The new factory boards contain 56 new board elements (August 2000)

Board elements Q-Z:
The new board elements interact with robots
(who said 'kill'?) in different ways, which are explained here.

As you might want to have the explanations at hand while you are playing ROBORALLY, you can take a look at the plain-text version (that should be easier to print right out of the browser).

Print-version_A-Z.txt will follow ASAP.

For all questions on timing,
check out the ROBO-BRAIN.
Radio Beam
Reset Site
Rotating Conveyor Belts
Rotating Room
Soporific gas
Sluice NEW
Smoke NEW
Smokestacks NEW
Spikey Wall
Tamagotchi NEW
Tilted ground
Turrent NEW
Waterfall NEW
Radio Beam
Function: Robots moving into or through a Radio Beam receive a remote move, which they have to use in their program for the next turn. Robots do not get damaged by Radio Beams (but can receive up to 2 remote programs per register phase).
The remote program is changed randomly every turn.

We recommend to use damage-tokens (upside-down) to keep track of the distributed remote programs.

Timing: Like flamers, but active in all 5 register phases.
Reset Site
Function: A robots ending their move on a Repeater must execute its current program card once again, if it is a MOVEMENT card (Move 1, 2, 3 or Back up). If several robots are repeating their movement cards, they are executed in normal priority order. If the repetition let robots end on another Repeater, another round of repeated maneuvers will occur.

Timing: Occurs after the Robots Move segment before entering the next segment (and until no robot with a movement card in its active register is on a Repeater).

Spindisc´s original element used here.
  Function: Like on Repair sites, robots can store there archieve here (but neither repair nor exchange/gain options). In addition, at the end of phases 1-4, the robot may choose to replace his next programmed register (2.-5.) with a card of his choice (that is still in pile). A robot ending on a reset site at the end of the fifth register phase gains one program card of his choice for the next turn (but replacing one of his random cards - an undamaged robot receives 8 usually dealt cards in addition to his free choice-card)

Timing: Allways (like Repair sites and Chop shops)
Rotating conveyor belts
Function: Every register phase, these belts rotate in position indicated by the numbers on the belt. Then they behave exactly like the normal belts of their colour. The arrows are used to visualize the various directions, the belt may move to, the actual direction changes each register phase.

Timing: Belts rotate in position at the beginning of the Board Elements Move-Sequence.
This is our version of a belt transporting robots in more than one direction (which is probably the most thought about idea for a board element). There are lots of elements with similar effects!
Rotating room
Function: This time, the entire room rotates 90° CW every turn. Rooms without robots in them do not rotate!

Timing: Rotation takes place in the End-of-Turn-Sequence.
Soporific Gas
Function:A robot ending his move in a soporific gas cloud immediately falls asleep.While sleeping, treat him as powered down (regenerating damage).The robot keeps his unexecuted movement cards of the current turn, because after five register phases he awakes (more or less) refreshed to execute the rest of his program. A robot ending after the second register phase in a gas cloud, wakes up in the third register phase of the next turn and executes his third, fourth and fifth program card (remaining from the previous turn) like nothing had happened.

Timing: Affects robot movement in the Robot move-Sequence (in several turns).
  Function: Sluices have 2 states-open (in the picture) and closed. Open sluices can be treated like open ground (robots trying to move on an open sluice from the upper level fall down, taking two p.o.d.) In the register phases indicated by the numbers the sluice is closed. It can be treated like open ground on the upper level (and behaves like a solid wall on the lower level).

Timing: The sluice changes its state after program cards are revealed before (!) robots move.

Robots standing on the sluice square when it closes get killed immediately!
  Function: Smoke blocks robots l.o.s (like fog, but stinking). As they cannot see robots on the other site of the smoke, they don´t fire weapons on them. A robot standing in a smoke square has no l.o.s. at all (never fires). Smoke doesn´t effect robots (or drones,...) movement.

Timing: Occurs when a robot moves into the smoke square or has a l.o.s. at it (not through it).
  Function: Smokestacks are ordinary pits (they are just rounder :). Smokestacks emit smoke.

Timing: Always (it´s nothing but a bottomless pit).

Robots equipped with the tip-toe-legs option can enter squares with smokestacks without falling in!
Spikey Wall
Function: Robots standing on soap will have their rotate cards doubled. (U-Turns become 360s, normal rotate cards become U-Turns)
Robots executing Movement cards on soap will have their first square of movement negated.

Timing: Always
  Function: Robots running (or being pushed) against a spikey wall receive one p.o.d.

Timing: Always
[NO IMAGE] Tamagotchi
Funktion: Defined and numbered starting positions for Race Track-boards (and the Arena 2000-board). After the race started, treat the square as a normal ground square.

Timing: At the very beginning of the game.
  Tamagotchis aren´t really board elements, they move around like drones,etc. They are impersonated by the robots virtual bot-tokens.
Every time a robot uses a copy machine, a tamagotchi appears.
Tamagotchis are treated like virtual bots. They move by executing the players program cards of the real bot that they belong to. Tamagotchis cannot archive, but can tag flags, gain option,...

If either the Tamagotchi or the robot get killed, both die immediately!
Tilted Ground
Funktion: Every robot attempting to end its move on the sand slips down one square (without changing the direction he is looking in) In the corners of the crater, the robot slips down diagonaly.

Timing: Affects robot movement in the Robot move sequence as well as in the Board elements move-Sequence.
Function: The figure indicates the number of robots, the trapdoor can carry (in its 4 / 9 squares). If one more robot tries to end his move on it, he sets of the trapdoor: It immediately opens (killing all other robots on it) and the robot ends his move being the only one on the (again) closed trapdoor. Trapdoors can open/close several times in one register phase depending on the robots moves and their priorities!

Timing: May occur in the Robots move-Sequence as well as in the Board elements move-Sequence.
Function: Turrents are little weapons rising in the center of a pit. They can rotate or shoot. After program cards are dealt, pick 5 of the unused cards at random to determine the behaviour of all turrents on the board. Rotate cards cause the turrents to rotate, there is a special token to keep track of the turrents´current position. A move card causes the turrent to fire a (normal) laser beam.
Robots trying to enter a turrent´s square fall into the pit. In all other aspects, turrents behave like a wall: they block robots´ l.o.s. and weapons, they cannot be destroyed or moved.
  Timing: The program cards for the turrents are revealed along with the players´cards. The turrents then either rotate in sequence C when the gears rotate or shoot in sequence D simultaneous to the board-mounted lasers.

Variant rule: Turrents are armed with traktor and pressor beams instead of ordinary lasers!
A move card cause them to push robots a number of squares (1,2, or 3 according to the program card) or pull them 1 square nearer to the turrent´s pit (in case the program card was a back-up).
Function: Every robot ending its move in the line of a ventilator, gets blown away. The number of squares it is moved is equal to the number of ventilators that are connected in parallel (1 to 3).

Timing: Ventilators are active in the indicated register phases in the board elements move-sequence.
Function: Waterfalls transport robots like currents. But they also transport the robot down one or more levels. For every level a robot falls down, it takes 2 p.o.d.s.

Timing: Occurs in the Board-Elements_move-sequence (C) simultaneously to the currents.