that the effect occurs during the Board Elements Move segment, so the conveyor is "on" and can turn the robot. Note that both answers presume that
the Factory Floor Guides for Crash & Burn and Grand Prix are
incorrect and that the Timing for Oil Slicks is not limited to
the Robots Move segment. Q:
What happens if you fly over a ledge and then stop flying? Do you
take damage by falling down to the lower level?
A: Officially, no, unless the option that you're using to fly says that you take damage on landing (i.e., only the Big Jet). This is a terribly schizophrenic answer. The correct answer should be you fall and take damage normally. Newsgroup discussion Q:
What happens when a robot moves off a ledge and onto a space occupied
by another robot, but all in-line spaces that the robot could land in
are also occupied by other robots?
A: The robot "falls" over all of the intervening robots and "lands" on the far side of the lower level, back on his own level. Q:
What if there is a robot on that space as well, and a wall behind it?
A: Then the moving slides back along the path he came, ending up on his starting square (assuming that wasn't a transporter or oil). Q:
What's the deal with Circuit Breaker?
A: It's supposed to be optional (you aren't forced to spend your next turn powered down, but have the option to if you like). This is a modification to the option card as published despite some pretty limber attempts at linguistic gymnastics. Newsgroup discussion Q:
If you have the Converter and get hit with a laser, is it possible to
discard the Converter rather than adding a counter on it?
A: Yes, because an "option exchange" will allow a robot to avoid receiving a point of damage. The option takes the damage instead of the robot. So the damage is never taken (by the robot) and thus never Converted. Similary, damage that is done by Fire Control to destroy an Option card cannot be Converted, whether the Converter or some other Option was targeted. RoboRally Questions
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. General Armed and Dangerous Questions
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. [Note that the rulings for Water are inconsistent with the rulings for Oil Slicks. --JHJ] Q: Do effects
like Tractor/Pressor Beam work in water?
A: Yes. Water only affects movement cards, not movement effects. [Note that the rulings for Water are inconsistent with the rulings for Oil Slicks. --JHJ] 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. [Actually, this limitation is not in the rules either, so this ruling represents a change. --JHJ] 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: Teleporter: What if a Robot is on the space that my robot is teleported
to?
A: The teleporter is does not activate and you would execute the movement cards as normal. 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. General Crash and Burn Questions
| |||||