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KEEP OUT !
Ver 0.95, Dec 2008 by: Black Knight FoundryDedicated to: Roborally.com and Robo-Factory sites
To be used with current WotC version of Roborally
TM
This expansion brings you:
4 Boards:
Cargo Bay / Freezer / Production Line / Steel Mill
New board elements
from previous RoboRally expansions and Roborally.com collection
8 containers & 8 barrels & 4 flat-bed carriages
4 new robots:
Material Handling Machines (MHM)
36 option cards
for tacticians as well as for warriors
A wide range of counters
Best of House-rules collection:
Sokoban, Battery Low, Monster Hunt,
 
RoboRugby, IceRink, Arena, Capture the Flag
WHAT'S NEW I.Rules
All cited RoboRally game variants are subject to testing and modification. Theymay be divided into following groups: modifications of existing ones, modes(new rule sets) and alternative (optional) rules.
Modifications of basic rules- Option cards:
At the beginning, all players draw two option cards, selectingone that fits them better. No robot may carry more than 3 options one time (dueto the weight and dimension limits) and only one of them may be a secondaryweapon. If you draw a new card which exceeds one of these limits, you have todiscard a card already installed or this one.
- Obligatory archiving:
While stopping at a single/double wrench space or aflag, the robot must place its archive marker on it. This measure prevents thetactics "I save on 2
nd
flag - I kill myself on the first one – I reappear & win."
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Mode: Sokoban 
(jap.: Storekeeper)
by Black Knight Foundry
This variant uses following equipment:
-
 MHM robots
-
Crates
-
Barrels
-
Push/Pull rules
-
Option card set "Works"
In this style of game your robots resumed their work in a factory – they arehandling 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 barrelsaccording to the chosen scenario. You may also choose to play with MHMinstead of (in addition to) ordinary RoboRally robots. See chapter II for detaileddescription 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 (asPressor Beam + Tractor Beam). Each phase, instead of firing a laser, you choose ifyou 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 thegoods.
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/orbarrels; 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 ordinaryrobot. The goal is to gather all crates/barrels* onto a space defined on board. Theteam with more crates/barrels wins. If a robot destroys a crate, it is subtractedfrom their team final score.
c) Departures & Arrivals
In cargo bay, you have to load all availablecrates/barrels* on parked flat-bed wagons in given amount of turns/time. Maybe combined with the
Labor gangs variant
.
* You may also use unused robots as deactivated "factory products" instead of crates. Any scratchon the product is deducted from final score.
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Mode: Battery Low 
by Black Knight Foundry
This variant uses following equipment:
-
"Recharger" Counter 
-
d10 dice
May be combined with any game mode. Put Recharger counters on boardaccording to the scenario setup. Use the d10 dice to count your robot batterycharge. The robots begin the game fully charged. Substract one charge point [cpt]after each active turn (i.e. not in Powerdown).Subtract also 1 cpt while firing a laser (+1 cpt for using Rear laser, High-poweredlaser or Double-barreled laser options). When you run out of power, you have toswitch to Standby mode.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 endof 3
rd
turn just a piece of expensive metal (loose one life). Recharging equals topowerdown on recharger; the robot must switch down there for whole the turn.
Mode: Monster Hunt
by Black Knight Foundry
This variant uses following equipment:
-
"Monster" counters or models
Your factory had been invaded by aliens! Save our souls - erm, circuits!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 acreature) in the middle of the board.One player takes over the control of this monster. It may roam freely on theboard, without program cards. However it must perform only one movement perphase (TurnL, TurnR, U-Turn, Move 1-3). Each monster has only 1 life and isaffected 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 onecreature is out there, but big and strong, with 12 p.o.d. His movement is limitedto 1, but he can bruise the robots in front and on sides of him with damage 3 orthrow them up to 3 spaces away. His aim is to destroy all robots (and conquerthe world, as usual).
b) Raiding Party –
There are fast creatures (number equals to the number ofrobots), with movement 1-3, but only 3 p.o.d. Their aim is to collect allcrates/barrels and take them back to their ship. One creature may carry only oneobject 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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