Robo Rally (2016) - Lost Bearings

@pillbox, same choices.

I’ll be skipping on my go as I have no energy, by the way (and in the game!)

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Yellow elects to pass

@Benkyo, you may buy any of

Spam Blocker {t} [3]
Blue Screen of Death {p} [4]
Corruption Wave {p} [4]
Trojan Needler {p} [3]
Reboot {t} [1]
Boink {t} [1]

or pass.

The website I was using to view the cards seems to be down, so I’ll have to dig out the cards tomorrow.

SPAM BLOCKER
Cost: 3
Effect: Replace each SPAM
damage card in your hand with
a card from the top of your deck.
Immediately discard the SPAM
damage cards by placing them in
the SPAM damage card draw pile.
If you draw new SPAM damage
cards from your deck, keep them
in your hand for this round.

BLUE SCREEN OF DEATH
Cost: 4
Effect: When you shoot or push
an adjacent robot, you may
give that player one worm damage
card instead of one SPAM damage
card.

CORRUPTION WAVE
Cost: 4
Effect: You may put SPAM
damage cards you deal on top of
opponents’ decks.

TROJAN NEEDLER
Cost: 3
Effect: When you shoot or push
a robot, target robot receives
damage in the form of one
Trojan horse damage card
instead of one SPAM damage card.

REBOOT
Cost: 1
Effect: Reboot your robot, but
take no damage.

BOINK
Cost: 1
Effect: Move to an adjacent space.
Do not change direction.

Don’t really want it, but I also don’t want it to stay on the market, so - Blue Screen of Death for me.

The wording is really unclear, but this is how I understand it, applied to my current situation:

When I shoot an adjacent robot, I may
give that player one worm damage
card instead of one SPAM damage
card. When I push a robot, I may
give that player one worm damage
card.

Another rule question: are we playing with component limits? I assume we are, but I suggest removing the component limit for spam damage (only). Allowing use of special damage types when spam runs out is really broken.

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Agreed with the above regarding Spam limits. It breaks the game at high player counts to start giving out damage cards that then create a need for more Spam cards and on and on…

I have a rules question before I buy or pass. For Boink, will I be able to use it before @benkyo pushes me into a pit (since he will go before me on the first register), or does it have to be my turn to act before I can use it?

Good question, the rules say you can use it “on your turn”, but a turn is not a defined term in the rules. I feel like I should note that I chose BSOD assuming you wouldn’t be able to use Boink before I move.

Yes, the sloppy wording is my major problem with this edition. I agree with that interpretation. And I’m happy to allow infinite spam, with other damage only when a special other-damage effect happens.

It is clear that “the time during the resolution of register X when you are resolving your card” is “your turn”. It is not clear whether “the time during the market phase when you are considering buying a card” is “your turn”; my general feeling is that it is not.

So I think the answer to Inkybloc’s question is “no, Benkyo with priority will have one card resolution before you can play an upgrade card”.

Remaining affordable upgrades:
Spam Blocker {t} [3]
Corruption Wave {p} [4]
Trojan Needler {p} [3]
Reboot {t} [1]
Boink {t} [1]

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In that case I will pass.

OK, in current priority order…

Colour Player Energy Goals Upgrades
Blue Minato 1 Modular Chassis {p} [1]
Red Assussanni 2 Recompile {t} [1], Ramming Gear {p} [2]
Yellow pillbox 2 Tractor Beam {p} [3], Hover Unit {p} [1]
Violet Lordof1 0 Rear Laser {p} [2], Memory Stick {p} [3]
Orange Benkyo 1 1 Crab Legs {p} [5], Blue Screen of Death {p} [4]
Green InkyBloc 4 1 Refresh {t} [2]

Minato (blue):

Goals:
Energy: 1
Upgrades: Modular Chassis {p} [1]

For Minato only

U-Turn
Forward 1
Back 1
Power Up
Forward 1
Turn Right
Again
Turn Right
Turn Left

InkyBloc (green):

Goals: 1
Energy: 4
Upgrades: Refresh {t} [2]

For InkyBloc only

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

Benkyo (orange):

Goals: 1
Energy: 1
Upgrades: Crab Legs {p} [5], Blue Screen of Death {p} [4]

For Benkyo only

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

Assussanni (red):

Goals:
Energy: 2
Upgrades: Recompile {t} [1], Ramming Gear {p} [2]

For Assussanni only

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

Lordof1 (violet):

Goals:
Energy: 0
Upgrades: Rear Laser {p} [2], Memory Stick {p} [3]

For Lordof1 only

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

pillbox (yellow):

Goals:
Energy: 2
Upgrades: Tractor Beam {p} [3], Hover Unit {p} [1]

For pillbox only

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

Summary

F1, right, F1, left, F3

I’m guessing this won’t make a bit of difference!

Green

Forward 2
Turn left
Forward 3
U-Turn
Forward 1

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Red Red Red Red Red Red Red

Turn Right
Forward 1
Forward 1
Again
Power Up

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So does that mean I have to use Recompile during my activation and can’t use it during the programming phase before selecting my moves?

I agree that “during your turn” is when you have priority during the activation phase. However the rules for when you can play temporary upgrades on page 5 (“any time during the programming or activation phases”) directly contradict those on page 29 (“use it at any time during your turn”).

Yeah, clearly they didn’t think the rules through.

I agree that Recompile should (only) be usable during the programming phase, but I also think Boink should (only) be usable during the activation phase. The rules just aren’t there for these important distinctions.

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Red’s (not Blue‘s!) Moves
  1. Forward 1
  2. Again [Forward 1]
  3. Forward 1
  4. Turn Right
  5. Back 1

Ah. Yes. Sorry, @Minato, I did take “red red red” as meaning “red” and didn’t look it up…

I think it might help to have a list of times when upgrades can be used.
During programming phase: Recompile (red decision)
On turning a card: Refresh (green decision)
On moving: Hover Unit (automatic for yellow), Crab Legs (orange decision)
On ramming: Ramming Gear (automatic for red), Blue Screen of Death (orange decision)
On shooting: Tractor Beam (yellow decision), Rear Laser (violet decision), Blue Screen of Death (orange decision)

Register 1

  • cards
    blue: Turn Right
    red: Forward 1
    yellow: Back 1
    violet: Forward 1
    orange: Forward 1, Worm damage to green, pushes green into pit; green displaces blue off reboot spot.
    green: nullified

Before I go ahead with the board effects, does that look right?

2 Likes

What a shock! I didn’t see that coming.

1 Like