Home › Forums › BOARDGAMES › ROBORALLY GRAND PRIX › Houserules for the Grand-Prix Campaign
This Houserules for RoboRally Grand-Prix are used for the Arcanopolis Leaderboards. The Grand-Prix is played in Seasons where the robots of the remote controlling players have to fight through 5 Races in each Season (4 regular races with a track of two boards for 4-8 robots and 1 finale Season race with a track of four boards for 6-8 robots and additional special rules which will be posted later). At the start of Season 1 players roll random on a D8 to determine which robot is currently available for them to race out. They name their robot and keep him until permanently destroyed and scrapped. Players can have more then one robot in the game (see below), but if they would start in the same race, the player has to decide which one he want to field, the other(s) one(s) take a break. It is allowed to use fitting replacement models.
Robots can gain a maximum of 3 upgrades which they can keep for other races. If the robot is destroyed he loose one random upgrade. New upgrades can replace a current upgrade. Upgrades are listed down for the robot, so that the card can go back into the stack of upgrades for another race.
Each turn has a limited time frame for programming (probably 1 Min.). After the time is over the robots burns the remaining not yet used cards randomly on his program chip. Burnt movement patterns on the chip will be automatically repaired between races as well as the lost lifes. If a robot is 3 times destroyed in one race, then he is permanently destroyed and scrapped. The player can continue his other robots.
Racing up the Leaderboard: In a Season only the first 2 winners of a regular race (3 and 2 points) can pass to the next race level and continue to compete until reaching the final race. Winning the final race in one Season (half of the racing robots with 1-4 points) gives the player a Season pass to the next Season. Reaching the next Season gives the player the right to roll and field another robot at Season 1 – Race 1. The loosers stay in the same race until passing to the next race or will be downgraded to a lower race depending on their positions in a lost race (half of the remaining rounded down with the the highest flag numbers receive 1 point, the others -1 point and step inside their Season one race down).
After each race the Leaderboard receives an update. The robot with the highest points and less races goes on the top of the leaderboard. Each Season counts on its own for the ranking. One ranking is for the best 5 robots ever.
There are 8 different robot types with their own special upgrade from the beginning. All further upgrades are in addition to the own one.
TWONKY (1):
This robot is connected to the live feed of the security cams which observe the race. That means he has a better overview of the race track and can hack into other robots camera feed. Each time he faces another robot max. 3 spaces away, he can reprogram just before the laser fire phase the spin axis of the robots to turn in any of the other three directions.
TRUNDLE BOT (2):
They are though build with a stronger material than the other robots to withstand a harsh environment. They get one additional Life Token (4 instead of 3).
ZOOM BOT (3):
This robot is cheerful and talkative. His acustic array sends a weird staccato of wild beeps as soon as he is adjacent to another robot (in any of the 8 spaces). This distracts and confuses the other robot so much that they loose temporary the connection to their program. The next card turn is treated as idle and he can’t do anything else, due the confusion the Zoom Bot creates.
SQUASH BOT (4):
Squashing and pushing things is his program and his joy. He perfected this passion so far that if he is about to ram into another robot, as well as when they would ram into them, to push and squash his way through and redirect the other robot in a random adjacent space of his current position with a D8 (the robot keeps his direction).
HULK X90 (5):
Evenso this robot is not oversized, he has a very strong engine under his chassis. So strong that everything he rams will be pushed 2 spaces forward instead of 1. If someone pushes him he can choose to stay where he is, and so the other robot.
TWITCH (6):
This robot has reflexes, because his sensors are very sensitive. Light, noise, movement – all that and more is on his sensors. If someone tries to ram, shot or otherwise try to interact with him, he can choose to twitch in a random direction (D8) one space or take it as it comes.
HAMMER BOT (7):
Hammer Bots are very eager to use their tools. Two heavy hammers are mounted at the front to crush what they can. Just before the Laser phase, the Hammer Bot can hammer one lifepoint out of the chassis of an adjacent robot in his front.
SPIN BOT (8):
Constantly spinning and scanning the surrounding area, they can fire their laser in any straight direction. There is nothing they won’t see.
You must be logged in to reply to this topic.
Home › Forums › BOARDGAMES › ROBORALLY GRAND PRIX › Houserules for the Grand-Prix Campaign
This Houserules for RoboRally Grand-Prix are used for the Arcanopolis Leaderboards. The Grand-Prix is played in Seasons where the robots of the remote controlling players have to fight through 5 Races in each Season (4 regular races with a track of two boards for 4-8 robots and 1 finale Season race with a track of four boards for 6-8 robots and additional special rules which will be posted later). At the start of Season 1 players roll random on a D8 to determine which robot is currently available for them to race out. They name their robot and keep him until permanently destroyed and scrapped. Players can have more then one robot in the game (see below), but if they would start in the same race, the player has to decide which one he want to field, the other(s) one(s) take a break. It is allowed to use fitting replacement models.
Robots can gain a maximum of 3 upgrades which they can keep for other races. If the robot is destroyed he loose one random upgrade. New upgrades can replace a current upgrade. Upgrades are listed down for the robot, so that the card can go back into the stack of upgrades for another race.
Each turn has a limited time frame for programming (probably 1 Min.). After the time is over the robots burns the remaining not yet used cards randomly on his program chip. Burnt movement patterns on the chip will be automatically repaired between races as well as the lost lifes. If a robot is 3 times destroyed in one race, then he is permanently destroyed and scrapped. The player can continue his other robots.
Racing up the Leaderboard: In a Season only the first 2 winners of a regular race (3 and 2 points) can pass to the next race level and continue to compete until reaching the final race. Winning the final race in one Season (half of the racing robots with 1-4 points) gives the player a Season pass to the next Season. Reaching the next Season gives the player the right to roll and field another robot at Season 1 – Race 1. The loosers stay in the same race until passing to the next race or will be downgraded to a lower race depending on their positions in a lost race (half of the remaining rounded down with the the highest flag numbers receive 1 point, the others -1 point and step inside their Season one race down).
After each race the Leaderboard receives an update. The robot with the highest points and less races goes on the top of the leaderboard. Each Season counts on its own for the ranking. One ranking is for the best 5 robots ever.
There are 8 different robot types with their own special upgrade from the beginning. All further upgrades are in addition to the own one.
TWONKY (1):
This robot is connected to the live feed of the security cams which observe the race. That means he has a better overview of the race track and can hack into other robots camera feed. Each time he faces another robot max. 3 spaces away, he can reprogram just before the laser fire phase the spin axis of the robots to turn in any of the other three directions.
TRUNDLE BOT (2):
They are though build with a stronger material than the other robots to withstand a harsh environment. They get one additional Life Token (4 instead of 3).
ZOOM BOT (3):
This robot is cheerful and talkative. His acustic array sends a weird staccato of wild beeps as soon as he is adjacent to another robot (in any of the 8 spaces). This distracts and confuses the other robot so much that they loose temporary the connection to their program. The next card turn is treated as idle and he can’t do anything else, due the confusion the Zoom Bot creates.
SQUASH BOT (4):
Squashing and pushing things is his program and his joy. He perfected this passion so far that if he is about to ram into another robot, as well as when they would ram into them, to push and squash his way through and redirect the other robot in a random adjacent space of his current position with a D8 (the robot keeps his direction).
HULK X90 (5):
Evenso this robot is not oversized, he has a very strong engine under his chassis. So strong that everything he rams will be pushed 2 spaces forward instead of 1. If someone pushes him he can choose to stay where he is, and so the other robot.
TWITCH (6):
This robot has reflexes, because his sensors are very sensitive. Light, noise, movement – all that and more is on his sensors. If someone tries to ram, shot or otherwise try to interact with him, he can choose to twitch in a random direction (D8) one space or take it as it comes.
HAMMER BOT (7):
Hammer Bots are very eager to use their tools. Two heavy hammers are mounted at the front to crush what they can. Just before the Laser phase, the Hammer Bot can hammer one lifepoint out of the chassis of an adjacent robot in his front.
SPIN BOT (8):
Constantly spinning and scanning the surrounding area, they can fire their laser in any straight direction. There is nothing they won’t see.
You must be logged in to reply to this topic.