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RoboRally: Radioactive

Expansion for RoboRally

RoboRally: Radioactive Rulebook

Table of Contents

Table of Contents

  • Board Elements
    • Radiation
    • Radioactive Waste
    • One-Way Walls
    • Drains
    • Teleporters
    • Portals
    • Trap Door Pits
    • Flamers
    • Chop Shop
  • Frequently Asked Questions
    • Reactor Core
    • Radiation
    • Radioactive Waste
    • One-Way Walls

Board Elements

Radiation

  • Function: Radiation damages robots.
  • Operation: A robot that ends its turn on a radiation square receives 1 point of damage.
  • Timing: Occurs during the Resolve Laser Fire segment of the register phase sequence during the fifth register phase.

Radioactive Waste

  • Function: Radioactive waste damages robots and activates dormant options on robots.
  • Operation: A robot that ends a register phase sequence on a radioactive waste square receives 1 point of damage and may draw an option card.
  • Timing: Occurs during the Resolve Laser Fire segment of the register phase sequence (when robot receives 1 point of damage) and during the Touch Checkpoints segment of the register phase sequence (when player may draw an option card).

One-Way Walls

  • Function: One-way walls block robot movement and laser fire.
  • Operation: One-way walls are treated exactly like normal walls from the red side, but are treated as if they do not exist from the green side. Thus, robots, lasers, explosion damage, and so on may pass through a one-way wall from the green side, but may not pass through from the red side.
  • Timing: Occurs when a robot moves into a one-way wall.

Drains

  • Function: Drains destroy robots.
  • Operation: When a robot moves onto or over a drain, the robot is destroyed. Treat drains as pits.
  • Timing: Occurs when a robot moves onto or over a drain.

Teleporters

  • Function: Teleporters modify robot movement cards.
  • Operation: A robot executing a movement card on a teleporter appears as many squares forward as is indicated by the movement card plus 2 squares, ignoring all intervening board elements. (A robot executing a Move 2 would appear 4 squares forward. If the movement card is a Back-Up, the robot appears 2 squares forward.) If another robot or a non-flat device is in the square the robot would arrive in, the teleporter does not operate and the robot executes its movement card(s) normally. Robots executing rotate cards are not affected by teleporters.
  • Timing: Occurs during the Robots Move segment of the register phase sequence at the priority of the movement card.

Portals

  • Function: Portals move robots to other specific locations.
  • Operation: A robot that enters a portal during the execution of a movement card immediately moves to the other portal of the same color and continues its movement from there. If another robot occupies the moving robot's destination portal, the portal does not activate and the moving robot continues to move as if the portal were open floor.
  • Timing: Occurs during the Robots Move segment of the register phase sequence.

Trap Door Pits

  • Function: Trap door pits are covered pits that occasionally open to destroy robots.
  • Operation: If a robot is on this square when the trap door pit is active, the trap door pit opens and the robot is destroyed. When not active, the trap door pit is treated as open floor. When a robot begins a phase on a trap door pit that has suddenly become active, the robot is destroyed.
  • Timing: During a register phase in which a trap door pit is active, treat it as a pit for the entire phase.

Flamers

  • Function: Flamers damage robots.
  • Operation: When a robot moves onto or through an active flamer, or when a robot executes a rotate card on an active flamer, the robot receives 1 point of damage. If a robot ends a register phase on an active flamer, the robot takes an additional 1 point of damage. Flamers are only active during the register phases shown on the flamer.
  • Timing: Occurs during the Robots Move segment of the register phase when a robot moves onto or through an active flamer, and again during the Resolve Laser Fire segment of the register phase. During phases when flamers are active, flamers cause 1 point of damage.

Chop Shop

  • Function: Chop shops have three distinct abilities that affect option cards. A robot may use only one function of a chop shop per register phase.
  • Operation: If a robot ends a register phase on a chop shop and has any options, it may either scrap one of its options and draw a new option card to replace it, or it may replenish the ammunition of one of its options. If a robot ends a turn on a chop shop, it may draw an option card even if it has no options.
  • Timing: Occurs during the Touch Checkpoints segment of the register phase sequence.

Frequently Asked Questions

Reactor Core

Q: What makes the Reactor Core board special?

A: The Reactor Core is one of the more difficult boards in the game. Without using the conveyor belts, robots cross this board slowly—all the while, the radiation of the nuclear core slowly eats away at any unprotected robots. The mutation element of the radioactive waste is tempting, in spite of the damage. Although there are some safe havens (for instance, behind the one-way walls), this area is extremely deadly.

Q: What happens if my robot teleports into the middle of the reactor core?

A: The reactor core is impenetrable and cannot be entered by a robot. If an option or board element causes your robot to enter the reactor core, treat it as if that option or board element had tried to place your robot on top of another robot. For example, if you used a Portable Teleporter to attempt to enter the reactor core, simply continue moving your robot in the direction it teleported until it is no longer in the reactor core.

Radiation

Q: Will options such as Ablative Coat or Power Down Shield prevent radiation damage?

A: Yes, these options will prevent 1 point of damage per register phase.

Q: Will Shield prevent radiation damage?

A: No. Shield protects damage from the front, rear, right, or left. Radiation envelopes the robot from all sides and cannot be completely blocked by Shield.

Q: If a robot flies through an area with radiation using Big Jet, Frog Legs, Retro-Rockets, or Robo-Copter, what happens?

A: The energy from the radiation fills the entire area, therefore any robot passing through the area is affected by the radiation.

Q: What areas of the board are safe from radiation?

A: The only areas on the Reactor Core board that are safe from radiation are the squares behind one-way walls and the wrench squares. All conveyor belts and teleporters are affected by radiation.

Radioactive Waste

Q: If a robot moves onto radioactive waste, must the player draw an option card?

A: No. In this case, the option card is truly optional.

Q: Do radioactive waste cans affect robots or devices?

A: No.

Q: Can a robot drop devices on radioactive waste?

A: Yes.

Q: Will goo work on radioactive waste?

A: Yes.

Q: Can a bridge be laid over radioactive waste?

A: No, bridges are only good for crossing pits.

Q: Will options such as Ablative Coat or Power Down Shield prevent radioactive waste damage?

A: Yes, these options will prevent 1 point of damage per register phase.

Q: Will Shield prevent radioactive waste damage?

A: No, Shield protects damage from the front, rear, right, or left—not from the floor.

Q: If a robot flies over radioactive waste using Big Jet, Frog Legs, Retro-Rockets, or Robo-Copter, what happens?

A: The energy from the radioactive waste is so intense that anything passing over the area is affected by it.

One-Way Walls

Q: Are robots safe from radiation behind one-way walls?

A: Yes.

Q: Can a robot be pushed by another robot through a one-way wall?

A: Yes.