RoboRally Rulebook WEB
RoboRally Rulebook WEB
RoboRally Rulebook WEB
GENTLE-ROBOTS…
START YOUR MICROPROCESSORS!
And while you’re at it, turn on the conveyor belts, fire up the wall-mounted lasers,
and charge up those batteries. It’s closing time at the factory, but the racing and
combat action is about to begin! Ages 12+ 2-6 45-90
players mins
If you thought that factory robots took the weekend off like you do (well, most of you), then you haven’t seen a ROBO
RALLY yet. When the supervisors are gone and the cameras have been angled to watch the ceiling, the robots take
charge and participate in exciting and deadly race-battles. Program your robot to tag checkpoints, gather helpful
upgrades, and turn this dreary old warehouse into a fabulous fast and frenzied fun factory!
CONTENTS
HULK X90
INSTALLED UPGRA
DES
ENERGY
DES
INSTALLED 0UPGRA
SMASH BOT 1 2 3 4 5
DRAW
6 7 8 9 10
DISCARD
CHECKPOINT
ENERGY 9 10
DISCARD
7 8
4 5START6
2 3 1
0 1 2 3 4 5 6
DRAW
1
CHECKPOINT 2
4 5 36
3 4
DOCKING BAY A
1 2
START 5
5
4
3 ENERGIZE
ROBORALLY TM,
2
1
8 Energy 6 Checkpoint
6 Reboot Tokens 6 Archive Tokens
Tracking Cubes Tracking Tokens
BOARD ELEMENTS ACTIVATION 5. BOARD LASERS fire, but
cannot fire through walls or hit
1. BLUE CONVEYOR BELTS
more than 1 robot: They shoot
convey any robot standing on them
from the pointer and hit only the
1 space in the direction of the arrow.
robot nearest to the source. Draw 1
If a robot is still on a blue conveyor
damage (1 at a time) for each laser
belt after this first conveyance, the
1 2 3 4 5
beam shown.
robot conveys a second space in
the direction of the arrow. ROBOT WEAPON ACTIVATION
6. ROBOT WEAPONS: Each
2. GREEN CONVEYOR robot has a built-in “main laser”
BELTS convey any robot weapon that fires in the direction
standing on them 1 space in the the robot is facing (in the direction
direction of the arrow. of the arrow on its base). Its range
has no limit; it goes until it hits
something solid (a wall or robot).
3. PUSH PANELS push any
robot in that space 1 space away END OF REGISTER ACTIVATION
1 2 3 4
from the wall that houses the
7. BATTERIES: If your robot
push panel. But: A push panel only
ends a register on a battery, you
6
activates during the registers
gain 1 Energy. Advance your Energy
that match the numbers printed
Tracking Cube 1 space up the track
on that push panel (e.g., registers
on your player mat, to a maximum
2/4 or 1/3/5).
of 10 Energy.
5 6
standing on them 90 degrees in reach the Checkpoints in numerical
the direction of the arrows. order to win. If your robot ends a
register on the Checkpoint that you
need next, move your Checkpoint
Tracking Token 1 space to the
right on your player mat. ROBORALLY TM,
® & © 2023 Hasbro.
1 Large
1 Priority Token 1 Sticker Sheet
Player Aid Card
2
SETUP
If this is the first time you are playing, apply the sticker labels to each player should place them face down next to their
the plastic checkpoints. For example, Checkpoint #1 gets both a player mat. You may look at your upgrade cards at any time.
large #1 Checkpoint sticker on the side with the flagpost, while 5. Each player takes 1 Checkpoint Tracking Token and
the small triangular #1 sticker is applied to the flagpost itself. places it on the START space of their Checkpoint Track
1. Choose a race course to play or custom build your own! on their player mat.
“Milk Run” is a great course for first-time players. 6. Each player takes 1 Energy Tracking Cube and places
Page 24 of this guide will tell you how to set up the it on the “3” space of their Energy Track. Each player
Gameboards, Docking Bay, Checkpoints, and Reboot starts with 3 Energy and can store up to 10 Energy.
Tokens for “Milk Run.” 7. Each player places their robot on one of the black and
2. Each player chooses a robot and takes the matching white gears on the Docking Bay board shown on the
figure, player mat, and programming deck for that course you have chosen. Players place their robots with
robot. Shuffle your programming deck and place it face the arrow on their base pointing toward the adjacent
down on your player mat in the space provided. board. The youngest player places their robot first, and
3. Shuffle the 40 damage cards and place the stack face the choice moves to the left.
down to one side of the Gameboard. 8. Place your robot’s Archive Token under your robot in its
4. Shuffle the 40 upgrade cards, and place the deck face start space. The “arrow” side should point towards the
down next to the damage card stack. Deal 3 upgrade adjacent board.
cards to each player. After reading these cards, 9. Give the Priority Token to the youngest player.
ENERGY
0 1 2 3 4 5 6 7 8 9 10 ROBORALLY TM,
® & © 2023 Hasbro.
DISCARD
DRAW
CHECKPOINT
1 2 3 4 5
ROBORALLY TM,
® & © 2023 Hasbro.
3
THE BASICS
ROBO RALLY is played in rounds. Each round is made up the register slots on your player mat (1-5) to plot the
of the following 3 phases: (1) The Upgrade Phase, moves you want your robot to make. Everyone performs
(2) The Programming Phase, and (3) The Activation Phase. this phase at the same time.
Here’s a quick summary of what a round will look like. You’ll find 3. The Activation Phase: For each register slot in order,
a more detailed description of each phase and how to play a full all players will activate their robots and carry out their
round starting below. programming, starting with the player who has the
1. The Upgrade Phase: During this phase, you may acquire, Priority Token and going clockwise around the table. Once
install, and/or uninstall new upgrades. Everyone performs all players have completed the current register, Board
this phase at the same time. Elements, Robot Weapons, and End of Register effects
2. The Programming Phase: Draw cards from your will be activated (see page 8) before the next register is
programming deck, then place 1 of them into each of resolved. After all 5 registers are complete, the round ends.
PLAYING A ROUND
At the start of each round, you may acquire new upgrade cards
Energy Cost
for your robot by spending Energy from your Energy Track.
During the game, you will have the opportunity to gain more
1 LASER KATA
for the remainder of the game. Temporary upgrades may be used After performing a U-Turn,
Effect your robot fires its main laser
only once and are discarded after you activate them. (See page in all 4 directions during this
register’s Robot Weapon
21 for a more detailed description of the upgrades. Becoming Activation.
familiar with these cards will help you to better use them.)
During this phase, you may perform any or all of the following
actions in any order you choose:
• Draw a New Upgrade • Install 1 Upgrade
You may spend 1 Energy to draw 1 new upgrade card. You may install 1 upgrade from your collection of uninstalled
You may only draw 1 new upgrade during each Upgrade upgrades. You may only install 1 upgrade during each
Phase. There is no limit to the number of uninstalled Upgrade Phase, including the very first round of the game.
upgrades you may have in your collection. • Uninstall Upgrades
Uninstall any number of upgrades and discard them to
the upgrade discard pile.
4
To install an upgrade, look at the number in the top left corner of Note: Your robot can have a maximum of 3 permanent
the card. This is the cost in Energy you must pay to install that upgrades and 3 temporary upgrades at a time. If you already
card. Adjust your Energy Tracking Cube on your player mat’s have 3 of one type, you may discard an upgrade of that type to
Energy Track to your new Energy total after the installation. make room for a new one.
When you install a permanent upgrade, place it face up in the Once all players are done drawing and installing upgrades,
Installed Upgrades area on your player mat. proceed to the Programming Phase. Note that a player is never
When you install a temporary upgrade, place it face up next to required to spend their Energy to draw or install upgrades. You
your player mat. might want to save up for an expensive and powerful upgrade!
PERMANENT PERMANENT
1 REWIRE
ENERGY
0 1 2 3 4 5 6 7 8 9 10
DISCARD
DRAW
TEMPORARY CHECKPOINT
Play only during the Upgrade
Phase. Add all face-down Haywire
cards in your registers to your
hand. You must program all these START 1 2 3 4 5 6
Haywires this round, but you
may place them where you wish.
1 2 3 4 5
During the Programming Phase, you’ll plan your robot’s actions 2. T he 9 cards in your hand represent the moves available to
for the round. You’ll do this by placing programming cards in you for this round. Inspect the area around your robot to see
each of the 5 registers on your player mat. Programming cards which cards will help you safely make your way to the next
tell your robot to do things like move, rotate, or collect Energy, Checkpoint. Should you Move 3? Should you find a battery to
all in a 5-step sequence of your choosing. You’ll find a complete collect Energy? Do you need to Rotate Left or Rotate Right?
description of the 9 types of programming cards on page 11. Be aware of Board Elements and other robots in your way, as
Programming Your Robot these will affect your robot during the Activation Phase.
To program their robots, all players perform the following 3. After you have an idea of what you need your robot to do,
actions at the same time: choose 5 cards to play, and place 1 of them face down
1. Draw cards from your own programming deck (marked as on each of the 5 registers on your player mat in the order
“Draw” on your player mat) until you have 9 cards in your you want them to resolve. During the Activation Phase,
hand. If your deck runs out, shuffle your programming your robot will perform the action on the card you placed
discard pile to replenish your deck, and then keep in Register 1 first, then the action on the card you placed in
drawing until you have 9 cards. Register 2, and so on, until all 5 cards have been resolved.
5
Note: During the Activation Phase, players take turns Once the priority player has revealed their first card,
activating their robots. This means that all players will activate no one may change their program!
Register 1, based on priority. After all players have resolved 4. Place any non-damage programming cards still in your
their Register 1 programming and any Board Elements, Robot hand into your discard pile. Note that this means that
Weapons, and End of Register effects have been activated, damage cards will remain in your hand from round to
players will proceed to Register 2, and so on. You’ll learn more round until you program them or find other means to get
about this on the next page in Step 3, The Activation Phase. rid of them (like shutting down or certain upgrades).
2 1 1 1
MOVE 2 MOVE 1 MOVE 1 MOVE 1 POWER UP ROTATE LEFT ROTATE RIGHT ROTATE RIGHT U-TURN
6
HAMMER BOT INSTALLED UPGRADES
DISCARD
DRAW
1 2 3 4 5
2 1
ROBORALLY TM,
® & © 2023MOVE
Hasbro.
2
ROBORALLY TM,
®ROTATE
& © 2023 Hasbro.
RIGHT
ROBORALLY TM,
® & © 2023MOVE
Hasbro.
1
ROBORALLY TM,
® &ROTATE
© 2023 Hasbro.
LEFT
ROBORALLY TM,
® & © 2023 Hasbro.
POWER UP
Each player should endeavor to place their 5 cards quickly, so everyone can get to the action.
Once all players have finished programming, proceed to the Activation Phase.
During the Activation Phase, each of the 5 registers on your player 3. T he next player with priority (that is, the player to
boards are activated in order. Each register is resolved by following the left of the priority player) carries out the action
these 3 steps in order: (A) Programming Card Activation; (B) Board in their first register, and so on until all players have
Element and Robot Weapon Activation; and (C) End of Register activated the programming in their first register.
Activation. These 3 steps repeat for each of the 5 registers. Robots can push fellow robots, and sometimes robots will bump
A. Programming Card Activation into each other. For more on pushing robots, see page 16.
Programming cards activate one register at a time, and players Once all players have resolved the card in their current
take turns based on priority. For every register, after all players register, proceed to Board Element Activation and Robot
have activated their programming card, Board Elements, Robot Weapon Activation.
Weapons, and End of Register effects all activate before the B. Board Element Activation (1-5) and Robot Weapon
Programming Card Activation for the next register begins. Activation (6)
To activate your first programming cards, follow these steps: The Board Elements of the factory floor activate whenever
1. A ll players flip over the cards in Register 1 on their a robot is on that particular space. Each different Board
player mats, revealing their programming choice. Element type is resolved simultaneously across all boards
2. The player with priority (that is, the player who and for all players. Since they activate in order from 1-5,
holds the Priority Token) carries out the action on one element type could move your robot onto another
their Register 1 card. Don’t worry about any effects element, which would also activate if that element comes
of the space your robot stops on just yet. later in the sequence. The steps are:
7
Board Element Activation Robot Weapon Activation
BLUE CONVEYOR BELTS move (we will use ROBOT WEAPONS: Each robot has a built-in
1 “convey” from now on) any robot standing on 6 “main laser” weapon that fires during this
them 1 space in the direction of the arrow. step. This main laser fires in the direction
If a robot is still on a blue conveyor belt after the robot is facing (in the direction of the
this first conveyance, the robot conveys a arrow on its base). Its range has no limit;
second space in the direction of the arrow. it goes until it hits the nearest target robot,
See page 12 for more on conveyor belts. a wall, or harmlessly exits the board.
Some upgrades are weapons that may be used “instead of
GREEN CONVEYOR BELTS convey any firing your robot’s main laser,” in which case it doesn’t deal
2 robot standing on them 1 space in the the base 1 damage. Only 1 upgrade can replace your robot’s main
direction of the arrow. laser each register. These upgrades are also robot weapons and
they shoot just like your robot’s main laser unless the upgrade
says otherwise. When the order matters for weapon effects,
they fire in priority order.
PUSH PANELS push any robot in that
3
space 1 space away from the wall that
houses the push panel. But: A push panel Once all Robot Weapon Activations have been resolved,
only activates during the registers that proceed to End of Register Activation.
match the numbers printed on that push
panel (e.g., registers 2/4 or 1/3/5). C. End of Register Activation
See page 16 for more on pushing. These effects happen in this order at the end of each register:
GEARS rotate robots standing on them BATTERIES: If your robot ends a register on
4 90 degrees in the direction of the arrows. 7 a battery space, you gain 1 Energy. Advance
your Energy Tracking Cube 1 space up on
the track on your player mat. Each robot can
store a maximum of 10 Energy at a time.
If you already have 10 Energy and would
BOARD LASERS fire, hitting any robots in gain more, nothing happens.
5 their line of sight. Board lasers cannot fire
CHECKPOINTS: You must reach the
through walls or hit more than 1 robot: They 8 Checkpoints in numerical order to win.
shoot from the red and white pointer attached
If your robot ends a register on the
to a wall and hit only the robot nearest to the
Checkpoint that matches the number
source. For each laser beam shown, draw the
to the right of your Checkpoint Tracking
top card from the damage deck, 1 at a time.
Token, move it 1 space to the right on your
See page 17 for more on Damage.
player mat. Your token will now be on the Checkpoint number
you currently occupy: When you reach Checkpoint #1, your token
Notes on Board Elements will move from Start to #1 on your player mat. You now need
During each of the 5 steps above, if your robot is on that to reach Checkpoint #2 (unless the race course featured only
particular Board Element when it activates, your robot is a single Checkpoint).
affected by it (but only during that step). For example, if
your robot moves through a laser’s path during any given
register but are not on the laser during Step 5 of Board
Element Activation, you will not be hit.
8
SMASH BOT INSTALLED UPGRADES
ENERGY
0 1 2 3 4 5 6 7 8 9 10
DISCARD
DRAW
CHECKPOINT
START 1 2 3 4 5 6
®®
ROBORALLY TM, & © 2023 Hasbro.
ROBORALLY TM, & © 2023 Hasbro.
®®
ROBORALLY TM, & © 2023 Hasbro.
ROBORALLY TM, & © 2023 Hasbro.
®®
ROBORALLY TM, & © 2023 Hasbro.
ROBORALLY TM, & © 2023 Hasbro.
®
ROBORALLY TM, & © 2023 Hasbro.
1 2 3 4 5
Kristin has the priority token, so she resolves her Register 1 programming
card first. The Rotate Left leaves Smash Bot on the blue conveyor belt. It is
now facing the space in between the Checkpoint and the battery.
ENERGY
0 1 2 3 4 5 6 7 8 9 10
DISCARD
DRAW
CHECKPOINT
START 1 2 3 4 5 6
®®
ROBORALLY TM, & © 2023 Hasbro.
ROBORALLY TM, & © 2023 Hasbro.
®®
ROBORALLY TM, & © 2023 Hasbro.
ROBORALLY TM, & © 2023 Hasbro.
®®
ROBORALLY TM, & © 2023 Hasbro.
ROBORALLY TM, & © 2023 Hasbro.
®
ROBORALLY TM, & © 2023 Hasbro.
1 2 3 4 5
3
IN & OUT
MOVE 3 ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro.
9
Now that all players have activated their programming Then, since it is still on a blue conveyor belt, it conveys
for Register 1, Board Elements and Robot Weapons 1 space in the direction of the arrows again.
activate, then End of Register effects happen. Hammer Bot is on an empty space, so nothing happens to it.
Smash Bot ended its move on a blue conveyor belt. Since Robot Weapons fire after conveyor belt movement,
It conveys 1 space in the direction of the arrows. Hammer Bot did not get to shoot Smash Bot.
10
CARD INDEX
Here’s a more detailed look at the 20 cards found in each player’s programming deck. These cards are sometimes referred to as
“regular” programming cards. Damage cards are also programming cards, but they aren’t among the regular ones that start the
game in your programming deck.
MOVE 1 (4 copies) 1 2 3
MOVE 2 (3 copies)
MOVE 3 (1 copy)
Move Cards. Move your robot that many spaces in the direction
it is facing. A robot is always “facing” in the direction indicated
by the arrow on the front of the robot figure. MOVE 1 MOVE 2 MOVE 3
Conveyor Belts
These convey your robot in the direction of the arrows if it is on the conveyor belt during Board Element Activation. Blue conveyor
belts (showing 2 arrows per space) can convey robots 2 spaces if the first conveyance is from a blue belt space to another blue
belt space. There are exceptions:
Once Smash Bot has conveyed off the blue belt, it is If a conveyor belt would convey a robot onto a space
no longer on the conveyor belt, so it does not convey that is occupied by another robot, the robot in motion
a second space. Since the conveyor belt conveys it will stop on the last space of the conveyor belt. It does
off the belt, the blue conveyor belt is no longer under not push the robot in its way. (A movement card in the
it to convey it a second time. next register certainly would though!) Additionally, if
a robot on a blue conveyor belt would convey onto an
occupied green conveyor belt space, the robot on the
blue conveyor belt stops.
In this example, a robot on the far-right blue conveyor Conversely, if your robot is conveyed by a green
belt space is conveyed twice by the blue conveyor conveyor belt (in Board Elements Step 2) onto a
(Step 1 of Board Elements) and then once by the green blue conveyor belt, they don’t take advantage of
conveyor (Step 2 of Board Elements). Moving 3 spaces the blue conveyor belt, as it already resolved in
for free is going to find you in the lead in no time! Board Elements Step 1.
14
Pits and Board Edges
Pits and Board Edges are dangerous! If your robot moves into a
Board Edge
pit or off the edge of a board into empty space, whether via your
own programming card or some other effect, your robot is lost
and must Reboot at the start of the next round (see Rebooting
on page 19). The edge of the board is not considered a “pit”
even though the effect is similar.
Note: The black borders of each board are not walls. They do not
prevent robots from moving or firing through them. Two spaces
on opposite sides of a black border are adjacent.
Checkpoints
Checkpoints are what you need to reach to win the game. Checkpoints do not obstruct movement
Get to them fast, in numerical order. If you’re the first to reach or lasers. If there are walls in the space,
the last Checkpoint, you win the game! place the Checkpoint in a manner that
During End of Register effects, if your robot is on the allows the walls to be seen. Board
Checkpoint that is next in your sequence (as seen on your lasers that pass through a Checkpoint
player mat), move your Checkpoint Tracking Token onto that are active. All other Board Elements
number on your player mat. under a Checkpoint are not active.
For example, if your Checkpoint Tracking Token is on #2, that means you have already reached Checkpoints 1 & 2.
If you find your robot on Checkpoint #3 during End of Register effects, you have reached that Checkpoint: Move your
Checkpoint Tracking Token from the 2 space to the 3 space on your player mat. If there were only 3 Checkpoints in
your race course and you were the first to reach #3, you win!
Walls
Walls are obstacles that robots cannot move or fire through.
For example, if there is a wall 1 space in front of your robot and you
resolve a Move 2, your robot moves 1 space and stops. The extra
move is lost. A robot or board feature on the other side of a
wall from your robot is not “adjacent” to your robot.
Walls stop robot movement and lasers, while the other
Board Elements do not.
Reboot Tokens
Reboot Tokens are where robots who have fallen off the board the walls to be seen. Board lasers
or into a pit will reappear when they activate during Register 1 that pass through a Reboot Token are
of the next round. Each board will only have 1 of these tokens. active. All other Board Elements under
See Rebooting on page 19. a Reboot Token are not active.
Reboot Tokens do not obstruct movement or lasers. If there
are walls in the space, place the token in a manner that allows
15
ROBOT INTERACTIONS
Robot Lasers 2
16
DAMAGE
Robots get knocked around quite a bit during these hectic the damage deck, 1 at a time. Where each damage card goes
races, and any time they fall into a pit, are shot, or are knocked depends on which type it is. There are 2 types of damage cards
off the board, that player must take damage in the form of in the damage deck: SPAM and Haywire.
damage cards. Damage cards are also programming cards If the damage deck runs out of cards and you need to draw
that will cause a bit of randomness when resolved. The damage damage, shuffle the damage discard pile to form a new damage
deck contains 40 cards, and they are kept in a random stack. deck. If you cannot reshuffle because there are no cards in the
When you take damage, draw that many cards from the top of damage discard pile, you take no damage during this register.
HAMMER BOT INSTALLED UPGRADES
ENERGY
DISCARD
DRAW
CHECKPOINT
START 1 2 3 4 5 6
When you receive a SPAM damage card, place it into your SPAM
discard pile on your player mat. When you shuffle your discard PLACE THIS CARD
INTO THE DAMAGE
ENERGY
0 1 2 3 4 5 6 7 8 9 10
pile to make a new programming deck, the SPAM cards will be DISCARD PILE,
DISCARD
AND REPLACE IT
DRAW
in it. When you draw SPAM, it will build up in your hand over time
CARD OF YOUR
PROGRAMMING DECK. CHECKPOINT
ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro.
Phase. To get rid of SPAM cards, you must program them into 1 2 3 4 5
2. Take the top card from your programming deck and place
DISCARD
DRAW
START 1 2 3 4 5 6
17
Haywire Damage At the end of the round, when you are discarding cards from
When you receive a Haywire damage card, do not show it to your registers, discard only face-up cards! Leave each Haywire
your fellow players or discard it. Instead, place it face down face down in the register during which it was earned.
under the programming card in the current register of your Haywire cards might have abilities and effects that break
player mat. Your robot has received an electrical jolt that will the rules of the game. When this happens, the card takes
create a wild effect during the following round. Each register precedence over the rulebook!
can have a maximum of 1 face-down Haywire. If you draw At the start of each round of play, you may have some Haywire
additional Haywire cards during that same register (and you cards already face down in your registers. Remember: Only 1
already have a face-down Haywire card under this register’s Haywire per register! You may look at them, but you must
programming card), place any additional Haywire cards you leave them in the registers where they were placed. Haywire
draw after the first one face up in the damage discard pile. cards are crazy, sometimes powerful moves and shenanigans
You lucked out this time and take no additional damage! that you might be able to take advantage of… if you play your
Note that a new Haywire card you draw from the damage deck can cards right.
be placed under a Haywire card you just resolved during a register.
ENERGY
0 1 2 3 4 5 6 7 8 9 10
DISCARD
DRAW
MOVE 1 ,
CHECKPOINT
ROTATE RIGHT,
START 1 2 3 4 5 6 MOVE 1 .
1 2 3 4 5
Example: A Haywire card is During this round, you’ll place programming cards from
already in your Register 3 for your hand only in Registers 1, 2, 4, & 5.
this round. Only you know what If you don’t have what you need in your hand to take
it is. It can’t be moved to another ROBORALLY TM,
® & © 2023 Hasbro.
advantage of the Haywire card, try a SPAM card in
register, but its effect is pretty Register 2, and you might get lucky!
good for getting around a corner By the end of this round, the Haywire card you resolved
quickly. Can you place cards in Registers 1 and 2 to take will be face-up, so you’ll remove it from your registers like
advantage of it? any other programming card. Discard face-up Haywire
cards in your registers to the damage discard pile.
18
Notes on Specific Haywire Cards Moving to the left or right is similar
HAYWIRE HAYWIRE
If you do not have an uninstalled to normal movement, except that the
permanent upgrade when this card is INSTALL
A PERMANENT
side of your robot becomes its leading
revealed, ignore this effect. If you do, install UPGRADE FROM
YOUR COLLECTION
edge. Your robot does not change facing MOVE 2
THE UPGRADE
You can then take advantage of that DISCARD PILE. sideways, and a robot’s sideways
upgrade for the rest of the current round. movement is still
The upgrade discard pile is next to the upgrade deck. stopped by walls.
SHUTDOWN
If your robot has collected a lot of SPAM, you will be drawing your registers, hand, and discard pile into the damage
fewer and fewer new cards from your programming deck each discard pile.
round. Your robot might be in a tricky area where one wrong 4. Place all regular programming cards in your registers
move could find it in a pit or, worse, a Checkpoint behind and in your hand into your discard pile.
the leaders. If that is your predicament, you might want to Your robot will not resolve any programming cards this round,
declare a Shutdown. but remains on the race course. As such, your robot is subject
After all players, including you, have completed the to Board Elements, being pushed, and laser fire (both robot
Programming Phase, but before players have revealed their and board lasers).
Register 1 cards, you may declare: “I am shutting down!” Hint: Shutting down on a conveyor belt that’s headed towards
If you do: your next Checkpoint is a great way to make some progress
1. Your robot immediately shuts down for the round. despite being powered down.
2. Reveal all cards in your registers. Note: Your robot cannot collect Energy from batteries nor can
3. Place all damage cards (both SPAM and Haywire) in it reach a Checkpoint while shut down.
At the start of the next round, you continue the race as usual.
REBOOTING
Robots don’t die from taking too much damage; they just keep a. SPAM cards in your registers are discarded to
plugging along… circuit boards and wires hanging out… sparks your discard pile.
flying. However, when your robot falls off the board or into a pit, b. H aywire cards in your registers are discarded to
you must Reboot your robot. To Reboot your robot, immediately the damage discard pile.
take the following steps: 3. Draw 2 damage cards (1 at a time as usual).
1. Remove your robot from the board and place it onto your a. If you draw SPAM, place it into your discard pile.
player mat. Your robot will return during the next round.
b. I f you draw Haywire, place it face down in the current
2. Whether you resolved your card for the current register register’s slot (the one in which you fell into a pit or
or not, your programming is canceled for the rest of off the board). If you draw a second Haywire card,
the round, and you may not complete any remaining place it face up into the damage discard pile.
registers. Immediately discard all programming cards in
your remaining registers (both face up and face down), All of your upgrades remain in place, even the ones you have
as well as all cards in your hand (including SPAM). not yet installed.
You must wait until the next round to program your robot.
19
Re-entering Play
While the current round continues resolving, plot your return: Docking Bay, they Reboot at their Archive Token there. Choose
When the next round starts, program your registers as usual, but your facing (ignore the arrow on the token), then resolve your
without putting your robot on the board yet. You will choose the Register 1 programming card as usual.
direction your robot faces when you return, so keep that in mind If your reentry space is occupied by another robot when your priority
as you program. Other robots could also be coming back onto the comes up during Register 1, move the obstructing robot 1 space in
board at the same time as your robot; keep that in mind as well! the direction of the arrow on the Reboot Token or on your Archive
When your priority comes up during Register 1, place your robot Token. Then, place your robot onto the Reboot space facing in the
onto the Reboot Token that is on the same board where your direction of your choice. In both cases, moving an obstructing
robot fell into a pit or fell off the board. If your robot fell off the robot does not count as your robot “pushing” that robot.
UPGRADE CARDS
Upgrades give your robot access to special abilities, new Refer to the Upgrade Phase (page 4) for how to draw and
weapons, defenses, movement bonuses, etc. There are two install new upgrades for your robot. If the upgrade deck runs
types of upgrade cards: permanent and temporary. Upgrade out and you need to draw a new upgrade, shuffle the upgrade
cards tell you the Energy cost and effect of the upgrade. discard pile to form a new deck.
Upgrade cards might break the rules of the game with When an upgrade refers to a Move [n] “card” or a Rotate
their special abilities. When this happens, the card takes [Left/Right] “card” etc., it means a specific card from your
precedence over the rulebook. initial programming deck. Some upgrades refer to a specific
maneuver, and not to a specific “card.” In that case, any
source of that maneuver will trigger the effect.
Key Terms
Adjacent: An orthogonal space next to your robot (left, right, Example: Zoop (“Rotate to face any direction.”)
front, back) that is not through a wall. does not combo with Power Slide (“After resolving a
Rotate Right card, you may move 1 space forward.”).
Register Card: A card in one of your registers, be it damage Example: Laser Kata (“After performing a U-Turn…”)
or a regular programming card. triggers on any card that causes your robot to U-Turn,
such as the Haywire card “Move 3, U-Turn.” However,
if a robot is “rotated to any facing” and it happens
Target Robot: The robot your robot’s weapon will hit. This is
to be a U-Turn, that is not a “U-Turn maneuver.”
the nearest robot in a straight line away from your robot in the
direction in which your robot fires its weapon. All weapons fire Some weapon upgrades have the wording “instead
forward only unless an upgrade specifically says otherwise. of firing your robot’s main laser.” This means you
may choose to use the upgrade’s effects or you
may choose to fire your robot’s main laser. You may
Unoccupied: A space that is not occupied by a robot. only use 1 weapon with such language at a time.
Board Elements (such as walls, batteries, etc.) do not make If a damaging upgrade does not have this statement,
a space “occupied.” then the upgrade works in conjunction with your
robot’s main laser.
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Permanent Upgrades
When you install a permanent upgrade, place it face up on DRIFTING (Cost: 4 )
your player mat. You can have a maximum of 3 permanent Text: After resolving a Rotate Left card, you may move 1
upgrades on your player mat at a time. In the case of most space forward.
permanent upgrades, the card’s attributes will apply to your
robot for the remainder of the game. ENERGY CONVERSION (Cost: 3 )
Text: After your robot takes damage from a board laser,
BRAKES (Cost: 2 ) you may move 1 space forward or backward.
Text: Move 1 cards in your registers may be treated as Move 0. FIREWALL (Cost: 1 )
The decision to brake is made after revealing a Move 1 card, but Text: You do not draw any damage cards when Rebooting
before you would activate the programming card. This does not after falling into a pit.
apply to Again cards played after a Move 1, nor to Haywire cards
with a Move 1 effect. FLASH DRIVE (Cost: 4 )
Text: Draw 1 additional programming card at the start of
CHAOS THEORY (Cost: 2 )
each Programming Phase.
Text: When you reveal SPAM in Register 1, 2, or 3, gain 1 Energy.
The card that replaces the SPAM enters your register face up, HOVER UNIT (Cost: 1 )
so drawing another SPAM does not trigger this effect again. Text: Your robot can pass over pits during your Programming
Card Activation, but falls in if it ends its move on one.
CRAB LEGS (Cost: 5 )
If your own programming card has your robot ending that
Text: You may place a Move 1 card in the same register as move on a pit space or your robot ends up in a pit via other
a Rotate Left or Rotate Right card, and during that register means, it falls in. Board edges are not pits.
your robot will move 1 space to the left or right, respectively,
without rotating. LASER KATA (Cost: 1 )
The movement to the side is instead of, not in addition to, the Text: After performing a U-Turn, your robot fires its main laser in
normal Move 1 effect. If this upgrade is lost prior to resolving, all 4 directions during this register’s Robot Weapon Activation.
it still works as described this round.
MEMORY CARDS (Cost: 3 )
DEFLECTOR SHIELD (Cost: 2 )
Text: At the end of the Programming Phase, you may place
Text: When your robot would take damage from lasers and/or any number of non-damage cards from your hand onto this
other weapons, you may pay 1 Energy to take no laser/weapon card. At the start of the Upgrade Phase, add all cards on this
damage during this register. card to your hand.
This does not prevent damage from falling into a pit or off the edge If this upgrade is lost while cards are on it, discard those cards
of the board. This does not prevent effects that do not (directly!) into your discard pile.
do damage. This protects against robot and board lasers.
MINI HOWITZER (Cost: 3 )
DOUBLE-BARREL LASER (Cost: 2 )
Text: Instead of firing your robot’s main laser, you may pay 1
Text: Your robot’s main laser deals 1 additional damage to robots. Energy to fire Mini Howitzer. If you do, deal 2 damage to the
This combines with Laser Kata and Rail Gun to deal extra target robot, then push it 1 space in the direction of fire.
damage to all targets that your robot hits. If you have no Energy, you cannot choose to fire this weapon.
You may pay a maximum of 1 Energy to deal 2 damage.
The damage is drawn 1 card at a time as usual.
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MODULAR CHASSIS (Cost: 1) SCRAMBLER (Cost: 4 )
Text: After your robot pushes another robot during your Text: Instead of firing your robot’s main laser, you may fire
Programming Card Activation, you may give that player Scrambler. If you do, replace the target’s next register card
this card, and take one of their installed upgrades. Both are with the top card from their programming deck. Cannot be
immediately installed and active. used during Register 5.
Since the upgrade is gained after the event, any push effects If the replaced card is damage, place it in the damage discard
of the new upgrade do not trigger this register. pile. If it is a regular programming card (or cards), place it into
their discard pile.
POWER SLIDE (Cost: 4 )
Text: After resolving a Rotate Right card, you may move 1 SELF-DIAGNOSTICS (Cost: 2 )
space forward. Text: When your robot reaches a new Checkpoint, you may
remove a card in your hand or discard pile from the game.
PRESSOR BEAM (Cost: 3 )
Text: Instead of firing your robot’s main laser, you may fire SPAM FILTER (Cost: 3 )
Pressor Beam. If you do, push the target robot 1 space away Text: After refilling your hand at the start of the Programming
from your robot. Phase, flip the top card of your programming deck face up.
Note that any push can end up pushing more than one robot.
SPIKY (Cost: 2 )
RAIL GUN (Cost: 2 ) Text: When an adjacent robot moves into your robot’s space or
Text: Your robot’s main laser may shoot through any number is pushed into your robot’s space, that robot takes 1 damage.
of walls and/or robots. Each robot hit this way takes 1 damage. Note that a push occurs whether or not the adjacent robot
actually moves your robot. Moving adjacent to the Spiky robot
RAMMING GEAR (Cost: 2 ) does not trigger Spiky.
Text: During your Programming Card Activation, if your robot
pushes (or attempts to push) an adjacent robot, that robot TRACTOR BEAM (Cost: 3 )
takes 1 damage. Text: Instead of firing your robot’s main laser, you may fire
If an upgrade or Board Element causes a robot to be pushed, Tractor Beam. If you do, pull the target robot 1 space towards
that does not trigger Ramming Gear. Even if the push fails to your robot. Cannot be used on adjacent robots.
move the other robot, it still takes 1 damage.
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Temporary Upgrades
When you install a temporary upgrade, place it face up next to If the replaced card is damage, place it in the damage discard pile.
your player mat on the opposite side from where you keep your If it is a regular programming card, place it into your discard pile.
uninstalled, face-down upgrade cards. You can have a maximum
of 3 temporary upgrades next to your player mat at a time. MAGNETIC (Cost: 1 )
When you may use a temporary upgrade is based on what it does: Text: When an adjacent robot moves via a register card,
you may move with them.
• Movement Upgrades may be used either immediately
before or after your robot executes its Programming
MEMORY SWAP (Cost: 2 )
Card Activation.
Text: Draw 3 cards from your programming deck. Then choose
• All other temporary upgrades may be used at any time.
3 cards from your hand to put on top of your deck in any order
Once used and the effect is resolved, discard the temporary you choose.
upgrade to the upgrade discard pile. As such, these upgrades
are good for one use only. OVERCLOCKED (Cost: 2 )
Text: Movement Upgrade. Move 2.
STARTER COURSE
This is the perfect race course to try if no one in your playgroup has played Robo Rally before. You will learn the basics without
having to worry about too many different board elements.
MILK RUN
24
BEGINNER COURSES
When your playgroup is ready, try a beginner course to see more board elements in action!
.orbsaH 3202 © &
® ,MT YLLAROBOR ROBORALLY TM,
® & © 2023 Hasbro.
STEPS
A YAB GNIKCOD THE KEEP ROBORALLY TM,
® & © 2023 Hasbro. DOCKING BAY A
Game Length: Short Boards: The Keep, Checkpoints: 2 Game Length: Boards: Steps, Checkpoints: 4
Docking Bay A Medium Docking Bay A
THE KEEP
ROBORALLY TM,
® & © 2023 Hasbro.
BOX CANYON
DOCKING BAY A
25
INTERMEDIATE COURSES
If your playgroup can fill registers quickly and everyone understands how conveyor belts work, it’s time for a new set of race courses.
TEMPEST
RIVER RUN
DOCKING BAY B
Game Length: Boards: Tempest, Checkpoints: 3
Medium Docking Bay B
THE CACTUS CUP
DOCKING BAY A
MISDIRECTION
DANGEROUS CURVES
26
SIDEWINDER ROBORALLY TM,
® & © 2023 Hasbro. B YAB GNIKCOD ENERGIZE ROBORALLY TM,
® & © 2023 Hasbro.
TREACHERY
A YAB GNIKCOD
CACTUS
MISDIRECTION
27
ADVANCED COURSES
When your playgroup has mastered all of the board elements, get ready to test your skill with these race courses!
® & © 2023 Hasbro. ENERGIZE
.orbsaH 3202 © &
® ,MT YLLAROBOR ROBORALLY TM,
A YAB GNIKCOD
CRY HAVOC
Game Length: Long Boards: Energize, Checkpoints: 5
Docking Bay A
Yes, the 5th Checkpoint is in the Special Rule: If your robot Reboots,
Docking Bay! you must draw 3 damage cards
instead of the normal 2.
® & © 2023 Hasbro.
ROBORALLY TM,
DOCKING BAY A
INTENSITY
TEMPEST STEPS
28
STEPS MISDIRECTION
TEMPEST
B YAB GNIKCOD IN & OUT ROBORALLY TM,
® & © 2023 Hasbro.
ENERGIZE
29
DESIGNING YOUR OWN RACE COURSES
Once your playgroup has become experienced Robo Rally racers, you might want to broaden your horizons by creating your own
race courses. The following are some suggestions that will help you create fun and fair courses that will cater to your player
count and desired game length.
First-Timer Recommendation corner formed by two walls. Bottlenecks can easily occur, and
If you have never created your own course, consider modifying a players may become frustrated if 2 rounds of play are spent just
premade course with new locations for 1 or 2 of the Checkpoints with back-and-forth pushing. Checkpoints next to pits and map
and maybe even reposition (or flip) the Docking Bay. edges, especially Checkpoint #1, can be particularly deadly.
30
CREDITS
31
VARIANT RULES