Keep Out !: Ver 0.95, Dec 2008 By: Black Knight Foundry
Keep Out !: Ver 0.95, Dec 2008 By: Black Knight Foundry
Keep Out !: Ver 0.95, Dec 2008 By: Black Knight Foundry
This expansion brings you:
WHAT'S NEW
I. Rules
All cited RoboRally game variants are subject to testing and modification. They
may be divided into following groups: modifications of existing ones, modes
(new rule sets) and alternative (optional) rules.
- Option cards: At the beginning, all players draw two option cards, selecting
one that fits them better. No robot may carry more than 3 options one time (due
to the weight and dimension limits) and only one of them may be a secondary
weapon. If you draw a new card which exceeds one of these limits, you have to
discard a card already installed or this one.
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Mode: Sokoban (jap.: Storekeeper) by Black Knight Foundry
In this style of game your robots resumed their work in a factory – they are
handling the material in production. Yes, it seems to be quite a boring job, but...
Together with the robots, place on the board up to 8 crates and 8 barrels
according to the chosen scenario. You may also choose to play with MHM
instead of (in addition to) ordinary RoboRally robots. See chapter II for detailed
description of all these new features.
The robots have their lasers switched off (for security reasons).
Optionally, you may give to all robots a magnet with Pull/Push function (as
Pressor Beam + Tractor Beam). Each phase, instead of firing a laser, you choose if
you push or pull the object you face one space towards/from you. In each game,
decide first whether the magnet affects all objects including robots, or just the
goods.
The goal of the game depends on chosen scenario. There are some suggestions:
a) Clearance – in this scenario, the robots have to open (destroy) all crates and/or
barrels; in each opened crate you find an option card, in each barrel an oil/acid/
radioactive fluid.
b) Labor gangs – from each couple in play, one takes MHM, the other an ordinary
robot. The goal is to gather all crates/barrels* onto a space defined on board. The
team with more crates/barrels wins. If a robot destroys a crate, it is subtracted
from their team final score.
c) Departures & Arrivals – In cargo bay, you have to load all available
crates/barrels* on parked flat-bed wagons in given amount of turns/time. May
be combined with the Labor gangs variant.
* You may also use unused robots as deactivated "factory products" instead of crates. Any scratch
on the product is deducted from final score.
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Mode: Battery Low by Black Knight Foundry
In Standby mode, you may not fire a laser, you have the movement limited to 1,
and you have 3 turns to find a Recharger - otherwise you will become at the end
of 3rd turn just a piece of expensive metal (loose one life). Recharging equals to
powerdown on recharger; the robot must switch down there for whole the turn.
This mode may be combined with any game mode, preferably with the Arena.
Put a Monster (a counter, warhammer model ... anything you want to represent a
creature) in the middle of the board.
One player takes over the control of this monster. It may roam freely on the
board, without program cards. However it must perform only one movement per
phase (TurnL, TurnR, U-Turn, Move 1-3). Each monster has only 1 life and is
affected by all board elements, but not slowed by its wounds (damage received).
The aim of robots is to defeat the alien(s). Here are several scenarios:
a) Juggernaut – quick game for 3-4 players and 1 monster herder. Only one
creature is out there, but big and strong, with 12 p.o.d. His movement is limited
to 1, but he can bruise the robots in front and on sides of him with damage 3 or
throw them up to 3 spaces away. His aim is to destroy all robots (and conquer
the world, as usual).
b) Raiding Party – There are fast creatures (number equals to the number of
robots), with movement 1-3, but only 3 p.o.d. Their aim is to collect all
crates/barrels and take them back to their ship. One creature may carry only one
object in its hands/pseudopods/tentacles.
* You may further balance the game by modifying the strength, speed and p.o.d. of
creatures.
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Mode: RoboRugby originally designed by Eney, Berlin
The ball-carrying bot (or the RoboBall) may still be pushed as normal and the
ball's (robot's) position will remain unchanged by the push. As in football, when
the ball leaves the board (p.ex. falls in a pit), it reappears in the nearest clear
space from the point of disparition. If there are more available ball positions,
loosing player decides.
Decide who will start to deploy (p.ex. roll a die). The teams are placed on
opposite board edges, the RoboBall is then thrown in the center approx. from 10
cm (5") height by second player. Adjust the ball position afterwards to the nearest
clear space.
A team scores when the "ball" leaves the board through 2 spaces in opponent's
border center ("goal").
Mode: Ice Rink originally designed by Matthew Webber & Stephen Tavener
P.ex. when you move (or are forced to move) 3 spaces, next turn you move 2 spaces in
that direction and in 3rd phase you move one additional space before finally stopping your
movement. So, theoretically, if you perform another Move 3 in 2nd phase in the same
direction, your total movement will be 3+2 = 5 spaces. In 3 rd phase, you will move 1+2 =
3 spaces further, even if you would wish not to move.
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Indicate the momentum by counters on Momentum table (see Appendices
section). When the resulting movement is not orthogonal, trace a line between
origin and target space. Any board element interfering with the robot's trajectory
will affect him*.
If a robot hits another robot, then (1) the moving robot stops dead in the square
immediately before the square with the other robot in it, as if it had hit a wall and
(2) the hit robot gains the points of speed that the moving robot lost.
* A variant: when colliding with a wall or another object, the robot takes a certain
amount of damage: 1 p.o.d. per 1 point of blocked movement.
Rem.: Another game mode, Ice Hockey, is based on Cold Room map (at Roborally.com)
combined with RoboRugby mode – very challenging
The robots start on the board edges, in centers or in corners. If you play with 5+
players, place them on equidistant positions:
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Mode: Capture the flag by Unknown
The flag is picked up by running over its location (you need not to stop on it).
When the robot carrying a flag is pushed or destroyed, the flag remains on its last
position. When the flag itself is destroyed (crushed, lost in the pit ...), it reappears
on its home pole.
A robot may return home his stolen team's flag if he touches its square.
Similar to the Arena, this mode is designed for two teams of 6-8 players on 1 or 2
boards. Place all flags in equidistant starting positions near the center and robots
at the board edges (each team chooses a starting side). For best results the flags
should be in relatively easy positions to reach. Ideally all flags should be
reachable in 2 to 3 rounds.
The objective of the game is to capture and hold the control points marked by the
flags. To capture a control point for your team you must end your register phase
on that space. When a flag is captured place your team marker on the square.
Scoring takes place at the end of each turn, at which point teams score a point for
each control point they hold. The game ends when one team reaches 20 points (or
any other agreed point limit).
There is no limit on the number of lives, and no penalty for dying except loosing
an option card – you start again anywhere on the board edge; archiving on
service points is not allowed.
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II. Robots and components
These robots are born to be workers, not racers. They are bigger, stronger ... but
also a bit dull. In the real life we call them Fork Lift Trucks (FLT). You can easily
create them with several pieces of wood from your local hobby store:
MHM's occupy 2 spaces; one is the main body with an engine and CPU. This is
the center around which the robot rotates. The rest is just an extension: narrow
metal forks. While not loaded, the extension is not affected by weapons or board
elements – but may be blocked by walls or other robots while the robot attempts
to rotate or move.
There must be no object in the turning trajectory of the MHM's extension. The
extension may displace an object by turning movement; the displaced object
moves in perpendicular direction.
When the robot tries to move its extension on the space with a robot, crate or a
barrel, it will succeed automatically to load (grapple) the object. The only
exception is another MHM – you may not load nor carry it; it's too heavy and
unwieldy; you will push it instead. While you push a MHM forks from side, the
robot rotates around his body (center of gravity). But, when you hit a MHM’s
body, it slides like an ordinary robot.
Fig. 1
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See the Fig. 1 for an illustrative example:
- The MHM (1) is trying to move. He may turn Right (a pit on that space does not affect
his fork extension), but not Left (a wall). He may not go ahead (another wall) but may
back up. If he will stay where he is, his fork won't be affected by laser (a board element).
- Another MHM (2) approaches. It may not rotate to the left (a wall), but he may move 1
space forward to push (1) on his new position "x" - but as there is a pit on the movement
trajectory of (1), the (1) will fall into it.
- The MHM (3) may in the mean time advance 1 space forward to grasp the crate laying
there. If he moves 2 or more spaces, he will also push the crate while loading it.
- Truck
- Crane
Crates/Containers
Crates are brainless angular objects hiding many treasures – well, mostly they
contain some machinery. You may use a d6 die as a crate or create one from a
piece of a squared log.
There are some transporting scenarios, in which you must not break the crates at
all costs and other scenarios, where you may crush them freely.
You may also agree on hiding the option cards in crates (cargo counters
available, see the chapter V) and collect them by destroying the containers. The
crates may also store dangerous explosives, destroyed with devastating effect to
the surrounding wretches (treat the explosives as the Big One bomb 8/4/2 or a
Mortar shell 3/1).
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Barrels
Barrels are similar to the Crates, but more fragile and dangerous – they usually
hold liquids - oil, acids or radioactive waste.
Each barrel is made of metal, therefore it is magnetic as the other robots. It has 2
points of damage and it crumbles when receiving the 2th p.o.d., revealing its
contents (another hint: each drum has two bottoms, turn it to indicate its
damage). When the barrel is destroyed, the content is spilled over its location.
They are just moving platforms on rails, used in special scenarios. Robots and
board elements cannot damage them or push them out of the track. However,
they may be pushed along the track - moving cargo or the robots standing on
them.
III. Boards
Except the boards we issued for Overtime expansion you may find wide range of
new boards on:
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IV. Description of new board elements
Timing: Just after the little gears turned 90° in the Board
Elements move-Sequence. Rotate the corresponding
Turntable token.
- by Roborally.com
Alternative They look different, but these are just normal squares,
Ground they do not affect robots at all.
Plates - by Black Knight Foundry
(Podlaha)
Cracked Ice / Function: Robots can move over or stop and move on
Crumbled next turn like over normal ground squares. But robots
Ground trying to execute a rotate card (and so standing on the
(Praskající square for a complete turn) sink in and lose one life
podlaha) - by Roborally.com
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Derrick Moves the material between specific (numbered)
(Jeřáb) spaces. Its movement is circular, with priority 005,
therefore it moves after all program cards, but before
any board elements.
Any robot except MHM's located on the numbered
space corresponding to the active phase is lifted and
transported to the subsequent numbered space. The
object is transported as long as it stays on numbered
spaces – lifting points.
- by Black Knight Foundry
Blast Function: Hot lava erupts from the depth of these pits
Furnace/ and damages Robots in the 4 adjacent squares around
Lava Pit the pit receive 1 point of damage. The damage caused
(Tavící pec) by eruption may be blocked by walls.
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Sliding Gate Blocks robot movement and weapons fire during
(Vrata) selected phases.
- Based on Kennedy's "Doors"
Ice Wall Ice covered wall reflects all laser beams back to the
(Ledová source.
stěna) - by Roborally.com
Ice Wall: Ice covered wall corner reflects on the square all laser
Corner beams shot in its direction.
(Roh ledové - by Roborally.com
stěny)
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Magnetic Function: Robot moving onto or over an active
Lock MagLock end their movement and loose any remaining
(Magnetický motion. Robots on an active Maglock cannot move,
zámek) programmed movement card(s) are ignored. Locked
robots cannot be pushed. If a robot is pushed onto an
active MagLock it is locked and cannot be pushed any
further. A locked robot may still use any weapon or any
other option cards except cards that enable the robot to
move away from the MagLock.
Reset Site Function: Like on Repair sites, robots can store there
(Programovací archive copy here (but neither repair nor exchange/
jednotka) gain options).
In addition, at the end of phases 1-4, the robot may
choose to replace his next programmed register (2.-5.)
with a card of his choice (that is still in pile). A robot
ending on a reset site at the end of the fifth register
phase gains one program card of his choice for the next
turn (but replacing one of his random cards = an
undamaged robot receives 8 usually dealt cards in
addition to his free choice-card).
Timing: Always, like Repair sites and Chop shops.
- by Roborally.com
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Sluice Function: Sluices have 2 states-open (in the picture) and
(Stavidlo) closed. Open sluices can be treated like open ground
(robots trying to move on an open sluice from the
upper level fall down, taking two p.o.d.) In the register
phases indicated by the numbers the sluice is closed. It
can be treated like open ground on the upper level (and
behaves like a solid wall on the lower level).
Trap Door Robots on trapdoor squares die (or fall on the level
(Propadlo) below) if the door is open on the current phase
- Grand Prix Expansion, by Wizards of the Coast
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V. List of new counters
8 Explosives Token for the crates. If you prefer random crate contents, draw a random
round token when the crate is opened. Count Explosives as a mortar
round with 3/1 damage effect.
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4 Field: On/Off Double-sided counter indicating the belt switch status.
Switcher
8 Free option card Token for Crates. Showing the option location on the board (p.ex. when
the carrying crate is broken). A robot must stop on the counter to collect
the option.
Rem.: This token does not disable the board elements under it and is affected by
them (imagine a box with the appliance in it).
3 Goo Token for the Goo Dropper option card.
Rem.: This token does not disable the board elements under it but isn't affected
by them.
8 Oil content Token for Barrels. An oil spill negates robot's movement friction – when a
robot moves on the oil spill, he slides until reaching a space free of oil.
Rem.: This token does not disable the board elements under it but isn't affected
by them.
8 Pit Pit token for all big explosion effects and board alteration.
8 Radioactive content Token for Barrels. When a robot ends in radioactive spill, he receives 1
p.o.d. and one of his options is damaged and deactivated – turn it face-
down. It may be repaired instead of repairing 1 p.o.d. This damage is not
removed by Powerdown.
If the robot has no undamaged option cards left, he gets 1 random
program card for the next movement phase.
Rem.: This token does not disable the board elements under it but is not affected
by them. The damage is dealt in the laser firing phase.
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VI. List of new option cards (alphabetical order)
There are 36 new option cards, divided into two groups – "works" and "war zone". 18 War zone
cards are designed for quick and deadly games and they should be used only for specific
scenarios.
N° Type Description
1 40HP Battery Powerful engine enables the robot to perform Move 2 while executing Move 1
program cards. However Recharging and Powerdown lasts 1 turn longer.
2 Afterburner In one of your movement phases, the Afterburner enables to increase the robot
movement by 6 hexes (not less). The movement priority is that of used program
card.
If the robot hits an obstacle en route, the robot gets the damage equal with the
sum of unused movement. Discard this option afterwards.
3 AI Use it as a program card for any phase while programming new turn. When
activated, the player may decide freely this phase which movement will be
executed (Move 1-3, RotL, RotR,U-Turn). This card may be used repeatedly.
4 Anchor The robot may cast the anchor to prevent further movement. The Anchor also
blocks the effect of all moving board elements. At the beginning of any
subsequent phase before movement, you may decide to set forth: in that case
discard the Anchor.
5 Big Gun Ammo 3. You may fire the Big Gun instead of firing your robot's main laser. The
Big Gun causes 3 p.o.d. in addition to pushing your robot back 1 square.
Unwieldy: slows down the robot by 1.
6 Big One When activated, place a Big One token in your robot's square.
The bomb explodes at the beginning of next turn, affecting all robots at the range
up to 2 squares distant with respective strength 8/4/2. Robots behind walls are
unaffected by explosion.
After explosion, place a pit token on its place. Flags cannot be blown out.
7 Bridge Layer 2 bridge elements. When activated, place a Bridge token in the square in front of
your robot. Treat robots moving over this square as if they were moving over
open floor.
8 Drone When you draw this option card, place a new robot in an adjacent square. While
brand new, it has 1 life, 5 registers and so it gets 5 program cards each turn until
damaged. It can be repaired but may not carry option cards.
The Drone is floating – it ignores all board elements except walls.
9 Flamethrower Ammo 3. Damage 2
You may fire the Flamethrower instead of firing your robot's main laser up to 2
spaces away. The Flamethrower causes 2 p.o.d. when fired and 1 additional
damage next phase.
Ignitable contents: when the carrier receives more than 1 p.o.d. during one
phase, the robot gets 2 extra p.o.d. and the Flamethrower is destroyed.
10 Magnetic Mine Ammo 1. Damage 4.
When activated, place a magnetic mine token in your robot's square and discard
this option.
At the beginning of the next turn, the magnetic mine becomes attracted to the
nearest robot (or another object). It is moving orthogonally or diagonally 1 space
per phase. As long as there are equidistant targets, it stays immobile. It explodes
if it collides with an object or leaves the board.
The Mine is floating – it ignores all board elements except walls.
11 Goo Dropper 3 Shots.
When activated, place a goo token behind your robot. If a robot passes over or
stops on the goo, the robot gets stuck and must make a move of 2+ to free itself.
Until then it cannot move nor turn.
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12 Guided Missile Ammo 1. Damage 5.
You may launch a missile instead of firing your robot's main laser. When
launched, draw 10 program cards and place the missile in your robot's square.
You may program the missile movement with up to 10 cards. It explodes if it
collides with an object or leaves the board or when all cards have been
expended.
13 Armored plates Heavy steel plates reduce the damage the robot receives by 1. The armor is
unwieldy and slows down the robot movement by 1 (minimum 0).
14 Jamming When your robot is located on an adjacent space and it is facing an opponent’s
device side, it may use this option to jam the target instead of firing the robot's main
laser. This attack forces the opponent to remove all further program cards and
execute the actual movement until the end of turn.
15 Mine layer Ammo 3. Damage 3.
When activated, place a mine token behind your robot. After that phase, if any
robot passes over or stops on the mine, the mine explodes.
16 Mirror Reflects all laser beams back to their source from one of the robot's sides. When
installed, decide the Mirror orientation: Front/Left/Back/Right. Rotate the
option card to represent its facing.
17 Missile- Ammo 3. Damage 3.
launcher You may launch a missile instead of firing your robot's main laser. When
launched, place the missile in your robot's square. During each subsequent
phase, move the missile 2 spaces forward until it collides with an object or leaves
the board.
18 Mortar Ammo 3. Damage 3/1
You may fire the Mortar instead of firing your robot's main laser. This weapon
fires indirectly with dispersion.
Mark any target square in front of your robot, ignoring all obstacles. Draw a
program card and shift the mark accordingly (turning cards do not shift the
mark). The shell hits this target square with 3 p.o.d. and all adjacent squares
with 1 p.o.d. Robots behind walls are safe from the effect.
19 Optical Sensor When this option is active, the robot will not exit the board or fall into a hole
unless being pushed or moved out. When instructed by its program card to
move out of the board, he will perform Move 0.
20 Option When activated, all options (even your own, except this one) within a 3-square
Damping Field radius of your robot are deactivated or cannot be used.
Devices already released by options continue to function normally.
21 Overload You may place two program cards in a single register and execute both in that
Override register phase, or you may leave a register unprogrammed.
Your robot takes 1 point of damage each time this option is used.
22 Parking sensor This option will automatically end the robot's movement if it encounters an
obstacle. It will not push any object or collide with another robot.
23 Plasma Gun Ammo: 3. Damage 2.
You may fire the Plasma Gun instead of firing your robot's main laser. The
Plasma Gun causes 2 points of melting damage when fired: the damage blocks
target's actual register.
Unstable contents: when the carrier receives more than 1 p.o.d. during one
phase, it gets 2 extra p.o.d. and the Plasma Gun is destroyed.
24 Plough When your robot pushes another object, instead of being pushed ahead the
target is moved on your right side.
25 Prism Deflects one laser shot per phase in clock-wise direction. The crystal is fragile:
when the robot is damaged, discard this option.
26 Proximity Mine Ammo 1. Damage 4/2.
When activated, place a proximity mine token behind your robot. The proximity
mine becomes active next turn. If a robot passes within 1 square of the mine, the
mine explodes.
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27 Rail Gun Ammo: Unlimited. Damage 2.
You may fire the Rail Gun instead of firing your robot's main laser. The Rail Gun
causes 2 p.o.d., fires through walls and other robots. Power demanding: when
you use it, you have to pause next program phase to recharge your batteries.
28 Reengineering When your robot faces another robot, instead of firing your robot's main laser
Unit you may discard or steal one of target's option cards.
29 Repairing Unit Use it as a special program card for any phase while programming new turn.
When activated, the Repairing unit heals 1 p.o.d. to the owner or adjacent robot.
This card may be used repeatedly.
30 Self-destruct Use it as a special program card for any phase while programming new turn.
When activated, it causes 12 p.o.d. to the owner and 4 damage to adjacent
robots. Discard this option afterwards.
31 Shock rod You may use the Shock Rod instead of firing your robot's main laser. When your
robot faces another robot, you may short-circuit it. The target is out of action for
next programming phase.
32 Spyware You may install the Spyware instead of firing your robot's main laser. When
installed, put this option card face down next to the target player's program
sheet.
Until his next powerdown, you may look on your opponent's hand while he
receives new program cards.
33 Turret Place the Turret on any weapon except a laser: you may change the Turret facing
each phase before the program cards are revealed. Rotate the option card to
represent the turret facing. When destroyed, remove the turret together with the
installed gun.
34 Vacuum Capacity: 3 Spills
Cleaner This option enables to clean up the space in front of your robot of the
radioactive/acid/oil/goo contents. The Vacuum cleaner may hoover 3 counters.
It may be emptied when the robot is instructed to replenish his ammunition.
35 Virus You may install the Virus instead of firing your robot's main laser. When
installed, put this option card face down next to the target player's program
sheet.
Until his next powerdown, you may discard one of the opponent's program
cards at random from his hand while dealing new turn.
36 Zimmerit paste The robot covered with Zimmerit paste is immune to Magnetic mines, Magnetic
board elements, Pressor and Pusher option cards.
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A few more scenarios
Red October Factory
- map -
See the map for initial positions. The mission seems to be very simple: dispose of the
radioactive material before the U.N. inspection arrives. This may be accomplished by
moving the barrels out of the Cargo Bay to the Steel Mill Furnace. Barrels have to be
preserved until being thrown in molten ore.
For each barrel liquidated without any trace the team gets 2 points. For each barrel
destroyed in adjacency of a robot, he is found guilty (he did it!) and his team loses 2
points. If any other barrel breaks down, both teams loose 1 point.
- map -
Walk-Smart Warehouse
Boards: Chess
Modes: Sokoban – Individuals or Teams (per 2 robots)
Players: 4-8
Length: Medium
Special: 8x Crates with Option counters
- map -
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The goal is to move all crates out of the warehouse (off-board). Each despatched
crate counts for 1 point to the person who touched it last time. The crates destroyed
in transport are not subtracted from final score.
ACME
- map -
This fight happens in an ammunition factory. Each time you break a crate, turn over
one of the prepared tokens to see what you have found. If there is ammunition, you
may collect it and reload all your weapons. In case of explosive contents, count it for
Big One bomb blast with damage 8/4/2.
Options Ltd.
- map -
In this scenario, Crates act as a semi-finished product (material). The boxes are
located on positions shown on the map. They cannot be destroyed. Once the crate
passes through whole production process on the last turntable, exchange this crate
for an option token. This token is moved further by board elements. There are no
other options in play than the produced ones.
If a material is moved out of the belt during the production process, it becomes a
defective product – mark the box as "scrap". Once all material is transformed either
on products or scrap, the game ends. The player who has collected most option cards
wins.
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Mad Max
Boards: Any
Modes: None, Individuals or Teams (per 2 robots)
Players: 2-8
Length: Short
Special: War Zone option cards. All robots have 3 extra “lives” to spend before
they start to suffer from the damage received.
Credits
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Appendix 1: Momentum Chart idea by Stephen Tavener
4 SPEED
3
2
1
4 3 2 1 0 1 2 3 4
1
2
3
4
SPIN
1 U 0 U 1
a) How to use the chart
Place one copy of this chart next to each player parallel to one side of the board. The
cross marked SPEED shows the speed of robots relative to the board - not the direction
the robot is facing. The bar marked SPIN shows the amount that the robot is currently
spinning each program phase. Put two markers (coins, damage indicators ...) on this
table to show their momentum.
When a robot moves onto the ice, move it normally, but update the chart to show the
speed and direction with which it moved onto the ice.
* You may see that as long as the robot proceed cautiously without making hasty moves, the ice
floor acts like a normal board.
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After that, if a robot starts a program phase on the ice, it moves as follows:
1. Sum the actual program card with the movement on momentum table.
2. Move the robot on the resulting trajectory.
3. Subtract 1 from each direction on your momentum chart (friction) - down to 0.
4. If your program card is Move 2, Move 3 or U-Turn, increase the marker position
accordingly.
c) Collisions
To determine if a moving robot collides with another robot, a pit, or a wall, draw a line
between the centre of its starting square, and the square where it will end up. The robot
moves through each square that the line does, in the same order. If the robot goes
through a corner, it does not collide with anything in the neighboring squares.
When a robot moves off the ice, it stops in the first non-ice space it reaches. In addition,
it stops spinning.
Example: Let's have a look on Wallace the robot. Here is his spin chart with his momentum
indicated by "X". He pulls out a "Move 3" program card. What happens next?
4
3
X 2
1
4 3 2 1 0 1 2 3 4
1
2
3
4
1 U X 0 U 1
He adds his programmed movement to the current momentum on his chart. The result is 3 spaces
forward minus 2 spaces back = 1 space ahead. Rotation and slide to the left stays unaffected. See
Wallace's final position. He lowers his momentum indicator 1 space towards 0 both ways (Xpos=0,
Ypos=1, Rotation=0). Now, as he had Move 3 ahead, he has to shift his momentum indicator 2
spaces forward. Next phase he will slide 1 space in southern direction.
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