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Antigrav field
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Alternative ground plates
They look different, but these are just normal squares, they
do not affect robots at all.
Treat them as open ground
(as long as there is no crusher,... on them)
There are at least 5 of them. We simply use them to make the
boards look better. |
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Function: Robots starting their move on Antigrav Fields
begin to soar. The robot is flying for the rest of the whole
turn. He lands after the fifth register phase or immediately
after he received a point of damage.
Timing: For the rest of the current turn (and hopefully not
shorter). |
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Balancing Platform
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Sven sent
me their new rules to my new rules! They decide the direction
the platform slopes to not only by the 4 areas but by the
weight of the robots as well.
Basically, its:
hulk>squash>trundle>hammer>twitch>zoom>twonky>spin
(with HulkX90 being the heaviest, of course :)
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Big Trapdoor
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Function:
Platform slopes under load, causing robots to slide of the
platform to one side. The platform is divided into 5 areas
(shown here by red lines, on the board by the little golden
bullets). On the outer 4 areas, robots cause the platform
to slope down to that side of that platform.
In the picture, there are 2 robots in the left area of the
platform plus one bot in the right, one bot in the center
and one in the top area. So the platform slopes to the |
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left, all 5 bots slide one square (without rotating) in the
direction indicated here by the green arrows. Robots sliding
of the platform (the bot with the white X on it) do not take
damage.
Timing: At the end of the Robots move-Sequence
(BEFORE belts, pushers, gears,... move!) |
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Function
and Timing: Like a normal trapdoor pit, only 4 times as big! |
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Big Turning Gear
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Function: This big gear with a wall in the middle works
like a secret door. As long as robots stand on the gear, it
turns 180° every register phase. (So yes: Robots looking to
the wall still look against it after the gear has turned)
Timing: Just after the little gears turned 90° in the Board
Elements move-Sequence. |
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Black Hole
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Blaster / Melting Beam
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Bridge
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Function: Black holes attract everything, especially moveable
objects like robots! All robots in a straight line with the
hole get pulled one square closer to the void. The hole affects
the whole board, so it´s range can be up to 11 squares,
even through walls! (though robots cannot be pulled through
walls). Treat the square containing the black hole itself
as a pit/drain.
Timing: Effect occurs right before gears start to turn. |
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Function: This hi-energy beam immediately starts to melt
any robot standing in it or even running through it! Like
a flamer, thats active all 5 reg.phases, robots get
1 or 2 p.o.d. , the first p.o.d. always locks the robot´s
current register!
Timing: Simultaneous to active flamers. |
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Function:
Open bridges are treated as holes, robots cannot pass them.
In the register phases indicated by the numbers on the bridge
it closes and is treated like open ground for that register
phase.
Timing: Robots open/close after players revealed their program
cards (before robots move). |
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Crossgear
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Function: Rotates 90°, little arrows on it indicate if
it rotatesCW or CCW. In the picture, the red SpinBot is looking
south, after the crossgear rotated, he will be moved diagonally
and end up looking east (marked here as a 'virtual' green
SpinBot).
He now has the opportunity to shoot yellow HammerBot. HammerBot
was standing there while the Crossgear rotated, HammerBot
was not affected |
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(pushed,...) by it! Okay, this seems not logical, but it´s
the best way to keep gameplay fast and simple.
Timing: Effect occurs right after the little gears turned
90° and the big gears turned 180° in the Board Elements
move-Sequence. |
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Copy machine
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Crumbly Ground
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__
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Function:
By pushing the red button (running against it) start the machine.
It produces a Tamagotchi, a
virtual copy of your robot, on the antenna-side of the wall.
Put the virtual plate of your robot on the square facing towards
the wall. The Tamagotchi dissapears when it touches the copy
machine on his side at the square he arose. If either the
tamagotchi or the robot get killed, both die immediately.
Treat the Tamagotchi in any way like a virtual robot.
Timing: The machine can be activated in the Robots move-Sequence.
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Function: Robots can move over or stop and move on next
turn like over normal ground squares. But robots trying to
execute a rotate card (and so standing on the square for a
complete turn) sink in and lose one life.
If you want to make things more tricky, you can keep a
couple of pit-tokens beside the board and put one on each
crumble ground, after a robot broke in. So there will be more
and more pits on the board during the game!
Timing: In the reveal program cards sequence. |
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Deep
Water
Both pictures show deep water on the left square, 'ordinary'
water (with current) on the right square.
Function: Like normal water, but robots standing in or moving
through deep water take 1 p.o.d.
Timing: Like normal water. |
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Elevator
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Energizer
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Fast
Ramp
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Function: On the indicated register phases, the elevator is
in his up-position, otherwise it is on ground level. In both
cases, treat him like a normal ground square.
When the elevator is up, robots can stand under it or move
through the square. But when the elevator comes down, it has
a crusher-like effect on robots under it!
Timing: Elevator changes position simultaniously to active
crushers.
You can find the original elevator-element on Cybermax´
site. |
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Function: Robots ending their move on an energizer square
get energized. In subsequent phases, they execute their program
cards in double speed. Priority of cards gets overridden by
order of registers. After the robot ran out of programmed
cards, he executes his program starting with register 1 again,
until the end of the whole turn.
Timing: Energizer is active in all 5 reg.phases. Effect on
robot (once they are energized) occurs in all remaining reg.
phases of the current turn. |
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No
explanation needed, the blue belts move the robot up the ramp
to the next level in the Board Elements move-Sequence. |
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Finishing Line
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Flip (Green) Belt
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Fog
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Do I really have to explain this? |
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Function: Transporting robots one square per register
phase, but in different directions.Direction changes every
time, a robot steps through a light barrier.(Due
to several requests, we made a token to indicate the current
direction of the flip belts). Choose the starting direction
of the flip belts at random (toss the coin).
Timing: AFTER all other belts in the Board elements move-Sequence.
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Function:
Fog blocks robots l.o.s. As they cannot see robots on the
other site of the fog, they don´t fire weapons on them.
A robot standing in a foggy square has no l.o.s. at all (never
fires). Fog doesn´t effect robots (or drones,...) movement.
Timing: Occurs when a robot moves into the foggy square or
has a l.o.s. at it (not through it). |
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Force Field / Energy Wall
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Function: Blocks robots' movement like a wall, but allows
robot-mounted weapons to shot through (but not options like
drones,...)
Timing: Always (it's a wall...) |
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