Robotopia
Robotopia Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Goal
- Overview
- Turn Structure
- Placing a Robot
- Activating Spaces
- Refreshing
- Generators and Batteries
- Action Cards
- Game End
- Working the Factory
- Resource Costs
- Component Limits
- Influencing Guilds
- Placing Influence
- Guild Powers
- Solo Mode
- Master Upgrade
- Starter Goals
- Factory Overdrive
- Action Card Clarifications
Components
- 1 game board
- 8 Yellow Guild power cell batteries
- 30 batteries
- 1 first player marker
- 14 yellow/red generator tokens
- 14 blue/green generator tokens
- 112 scrap cubes
- 28 guild power cards (7 per guild)
- 8 conveyor belt tiles
- 12 factory space tiles
- 56 robot meeples
- 28 influence tokens (7 per player)
- 1 Master Robot figure
- 5 solo mats
- 5 reference sheets
- 10 Blue Guild schematic tiles
- 33 action cards
- 16 starting bonus cards
- 4 faction mats
Setup
Factory Setup
- Place the game board in the middle of the table.
- Shuffle the factory space tiles and place 1 random tile faceup on each of the 12 hex spaces on the board.
- Place the Master Robot figure on the "Alert Master Robot" tile.
- Shuffle the conveyor belt tiles and place 1 random tile faceup on each of the 8 conveyor belt spaces at the top of the board.
- Shuffle the action cards and place them in a facedown deck near the game board. Reveal the top 3 cards from the deck and lay them out in a faceup row next to it.
- Separately shuffle the 4 decks of guild power cards and reveal 1 card from each deck. Place the revealed cards faceup in the matching guild zones on the board. Return all unrevealed cards to the box. For your first game, use the four guild power cards marked with a star instead of drawing randomly.
- Separate the Yellow Guild power cell batteries into 4 stacks by color, with the lower-numbered battery on top of each stack. Place the stacks in the matching spaces in the Yellow Guild zone. In a 2- or 3-player game, only use the lower-numbered battery of each color.
- Shuffle the Blue Guild schematic tiles and deal 4 faceup in the marked spaces in the Blue Guild zone. Return the rest to the box. For your first game, use the four schematic tiles marked with a star instead of drawing randomly.
- Place the remaining robots, scrap cubes, batteries, and generators near the board where all players can reach.
Player Setup
- Each player chooses a faction and takes the following components with their faction symbol:
- 1 faction mat
- 4 guild influence tokens (1 of each color)
- 3 wild influence tokens
- Each player draws 1 action card from the deck to start their hand. These are kept private.
- Each player stacks their 3 wild influence tokens in the Red Guild zone, in the space marked with their faction symbol.
- Shuffle the starting bonus cards and deal 3 facedown to each player. Each player looks at their cards, and all players simultaneously choose 1 of them to reveal. For your first game, instead shuffle the 5 starting bonus cards marked with a star and deal 1 to each player.
- Each player collects the batteries, generators, scrap cubes, and robots shown on their starting bonus card from the supply.
- Each player checks the guild symbol at the top of their starting bonus card and places their matching influence token on the corresponding guild zone. Each player places their 3 remaining guild influence tokens in the matching-colored spaces of the Yellow Guild zone. (Players can stack their tokens in any order.)
- The player who most recently crushed something takes the first player marker.
Board Overview
(Transcriber note: this sub-heading and the four terms below it are not printed as a heading; they are the labels from the board legend on page 5.)
- Guild Zones: The four robot guilds, which give you a special power and bring you one step closer to victory.
- Factory Tiles: Where you send your robot workers to acquire resources and take other actions.
- Guild Spaces: Where you send your robot workers to gain influence with the 4 guilds.
- Conveyor Belt: Determines the costs for some actions.
- Depot Tile: Can be claimed as a reward for some actions.
Goal
To win the game, you must be the first to convince the 4 guilds to join your robot uprising. Each guild will be willing to join you once you've placed an influence token on their guild zone.
Placing an influence token has 2 steps: first, you need to acquire an influence token of the appropriate type; then, you need to place the influence token on the guild's zone on the board.
Once someone has placed tokens on all 4 guilds, players finish the round, and then the game ends.
Overview
Over the course of the game, you will place robot workers around the factory to gather resources, take actions, and influence guilds.
However, unlike in other worker placement games, once you've placed a robot, it stays at work in the factory and no longer belongs to you.
Whenever you run out of robots to place, you'll need to make new ones using the battery-powered generators you've built, but each time you do, you'll alert the Master Robot, who will stomp around the board crushing workers into scrap cubes!
You dream of one day being free of this robo-tyranny...
Turn Structure
Players take turns in clockwise order, starting with whoever has the first player marker.
On your turn:
- You MUST place a robot if you can do so. You may then activate any number of factory spaces or guild spaces your robot touches, in any order. (pg. 8)
- If you CAN'T place a robot, instead follow the steps to refresh. (pg. 9)
If you trigger an action card in your hand at any time during your turn, you may play it. You may play no more than 1 action card each turn. (pg. 12)
Placing a Robot
When it is your turn to place a robot, choose any 1 of your available robots and place it in the factory. Robots come in 4 types (yellow, red, blue, and green), and each type follows its own unique placement rules:
- Yellow Robot: Must be placed in the center of a space.
- Red Robot: Must be placed on an edge between 2 spaces.
- Blue Robot: Must be placed at an intersection of 3 spaces.
- Green Robot: May be placed in any spot where a yellow, red, or blue robot could be placed.
All robots must respect the following restrictions:
Other Robots Block Placement Locations
If there is already a robot on the center, edge, or intersection of a space, you may not place another robot there.
However, you may place a robot that touches a factory or guild space that another robot is touching, as long as they're not in the exact same location. For example, if there is a robot on the edge of a factory space, you can still place another robot at the center, intersections, or other edges of that space.
The red robot does not stop a robot from being placed in the center of either tile, or at an intersection between them. (While there is a red robot between these tiles, no other robot can be placed there.)
The Master Robot Blocks Entire Spaces
The Master Robot moves around the factory doing important robot things; you fear and admire it in equal measure.
While the Master Robot is on a factory space, no one may place robots in any locations that touch that space. This means you may not place a robot on the center of the space, or on any of its edges or intersections. (While the Master Robot is on this space, no one may place on it, or on its edges or intersections.)
No Partial Locations
Whenever you place a robot on an edge or intersection between spaces, it must touch a space on every side. You may not place red or green robots on the outside edges of spaces, and you may not place blue or green robots at intersections where only 2 spaces meet. (Caption: "This blue robot can't be placed here, because it must touch 3 tiles.")
Activating Spaces
After you place a robot, you may activate the spaces it touches, in any order.
Factory spaces (hex tiles) allow you to take a specific action like building a generator or converting scrap cubes, while guild spaces (the printed spaces in the corner of each zone) allow you either acquire or place influence tokens. (These are both covered in more detail later on; see "Factory Spaces" on pg 13 and "Influencing Guilds" on pg 15.)
Important! When you place a robot, you may choose not to use some or even all of the spaces it touches.
Placing a robot on a factory space lets you use the action printed there. Placing a robot at an intersection of 3 spaces lets you use all 3 spaces in any order.
Refreshing
When you have no robots left to place (or all locations where you could place your robots are blocked) you must instead take a refresh action.
Important! You may not refresh voluntarily. You may only refresh when you are unable to place a robot.
Refreshing takes your entire turn. You do not get to place a robot on the turn you refresh.
Follow the steps below to refresh:
- Generate New Robots: For each powered generator you have, you must take 1 matching-colored robot from the supply. Important! Only generators that are powered (they have 1 battery in each slot) generate robots (see "Generators and Batteries", page 10).
- Alert Master Robot: Move the Master Robot clockwise to the next guild zone and place it on any space there of your choice.
- Scrap Robots: The Master Robot removes all placed robots that are touching the space it lands on and returns them to the supply. For each robot the Master Robot removes, take 1 matching-colored scrap cube from the supply.
(Example: Frankie has no robots left, so she must take a turn to refresh. She first generates new robots from her powered generators. Frankie then moves the Master Robot clockwise to the Blue Guild zone and decides to place it on the yellow generator space there. The Master Robot scraps the 3 robot workers touching the space, and Frankie receives 1 yellow, 1 red, and 1 green cube.)
Generators and Batteries
In order to make new robots, you need to acquire generators and power them with batteries. Each generator produces 1 robot of a specific type when you refresh.
Building Generators
Some actions let you build new generators. When you build a generator, take it from the supply and place it next to your faction mat.
You can have any number of generators, but only ones that are powered will produce robots (see below).
Tip: Usually you will only build yellow robot generators, and you will need to upgrade them to make other types of robots.
Powering Generators
You can power a generator you've built by placing 1 battery in each of its battery slots. Yellow and red generators require 1 battery each, while blue and green generators require 2 batteries each.
Any batteries you're not currently using to power generators may be kept with your Emergency Backup Generator, collected scrap cubes and robots. You may move batteries between your faction mat and your generators, or between your generators, any time you gain or spend batteries or generators.
Upgrading/Downgrading Generators
Some actions let you upgrade a generator of a specific type into another specific type, or downgrade in the opposite direction.
When you upgrade or downgrade a generator, either flip the token to the appropriate side or replace it with a new generator of the appropriate type from the supply. Upgrading a generator may increase the number of batteries it needs.
Important! Whenever you upgrade or downgrade, you must match the specific types of generators shown. For example, you may not use a "yellow/red" upgrade space to upgrade or downgrade a blue generator.
(Board space: this space lets you upgrade a yellow generator to a red generator, or downgrade a red generator to a yellow generator.)
Emergency Backup Generator
Your faction mat has a single backup generator with an out-of-date battery that can't be removed. It's old and dusty and can only be used in an emergency.
If you have no powered generators when you generate robots, you must use your backup generator to produce 1 yellow robot.
Action Cards
During each of your turns, you may play 1 action card from your hand. Each action card has a specific condition that must be met in order to play it.
(Example: Mikaela places a red robot in the Red Guild zone, then plays a card to gain 4 red cubes.)
After you play an action card, place it in a faceup discard pile near the deck. If the deck of action cards ever runs out, shuffle the discard pile to form a new deck.
Drawing Action Cards
Whenever you gain a new action card, you may either choose a card from the faceup row or the top of the deck. If you take a faceup card, immediately replace it from the deck.
Important! There is no hand limit for action cards.
Game End
When any player places their 4th influence token, this triggers the end of the game! Finish the round so that each player gets the same number of turns.
At that point, if only 1 player has influence with all 4 guilds, they win! If multiple players have influence with all 4 guilds, use the following tiebreakers (in order):
- Most total batteries
- Most total generators
- Most total scrap cubes
- Most total robots (Furthest clockwise from first player)
The winner is now able to found a robot utopia in their own image, freed from the Master Robot. Inevitably, their power will corrupt, and they will become the new Master Robot themselves. Next time you play, they should sit on the board in place of the mini for the entire game and use their hands to crush robots into cubes. Sometimes achieving your dreams isn't everything you imagined it would be.
Working the Factory
Factory Spaces
Over the course of the game, you'll need to send your robots into the factory to gather resources, build generators, and take other actions. Below is a list of the different factory spaces your robots can use when you place them.
Guild spaces (the printed spaces in the corner of each zone) are covered in "Influencing Guilds" on pg. 15.
- Mine Scrap: Gain 1 scrap cube of the color shown from the supply.
- Build Generator: Gain 1 yellow generator from the supply (see Generators and Batteries on pg. 10).
- Alert Master Robot: Pay 1 robot of any color to move the Master Robot to the next guild zone clockwise and place it on a space of your choice. Scrap all robots touching that space and gain 1 matching cube for each scrapped robot (see Refreshing on pg. 9).
- Convert Scrap: Trade in any number of scrap cubes you've collected for different color cubes from the supply, using the conversion rates shown (see next page).
- Generate Robots: Pay 1 scrap cube of any color to produce 1 robot from each of your powered generators (see Refreshing on pg. 9).
- Upgrade Generator: Upgrade 1 generator of the specific type shown into the other type shown, or downgrade 1 generator in the other direction (see Generators and Batteries on pg. 10).
- Scrapyard: Pay 1 scrap cube of each color to gain 1 battery and take 1 action card from the faceup row or the top of the deck.
Resource Costs
Some actions require you to spend scrap cubes, robots, generators, and/or batteries you have collected. All resources you spend must come from your personal stockpile, and are returned to the supply.
You may only spend robots you have not yet placed. Robots you previously placed on the board may not be spent to pay action costs.
You may spend generators whether or not they are powered, and you may spend batteries whether or not they are powering a generator. When you spend a generator, you don't need to spend its batteries (unless the action also costs batteries).
The printed cost symbols are:
- Spend 1 scrap cube of this color
- Spend 1 scrap cube of any color
- Spend X scrap cubes of the same color
- Spend 1 robot of this color
- Spend 1 robot of any color
- Spend X robots of the same color
- Spend 1 battery (may be a power cell)
- Spend 1 generator of this color
- Spend X generators of the same color
Component Limits
The number of robots and generators you can have is limited by the number of components in the game. If one of these components runs out, you may not gain any more of them until some are returned to the supply.
Batteries and scrap cubes are not limited. If the supply runs out of batteries or scrap cubes of a given color, use a suitable alternative, such as actual batteries or crushed robots.
Influencing Guilds
In order to influence the 4 guilds and win the game, you need to first acquire influence tokens, then place one on each of the guilds. Once you have influence with a guild, you gain access to the special power on its guild power card.
Acquiring Influence
To acquire an influence token, you must activate a guild space in either the Yellow Guild zone or Red Guild zone and spend the appropriate resources. The Yellow Guild zone provides influence tokens that can be placed on specific guilds, while the Red Guild zone provides wild influence that can be placed on any guild.
You can only acquire guild tokens with your faction's symbol on them. Once you've acquired an influence token for a specific guild (or all 3 of your wild influence tokens) you may not take any action that would gain another of that token. For example, once you have a red influence token from the Yellow Guild zone, you may not acquire another red influence there (but you may acquire an influence of a different color).
Yellow Guild Space
When you activate the guild space in the Yellow Guild zone, you may spend scrap cubes of the number and type shown on one of the 4 power cell batteries there to acquire your influence token for the guild of the corresponding color.
You also gain the power cell that shows the cost you paid, which you may flip to use or spend as a normal battery. Each time a power cell is taken, it reveals the next power cell in the stack, which shows the new cost for the next player to acquire an influence token of that color.
When all power cells of a color have been purchased, players can still purchase influence tokens of that color for the cost printed on the board, but they will not get a power cell.
(Example: Ying activates the Yellow Guild space and spends 5 blue cubes. She takes the top blue power cell and her blue influence token. The next player will need to spend 7 blue cubes to get the 2nd blue power cell and their own blue influence token.)
Red Guild Space
When you activate the guild space in the Red Guild zone, you may spend the resources shown on the 3 conveyor belt tiles in the Red Guild zone to acquire 1 of your wild influence tokens.
Then shift all conveyor belt tiles 1 space to the right. Move the tile that comes off the right end to the leftmost empty space.
(Example: Henry activates the Red Guild space and spends 3 yellow cubes, 1 red cube, 1 red robot, and 3 green cubes to gain 1 wild influence. After the conveyor belt moves, the next player will need to spend 1 battery, 3 yellow cubes, 1 red robot, and 1 red cube to gain 1 wild influence.)
Blue Guild Space
When you activate the guild space in the Blue Guild zone, you may spend the resources shown on one of the 4 schematic tiles to place an influence token on the corresponding guild.
Important! Do not remove any schematic tiles from the Blue Guild zone after using them. Other players may also use them later.
(Example: Mikaela activates the Blue Guild space and spends 3 green cubes, 2 yellow generators, and 1 battery to place her blue influence token on the Blue Guild.)
Green Guild Space
When you activate the guild space in the Green Guild zone, you may spend the resources shown on the 4 conveyor belt tiles in the Green Guild zone to place an influence token on a guild of your choice. (The token must match the guild or be wild.)
After you place an influence, shift all conveyor belt tiles 1 space to the right. Move the tile that falls off the right end to the leftmost empty space.
(Example: Ying activates the Green Guild space and spends the resources shown to place a wild influence on the Yellow Guild.)
Placing Influence
Once you've acquired influence, you can place it by activating a guild space in either the Blue Guild zone or Green Guild zone and spending the appropriate resources.
Whenever you place an influence on a guild, you may only place an influence token that matches the guild, or a wild influence token. If you do not have a matching or wild influence token, you may not take the action.
Once you have placed an influence token on a guild, you immediately gain access to the special power shown on its guild power card.
Important! Once you have placed influence on a guild, you can never lose it. You may not place more than 1 influence on any guild.
Important! Each player starts the game with influence over 1 guild (determined by their choice of starting bonus). They have access to this guild's special power throughout the game.
Guild Powers
You can use each special power you have access to whenever you meet the condition on the card. You can use multiple guild powers in the same turn.
Solo Mode
Robotopia can be played with one player using the included Collaborator mats. The Collaborator is an ambitious AI that wants to stabilize the Master Robot's rule and crush players under the heel of tyranny forever.
The Collaborator can be used as the opponent in a solo game, or as an additional player in a multiplayer game. Only one Collaborator mat should be used at a time.
Each turn, the Collaborator will take an action based on the pieces it has available and the position of the conveyor belt.
Setup
Setup like a normal game, but instead of giving the Collaborator opponent a faction mat, choose one of the Collaborator mats to play against. Collaborator mats have a difficulty rating in their upper left corner.
Deal the Collaborator a starting card at random. Give them the starting influence, cubes, robots, generators, and batteries shown on the starting card.
Give the Collaborator an additional Yellow generator.
The Collaborator does not start with an action card and only uses their Wild Influence tokens during the game.
On the Collaborator's Turn
If there are robots in the Collaborator's supply, place their robot of the highest color value: green, then blue, then red, then yellow.
Place that robot in the guild zone matching the color of the [triangle-icon] tile in the conveyor belt. If the [triangle-icon] is the [round-icon], place it in the zone matching the robot's color. (Transcriber note: the bracketed icons are printed as symbols on page 18 of the rulebook and are not reproduced in text here; check the page image for their exact meaning.)
When placing a green robot, first try to place it as a blue robot, then a red robot, and finally as a yellow robot.
If there are multiple places for the robot to go, place it on the available space closer to the conveyor belt. If there is a tie, place it on the space closer to the belt tile shown on the belt.
If there are no legal ways to place the robot in that guild zone, do not place the robot. Instead, do the Collaborator Action.
After placing a robot, instead of doing the actions on the spaces, do the action on the Collaborator mat, according to the worker placed and the current depot color. If that action cannot be done, do the Collaborator Action.
Then, shift the conveyor belt.
Collaborator Refresh
If they do not have any robots, the Collaborator refreshes:
When the Collaborator refreshes, it first generates robots. The Collaborator always powers as many generators as possible, highest-to-lowest color value: green, then blue, then red, then yellow.
Then, it moves the Master Robot to the next region.
When moving the Master Robot, the Collaborator always crushes the greatest number of workers possible in the new guild zone. If there is a tie, choose the tile closer to the conveyor belt. If still tied, choose the tile closer to the matching tile on the belt.
Then, shift the conveyor belt.
Game End
If the Collaborator influences all 4 robot guilds before you do, the Master Robot learns of your plans and crushes you into a cube!
If you are the first to influence the 4 guilds, you win! The Collaborator is forced to be your robot butler for your reign of tyranny.
Additional Rules
The Collaborator does not use the special powers of any of the guilds it has influenced.
When placing influence, the Collaborator chooses guilds without its influence in the following order: green (the Green Guild), then blue (the Blue Guild), then red (the Red Guild), then yellow (the Yellow Guild).
If spending a mix of robots and cubes, the Collaborator will spend robots first.
When spending scrap cubes of any kind as a cost, the Collaborator spends cubes in the following order: light blue cube, then red cube, then dark blue cube, then green cube.
When spending robots of any kind as a cost, the Collaborator spends robots in the following order: green, then blue, then red, then yellow.
When upgrading or powering generators, the Collaborator's highest rank is green, then blue, then red, then yellow. The Collaborator does not upgrade green generators.
Master Upgrade
Choose a Master Robot card and matching mini. Place the mini on the Alert Master Robot tile as usual. Follow all instructions on the card for the Master Robot chosen.
Efficiency Bot
Whenever the Efficiency Bot crushes robot workers matching the color of the zone they're in, gain an additional cube of that color for each.
(Example: crushing 2 blue robots in the blue zone would give 4 blue cubes.)
Recruitment Bot
Whenever the Recruitment Bot would crush a robot worker matching the color of the zone they're in, you may choose to collect that robot instead of a cube of their color.
(Example: crushing 2 red robots in the red zone would give 2 red robots, 2 red cubes, or 1 of each.)
Greedy Bot
Whenever the Greedy Bot is moved, you place it between any 2 spaces there of your choice. Crush all robots on or touching both spaces. No one may place robots on any locations that touch either space.
Baby Robot
At the start of the game, place the original Master Robot mini on the Alert Master Robot tile as usual. Place Baby Robot to the side.
Whenever the Master Robot is moved, place the Baby Robot on the space the Master Robot leaves. If the Master Robot was between multiple spaces, choose 1 to place the Baby Robot on. Then, activate the Baby Robot's new space.
Worker robots may be placed on or touching the Baby Robot's space by first paying 1 cube matching the color of that zone.
Starter Goals
Starter Goal Cards
If playing with the Starter Goal cards, deal 1 Starter Goal at random to each player along with their 3 starter bonus cards.
If at any point during the game, a player meets the requirements on their Starter Goal card, they immediately gain the depicted reward.
Players do not need to discard anything to complete their Starter Goal, they only need to have the indicated resources.
The Starter Goal cards depict the following requirements and rewards:
- Have 5 yellow robots: gain 6 yellow cubes.
- Place the 3rd red robot in one zone: gain 5 red cubes.
- Have 5 blue cubes: gain 4 blue cubes.
- Have 3 green generators: gain 3 green cubes and 3 green robots.
- Have 3 action cards in hand: gain 3 batteries.
Factory Overdrive
This variant uses the 12 additional factory tiles. Each tile has a side 1 and a side 2; the effects below are listed as side 1 / side 2 (the circled numerals are rendered as 1 and 2). The tile-type sub-headings below group the printed rows and are added by the transcriber; the printed page has no such headings.
Place the 12 additional factory tiles to the side.
Whenever the Master Robot moves, upgrade the new tile:
- If it moves to an original factory tile, replace it with the side 1 of the matching tile placed to the side.
- If it moves to a side 1 factory tile, flip it to its side 2.
- If it moves to a side 2 tile, nothing happens.
If the Master Robot moves between multiple tiles, upgrade all of them.
Generator Tiles
- Yellow generator tile. Side 1: Gain a yellow generator and a yellow robot. Side 2: Gain a yellow generator and generate robots from your yellow generators.
- Blue/green generator tile. Side 1: Upgrade a blue or green generator to a generator of any color. Side 2: Upgrade a blue or [word missing in source] generator to a generator of any color, and gain a scrap cube of the same color. (Transcriber note: the printed side 2 text reads "a blue or generator"; the word between "or" and "generator" is missing from the source. Check the page image before relying on this line.)
- Yellow/red generator tile. Side 1: Upgrade 1 yellow generator into a red generator, or downgrade a red generator into a yellow generator. Also, you may convert 1 red scrap cube into a red generator, or 1 red generator into a red scrap cube. Side 2: Upgrade 1 yellow generator into a red generator, or downgrade a red generator into a yellow generator. Also, you may convert 1 scrap cube into a generator of the same color, or 1 generator into a scrap cube of the same color.
- Red/blue generator tile. Side 1: Upgrade 1 red generator into a blue generator, or downgrade a blue generator into a red generator. Then, generate robots from all your generators of a single color. Side 2: Upgrade 1 red generator into a blue generator, or downgrade a blue generator into a red generator. Then, generate robots.
Robot Conversion Tile
- Side 1: As well as the usual conversions, you may convert 1 robot of any color into a robot of any other color.
- Side 2: As well as the usual conversions, you may convert any number of robots of any colors into robots of any colors.
Scrap and Battery Tiles
- Side 1: Pay any 4 scrap cubes to gain 1 battery and take 1 action card from the faceup row or the top of the deck. Side 2: Pay any 4 scrap cubes to gain 1 battery and take 1 action card from the faceup row or the top of the deck. Then, draw an action card from the top of the deck.
- Side 1: Gain any 1 scrap cube from the supply. Side 2: Gain 1 blue scrap cube and any 1 scrap cube from the supply.
- Side 1: Gain 1 green scrap cube and 1 green robot. Side 2: Gain 1 green scrap cube and 1 robot of any color.
- Side 1: Gain 2 red scrap cubes. Side 2: Gain 3 red scrap cubes.
- Side 1: Gain 1 yellow scrap cube. Take a yellow robot from the supply, place it into this zone, and activate that tile. Side 2: Gain 1 yellow scrap cube. Take a yellow robot from the supply, place it anywhere, and activate that tile.
Master Robot Tiles
- Side 1: Pay 1 robot of any color to move the Master Robot to the next guild zone clockwise and place it on a space of your choice. Scrap all robots touching that space and gain 1 matching cube for each scrapped robot. Then, activate the space you placed it on. If you placed it on multiple spaces, activate each of them.
- Side 2: Pay 1 robot of any color to move the Master Robot to the guild zone of that color and place it on a space of your choice. Scrap all robots touching that space and gain 1 matching cube for each scrapped robot. Then, activate the space you placed it on. If you placed it on multiple spaces, activate each of them.
Generate Tiles
- Side 1: Pay 1 scrap cube of any color to produce 1 robot from each of your powered generators, plus an additional robot matching the color of the scrap cube paid.
- Side 2: Pay 1 scrap cube of any color to produce 1 robot from each of your powered generators, plus an additional robot of any color.
Action Card Clarifications
- When you upgrade a generator: Gain 3 robots matching the color of the upgraded generator.
- When you use the Converter: You may convert any number of your robots into cubes of their color.
- When you place a robot in the zone of the same color: Scrap every other robot in that zone and gain 1 cube for each scrapped robot.
- When you place a robot in a zone of the same color: Gain 4 cubes of that color.
- When you mine scrap: Scrap every robot on the board of the color you mined and gain 1 cube for each scrapped robot.
- When you play a red robot: Activate each space the robot touches 3 times instead of once.
- When you play a yellow robot: Gain 3 yellow robots from the supply and place them immediately. You must follow all placement restrictions. You may use all spaces you place them on normally. You may not keep any of them. If you are unable to place any, return them to the supply.
- When you move the Master Robot: You may place the Master Robot at an intersection of 3 factory spaces. Scrap all Robots touching any of those spaces. New robots may not be placed touching any of those spaces.
- When you place a robot in the zone of the same color: Each of your powered generators of that color produces 1 robot.
- When you move the Master Robot: You may move the Master Robot to any other factory space. Gain the contents of the depot tile, then shift the conveyor belt forward 1 space.