Archive Copy:
When a robot is destroyed, a new copy is quickly assembled and materialized onto the factory floor at the last archive location for that robot. Due to the haste of construction, archive copies start with two points of damage.

Archive Location:
Each time a robot touches a checkpoint or repair site, that spot becomes its archive location. If a robot is destroyed, an archive copy of that robot is created at its archive location.

One of the game boards that make up the Factory Floor. Also called a factory tile.

A flag which must be touched as part of the race course. Only checkpoints touched in the correct order count. Each checkpoint also serves as a one-wrench repair site and an archive location.

Conveyor Belt:
Rapidly moving belts which carry materials from one part of the factory to another, as well as carrying waste materials to disposal areas. Robots which stray onto these belts will be carried along as well.

Hydraulic presses which flatten any robot careless enough to wander underneath at the wrong time.

The factory robots, while dimwitted, are quite sturdily constructed, and can continue to operate even after being damaged. Each laser that hits a robot does one point of damage; to keep track of damage, take one damage chit per hit. See also locked register and option card.

Damage Chit:
The counters used to record damage to robots.

A robot is destroyed when it falls into a pit, is flattened by a crusher, or accumulates ten damage chits.

The computer-controlled complex where Roborally is played.

Factory Floor Guide:
A handy reference sheet describing the operation of all the various devices on the factory floor.

Factory Tile:
One of the segments that makes up the Factory Floor. Also called a board.

Bright-colored pennants marking the checkpoints that form a Roborally race course. Robots must touch each flag in sequence in order to win.

A rotating device on the Factory Floor. Also, the speed of a robot, i.e. first gear, second gear, third gear, and reverse.

Laser Beam:
Industrial lasers powerful enough to drill a tidy hole through any robot stopping in their path. Numerous lasers are mounted on the factory floor, and each robot is also equipped with one.

Laser Mount:
The device that projects a laser beam.

Life Token:
Counters used to keep track of how many archive copies a robot has used. Each robot is allowed 4 copies in addition to the original before being permanently junked.

Line of sight:
Lasers and other weapons are restricted to firing in a straight line along a column or row. Line of sight is blocked by the first intervening wall or robot. Diagonal firing is not possible.

Locked Register:
When a robot accumulates five or more points of damage, its brain begins to lose functionality, causing it to repeat part of its previous programming instead of accepting new orders. Damage chits after the fourth are placed on top of the robot's program cards, starting with the last one, marking these registers as locked and unalterable.

Movement Card:
A program card instructing the robot to move at a particular speed, either forward or backward.

Operating Manual:
The Roborally rulebook.

Option Card:
These cards represent various pieces of equipment which can be added to robots. When a robot is damaged, you may choose to discard an option card instead of taking a damage chit.

A deep hole in the floor of the factory, leading to a garbage crusher, furnace, or other pleasant destination. Any robot falling down a pit is doomed.

Power Down:
A valuable robot ability, which allows them to shut down and go into self-repair mode, losing a turn and repairing all damage.

The robots used in the widget factory are made by the lowest bidder and have very limited programming capabilities. A robot's program consists of five program cards placed in the order that they will be executed.

Program Card:
Used to tell the robots what to do, each program card describes one specific movement or rotation. A program card can either be a movement card or a rotate card.

The process of picking out program cards to make your robot go where you want it to, or at least as close as it possibly can (preferably without falling into a pit first). See robot dance.

Immense, rubberized wall-sections which are used to move parts short distances when conveyor belts are inconvenient or timing is critical. Robots standing in front of one of these when it pulses will be harmlessly pushed out of the way. (But what they're pushed into may not be so harmless.)

The on-board memory of the factory floor robots is quite limited, consisting of only five registers. Each of these registers can hold one program card and instruct the robot to do one thing.

Register Phase:
Part of the turn, consisting of revealing one program card, moving the robot, applying the effects of the various devices on the factory floor, resolving laser fire, and applying end-of-phase effects.

Repair Site:
A spot on the factory floor marked with one or two wrenches. Any robot ending a turn on one of these sites gets a quick lube job, removing one damage chit per wrench. The two-wrench spots can add an option card to the robot instead of repairing damage. Each checkpoint also functions as a one-wrench repair site. All repair sites also serve as archive locations.

Those little guys who get shot, smashed, and generally mistreated in the course of the game.

Robot Dance:
The twitching, turning motions Roborally players tend to make as they look between their program cards and the board, trying to figure out how to get a robot from "here" to "there," and is that a left or a right turn?

Rotate Card:
A program card instructing the robot to rotate left, right, or all the way around. A robot cannot move and rotate at the same time.

Touch (a checkpoint or archive location) :
A robot is considered to have touched a checkpoint if it ends a register phase there. Driving over a checkpoint, or driving onto one and being shoved away by another robot, does not count as touching. Neither does stopping on a checkpoint but being destroyed by laser fire.

Each turn in Roborally consists of dealing out program cards, programming your robot, and playing out five register phases.

Virtual Robot:
When two robots start the turn on the same spot, they are unable to fully materialize and are referred to as virtual. A virtual robot is phased in enough to interact with the factory floor devices, including lasers, but not with other robots or robot lasers. A virtual robot materializes the rest of the way when it ends a turn in a spot that doesn't contain any other robots.

Sturdy, solid walls that separate parts of the factory from each other or provide a place to attach equipment. Robots running into walls take no damage (they have rubber bumpers), but the robots don't go anywhere. Lasers can't shoot through walls.

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