Ausser Rand & Band
Ausser Rand & Band Rulebook
Table of Contents
Table of Contents
Object of the Game
Place your dice on the robot tiles that are conveyed by the assembly line. As soon as a tile leaves the line, the dice deposited on it tumble down as well. The player with the highest total dice-roll result may collect the finished robot tile. And in the end, the player who is able to use these individual parts to assemble as many robots as possible – preferably, of only one color – wins the game.
Game Materials
- 1 (three-part) assembly line
- 1 end-of-work tile
- 40 dice
- 27 robot tiles (9 each of robot heads, robot torsos, and robot legs)
Set-Up of the Game
- Put the assembly line together. Place it in the middle of the table.
- Lay five (randomly drawn) robot tiles face up, one after another, on the assembly line.
- Mix the remaining robot tiles and stack them face down on top of the end-of-work tile at the back of the assembly line.
- Each player puts 10 dice of one color in front of him as his supply.
- Before the game begins, each player rolls 2 of his dice and places each of them on the space on the assembly line that matches its result.
- The player who has rolled the lowest total result with his two dice begins the game. If more than one player has the (same) lowest total, the youngest of these players begins.
- Play proceeds in turn.
You find the space numbers on the outer sides of the assembly line. If you roll a "3" with one of your dice, for example, you place the die on the robot tile that is above space number 3.
Course of the Game
Place two dice on the assembly line
On your turn, you roll two dice from your supply. Place both dice, according to their result, on the spaces of the assembly line. Each robot tile may hold any number of dice from any number of players.
Occupy a free space at the edge of the assembly line and carry out the action
Then place one more die (without rolling it) on any free space at the edge of the assembly line. Immediately carry out the action shown on this space, if possible. The actions for the spaces at the edge of the line are described at the end of these game instructions. If it is not possible to carry out the action of the chosen space, the action is omitted. Nevertheless, the die you have placed there should be left where it is.
Special case: If you have no dice left in your supply, remove dice from the assembly line – as an exception – and use these.
The assembly line is moving
Now end your turn by revealing the top robot tile from the stack and shoving it from the back onto the assembly line, thereby moving all robot tiles on the assembly line one space forward. The tile in front falls off the line and the dice deposited on it tumble down onto the table. Add up the results of your own dice.
Win a robot tile
If your dice that rolled off the line show the highest total, you win the robot tile that just slid off the line. Put it face up in front of you.
Tie: If several players have the (same) highest result or if a robot tile leaves the line without any die, nobody gets this robot tile. You "store" it next to the assembly line. The next player to win a robot tile additionally obtains all robot tiles that have been "stored" next to the assembly line.
All players take their dice that rolled off the assembly line back into their supply. Then it's the next player's turn.
End of Work
When the stack of robot tiles has been used up, you end your game turn with the end-of-work tile:
- First, you move all dice (of all players) from the edge of the line onto the adjacent robot tiles on the assembly line.
- Then you shove the end-of-work tile from the back onto the assembly line and move it forward, space by space.
- Each individual robot tile that leaves the assembly line in this process goes to the player whose dice from this tile show the highest total. In case of a tie, proceed as described above.
- If there is a tie regarding the final robot tile, nobody wins this tile.
End of the Game
The game ends after the end-of-work phase. Now you may assemble the robot parts you have collected – preferably parts of the same color. If you have parts that show two colors, you may choose which of the two colors this part should belong to.
Example: This is a "single-color" blue robot, since you choose the color BLUE for the two-color torso, of course.
Tally your points as follows:
- Every complete single-color robot gives you 7 robot points.
- Every complete multi-color robot gives you 5 robot points.
- Every individual robot tile that has not become part of a complete robot gives you 1 robot point.
If you score more robot points than the other players, you win the game. In case of a tie, the tied player who has collected more robot tiles wins. There can be several winners.
Scoring examples (as printed):
- Barbara: 5 + 5 + 3 = 13 robot points
- Frank: 7 + 4 = 11 robot points
- Robert: 7 + 5 + 1 = 13 robot points
Barbara and Robert have the same number of points; Barbara wins since she has more robot tiles.
The Spaces – Actions at the Edge of the Line
- Shove twice: You end your game turn by shoving two robot tiles onto the assembly line, one after another. The two robot tiles falling off the assembly line in this process are awarded individually (independently from one another), each of them in the way described in the section "Win a robot tile."
- Move 2 of your dice back: Move two of your dice (showing different numbers) one space each against the running direction of the assembly line.
- 1 additional die of yours: Roll another die from your supply and place it on the assembly line space that matches the result. If your supply is depleted, this action is omitted.
- All of your opponents' dice show a "1": The other players must turn their dice rolling off the assembly line at the end of your current game turn in such a way that the "1" is facing up.
- Clean up your own dice: Move all your dice from the edge of the assembly line onto the adjacent robot tiles on the assembly line.
- Carry out an occupied space again: Carry out the action of an occupied space of your choice at the edge of the assembly line.
- Add another die to space 5: Take another die from your supply and add it to space 5 of the assembly line. If space 5 of the line is empty, you carry out no action. If your supply is depleted, this action is omitted.
- Move 2 of your dice forward: Move two of your dice (showing different numbers) one space each in the running direction of the line.
- Move 1 die of an opponent back: Move one die of another player one space against the running direction of the assembly line.