Robo Rally (2016) - Lost Bearings

Rear laser for the violent hammer. Sorry sorry, violet hammer.

1 Like

I’ll Zoop it up please. Let’s get this party started!

Right!

You have a hand of nine cards. Please choose five of them to play, in order. Obviously I won’t be using a timer.

Cards you don’t play will remain in your hand. Note that priority-order shifts during the turn; while register 1 will be resolved in the same order as we did for initial upgrades, registers 2-5 may vary.

Remember that e.g. conveyors and rotators activate every phase. Specifically the order of events for each register is:

  • all cards for that register become visible
  • in priority order, cards are activated
  • blue conveyor belts
  • green conveyor belts
  • (push panels active in this register - none on this map)
  • rotators
  • board lasers
  • robot lasers
  • each robot, pick up an energy cube if you’re standing on one
  • if it’s register 5, each robot, pick up an energy cube if you’re standing on a battery space
  • each robot on its next checkpoint, score a goal token

Notes on upgrades: Assussanni can play Recompile now if they wish to dump their hand and draw a new one. Minato can play Repeat Routine to get the Repeat Routine card into their discard pile.

If you want to put in conditional orders, I’ll implement them as best I can, but if I’m not completely clear I’ll pause and ask for your opinion.

Turn 1

Minato (blue):

Goals:
Energy: 2
Upgrades: Repeat Routine {t} [3]

For Minato only

Forward 2
Forward 2
Forward 3
Forward 1
U-Turn
Forward 1
Turn Left
Forward 1
Turn Right

InkyBloc (green):

Goals:
Energy: 5
Upgrades: Zoop {t} [1]

For InkyBloc only

Forward 2
Turn Left
Turn Right
Turn Right
Forward 1
Power Up
Again
Forward 1
Turn Left

Benkyo (orange):

Goals:
Energy: 5
Upgrades: Recharge {t} [0]

For Benkyo only

Forward 1
Forward 3
Turn Left
Back 1
Turn Right
Forward 1
Power Up
Again
Turn Right

Assussanni (red):

Goals:
Energy: 4
Upgrades: Recompile {t} [1]

For Assussanni only

Turn Right
U-Turn
Forward 1
Forward 1
Forward 2
Forward 3
Forward 2
Turn Left
Turn Right

Lordof1 (violet):

Goals:
Energy: 3
Upgrades: Rear Laser {p} [2]

For Lordof1 only

Forward 2
Turn Right
Turn Left
U-Turn
Turn Left
Back 1
Turn Right
Forward 1
Forward 2

pillbox (yellow):

Goals:
Energy: 2
Upgrades: Tractor Beam {p} [3]

For pillbox only

Forward 1
Forward 2
Power Up
Forward 1
Again
Turn Left
Forward 3
Forward 1
Again

1 Like

It was my understanding that once an energy cube is off a battery, you only get energy from it if you’re on it at the end of a round (aka the end of the fifth register), right?

2 Likes

Sorry, yes - summarised too much.

5… 4… 3… 2… 1… Activate!

For RogerBW - Red
  1. Forward 1
  2. Forward 2
  3. Turn Left
  4. Forward 1
  5. Forward 3
2 Likes
Yellow

Forward 1
Again
Forward 3
Forward 2
Forward 1

1 Like
Green

Forward 2
(Zoop to be facing east again) Again
Forward 1
Forward 1
Turn Right

1 Like
Blue

Activate Repeat Routine
Forward 2
Turn Right
Forward 1
Turn Left
Forward 2

1 Like
Violet
  1. F1 2. R 3. F2 4. F2 5. U

OK, let’s see how this works.
Register 1:

  • cards
    red: Forward 1 (pushes blue)
    orange: Forward 3
    blue: (activate Repeat Routine) Forward 2
    yellow: Forward 1
    violet: Forward 1
    green: Forward 2
  • blue conveyors - nobody is affected
  • green conveyors
    green is moved and turned
  • rotators - nobody is affected
  • board lasers - nobody is affected
  • robot lasers
    red shoots yellow
    orange shoots nobody
    blue shoots nobody
    yellow shoots blue, and may opt to pull them one space closer. @pillbox?

1 Like

Yellow opts no to tractor beam

Violet shoots nobody.

  • Nobody is standing on an energy cube.
  • Nobody is on a battery space in register 5.
  • Nobody is on a new goal.

Register 2

Priority order is now:
2 Red
3 Yellow
4 Orange
5 Blue / 5 Violet
8 Green

  • cards
    red: Forward 2
    yellow: Again (Forward 1)
    orange: Again (Forward 3) (blocked by wall)
    blue: Turn Right
    violet: Turn Right
    green: (Zoop East), Again (Forward 2)
  • blue conveyors: orange is moved S.
  • green conveyors - nobody is affected
  • rotators - orange is turned
  • board lasers - nobody is affected
  • robot lasers
    violet shoots yellow
    yellow shoots green, and may opt to pull them one space closer. @pillbox?

Yellow engaging Tractor Beam!

Wait did Red just push Yellow over a wall?

1 Like

Oh, is that what happened? Sort of explains it (because I was curious but hurried before)

Yeah, Yellow should be at C8 and Red at B7

1 Like

Great, I’m failing to read my own graphics…

End of register 2 looks like this:

Register 3

  • priority
    3 red
    5 orange, blue, yellow, violet
    10 green
  • cards
    red: Turn Left
    orange: Back 1
    blue: Forward 1
    yellow: Forward 3 (pushing blue into a pit)
    violet: Forward 2
    green: Forward 1
  • blue conveyors - nobody is affected
  • green conveyors - nobody is affected
  • rotators - orange turns clockwise
  • board lasers - nobody is affected
  • robot lasers - nobody is affected
  • power-up from cubes - yellow gains one
  • no goals

Blue takes two spam, clears their remaining registers and respawns on the reboot spot.

(continues)

Register 4

  • priority
    3 red, violet
    6 orange
    8 yellow
    11 green
  • cards
    red: Forward 1
    violet: Forward 2
    orange: Forward 1
    yellow: Forward 2 (into the pit)
    green: Forward 1
  • blue conveyors - nobody is affected
  • green conveyors - nobody is affected
  • rotators - nobody is affected
  • board lasers - nobody is affected
  • robot lasers - violet shoots red
  • power-up with cubes - nobody is affected
  • goals - nobody is affected

(continues)

Register 5

  • priority
    3 violet
    4 red
    7 orange
    12 green
  • cards
    violet: U-Turn
    red: Forward 3
    orange: Power Up
    green: Turn Right
  • blue conveyors
    red is moved north
  • green conveyors - nobody is affected
  • rotators
    red turns clockwise
  • board lasers - nobody is affected
  • robot lasers - nobody is affected
  • power-up with cubes - nobody powers up
  • register 5 power-up - nobody powers up
  • goals - nobody scores

(continues)