OPTION
CARDS SET 12
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Water Cannon (9 tokens)
Flash RAM
Knight Legs
Clinch Mine (3 tokens)
Scanner
Neural Networks
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Water Cannon (9 tokens)
Optional Weapon
Instead of using your robotīs main laser, you may now fire
a water cannon on a target square within a 3 square range
in your robotīs line of sight. The target square and the two
adjacent squares before and behind it are flooded for the
next two complete rounds. Robots in the target square get
pushed one square by the water.
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Flash RAM
Run Time
Your robot is equipped with a Flash RAM. You may now keep
one (or more) program cards in the registers that you programmed
last turn. The program remains in the selected register(s)
and you receive 8 (or less) program cards as long as you keep
the program in your robot`s RAM.
FAQs |
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Knight Legs
Phase Programmed Gadget
Your may place a Move Two in the same register as a Rotate
Left or Rotate Right card. During that phase your robot
will move 1 square forward and one square diagonal forward
to the left or right (without rotating). Priority is that
of the Move Two.
FAQs
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Clinch Mine (3 tokens)
Additional Weapon
Every time, your robot pushes another robot, you may now attach
explosives to it.
It becomes a moving timebomb that sets off at the end of the
next turn (16 points of damage!) The only chance to get rid
of the mine is to stop at a reset/repair site or a chop shop
(a robot the explosives cannot use any of the other opportunities
of that square)
FAQs |
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Scanner
Run Time
When activated, your robot scans the area around him for virtual
robots. All virtual robots caught by the scanner immediately
become real. The scannerīs range is 6 squares.
FAQs |
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Neural Networks
Phase Programmed Gadget
Artificial Intelligence
Your robot may recompile program cards due to his artificial
intelligence. To convert one
(or two) cards in your program into card(s) of your choice,
you have to leave the first
(and second) register empty.
While recompiling, your robot does not execute cards, use
weapons or repare damage (as he is not powered down).
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