RoboRally Rulebook WEB

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RULEBOOK

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

® & © 2023 Hasbro.


N
MISDIRECTIO
ROBORALLY TM,
® & © 2023 Hasbro.

6 Pre-Painted 1 Double-Sided 4 Double-Sided


6 Robot Player Mats Docking Bay Gameboard Factory Gameboards
Robot Figures
SPAM 1 FIREWALL
1 PIERCING DRIL
HAYWIRE L

PLACE THIS CARD DRA


W
INTO THE DAMAGE THE AND REV EAL
TOP 2 CAR DS
DISCARD PILE,
OF YOU R
AND REPLACE IT PRO
GRA MMI NG DEC
WITH THE TOP K. PERMANENT
RES OLV E BOT H TEMPO RARY
CARD OF YOUR IN You do not draw any damage
THE cards when Rebooting after When your robot pushes
PROGRAMMING DECK.YOU ORD ER OF falling into a pit. another robot during
Programming Card your
R CHO OSIN G. they take 1 damag Activation,
ROTATE LEFT PO may rotate them e and you
Hasbro.
WER UP Hasbro. Hasbro.
to any facing.
ROBORALLY TM, ® & © 2023 ROBORALLY TM, ® & © 2023 ROBORALLY TM, ® & © 2023

6 Plastic 120 Programming Cards


40 Damage Cards 40 Upgrade Cards
Checkpoint Markers (6 decks of 20 cards each)
SMASH BOT

HULK X90 HAMMER BOT

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.

4. GEARS rotate robots 8. CHECKPOINTS: You must

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.

HULK X90 INSTALLED UPGRADES

ENERGY
0 1 2 3 4 5 6 7 8 9 10 ROBORALLY TM,
® & © 2023 Hasbro.
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.
®
ROBORALLY TM, & © 2023 Hasbro.

1 2 3 4 5
ROBORALLY TM,
® & © 2023 Hasbro.

OBJECT OF THE GAME


Play cards to program your robot through a hazardous factory race course. Make your way to each of the Checkpoints in numerical
order on the course you have chosen or designed yourself. The first player to reach the final Checkpoint is the winner!

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

1 THE UPGRADE PHASE

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

Energy and accumulate it on your Energy Track. Upgrades


change the way your robot functions, providing your robot with
advantages, and you may use them at different times during
the Programming and Activation Phases.
There are two basic types of upgrades: permanent and temporary.
Permanent upgrade cards are yellow and temporary upgrade Upgrade Type
cards are red. A permanent upgrade’s effects will (usually) last PERMANENT

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!

3 MINI HOWITZER 2 DEFLECTOR


SHIELD

PERMANENT PERMANENT

Instead of firing your robot’s When your robot would take


main laser, you may pay 1 damage from lasers and/or
Energy to fire Mini Howitzer. other weapons, you may pay 1
If you do, deal 2 damage to the Energy to take no laser/weapon
target robot, then push it 1 damage during this register.
space in the direction of fire.

SMASH BOT INSTALLED UPGRADES

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

2 THE PROGRAMMING PHASE

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).

HERE’S AN EXAMPLE OF WHAT PROGRAMMING


YOUR ROBOT MIGHT LOOK LIKE.

2 1 1 1

MOVE 2 MOVE 1 MOVE 1 MOVE 1 POWER UP ROTATE LEFT ROTATE RIGHT ROTATE RIGHT U-TURN

Shani has these programming cards in her hand this round.


She studies the board to visualize how she wants to plot out her robot’s movements. She decides she wants her
robot to move ahead 2, rotate right to avoid the yellow wall, move ahead 1, rotate left to redirect her robot toward the
Checkpoint, and finally power up to collect 1 Energy. She hopes to draw a Move 2 next round!

1. S he starts here and wants to move ahead


2 spaces in the direction her robot is facing.

2. H ere she wants to rotate right to get around


the wall in front of her.
2 3 4 5
3. Then, she wants to move forward 1 space.

4. N ext, she wants to rotate left, so she is facing


the Checkpoint.

5. L astly, she decides to use a Power Up to earn


1 Energy.
1

6
HAMMER BOT INSTALLED UPGRADES

So, she places her


ENERGY
0 1 2 3 4 5 6 7 8 9 10
programming cards
in her registers

DISCARD
DRAW

as shown (note that


CHECKPOINT programming
START 1 2 3 4 5 6 cards are placed
face down).

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.

3 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

ROTATE LEFT ROBORALLY TM,


® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro.

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.

HAMMER 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
3

IN & OUT
MOVE 3 ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro.

Luis reveals a Move 3 in his Register 1, so Hammer Bot charges forward


3 spaces!

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.

Register 1 has now ended, and the players proceed to Register 2.

CONTINUING THE ACTIVATION PHASE AND END OF ROUND


Repeat steps A, B, and C for the remaining registers. Remember, 2. P lace all face-up damage cards in your registers into
after all players have activated their programming cards for the damage discard pile.
a single register, Board Elements activate, robots fire their 3. Discard all face-up programming cards in your
weapons, and End of Register effects happen. registers into your discard pile.
When the 5th Register has been fully resolved (after End of 4. Leave all face-down cards in your registers, if any.
Register effects): 5. R eturn to the Upgrade Phase (unless the race has ended)
1. The player holding the Priority Token passes it to the and start a new round!
player on their left.
You now know the basics of Robo Rally racing! The race ends when a robot ends a register on the final Checkpoint.
That
IN player
& OUT wins!

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

ROTATE RIGHT (4 copies)


Rotate your robot 90 degrees to the right in its current space.
ROTATE LEFT (4 copies)
Rotate your robot 90 degrees to the left in its current space.

ROTATE RIGHT ROTATE LEFT

U-TURN (1 copy) MOVE BACK (1 copy)


Rotate your robot 180 degrees so it faces in Move Card. Move your robot 1 space
the opposite direction in its current space. backwards. It does not change its facing.

U-TURN MOVE BACK

POWER UP (1 copy) AGAIN (1 copy)


Advance your Energy Tracking Cube 1 Repeat the programming in your previous
space on your Energy Track. register, as if that card were in this register.
If you used an upgrade or Haywire in your
previous register that allowed you to place
multiple programming cards, re-execute
POWER UP
only the second card (the one that was AGAIN

resolved last in the sequence).


Note: An Again card in Register 1 acts like SPAM: Discard it
into your discard pile and replace it with the top card from
your programming deck.
11
MORE ON RACING THROUGH
THE FACTORY
As you can imagine, things can get crazy fast. The next few pages will cover some of the interactions you might find yourself in,
whether you planned for them or not!

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.

Note that all robots on conveyor belts of a particular color


are conveyed at the same time. They convey in tandem in the
direction of the arrows, so a robot on the same conveyor belt
as your robot will convey along with your robot as you convey
down the belt.
Sometimes, this simultaneous conveyance can cause 2
robots to try to enter a junction space at the same time. If this
occurs, neither robot enters that space.

In this example, both robots would end their


conveyance on the same conveyor belt space.
In this instance, they each convey 1 space and
then stop, leaving the junction space empty.
12
Rotating Conveyor Belts
Some conveyor belts have a curved arrow indicating a rotating
section of the belt.
When a conveyor belt causes a robot to convey onto a
curved conveyor space (during Board Element Activation),
they will rotate 90 degrees in the direction of the curved
Rotates Left
arrow on the conveyor belt (left or right).

If a robot moves onto the curved section of a conveyor belt for


any reason other than being conveyed by that belt, such as its 1

own programming card or being pushed, it does not rotate.


Again, if your programming card moves your robot onto a curved
arrow conveyor belt space, it does not rotate. If a conveyor belt MOVE 1

conveys your robot onto a curved space of conveyor belt during


Board Element Activation, your robot does rotate 90 degrees Does NOT Rotate
in the direction of the arrow.

If a robot conveys onto a junction space featuring a curved


arrow, the robot only rotates 90 degrees if it came from the
direction of the curved arrow. In this example, the robot did
not come from the direction of the curved arrow. It came from
the straight arrow side, so it does not rotate.
Does NOT Rotate

In this example, Smash Bot has resolved a Move Back


in Register 3 onto a blue conveyor belt. Since there
are no obstructions, it will convey twice, onto a curved
conveyor belt both times it is conveyed during this
Board Element’s resolution. MOVE BACK

(Smash Bot’s front is highlighted in yellow in this


example to make it easier to see.)
The first time it conveys around the corner, Smash Bot
rotates to follow the arrow around the right-swinging
curve. This conveys its backside in the direction of the
curved arrow seen in panel 1 above to conform to the
belt’s motion.
Since a blue conveyor belt conveys it a second time, Smash
Bot now conveys around a left-swinging curve, with its
backside following the direction of the curved arrow.
The point is, your robot does not rotate to face the
direction of the arrow. Its leading side rotates 90
degrees in the direction of the arrow, no matter which
side of your robot that might be.
13
Combination Belts
When blue and green conveyor belts are connected, a robot can take advantage of both, as long as the blue conveyor moves them
onto the green conveyor.

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.

Push Panels Gears


Push Panels push any robot in that space Gears rotate robots resting on them during
1 space away from the wall that houses Board Element Activation 90 degrees in
the push panel. If multiple robots are lined the direction of the arrow. Red gears rotate
up, they all get pushed! They activate only left, while green gears rotate right. Gears
during the registers that correspond to rotate after push panels push.
the numbers on the push panel. For example, if your movement
in Register 2 brings you to a push panel labeled “2, 4” you will
be pushed. If your robot ends Register 3 on the same push panel,
you won’t be pushed. Push panels push after conveyors convey.

Board Lasers Battery


Board lasers fire at robots during Step Battery spaces are places you can
5 of Board Elements. Starting at the red charge up your robot so you can draw
and white pointer attached to the wall, and buy new upgrades. During End of
a board laser only hits the robot nearest Register effects, if your robot is on
to the source. A board laser cannot fire a battery space, you gain 1 Energy.
through walls or hit more than 1 robot Move your Energy Tracking Cube up 1
each time it fires. For each laser beam on your Energy Track. You can store a
shown, draw the top card from the maximum of 10 Energy.
damage deck. Always draw them 1 at a
time. For example, if a robot is hit by a
double laser (or 2 single lasers), they
draw 2 damage cards, 1 after the other.
See page 17 for more on Damage.

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

A robot’s main laser weapon fires at the nearest robot they


are facing, as long as the laser’s line of sight is not blocked
by a wall. If your robot is shot by a robot laser, you must draw 1
damage card from the damage deck (see Damage on page 17). MOVE 2

Some upgrades can be used instead of your robot’s main laser.


They will describe the effects of the weapon, which can include As Smash Bot moves 2 spaces, it pushes Hulk x90
damage, programming disruption, and more. 2 spaces.

Pushing Other Robots


When your robot moves into another robot’s space, or would move 1

into that space but fails to because of an obstruction (typically


because a wall is preventing the other robot from being pushed
out of its space), that is a push. No matter how far your robot
pushes another robot (even 0 spaces), that is a single push event. MOVE 1
For example, if you resolve a Move 3 and push an adjacent robot 3
spaces, that counts as one long push, not 3 separate push events.
Hulk x90, Hammer Bot, and Smash Bot are sitting in
If a robot enters a space occupied by another robot, the robot a row when Smash Bot’s priority comes up. Smash
in motion will normally push the other robot in the direction Bot moves 1 space and pushes the other 2 robots 1
the pushing robot is moving until it ends its move. Robots do space each.
not change the direction they are facing when they are pushed.
Robots can be pushed almost anywhere on the board, including
into a pit. They can even be pushed off the side of the board! But,
robots cannot be pushed through walls. If a robot pushes another 3

robot into a wall, both robots immediately end their movement.


When a robot pushes another robot, that might also cause
other robots in a straight line of robots to also be pushed.
MOVE 3
Some upgrades cause pushing or interact with pushing.
When an upgrade uses the word “push” to describe an effect
against another robot, that is a push. Pushing does not Here, Smash Bot would push Hulk x90 3 spaces,
inherently cause any damage. but when Hulk x90 hits a wall, both robots must
stop. The remaining move from that programming
card is lost.
Falling off the Board
If your robot moves off or is pushed off the edge of a board,
your robot must Reboot (see next page). Falling into a pit and
falling off the edge of a board both cause a Reboot, but falling
off the board does not count as falling “into a pit”—Upgrades Important: Conveyor belt movement during
that protect against pits do not protect against falling off the Board Element Activation does not cause pushes.
edge of a board. A robot that would convey off of a conveyor belt
does not do so if a robot or wall is in the way.

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

Important: Always draw damage 1 card at a time. 0 1 2 3 4 5 6 7 8 9 10

DISCARD
DRAW
CHECKPOINT

START 1 2 3 4 5 6

SPAM Damage 1 HAMMER 2BOT 3 UPGRADES


INSTALLED 4 5

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

WITH THE TOP

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.

as you DO NOT discard them at the end of the Programming


START 1 2 3 4 5 6

Phase. To get rid of SPAM cards, you must program them into 1 2 3 4 5

your registers or Shutdown your robot (see page 19).


When you reveal a SPAM card in one of your registers during
the Activation Phase, you must take the following steps:
ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro.

1. I mmediately discard the SPAM card face up into


the damage discard pile (next to the damage deck). HAMMER BOT INSTALLED UPGRADES

Now it is out of your deck. This is the advantage of


programming a SPAM card. ENERGY
0 1 2 3 4 5 6 7 8 9 10

2. Take the top card from your programming deck and place
DISCARD
DRAW

it face up in your current register. It will be a random card,


CHECKPOINT

START 1 2 3 4 5 6

so it might really mess up your plans! And that is the


®®
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.

disadvantage of programming a SPAM card. 1 2 3 4 5

3. F inally, resolve the new card that you placed in the


current register slot. If that card is also SPAM, return to
Step 1 above (and congrats on getting rid of 2 SPAM for
the price of 1!). ROTATE LEFT ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro. ROBORALLY TM,
® & © 2023 Hasbro.

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.

HULK X90 INSTALLED UPGRADES


HAYWIRE

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

it at no Energy cost, even if it causes you


OF UNINSTALLED
UPGRADES. AT END to make such a move. Your robot can LEFT OR RIGHT,
WITHOUT CHANGING

to have more than 3 permanent upgrades.


OF ROUND, PLACE
THAT CARD INTO still push other robots when moving FACING.

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.

20
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.

21
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.

REAR LASER (Cost: 2 )


Text: Your robot has a rear-firing laser in addition to its main
laser. Both fire simultaneously.
The rear-firing laser is not your robot’s “main laser,” so it
does not deal increased damage via Double-Barrel Laser
or combine with Rail Gun.

22
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.

ABORT SWITCH (Cost: 1 ) PIERCING DRILL (Cost: 1 )


Text: Replace a register card you just revealed with the top Text: When your robot pushes another robot during your
card from your programming deck. Programming Card Activation, they take 1 damage and you
If the replaced card is damage, place it in the damage discard pile. may rotate them to any facing.
If it is a regular programming card, place it into your discard pile.
PRESSURE RELEASE (Cost: 2 )
ALL ABOARD (Cost: 1 ) Text: Movement Upgrade. Move Back 5 spaces, but stop if
Text: Movement Upgrade. Activate all conveyor belts, but only your robot would push another robot.
for your robot. Blue conveyors first, then green conveyors. Your robot will also stop if it hits a wall, or falls into a pit.
The normal rules for conveyor belts still apply. This does not
replace or prevent the normal conveyor belt activations. RE-INITIALIZE (Cost: 1 )
Text: Give the Priority Token to any player at the table
BOINK (Cost: 1 ) (including yourself).
Text: Movement Upgrade. Move to an unoccupied adjacent
space without changing facing. RECHARGE (Cost: 0 )
Text: Gain 3 Energy.
CALIBRATION PROTOCOL (Cost: 2 )
Text: Return all damage cards in your hand to the damage discard REWIRE (Cost: 1 )
pile, then draw that many cards from your programming deck. Text: Play only during the Upgrade Phase. Add all face-down
Haywire cards in your registers to your hand. You must program all
DISPLACING BLAST (Cost: 2 ) these Haywires this round, but you may place them where you wish.
Text: Instead of firing your robot’s main laser, you may fire
Displacing Blast. If you do, relocate the target robot to the Reboot SWITCH (Cost: 2 )
token on the board they occupy, without changing facing. Text: Movement Upgrade. Swap places with an adjacent robot,
without changing facing.
LUCKY BOOSTER (Cost: 1 )
Text: Reveal and discard cards from the damage deck until ZOOP (Cost: 1 )
you reveal Haywire. You may replace a register card you just Text: Movement Upgrade. Rotate to face any direction.
revealed with that card or discard it to the damage discard pile.
23
READY-TO-GO RACE COURSES
On the following pages, you will find 13 pre-made race courses that you can set up and get right into the action.
Each one is labeled with a name, difficulty, and any special rules. Pay careful attention to the orientation of each map. It matters!
PRE-BUILT RACE COURSES
Over the next several pages you will find 13 race courses that Look closely at the picture of your chosen race course when
are ready to go! Each entry will have the name of the race setting it up. The name of the board is found in one of the
course, how long the race will likely take based on 4 players corners of the board. Some boards might be oriented in such a
in the game, a list of which boards to use, and the number of way that the board name is not readable without turning your
Checkpoints. Taken all together, you should be able to find the head. Pay close attention to the numbers on the Checkpoints
perfect race course for your playgroup! and direction of the arrow on the Reboot token in the image.
Short Medium Long It’s incredibly important to match the image provided.
45 Minutes or less 46-75 Minutes 76+ Minutes
The race courses are divided into 4 levels of difficulty: Suggested Starting Spaces
Starter, Beginner, Intermediate, and Advanced. This rating Most of the race courses here have Energy cubes covering
is mostly based on how hard it will be to traverse the boards some of the black and white starting spaces on the Docking
to reach the Checkpoints. The length of a race doesn’t factor Bay. Players should avoid placing their robots on these spaces
into the difficulty. The number of boards, Checkpoints, and at the start of the game. Once each player has placed their
players factors most heavily into the time to play. robot onto a starting space, remove the cubes from the board.

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

Game Length: Short


Boards: In & Out, Docking Bay B
Checkpoints: 1

Robots should not start in the spaces


covered by Energy cubes.
Don’t forget to place your Archive
Token under your robot at the start!

IN & OUT ROBORALLY TM,


® & © 2023 Hasbro. DOCKING BAY B

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

CASTLE TOUR RUSH HOUR

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.

IN & OUT ROBORALLY TM,


® & © 2023 Hasbro.
® & © 2023 Hasbro.
ROBORALLY TM,

BOX CANYON
DOCKING BAY A

Game Length: Boards: In & Checkpoints: 3


Medium Out, The Keep,
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

B YAB GNIKCOD CACTUS

RIVER RUN

DOCKING BAY B
Game Length: Boards: Tempest, Checkpoints: 3
Medium Docking Bay B
THE CACTUS CUP

Game Length: Boards: Cactus, Checkpoints: 6


Long Docking Bay B
® & © 2023 Hasbro.
ROBORALLY TM,

DOCKING BAY A
MISDIRECTION

DANGEROUS CURVES

Game Length: Medium


Boards: Cactus,
Misdirection,
Docking Bay A
Checkpoints: 3

Note that the 2nd


Checkpoint covers a
battery space, so it is not
active during this race.
CACTUS

26
SIDEWINDER ROBORALLY TM,
® & © 2023 Hasbro. B YAB GNIKCOD ENERGIZE ROBORALLY TM,
® & © 2023 Hasbro.

TWIST & SHOUT

Game Length: Medium Boards: Sidewinder, Energize, Checkpoints: 2


Docking Bay B
Yes, the Docking Bay is in between the 2 boards!

.orbsaH 3202 © &


® ,MT YLLAROBOR
THE KEEP

TREACHERY

Game Length: Long


Boards: The Keep, Cactus, Misdirection, Docking Bay A
Checkpoints: 3
ROBORALLY TM,
® & © 2023 Hasbro.

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

Game Length: Long


Boards: Tempest, Steps,
Docking Bay A
Checkpoints: 4

TEMPEST STEPS

28
STEPS MISDIRECTION

DOCKING BAY B SIDEWINDER ROBORALLY TM,


® & © 2023 Hasbro.

RIDE THE LIGHTNING

Game Length: Long Boards: Steps, Sidewinder, Checkpoints: 3


Misdirection, Docking Bay B

TEMPEST
B YAB GNIKCOD IN & OUT ROBORALLY TM,
® & © 2023 Hasbro.
ENERGIZE

FOR THE GLORY

Game Length: Long


Boards: In & Out, Tempest,
Energize, Sidewinder,
Docking Bay B
Checkpoints: 4
ROBORALLY TM,
® & © 2023 Hasbro.

SIDEWINDER ROBORALLY TM,


® & © 2023 Hasbro.

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.

Make Sure Robot Density is Maintained Where to Place Reboot Tokens


It might feel natural to link 4 boards together to make an Each board, other than the Docking Bay, must have 1 and only
epic-length 3-player game. However, for games with 4 or fewer 1 Reboot token on it.
players, you’re likely to not see much robot interaction with Reboot tokens should, in general, be placed somewhat away
all of that extra space. Sometimes it’s better to add additional from Checkpoints. A player who Reboots shouldn’t reappear
Checkpoints to a 2-board course than to add a 3rd or 4th board. too close to the next Checkpoint. Placing them centrally will
make sure that a Rebooting robot can’t fall off one edge of a
Higher Player Counts Means More Playing Time and Chaos board and reappear on the other side of the board.
The more robots there are to deal with, the crazier things will Be wary of which way the Reboot arrow points. The arrow is only
get. Games with 5-6 players naturally take longer than 2-3 used if a Reboot token is occupied when a robot tries to re-enter
player games. A 1-board race course might be too confining for the board, but facing it towards a pit might be considered
6 robots. It might be better to create a 2-board course and place unfair. Also, you need to have enough space in the direction of
only 2 Checkpoints if you’re hoping for an hour-long game. the arrow should unfortunate circumstances cause multiple
robots to Reboot at the same token. A game with 5-6 players
should have at least 2 open spaces in the direction of the arrow.
Where to Place Checkpoints
Checkpoints should criss-cross the boards to maximize Where to Place the Docking Bay
player interaction. Avoid placing Checkpoints in a straight
line from board to board to board away from the Docking Bay. Place the Docking Bay on the edge of a board that does not
You want the race leader to have to turn around to face their feature too many nearby obstructions or conveyor belts. If a
foes on their way to the next Checkpoint. robot gets gummed up as soon as they enter the board, they
will fall behind through no fault of their own. Conversely, easy
Checkpoints should be in areas where there are multiple entries access to a conveyor belt headed towards Checkpoint #1 can
and exits. Avoid placing them in corners where there is only one propel a robot into an unfair early lead.
way in and one way out. Checkpoints are best placed on an open
space with no walls around it, and should never be placed in a Use the side of the Docking Bay that seems most fair for all players.

30
CREDITS

Game Designers: Richard Garfield & Michael Davis


Game Developer: Matt Hyra
Senior Producer of Board & Card Games: Dan Bojanowski
Associate Producer of Board & Card Games: Jimmy Le
Illustrator: Gonçalo Lopes Associate Producer, RPGs: Kevin Schluter
Graphic Designer: Cold Castle Studios Lead Developer, World of Darkness: Juhana Pettersson
Editor: William Niebling Product Developer, RPGs: Jason Keeley
Production Artist: Noelle Lopez Senior Game Designer: Matt Hyra
Game Designers: Dan Blanchett & Christopher Chung
Lead Playtesters: Dave Kennerud, Rick Steeves Director of Visual Design: Anita Osburn
Board Designers: Matt Hyra, Rick Steeves, & Michael White Creative Director, Games: Jeanne Torres
Playtesters: Johnny Bellanger, Rick Blaha, Randal Divinski, Creative Director, RPGs: Sarah Robinson
Lori Harris, Joe Helfrich, Kenton Mattos, Leah Nohrenberg, Creative Production: Todd Crapper, Noelle Lopez,
Matthew Sanchez, Adam Schumph, Edward Shannon, Janek & Gordon Tucker
Spaderna, Michael White, & Matt Williams Video Production Associate: Katie Schmitt
Customer Service Manager: Jenni Janikowski
HASBRO CREDITS Customer Service: Bethany Bauthues
Team Hasbro: Elizabeth Artale, Paul Strickland, Finance Clerk: Madeline Minervini
Tayla Reo, & Brian Casentin
For additional information or support, please visit us online:
RENEGADE GAME STUDIOS www.renegadegames.com
President & Publisher: Scott Gaeta
Vice President Sales & Marketing: Sara Erickson
Controller: Robyn Gaeta
Director of Operations: Leisha Cummins
Associate Project Manager: Katie Gjesdahl
Sales Manager: Kaitlin Ellis /PlayRGS • @PlayRenegade
E-Commerce: Nick Medinger @Renegade_Game_Studios • /RenegadeGameStudios
Sales & Marketing Program Manager: Matt Holland
Images for illustration purposes only. Actual product may vary.
Community Manager: Jordan Gaeta
ROBORALLY and HASBRO and all related trademarks and logos are
Senior Producer of Board & Card Games: Dan Bojanowski trademarks of Hasbro, Inc. © 2023 Hasbro.
Associate Producer, Board & Card Games: Jimmy Le

31
VARIANT RULES

A Lighter Game Competitive Mode


If your game includes beginners, younger players, or players who For experienced players: After setting up a race course and
don’t want to keep track of things, you can eliminate all upgrades determining the first Priority player, each player (in priority
from the game for all players. Just eliminate the Upgrade Phase, order clockwise) may place their Energy Tracking Cube on 1 of
the upgrade cards, and Energy tracking. The battery spaces the start spaces of the Docking Bay. Start spaces with cubes
on the boards then also do nothing. cannot be chosen as any robot’s starting space. This can prevent
a robot from starting in a space with a clear advantage over
A Less Deadly Game other spaces. If using a pre-built race course from this rulebook,
don’t place the cubes as shown; let the players place them.
If your game includes beginners, younger players, or players
who like to stay upright, all players should play without the After this is done, only the black and white gear spaces without
“falling off the edge of the board” rule. Consider all map edges cubes may be chosen as starting spaces. Once all players have
that don’t have another board attached to have invisible walls. placed their robots onto the Docking Bay, players return their
If your robot would move off the board, it hits a wall instead. Energy Tracking Cubes to the “3” spaces on their Energy Tracks.

A Less SPAM-Y Game Act Fast Mode


If your game includes beginners, younger players, or you want For experienced players: If you find that some players are too
to slightly reduce the randomness and time to play, players slow for a racing game (fast is good), then a countdown timer
should discard all SPAM cards in their hands at the end of the might motivate them. One player should start a 2- or 3-minute
Programming Phase. Discard your SPAM into your discard pile. timer on their cell phone (decide how fast you want your game
You will continue to draw SPAM from your deck, but you’ll draw to be) after all players have refilled their hand to 9 cards.
your other cards more often this way. If a player has empty registers at the end of that time, they
must shuffle the cards in their hand and randomly fill their
empty registers.
Dynamic Archiving
Instead of placing Reboot Tokens on each board, robots
“archive” when they end a register on a Checkpoint or a battery Less Foreshadowing
space. Place your robot’s Archive Token on that space. If your For experienced players: At the end of each round, shuffle the
robot must Reboot, they do so at their Archive space. In larger cards in your deck, discard pile, and the non-damage cards in
games, you may place your robot’s Archive Token on the side of your hand together to form a new programming deck. This keeps
the board, lined up with the space where your robot archived. each new hand of cards random, instead of being able to have
This prevents a large stack of tokens on a single Checkpoint. a pretty good idea of what cards
If your Archive space is occupied by a robot, use the rules as will be coming in your next hand.
found under Reboot. The “arrow” side of your Archive Token Recommended only for players
acts like the arrow on a Reboot Token. who are good
at shuffling!
Archive Tokens are smaller than the spaces, so players should
be able to see what Board Element is under it. These tokens
do not change the Board Element function of that space.

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