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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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Big Trapdoor
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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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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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Copy machine
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Crumbly Ground
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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. Both,
Tamagotchi and robot execute all following program cards.
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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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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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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Force Field / Energy Wall
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Golden Conveyor Belt
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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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Function: Transporting robots as usual, but three squares
per register phase
Timing: First square before all other belts, second square
contemporaneous with the first square of the blue belt, third
square contemporaneous with blue beltīs second square and
the first and only square of the red belt. |
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High-Power Teleporter
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Hydraulic Pusher
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Function: Just in case you play with the rule, that the original
teleporters do NOT teleport robots through walls, the high-power
teleporters always do!
Tming: Contemporaneous with the other teleporters. |
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Function: Pushes one or more robots untill they hit a
wall or leave the board (so your robot could get moved up
to 12 squares max.). Like ordinary pushers, it does not damage
robots.
Timing: In active register phases (indicated by the numbers)
in the Boards elements move-Sequence. |
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Jack-In-The-Box
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Lava Pit
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Light Barrier
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Function: Slings a robot 6 squares away in a direction indicated
by the numbers. In the fifth register phase, the robot is
catapulted straight up and lands on the same box/square again.
Optional: The robot receives 2 points of damage due to
the rough landing (comparable to the Big Jet-option).
Timing: Jack pops out in each and every register phase in
the Board elements move-Sequence. |
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Function:
Hot lava erupts from the depth of these pits and damages robots.Robots
in the 4 adjancent squares around the pit receive 1 point
of damage.
EXPERT RULE: The lava damages robots in all 8 squares surrounding
the pit.
Timing: Lava bursts out in the indicated register phases in
the Robots move-Sequence.
You can find the original Lava-Pit-element on
spindisc´s site. |
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Function: Turns the green flip belts.If one or more robots
moved through a light barrier in the current register phase,
the flip belts move in the opposite direction than last register
phase. If a light barrier is interrupted constantly by a robot
ending its move in it (or turning, ...), the flip belts do
not move at all! They start again, when all light barriers
are free again (of course in the opposite direction they ended
one or more register phases ago).
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Timing:Whole turn (all five register phases)
FAQ-answers:
All light barriers control all flip belts, no single barrier
controls a certain belt (we tried that, but it makes things
very complicated, if you design some boards, please mail us!)
A light barrier is no laser, robots remain unharmed in any
way when moving through or ending their move in a light barrier.
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Padded squares & -walls
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Piston
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Function: A robot ending his move on a rubber square cannot
stop immediately, it is bouncing again the amount of squares
he just moved (unless he hits a hard wall or normal ground).
With a Move 2 he moves 4 squares, priority remains that of
the Move 2. Robots also standing on rubber squares are pushed
all the way with him. Robots moving/bouncing on rubber squares
and hitting a rubber wall move into the wall and then bounce
back on the square they came from. This counts as a 1-square-move!
The rest of his move the robot is bouncing backwards away
from the wall
Timing: Affects robot movement in the Robots move-Sequence.
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Function: Pistons have two positions: up or down. All
pistons of the same colour always move into the same position.
A down piston is treated like normal ground. A robot entering
a square with an up piston pushes it down, forcing pistons
of the other colour to move up! A robot in a square with an
upcoming piston slides down into an adjacent square in the
direction indicated by the arrow on the piston (without rotating
of course)
Timing: Happens on the fly during robot- and board elements
move-sequences! Most likely (and designed) to happen several
times during one register phase! |
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Puddle
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Radio
Beam
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Function: Puddles are too shallow to slow down robots´movement
like water. Their only affect burning robots, which get extinguished
when moving into or through a puddle.
Timing: Always |
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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. |
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Repeater
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Reset
Site
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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. |
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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) |
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Rotating conveyor belts
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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! |
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Rotating room
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Function: This time, the entire room rotates 90° CW every
register phase. Rooms without robots in them do not rotate!
Timing: Right before gears rotate in the Board Elements Move-Sequence. |
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Soporific Gas
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Sluice
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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). |
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Function:
Timing: |
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Soap
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Spikey
Wall
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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 |
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Function: Robots running against a spikey wall receive
one p.o.d.
Timing: Always |
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Start
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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. |
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Tilted Ground
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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. |
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Trapdoor
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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. |
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Turrent
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Ventilator
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XXXXXXXXXXXXXXXXXXXXXXXXXXXXX |
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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. |
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