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RoboRally
RoboRally
from Wikipedia

RoboRally
Typical RoboRally race course
DesignersRichard Garfield
Players2–8
Setup time10 minutes
Playing time120 minutes
ChanceMedium
Age range10+
SkillsSimple programming

RoboRally, also stylized as Robo Rally, is a board game for 2–8 players designed by Richard Garfield and published by Wizards of the Coast (WotC) in 1994. Various expansions and revisions have been published by WotC, Avalon Hill, and Renegade Games.

Description

[edit]
7-player game in progress

In RoboRally, 2–8 players assume control of "Robot Control Computers" in a dangerous widget factory filled with moving, course-altering conveyor belts, metal-melting laser beams, bottomless pits, crushers, and a variety of other obstacles. Using randomly dealt "program cards", the controllers attempt to maneuver their robot to reach a pre-designated number of checkpoints in a particular order.

Components

[edit]

The game box contains:

  • 4 double-sided map boards
  • 8 player mats
  • 8 robot tokens and matching archive markers
  • 8 Power Down tokens
  • 84 Program cards that either move a robot ahead or back, or turn it either 90 degrees left or right, or reverse its direction
  • 26 Option cards
  • 40 Life markers
  • 60 Damage tokens
  • two-sided Docking Bay board
  • 30-second hourglass timer
  • rulebook

Set-up

[edit]

Each player chooses a robot token and its matching archive token, and also receives three life tokens and a player mat. The players choose a race course by common consent, place numbered flags on it according to the race course chosen, and abut the Docking Panel board against the side of the map indicated by the race course chosen. In randomly determined order, each player places their robot on a starting square on the Docking Bay board with their matching archive marker under the robot.

Preparing to move

[edit]

On each turn:

  1. The Program card deck is shuffled and nine cards are dealt to each player.
    1. For each point of robot damage, the number of cards is reduced by 1.
  2. Players plan how to get to the first numbered flag, choose five Program cards from their hand as the robot's next five moves, and place the cards in order facedown on the table.
    1. When all players but one have chosen their cards, the 30-second sand timer is started. If this runs out while the last player is still choosing cards, the player's cards are chosen at random from the player's hand.
  3. Unused cards are placed in a discard pile.

Movement

[edit]
  1. Each player simultaneously reveals their first Program card. The player with the highest numbered Program card moves first, followed by each player in order of descending Program card values.
    1. If the robot hits a wall, it cannot proceed.
    2. If a robot hits another robot, it pushes the second robot in front of it.

End of phase

[edit]

After everyone has moved (called a "phase")

  • the express conveyor belts move any robots on it one space in the direction of its arrows, rotating as the space they move on to.
  • the slow and express conveyor belts move any robots one space in the direction of its arrows, rotating as the space they move on to.
  • pushers push if active for that register phase.
  • gears rotate robots either 90 degrees clockwise or counterclockwise as indicated by their directional arrows
  • every board laser and robot fires a high intensity laser down the row of squares in front of them. If the beam hits a robot before being stopped by a wall, the target robot takes a point of damage.
  • crushers activate, destroying any robot on them.
  • If a robot ends a phase on a wrench or numbered flag, the player moves the robot's archive marker to that flag. If the robot was seeking that flag, the player now attempts to reach the next numbered flag.
  • If a robot ends a turn on any repair site (a space with a wrench), the robot's archive marker is moved to that spot.
  • If a robot ends a turn on a space with one wrench, one point of damage is repaired.
  • If a robot ends a turn on a space with two wrenches, two points of damage are repaired OR the robot receives a random upgrade card.
  • If a robot ends a turn on a space with a wrench and a hammer, one point of damage is repaired, AND the robot receives a random upgrade card.

Play then returns to the beginning of the next turn.

A player can choose to totally repair their robot by announcing, a turn in advance while programming their robot, that their robot will "power down" at the end of the coming turn. The robot plays the programmed turn, then shuts down for the entire next turn to repair itself. The robot returns to 100A% status at the end of the turn. Any damage taken during the repair turn reduces the robot's current point total before repairs, and may destroy the robot before it completes its repairs.

Robot destruction

[edit]

If a robot takes more than 9 points of damage, or falls down a pit or drives off the board or is pushed off the board, the robot is destroyed. The player loses a Life token, and a clone of the robot with two damage returns at the start of the next turn on the robot's archive marker. If a player runs out of Life tokens, (four robots destroyed), the player is out of the game.

Victory conditions

[edit]

The first robot to touch the final numbered flag is the winner.

Publication history

[edit]

Game designer Richard Garfield designed RoboRally in 1985,[1] but when he first showed it to WotC, they were uninterested. After WotC produced Garfield's collectible card game Magic: The Gathering in 1993, they expressed interest in publishing RoboRally,[2] which was released in 1994 with pewter playing tokens designed by Phil Foglio, who also did the artwork for the game.[2]

Several updates and expansions rapidly followed, including a second edition (1995); Armed and Dangerous (1995); Crash and Burn (1997); Grand Prix (1997); and Radioactive (1998).

In 2005, Avalon Hill re-published the game with minor rule revisions and cosmetic changes that included replacing the pewter robots tokens with plastic robots. Eleven years later, Avalon Hill re-released the game in 2016 with revised boards and substantial rules changes making the game incompatible with the previous editions.

In 2023, Renegade Game Studios obtained the rights to a number of games published under the Avalon Hill brand from Wizards of the Coast, among these was Robo Rally. The board size went back to the 12x12 inch grids but the rules remain close to the 2016 revision. Two expansions, Wet & Wild and Chaos & Carnage, were available close to release. A Transformers tie-in game was announced in summer 2023,[3] changing to six distinct Transformers characters and their personalized upgrades and abilities. One day later a further expansion, Master Builder, was announced, which was meant to give players the opportunity to customize boards with 6x6" tiles as well as tokens of the most common board elements.[4]

Reception

[edit]

In Issue 18 of Shadis, David Williams liked this "manic racing game", and thought that the components were of "high quality" but questioned the use of expensive pewter playing pieces instead of plastic tokens, saying, "Wizards did not cut corners, but it would be nice to have a cheaper option."[2]

In Issue 2 of Arcane, Andy Butcher found that this was a good game for casual playing. He concluded by giving it an average rating of 7 out of 10, saying, "anyone who's looking for great way to while away a couple of hours and have fun is strongly advised to check this out – it's simple to learn, extremely replayable, and most importantly, a great game – although you do need at least four players to get the most out of it."[5]

John ONeill of Black Gate commented that "all the challenge comes in the nature of your idiotic robots, and the numerous ways they can stumble stoically – nay, joyously – towards their own destruction on the factory floor."[6]

RoboRally was chosen for inclusion in the 2007 book Hobby Games: The 100 Best. James Ernest commented: "Why is RoboRally one of the best hobby games ever? Besides being a completely solid game at heart, RoboRally succeeds at one of the hardest tricks in game design: it is genuinely funny. I don't just mean that it has funny jokes in the rules or funny robot characters. It has those things, but putting jokes in a rulebook is relatively easy. The richest humor in this game comes from the play of the game itself."[7]

Other reviews and commentary

[edit]

Awards

[edit]
  • At the 1995 Origins Awards, RoboRally won awards in two categories:
    • "Best Fantasy or Science Fiction Boardgame of 1994"
    • "Best Graphic Presentation of a Boardgame of 1994"[13]
  • At the 1996 Origins Awards, the Armed and Dangerous expansion won "Best Graphic Presentation of a Boardgame of 1995"[14]
  • At the 1997 Origins Awards, RoboRally Grand Prix won "Best Fantasy or Science Fiction Boardgame of 1996"[15]

Editions and expansions (with board names)

[edit]

Between 1994 and 1999 Wizards of the Coast (WotC) released the original game, four expansion sets, and a limited edition board.

  • RoboRally (first edition, WotC, 1994): Basic boards (6), unpainted metal miniatures with detached plastic bases (8), movement cards, option cards, and counters.
  • RoboRally (second edition, WotC, 1995): Basic boards (same 6, with lighter coloring), unpainted metal miniatures with integrated metal bases (8), movement cards, option cards, and counters.
  • Armed and Dangerous (WotC, 1995): Additional boards (6), additional option cards, and counters.
  • Crash and Burn (WotC, 1997): Additional boards (2)
  • Grand Prix (WotC, 1997): Additional boards (3), with randomly selected reprinted basic boards on the backs.
  • Radioactive (WotC, 1998): Additional boards (3)
  • "Origins ’99" (WotC, 1999): A single new board (King of the Hill), only given to finalists in the championship tournament.

In Europe (German by Amigo, and Dutch by 999 Games), a different series was released. It incorporated a few rules changes and fewer components to make the game simpler. The damage and life tokens are larger and thicker than those of the original American release. The movement cards are color-coded. Forward (Move) cards have blue arrows, Backward (Back Up) cards have red ones and Turn cards yellow ones.

  • RoboRally (Amigo, 1999; and 999 Games, 2000): Basic boards (4, lettered instead of named), prepainted plastic bots (4), color-coded movement cards, counters.
  • Crash & Burn (Amigo, 2000): Additional boards (4, lettered instead of named), prepainted plastic bots (4), option cards.

The Avalon Hill edition also changed the cards. The new Move cards have only an arrow in the corner instead of the number with the arrow, which means you have to look at the full face of the card to distinguish them. It also has larger counters. Character sheets were introduced to track damage, life counters, power-down status, and program cards. Each sheet also contains a copy of the turn sequence for reference. The graphics have been redesigned to make the functionality of board elements clearer. The rules were also simplified to remove the concept of virtual robots.

  • RoboRally (Avalon Hill, 2005): Double-sided boards (4), Docking Bay (a double-sided starting grid, one-third the size of a regular board), plastic bots (8), movement cards, option cards, plastic flags (8), sand timer, and counters. The board combinations are Chop Shop & Island, Spin Zone & Maelstrom, Chess & Cross, and Vault & Exchange.

The 2016 edition significantly changed the damage system and gave every player an individual deck rather than a shared deck. Priority is determined by proximity to an antenna token and archive markers have been replaced with respawn point tokens. The boards in this edition are 10x10 rather than 12x12, and are named 1A, 1B - 6A and 6B. The docking bay is 10x3.

  • Robo Rally (Avalon Hill, 2016): Double-sided boards (6), double-sided start board, prepainted plastic bots (6), individual movement decks, damage decks, option cards, plastic flags (6), sand timer, plastic antenna token, plastic energy cubes and counters

The 2023 edition sees the return of the 12x12 boards. Some of the classic expansion boards are reprinted, while newer ones are introduced as well. The material quality is upgraded from the previous edition with thicker boards and tokens and larger cards.

  • Robo Rally (Renegade Game Studios, 2023): Double-sided boards (4), double-sided start board, pre-painted plastic bots (6), plastic checkpoint marker flags (6), individual movement decks (6x20 cards), damage deck (40 cards), upgrade cards (40), energy tracking cubes (8), reboot tokens (6), archive tokens (6), checkpoint tracking tokens (6), player aid,
  • Robo Rally: Wet & Wild (Renegade Game Studios, 2023): Double-sided boards (3), upgrade cards (5)
  • Robo Rally: Chaos & Carnage (Renegade Game Studios, 2023): Double-sided boards (3), upgrade cards (5)
  • Transformers: Robo Rally (Renegade Game Studios, 2024)
  • Robo Rally: Master Builder (Renegade Game Studios, 2024): 6x6" game boards (8), tokens (17), upgrade cards (5)
  • Robo Rally: Thrills & Spills (Renegade Game Studios, 2024): Double-sided boards (3), upgrade cards (5)
  • Robo Rally: 30th Anniversary Edition (Renegade Game Studios, 2024): Double-sided boards (4), upgrade cards (40)
  • Robo Rally: Contamination (Renegade Game Studios, 2024): Double-sided boards (3), upgrade cards (5)
  • Robo Rally: Turn & Burn (Renegade Game Studios, 2024): Double-sided boards (3), upgrade cards (5)
RoboRally boards by game release
Board Wizards of the Coast European Avalon Hill 2005 Avalon Hill 2016 Renegade Game Studios 2023
Cannery Row 1994 – RoboRally 1999 – RoboRally (D)
Cross 1994 – RoboRally 1999 – RoboRally (C) 2005 – RoboRally
Exchange 1994 – RoboRally 1999 – RoboRally (B) 2005 – RoboRally
Island 1994 – RoboRally 2000 – Crash & Burn (E) 2005 – RoboRally
Maelstrom 1994 – RoboRally 2000 – Crash & Burn (F) 2005 – RoboRally
Pit Maze 1994 – RoboRally 1999 – RoboRally (A)
Chasm 1995 – Armed & Dangerous 2023 - Chaos & Carnage
Circuit Trap 1995 – Armed & Dangerous 2023 - Wet & Wild
Coliseum 1995 – Armed & Dangerous 2023 - Wet & Wild
Flood Zone 1995 – Armed & Dangerous 2023 - Wet & Wild
Gear Box 1995 – Armed & Dangerous 2023 - Chaos & Carnage
Laser Maze 1995 – Armed & Dangerous 2023 - Chaos & Carnage
Blast Furnace 1997 – Crash & Burn 2000 – Crash & Burn (H)
Machine Shop 1997 – Crash & Burn 2000 – Crash & Burn (G)
Back Stretch 1997 – Grand Prix 2024 - Turn & Burn
Canyon 1997 – Grand Prix 2024 - Turn & Burn
Pit Row 1997 – Grand Prix 2024 - Turn & Burn
Pinwheel 1998 – Radioactive 2024 - Contamination
Reactor Core 1998 – Radioactive 2024 - Contamination
Shake ’N’ Bake 1998 – Radioactive 2024 - Contamination
King of the Hill 1999 – Origins '99
Docking Bay 2005 – RoboRally
Chop Shop 2005 – RoboRally
Spin Zone 2005 – RoboRally
Chess 2005 – RoboRally
Vault 2005 – RoboRally
Start Board 2016 – Robo Rally
1A 2016 – Robo Rally
1B 2016 – Robo Rally
2A 2016 – Robo Rally
2B 2016 – Robo Rally
3A 2016 – Robo Rally
3B 2016 – Robo Rally
4A 2016 – Robo Rally
4B 2016 – Robo Rally
5A 2016 – Robo Rally
5B 2016 – Robo Rally
6A 2016 – Robo Rally
6B 2016 – Robo Rally
In & Out 2023 - Robo Rally
The Keep 2023 - Robo Rally
Steps 2023 - Robo Rally
Tempest 2023 - Robo Rally
Cactus 2023 - Robo Rally
Misdirection 2023 - Robo Rally
Sidewinder 2023 - Robo Rally
Energize 2023 - Robo Rally
Water Park 2023 - Wet & Wild
Transition 2023 - Wet & Wild
Trench Run 2023 - Wet & Wild
Pushy 2023 - Chaos & Carnage
Labyrinth 2023 - Chaos & Carnage
Stop & Go 2023 - Chaos & Carnage
Fireball Factory 2024 - Thrills & Spills
Black Gold 2024 - Thrills & Spills
Portal Palace 2024 - Thrills & Spills
Gauntlet of Fire 2024 - Thrills & Spills
Black Gold 2024 - Thrills & Spills
The "O" Ring 2024 - Thrills & Spills
Locked 2024 - Thrills & Spills
The Wave 2024 - Master Builder
Coming & Going 2024 - Master Builder
Doubles 2024 - Master Builder
The H 2024 - Master Builder
Circles 2024 - Master Builder
The Zone 2024 - Master Builder
All Roads 2024 - Master Builder
Winding 2024 - Master Builder
Assembly 2024 - Master Builder
The X 2024 - Master Builder
The Oval 2024 - Master Builder
Convergence 2024 - Master Builder
Blueprint 2024 - Master Builder
Whirlpool 2024 - Master Builder
Mergers 2024 - Master Builder
Tabula Rasa 2024 - Master Builder
Double Helix 2024 - 30th Year
Falling 2024 - 30th Year
Vacancy 2024 - 30th Year
Sampler 2024 - 30th Year
Links 2024 - 30th Year
Concentric 2024 - 30th Year
Meeple 2024 - 30th Year
Straight-A-Ways 2024 - 30th Year
Discovery 2024 - Contamination
Reactor Leak 2024 - Contamination
Spill 2024 - Contamination
Bounce House 2024 - Turn & Burn
Open Circuit 2024 - Turn & Burn
Check In 2024 - Turn & Burn
PUBLISHED BOARDS
Board Name Reverse Side Year Source Product Name Size Edition Publisher
Cannery Row 1994/1995 RoboRally 12x12 1st/2nd Wizards of the Coast
Cross 1994/1995 RoboRally 12x12 1st/2nd Wizards of the Coast
Exchange 1994/1995 RoboRally 12x12 1st/2nd Wizards of the Coast
Island 1994/1995 RoboRally 12x12 1st/2nd Wizards of the Coast
Maelstrom 1994/1995 RoboRally 12x12 1st/2nd Wizards of the Coast
Pit Maze 1994/1995 RoboRally 12x12 1st/2nd Wizards of the Coast
Chasm 1995 Armed & Dangerous 12x12 2nd Wizards of the Coast
Circuit Trap 1995 Armed & Dangerous 12x12 2nd Wizards of the Coast
Coliseum 1995 Armed & Dangerous 12x12 2nd Wizards of the Coast
Flood Zone 1995 Armed & Dangerous 12x12 2nd Wizards of the Coast
Gear Box 1995 Armed & Dangerous 12x12 2nd Wizards of the Coast
Laser Maze 1995 Armed & Dangerous 12x12 2nd Wizards of the Coast
Blast Furnace 1997 Crash & Burn 12x12 2nd Wizards of the Coast
Machine Shop 1997 Crash & Burn 12x12 2nd Wizards of the Coast
Back Stretch <random reprint> 1997 Grand Prix / 1995 Random - [RR|AD] 12x12 2nd Wizards of the Coast
Canyon <random reprint> 1997 Grand Prix / 1995 Random - [RR|AD] 12x12 2nd Wizards of the Coast
Pit Row <random reprint> 1997 Grand Prix / 1995 Random - [RR|AD] 12x12 2nd Wizards of the Coast
Pinwheel 1998 Radioactive 12x12 2nd Wizards of the Coast
Reactor Core 1998 Radioactive 12x12 2nd Wizards of the Coast
Shake ’N’ Bake 1998 Radioactive 12x12 2nd Wizards of the Coast
King of the Hill 1999 Origins '99 12x12 2nd Wizards of the Coast
A (Pit Maze) 1999/2000 RoboRally 12x12 2nd European (various)
B (Exchange) 1999/2000 RoboRally 12x12 2nd European (various)
C (Cross) 1999/2000 RoboRally 12x12 2nd European (various)
D (Cannery Row) 1999/2000 RoboRally 12x12 2nd European (various)
E (Island) 2000 Crash & Burn 12x12 2nd European (various)
F (Maelstrom) 2000 Crash & Burn 12x12 2nd European (various)
G (Machine Shop) 2000 Crash & Burn 12x12 2nd European (various)
H (Blast Furnace) 2000 Crash & Burn 12x12 2nd European (various)
Chop Shop Island 2005/2010 2005 RoboRally / 1995 - RoboRally 12x12 3rd Avalon Hill
Spin Zone Maelstrom 2005/2010 2005 RoboRally / 1995 - RoboRally 12x12 3rd Avalon Hill
Chess Cross 2005/2010 2005 RoboRally / 1995 - RoboRally 12x12 3rd Avalon Hill
Vault Exchange 2005/2010 2005 RoboRally / 1995 - RoboRally 12x12 3rd Avalon Hill
Docking Bay A Docking Bay B 2005/2010 2005 RoboRally 12x4 3rd Avalon Hill
1A 1B 2016 Robo Rally 10x10 4th Avalon Hill
2A 2B 2016 Robo Rally 10x10 4th Avalon Hill
3A 3B 2016 Robo Rally 10x10 4th Avalon Hill
4A 4B 2016 Robo Rally 10x10 4th Avalon Hill
5A 5B 2016 Robo Rally 10x10 4th Avalon Hill
6A 6B 2016 Robo Rally 10x10 4th Avalon Hill
A (Docking Bay) B (Docking Bay) 2016 Robo Rally 10x3 4th Avalon Hill
Cactus Sidewinder 2023 Robo Rally 12x12 5th Renegade Game Studios
Energize Misdirection 2023 Robo Rally 12x12 5th Renegade Game Studios
Steps In & Out 2023 Robo Rally 12x12 5th Renegade Game Studios
Tempest The Keep 2023 Robo Rally 12x12 5th Renegade Game Studios
Docking Bay A Docking Bay B 2023 Robo Rally 12x3 5th Renegade Game Studios
Transition Coliseum 2023 Wet & Wild / 1995 - Armed & Dangerous 12x12 5th Renegade Game Studios
Trench Run Flood Zone 2023 Wet & Wild / 1995 - Armed & Dangerous 12x12 5th Renegade Game Studios
Water Park Circuit Trap 2023 Wet & Wild / 1995 - Armed & Dangerous 12x12 5th Renegade Game Studios
Labyrinth Gear Box 2023 Chaos & Carnage / 1995 - Armed & Dangerous 12x12 5th Renegade Game Studios
Pushy Laser Maze 2023 Chaos & Carnage / 1995 - Armed & Dangerous 12x12 5th Renegade Game Studios
Stop & Go Chasm 2023 Chaos & Carnage / 1995 - Armed & Dangerous 12x12 5th Renegade Game Studios
Black Gold Fireball Factory 2024 Thrills & Spills 12x12 5th Renegade Game Studios
Gauntlet of Fire Portal Palace 2024 Thrills & Spills 12x12 5th Renegade Game Studios
Locked The "O" Ring 2024 Thrills & Spills 12x12 5th Renegade Game Studios
All Roads Winding 2024 Master Builder 6x6 5th Renegade Game Studios
Assembly The X 2024 Master Builder 6x6 5th Renegade Game Studios
Blueprint Whirlpool 2024 Master Builder 6x6 5th Renegade Game Studios
Circles The Zone 2024 Master Builder 6x6 5th Renegade Game Studios
Coming & Going The Wave 2024 Master Builder 6x6 5th Renegade Game Studios
Convergence The Oval 2024 Master Builder 6x6 5th Renegade Game Studios
Doubles The H 2024 Master Builder 6x6 5th Renegade Game Studios
Mergers Tabula Rasa 2024 Master Builder 6x6 5th Renegade Game Studios
Docking Bay A Docking Bay B 2023 Master Builder 6x2 5th Renegade Game Studios
Concentric Links 2024 Robo Rally: 30th Anniversary Edition 12x12 5th Renegade Game Studios
Double Helix Falling 2024 Robo Rally: 30th Anniversary Edition 12x12 5th Renegade Game Studios
Meeple Straight-A-Ways 2024 Robo Rally: 30th Anniversary Edition 12x12 5th Renegade Game Studios
Sampler Vacancy 2024 Robo Rally: 30th Anniversary Edition 12x12 5th Renegade Game Studios
Docking Bay A Docking Bay B 2024 Robo Rally: 30th Anniversary Edition 12x3 5th Renegade Game Studios
Discovery Reactor Core 2025 Contamination / 1998 - Radioactive 12x12 5th Renegade Game Studios
Reactor Leak Pinwheel 2025 Contamination / 1998 - Radioactive 12x12 5th Renegade Game Studios
Spill Shake N' Bake 2025 Contamination / 1998 - Radioactive 12x12 5th Renegade Game Studios
Bounce House Back Stretch 2025 Turn & Burn / 1997 - Grand Prix 12x12 5th Renegade Game Studios
Check In Canyon 2025 Turn & Burn / 1997 - Grand Prix 12x12 5th Renegade Game Studios
Open Circuit Pit Row 2025 Turn & Burn / 1997 - Grand Prix 12x12 5th Renegade Game Studios

Upgrades

[edit]
UPGRADE SOURCE TYPE POINTS EDITION DESCRIPTION
Abort Switch Base Temporary 1 5th/30th Replace a register card you just revealed with the top card from your programming deck.
All Aboard Base Temporary 1 5th/30th Movement upgrade. Activate all conveyor belts, but only for your robot. Blue conveyors first, then green conveyors.
Boink Base Temporary 1 5th/30th Movement upgrade. Move to an unoccupied adjacent space, without changing facing.
Brakes Base Permanent 2 5th/30th Move 1 cards in your registers may be treated as Move 0 cards.
Calibration Protocol Base Temporary 2 5th/30th Return all damage cards in your hand to the damage discard pile, then draw that many cards from your programming deck.
Chaos Theory Base Permanent 2 5th/30th When you reveal SPAM in Register 1, 2, or 3, gain 1 Energy.
Crab Legs Base Permanent 5 5th/30th You may place a Move 1 card in the same register as a Rotate Left or Rotate Right card, and during that register your robot will move 1 space to the left or right respectively, without rotating.
Deflector Shield Base Permanent 2 5th/30th When your robot would take damage from lasers and/or other weapons, you may pay 1 energy to take no laser/weapon damage during this register.
Displacing Bast Base Temporary 2 5th/30th Instead of firing your robot's main laser, you may fire Displacing Blast. If you do, relocate the target robot to the Reboot token on the board they occupy, without changing facing.
Double Barrel Laser Base Permanent 2 5th/30th Your robot's main laser deals 1 additional damage to robots.
Drifting (Left) Base Permanent 4 5th/30th After resolving a Rotate Left card, you may move 1 space forward.
Energy Conversion Base Permanent 3 5th/30th After your robot takes damage from a board laser, you may move 1 space forward or backward.
Firewall Base Permanent 1 5th/30th You do not draw any damage cards when Rebooting after falling into a pit.
Flash Drive Base Permanent 4 5th/30th Draw 1 additional programming card at the start of each Programming Phase.
Hover Unit Base Permanent 1 5th/30th Your robot can pass over pits during your Programming Card Activation, but falls in if it ends its move on one.
Laser Kata Base Permanent 1 5th/30th After performing a U-turn, your robot fires its main laser in all 4 directions for this register's Robot Weapon Activation.
Lucky Booster Base Temporary 1 5th/30th Reveal and discard cards from the damage deck until you reveal Haywire. You may replace a register card you just-revealed register with that card or discard it to the damage discard pile
Magnetic Base Temporary 1 5th/30th When an adjacent robot moves via a register card, you may move with them.
Memory Cards Base Permanent 3 5th/30th At the end of the programming phase, you may place any number of non-damage cards from your hand onto this card. At the start of the Upgrade Phase, add all cards on this card to your hand.
Memory Swap Base Temporary 2 5th/30th Draw 3 cards from your programming deck. Then choose 3 cards from your hand to put on top of your deck in any order you choose.
Mini Howitzer Base Permanent 3 5th/30th Instead of firing your robot's main laser, you may pay 1 Energy to fire Mini Howitzer. If you do, deal 2 damage to the target robot, then push it 1 space in the direction of fire.
Modular Chassis Base Permanent 1 5th/30th After your robot pushes another robot during your Programming Card Activation, you may give that player this card, and take one of their installed upgrades. Both are immediately installed and active.
Overclocked Base Temporary 2 5th/30th Movement upgrade. Move 2.
Piercing Drill Base Temporary 1 5th/30th When your robot pushes another robot during your Programming Card Activation, they take 1 damage and you may rotate them to any facing.
Power Slide (Right) Base Permanent 4 5th/30th After resolving a Rotate Right card, you may move 1 space forward.
Pressure Beam Base Permanent 3 5th/30th Instead of firing your robot's main laser, you may fir Pressor Beam. If you do, push the target robot 1 space away from your robot.
Pressure Release Base Temporary 2 5th/30th Movement upgrade. Move back 5 spaces, but stop if your robot would push another robot.
Rail Gun Base Permanent 2 5th/30th Your robot's main laser may shoot through any number of walls and/or robots. Each robot hit this way takes 1 damag.
Ramming Gear Base Permanent 2 5th/30th During your Programming Card Activation, if your robot pushes (or attempts to push) an adajcent robot, that robot takes 1 damage.
Rear Laser Base Permanent 2 5th/30th Your robot has a rear-firing laser in addition to its main laser. Both fire simultaneously.
Recharge Base Temporary 0 5th/30th Gain 3 energy.
Re-Initialize Base Temporary 1 5th/30th Give the Priority Token token to any player at the table (including yourself).
Rewire Base Permanent 1 5th/30th Play only during the Upgrade Phase. Add all face-down Haywire cards in your registers to your hand. You must program all these Haywires this round, but you may place them where you wish.
Scrambler Base Permanent 4 5th/30th Instead of firing your robot's main laser, you may fire Scrambler. If you do, replace the target's next register card with the top card from their programming deck. Cannot be used during Register 5.
Self-Diagnostics Base Permanent 2 5th/30th When your robot reaches a new Checkpoint, you may remove a card in your hand or discard pile from the game.
Spam Filter Base Permanent 3 5th/30th After refilling your hand at the start of the Programming Phase, flip the top card of your programming deck face up.
Spiky Base Temporary 2 5th/30th When an adjacent robot moves into your robots space or is pushed into your robot's space, that robot takes 1 damage.
Switch Base Permanent 2 5th/30th Movement upgrade. Swap places with an adjacent robot, without changing facing.
Tractor Beam Base Temporary 3 5th/30th Instead of firing your robot's main laser, you may fire Tractor Bream. If you do, pull the target robot 1 space towards your robot. Cannot be used on adjacent robots.
Zoop Base Temporary 1 5th/30th Movement upgrade. Rotate to face any direction.
Bunny Hop Wet & Wild Permanent 2 5th When your robot would push another robot during your Programming Card Activation, you may hop over it to the next adjacent empty space if possible instead.
Calculated Odds Wet & Wild Permanent 5 5th Each time you draw damage, draw 2 damage cards at the same time. Keep 1 and discrd the other to the damage discard pile.
Diffuser Wet & Wild Permanent 3 5th After you have drawn damage during a register, for each additional damage you would draw for the rest of that register, you gain 1 Energy instead.
Edge Guard Wet & Wild Permanent 3 5th Your robot cannot move or be pushed off the edge of the board. If this would occur, your movement stops on the space at the edge.
Turbo Wet & Wild Permanent 4 5th When you resolve a Move Card, you may pay 1 Energy to move 1 additional space in the same direction.
Controlled Chaos Chaos & Carnage Permanent 3 5th When you draw Haywire damage, you may place it face down under any card in your registers where there is not already a face-down Haywire card
Indirect Fire Chaos & Carnage Permanent 3 5th Instead of firing your robot's main laser, you may pay 1 Energy to fire Indirect Fire. If you do, hit any robot within 3 spaces of your robot in any direction (orthogonally, ignoring board elements).
Leaching Chaos & Carnage Permanent 3 5th When you fire your robot's main laser, steal 1 Energy from the target if they have 3 or more Energy. If they have 0 Energy, deal one additional damage to the target.
Mirror Chaos & Carnage Permanent 3 5th The first time your robot takes damage from another robot each round, that robot also takes the same amount of damage.
Stun Chaos & Carnage Temporary 1 5th Instead of firing your robot's main laser, the target discards all face-down cards in their next register. Cannot be used during Register 5.
Memory Transfer Thrills & Spills Permanent 3 5th At the end of each round, you may transfer 1 damage card in your hand to an adjacent robot's discard pile.
Phasing Thrills & Spills Temporary 2 5th Play after revealing a programming card. During yourm ovement this register, you may pass through exactly 1 wall.
Repulsion Field Thrills & Spills Permanent 4 5th Pay X Energy when a robot would push your robot: Push them X spaces away from your robot instead. (Your robot is not pushed. X cannot be 0.)
SPAM-powered Rocket Thrills & Spills Temporary 2 5th Movement Upgrade. Put any number of SPAM cards from your discard pile into the damage discard pile. For each you discarded, move forward 1 space.
Splash Damage Thrills & Spills Permanent X 5th (X = number of foes in the game; max 4) When your robot's main laser damages the target robot, you also deal 1 damage to each robot adjacent to the target.
Anchor Master Builder Permanent 2 5th Spend 1 energy when your robot would be pushed: Your robot is not pushed.
Moon Walk Master Builder Temporary 1 5th Conveyor belts and currents move your robot in the opposite direction this round. Use only if this would not stop/push another robot.
Overclocked Master Builder Temporary 1 5th Gain 1 SPAM and put it into your discard pile. Ignore your programming cards this register. Instead, resolve one of your previous registers' programming cards.
The Oppositron Master Builder Temporary 2 5th Play after revealing a non-Haywire programming card. Do the opposite of what your programming card says. Do the opposite of what your programming card says. (U-Turn - no Turn, Move Back = Move 1, etc.)
Top Heavy Master Builder Permanent 4 5th If your robot is about to be moved by a conveyor belt, it may ignore all conveyor belts this register and move one space to the left or right without changing facing.
Bad Scanner Turn & Burn Temporary 2 5th Install onto any robot. Does not use an upgrade slot. The next time this robot would reach a checkpoint, it does not reach it that register. Instead, uninstall this upgrade.
Field Stabilizer Turn & Burn Permanent 2 5th You may add or subtract 1 from the distance a repulsor field moves your robot.
Fireworks Turn & Burn Permanent 4 5th The first time each round that your robot ends a register on a Checkpoint or Chop Shop, you may pay 1 Energy. If you do, choose any robot to draw one damage card.
Pit Trap Dance Turn & Burn Temporary 1 5th Discard this upgrade at any time during a register. Your robot does not fall into pits or trap door pits during this register.
Slow Processor Turn & Burn Permanent 3 5th Install onto any robot. Does not use an upgrade slot. This robot moves 1 fewer spaces when executing a Move 2 or Move 3 card. Uninstall on Reboot, Checkpoint, or Shutdown.
Glitch Contamination Temporary 2 5th Install onto any robot. Does not use an upgrade slot. The next time this robot resovles a U-Turn or Move Back card, it also resolves the top card from its deck, then uninstall this upgrade.
Radiation Shielding Contamination Permanent 2 5th You do not draw damage from radiation spaces at the end of each register
Tech Forecasting Contamination Permanent 1 5th You may peek at the top card of the upgrade deck at any time.
Wall Breaker Contamination Temporary 1 5th Discard this card at any time during a register. For the rest of this register, your robot moves through one-way walls in both directions.
Wire Poisoning Contamination Permanent 2 5th Attach to any robot. Does not use an upgrade slot. At the end of each register, this robot draws 1 damage. Uninstall on Reboot, Checkpoint, or Shutdown.

Online

[edit]

A large number of additional game boards and elements are available via Internet communities, created by fans of the game.

In August 2008, GameTableOnline.com (defunct and redirected to a porn site, as of October 2020) licensed the rights for an online version of RoboRally from Wizards of the Coast.[16]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
RoboRally is a for 2–8 players, designed by and first published in 1994 by , in which participants program sequences of moves for their robots to navigate a modular board filled with hazards like lasers, pits, and conveyor belts, aiming to visit a series of checkpoints in order while interfering with opponents through collisions and combat. The game's core mechanic revolves around simultaneous action programming: each round, players draw from a hand of nine cards representing commands such as forward movements (1–3 spaces), rotations (left or right), U-turns, or backups, selecting five to form a program that dictates their robot's actions over five phases of execution, often leading to chaotic and unpredictable outcomes as robots push, lock onto, or shoot each other. Robots start with basic weapons and can acquire upgrades like enhanced firepower or shields using energy collected from batteries on the board, adding layers of tactical depth to the race. The first player to tag all required flags without being destroyed—due to accumulated damage from hazards or enemy fire—claims victory, with games typically lasting 45–90 minutes. Originally conceived by Garfield in 1985 as a side project before his fame with Magic: The Gathering, debuted to critical acclaim, winning two 1994 : Best Graphic Presentation of a and Best Fantasy or . Over the years, it has seen multiple editions, including a 2005 release with updated components and rules tweaks for compatibility with the original, a 2016 version emphasizing streamlined play, and a 2023 relaunch by featuring pre-painted miniatures, double-sided boards, and co-designer credits to Michael Davis alongside Garfield. Expansions like Armed and Dangerous (1995) introduced new boards and robot options, enhancing replayability and cementing its status as a pioneering title in the robot-programming genre.

Gameplay

Objective and Setup

RoboRally is a board game in which players program their robots to race through a hazardous environment, touching a sequence of numbered checkpoints in numerical order while contending with obstacles like walls, lasers, and conveyor belts that can damage or redirect the robots. The primary objective is to be the first player whose robot successfully reaches all designated checkpoints in order, securing victory. The game accommodates 2 to 6 players and has a typical playtime of 45 to 90 minutes. To set up, players first select a racecourse by arranging 4 double-sided factory boards along with a double-sided Docking Bay board to create the track layout as specified in the course setup. Checkpoints are then placed on their designated spots according to the chosen course, numbered sequentially to mark the path robots must follow. Each player chooses a robot figure, player mat, and matching programming deck, placing the robot on one of the gears on the Docking Bay, starting with the youngest player and proceeding leftward, with the robot oriented as chosen. Players start with 3 energy cubes and are dealt 3 cards each. The youngest player receives the Priority Token. Each player's programming deck is shuffled and placed face down. The damage and upgrade decks are shuffled and placed within reach. tokens are placed under each robot.

Programming Phase

In the Programming Phase, players secretly plan their robots' actions for the round by selecting program cards from their individual programming deck. This phase emphasizes simultaneous decision-making, as all players program their registers at the same time without revealing their choices until the subsequent activation. Players draw 9 cards from their own programming deck (shuffling their discard pile if necessary); players keep any damage cards from previous rounds in hand. Players then examine their hand and select 5 cards to form their program, placing them face down in the five numbered registers on their player mat in the order of execution, from register 1 (executed first) to register 5 (executed last). These cards dictate the robot's actions and include a variety of commands such as forward movements (Move 1, Move 2, or Move 3 spaces), rotations (Turn Left or Right 90 degrees, or 180 degrees). Damage cards like SPAM (which can be discarded and replaced) or Haywire (placed face down in a register for next round) must be managed accordingly. The remaining non-damage cards are discarded face up to the player's personal discard pile. Players with damaged robots have the option to declare a power-down after this phase, revealing their registers and discarding all damage cards, but skipping the activation phase for the current round while remaining subject to board hazards. After programming, players proceed to the Phase in the next round. Upgrade cards are drawn and installed using during the dedicated Upgrade Phase.

Upgrade Phase

The Upgrade Phase occurs at the start of each round and is simultaneous for all players. Players can spend to draw upgrade cards from the shared deck (1 per card, no limit on uninstalled cards), install upgrades on their (costs vary; maximum 3 permanent and 3 temporary), or uninstall any upgrades (discarding them). Permanent upgrades (yellow-backed) last the entire game, while temporary ones (red-backed) are single-use. Upgrades can enhance weapons, add shields, or provide other tactical advantages, collected via from board batteries.

Movement Phase

In the Activation Phase of RoboRally, players simultaneously reveal the programming cards placed in Register 1 of their player mats. These cards dictate the initial actions for each , with execution proceeding in priority order: the player holding the Priority Token acts first, followed by players in order around the table. This sequence repeats for Registers 2 through 5, ensuring all five programmed moves are resolved one register at a time before advancing to the next. Basic movement cards allow robots to advance or adjust position without translating in some cases. Forward 1, Forward 2, and Forward 3 cards propel the 1, 2, or 3 s respectively in the direction it is facing, while rotation cards—Rotate Left, Rotate Right, and —turn the 90 degrees left or right, or 180 degrees, respectively, while keeping it in the same . If a forward movement would cause a to hit a wall, it stops immediately upon contact, and any remaining movement distance is lost without causing damage. Interactions between robots occur when one attempts to move into a space occupied by another. In such cases, the moving pushes the occupying forward in the same direction and distance as the remaining movement, provided the path is clear; the pusher then occupies the vacated . Chain pushes can result if multiple robots are aligned, with each subsequent being displaced in turn until the chain is halted by a or the board's edge. If a push cannot complete due to an obstruction like a , the entire movement stops, and no is inflicted. Robots that move off the board or into pits during this phase trigger a . The robot is removed, remaining actions canceled, and it draws 2 damage cards. It respawns at the start of the next round's Register 1 at its Reboot Token location on the (or if applicable), choosing facing direction; if occupied, displace others by 1 space.

Hazard and Resolution Phase

Following the programming card resolution for each register, board elements activate simultaneously to alter robot positions, orientations, and statuses. This occurs after each register's movement, emphasizing the factory's dynamic dangers. Conveyor belts activate first, shifting all affected robots in the direction of their arrows: blue belts move 1 space (repeat if landing on another), green 1 space, turning belts rotate 90 degrees counterclockwise. These movements do not cause pushing between robots. Push panels activate if the register number matches their marking, shoving robots 1 space away from the wall. Gears rotate robots 90 degrees (left for counterclockwise red, right for clockwise green) without movement. Lasers fire next: board lasers hit the first robot in line (drawing 1 damage card per hit), blocked by walls. Robot weapons (default main laser) fire forward from the robot's facing, hitting the nearest in line of sight, drawing 1 damage card. Batteries grant 1 to robots ending a register on them (maximum 10 ). At the end of each register, robots on the next sequential checkpoint advance their tracking token. The first to complete all checkpoints wins immediately.

Damage and Destruction

In RoboRally, robots accumulate primarily from environmental hazards and robot weapons during the and resolution phases. Common sources include lasers (board or robot-fired), which cause the affected robot to draw 1 damage card, and reboots from pits or board edges, which cause drawing 2 damage cards. Damage cards are of two types: SPAM cards, which are discarded to the damage pile and replaced by the top card from the player's programming deck (resolved immediately), and Haywire cards, which are placed face down in the current register (maximum 1 per register) and will trigger unpredictable effects in the corresponding register next round. Damage cards reduce tactical options by cluttering hands and registers but do not have a numerical threshold for destruction. Destruction occurs when a robot enters a pit or falls off the board, triggering a : the robot is removed, all cards discarded, 2 cards drawn, and it respawns next round at its location. There are no limited lives; robots can indefinitely, though accumulated Haywire cards can severely impair control. Power-down allows discarding all cards but exposes the robot to hazards without movement.

Victory Conditions

In RoboRally, victory is determined by the first player whose successfully touches all checkpoints in numerical order on the chosen course. Courses typically feature 4 to 6 checkpoints, labeled sequentially, placed across the boards. A touches a checkpoint by ending its position on the space at the conclusion of any register activation during the phase; however, only the next sequential checkpoint counts, and out-of-order touches have no effect. The game concludes immediately when a robot ends a register on the final checkpoint in sequence, with that player declared the winner. If multiple robots touch the final checkpoint at the end of the same register, the one whose programming card had the highest priority value (e.g., Move 3 > Move 2) is considered first; ties are resolved randomly. Reboots preserve checkpoint progress; the robot respawns at the last touched checkpoint's location if applicable, or the starting position. There is no player elimination; the game continues until a winner completes the sequence.

Components

Boards and Tiles

The boards in the original 1994 edition of RoboRally consist of six double-sided factory boards, each measuring 12x12 squares, designed to be combined in configurations of two to four boards to create modular racecourses. Examples include the Docking Bay board, which serves as a starting area with for robot placement; Gearworks, featuring rotating mechanisms and conveyor paths; and Slant, incorporating inclined elements and barriers for challenging . These boards can be flipped to access their alternate sides, providing variety in layouts without additional components. The terrain elements integrated into these boards simulate a industrial environment, complete with hazards mimicking malfunctioning machinery. Key features include impassable walls that block robot movement and line-of-sight for ; empty open spaces for free navigation; numbered positions marking sequential checkpoints that players must reach in order; repair sites where can recover from ; fixed emitters positioned at board edges or corners that fire beams to inflict on exposed ; and directional conveyor belts in straight or curved configurations that automatically push along predefined paths. All elements are permanently printed or illustrated on the boards themselves, with no separate loose tiles in the base game, emphasizing fixed but versatile floors. During setup, boards are arranged edge-to-edge to form a cohesive course, often starting with the Docking Bay connected to the main sections, while flags are placed on designated numbered spots according to the chosen layout to guide the race path. This allows for numerous course variations, enhancing replayability while maintaining the theme of robots navigating perilous automated assembly lines. Later editions vary: the 2005 Avalon Hill edition retains similar board counts and size; the 2016 edition uses 4 double-sided boards plus 1 double-sided docking bay; the 2023 Renegade edition features 4 double-sided gameboards and 1 double-sided docking bay gameboard with updated artwork.

Robots and Markers

In the original 1994 edition, players control one of eight distinct figures, represented by unpainted metal miniatures with detached plastic bases, each featuring a unique design such as the bulky X90 or the agile Zbot, complete with a built-in facing indicator to denote direction. Later editions, starting with the 2005 release, use pre-painted plastic miniatures for improved aesthetics and durability. Each is associated with a personal player mat or sheet that includes an illustrated depiction of the robot with 10 numbered damage slots (1–10), where small damage counters are placed to track accumulated harm from lasers, pushes, or hazards—exceeding 10 damage destroys the and triggers respawning mechanics. The 2023 Renegade edition includes 6 pre-painted figures. To manage robot vitality, the 2016 Hasbro edition includes 40 life tokens (more than the original's approximate 16-24 based on 2-3 per player), which are small cardboard or plastic discs placed on the player mat at setup. These tokens represent reserve "lives," allowing a destroyed robot to reboot rather than ending the player's participation; upon destruction, one life token is discarded, and the robot returns via the docking bay with reduced options until repairs occur. Damage is quantified through 60 small counters that fill the numbered slots on the player mat, reducing the player's hand size of programming cards by one per token (down to a minimum of four cards) and potentially locking registers if five or more accumulate in a single slot, forcing random programming in affected phases. Checkpoint progress is marked by 8 flags with number stickers (typically using 6 for the race), which are tall, colorful pennants placed sequentially on the board to define the race path—robots must land on each in order, touching higher-numbered flags only after lower ones to advance toward victory. The 2023 edition uses 6 checkpoint markers. Additional positional markers enhance resolution and order: eight priority number tokens (numbered 1–8, typically small cardboard discs) determine activation sequence each movement phase, starting with the lowest number and rotating based on revealed program cards. For instances of robot stacking, lock indicators—simple chits or the top robot's orientation—denote the upper robots as "locked" and unable to move until separated, preventing immediate chaos in overlaps. Eight archive markers, matching the robots in color or icon, track individual starting or respawn positions on the docking bay, ensuring precise reentry. Later editions improved physical quality with vibrant, pre-painted miniatures for better table presence, while starting positions are predefined on the boards or docking bay for quick setup. The 2023 edition includes 6 archive tokens and 1 priority token.

Cards and Tokens

The program deck in the 2016 edition of RoboRally consists of 84 cards used to dictate movements during the programming phase. These include 18 Move 1 cards, which advance a one space forward; 12 Move 2 cards for two spaces; 6 Move 3 cards for three spaces; 6 Back Up cards to reverse one space; 6 cards to rotate 180 degrees; 18 Rotate Right cards; and 18 Rotate Left cards. For the original 1994 edition, the deck totals approximately 78 cards with different distributions (e.g., 12 each for Move 3, Back Up, and ; 6 each for Left and Right rotates). The 2023 Renegade edition features 120 programming cards (6 decks of 20). The option deck in the 2016 edition contains 26 cards designed for reactive plays that can alter movement, , or player interactions, often acquired during gameplay at repair sites. The original edition had a similar but unspecified number of option cards. Examples include cards for maneuvers, powering down for repairs, or swapping hands with opponents, though exact quantities vary by edition. A 30-second sand timer enforces time limits during the programming phase, adding pressure to card selection. The game also features an empty hand discard pile for used program cards, with no additional tokens included in the base set beyond those tied to damage and life tracking. The cards are illustrated with humorous, robot-themed artwork by Dave Dorman, enhancing the game's lighthearted factory chaos theme. In the 2023 edition, programming cards are supplemented by 40 damage cards and 40 upgrade cards.

Development and Publication

Design Origins

, a with a passion for , developed the initial prototype for RoboRally in 1985, shortly after earning his in computational mathematics from . The concept drew inspiration from the chaotic unpredictability of programming robots to navigate hazardous environments, envisioning supercomputers directing precision robots through an obstacle-filled widget factory—a theme rooted in sci-fi tropes of malfunctioning . Garfield, who collaborated on the prototype with friend Mike Davis, with Davis later credited as co-designer in the 2023 edition and playing a key role in pitching the game to publishers, created it as part of his hobby of designing around 50 games over the years, but initially showed little interest in pursuing publication due to the demanding nature of the process. In the early 1990s, Garfield sought a publisher for RoboRally, first selling the rights to , which held onto it for two years before returning them without publication. He then pitched it to in 1991, but the company rejected it, citing high production costs for a and their primary focus on games at the time. This rejection prompted , Wizards' founder, to suggest Garfield design a simpler instead, leading to the creation of Magic: The Gathering in 1993 and the company's subsequent success. With providing financial stability, reconsidered RoboRally later that year, accepting the refined design for publication in 1994. Extensive playtesting during this phase underscored the game's humorous and unpredictable elements, such as robots colliding in absurd ways amid hazards, while a was incorporated into the programming phase to curb and maintain momentum. The thematic focus on a automation scenario spiraling into chaotic robot races further emphasized sci-fi influences like rogue machinery run amok, aligning mechanics with the lighthearted mayhem envisioned.

Release History

RoboRally was first published by in 1994 as a strategic robot racing designed by . The original edition featured 8 unpainted metal robot miniatures with plastic bases, 6 double-sided factory boards measuring 12x12 inches each, along with movement and option cards, flags, and various counters for hazards and checkpoints. Following its debut, Wizards of the Coast supported the game with several expansions during the late 1990s. The first major expansion, Armed and Dangerous, was released in 1995 and introduced 6 additional double-sided boards, 26 new option cards including weapons such as lasers and machine guns, and enhanced factory elements to increase tactical depth. In 1997, the smaller Crash and Burn mini-expansion followed, adding 2 new boards and three unique hazards—ramps, ledges, and moving conveyor belts—along with updated rules clarifications in a revised factory manual. The Radioactive expansion arrived in 1998, bringing a mutation theme through special cards that altered robot behaviors, alongside more boards featuring radioactive zones and conveyor mechanics. In September 1999, toy giant acquired for approximately $325 million, integrating it as a focused on gaming properties. This shift led to RoboRally being discontinued under 's oversight, resulting in the original edition and its expansions going by 2000, though the game's components remained compatible for ongoing play.

Editions and Revisions

The edition released in 2005 introduced simplified rules to the base game, removing elements like option cards from prior expansions and incorporating a dedicated double-sided docking bay for individualized starting positions, while featuring eight plastic robots and four double-sided 12x12 factory boards. This version emphasized quicker play through streamlined mechanics and went following a 2010 reprint. Avalon Hill's 2016 edition shifted to smaller 10x10 boards for more compact setups, reintroduced modular flag placement for varied victory conditions, and included app integration for automated phase timers to reduce downtime; however, it faced criticism for fiddly components, such as undersized programming cards measuring 41mm x 57mm. Key changes included priority numbers printed on movement cards to determine activation order and a shift to individual player decks, altering the shared card pool from earlier versions. Renegade Game Studios' 2023 edition reverted to the original 1994 ruleset with minor clarifications, providing each player a personal 20-card programming deck to heighten strategic depth and chaos, alongside six pre-painted plastic miniatures and four double-sided 12x12 boards for over 80 race configurations. It prioritized the game's robotic mayhem through faster setup via pre-made race courses and high-quality, durable components like thicker tokens. The 30th Anniversary Edition, launched in September 2024, enhanced these with upgraded artwork, dual-layered player boards, wooden upgrade tokens, and a metal priority token for improved tactile play. A 2024 Transformers edition introduced themed miniatures depicting characters like and , fully compatible with core game components and expansions but without altering base rules. As of November 2025, no major core revisions have been announced, ensuring ongoing compatibility with subsequent expansions.

Expansions and Variants

Core Expansions

The core expansions for RoboRally introduce new factory boards, upgrade cards, and environmental hazards that enhance strategic depth and replayability in the base game's programmed movement system. These add-ons, released by in the 1990s and later by starting in 2023, focus on expanding the core without thematic overhauls. Each expansion typically includes 3 to 6 double-sided boards featuring unique obstacles, alongside new upgrade cards that attach to robots for modified abilities. Following Armed and Dangerous, Crash and Burn (1997) added two new boards—Blast Furnace and Machine Shop—along with three new game elements like rolling logs and acid pools, and 10 new option cards for added chaos in movement and combat. The first major expansion, Armed and Dangerous (1995), added 6 new boards such as Circuit Trap and Laser Maze, introducing elements like teleporters and water hazards that alter robot paths unpredictably. It included 26 option cards, enabling weapons targeting mechanics where robots could fire missiles or deploy shields to damage opponents or protect against attacks during the execution phase. These upgrades attach to robots via limited slots—up to 3 permanent ones per robot—providing bonuses like increased movement or armor but risking overload if exceeded. Radioactive (1998) followed with 3 boards, including Shake 'N' Bake, Pinwheel, and Reactor Core, emphasizing hazardous zones like radioactive waste that activates dormant option cards on robots, simulating random mutations through forced draws of upgrade effects. The expansion added 5 upgrade cards focused on survival in contaminated areas, such as enhanced shielding against environmental damage, while maintaining the core limit of attachment slots to prevent over-equipping. Its 2025 reprint, Contamination, updates these boards to double-sided formats with added elements like one-way walls and radiation pools, plus 5 new upgrades for hazard navigation. Grand Prix (1999) introduced three boards themed around high-speed racing, such as Speedway and Hyperdrive, with elements like repulsor fields and chop shops for repairs, along with 10 option cards emphasizing acceleration and speed boosts. Under ' stewardship, the "Renegade era" began with Wet & Wild (2023), incorporating 3 updated boards from Armed and Dangerous alongside 3 new double-sided ones featuring water currents, ledges, ramps, and crushers that slow or elevate robots across multiple levels. It provides 5 upgrade cards, such as those boosting ramp traversal or water resistance, attached via the standard 3-slot limit. Chaos & Carnage (2024) builds on this with another 3 double-sided boards (3 updated classics from Crash and Burn and 3 new), introducing teleporters, randomizers for chance-based pushes, pitfalls, and additional crushers, paired with 5 upgrades like indirect fire weapons and stun effects. Master Builder (2024) innovates board construction with 6x6 grid tiles for customizable layouts, allowing players to assemble irregular courses up to 12x12, and includes factory floor elements for modular obstacles. It adds upgrade cards supporting dynamic builds, such as +1 move attachments, while adhering to robot slot constraints. In 2025, Turn & Burn was released with 3 double-sided boards (updated from Grand Prix and new ones) emphasizing speed via repulsor fields, chop shops for quick repairs, and trap door pits, plus 5 speed-focused upgrades like enhanced acceleration. These expansions collectively expand the board pool to over 40 unique maps, each with thematic hazards like pitfalls or crushers activating in specific programming registers.

Themed Adaptations

RoboRally has seen several themed adaptations that integrate licensed intellectual properties or regional variations while retaining core programming mechanics. The most prominent licensed version is Robo Rally: Transformers, released by in 2024, which rethemes the robots as and from the Transformers franchise, such as and . In this edition, players race across the planet Velocitron in the Speedia 500, switching between bot and vehicle modes to navigate hazards like buildings and high-speed roads. The game includes 6 pre-painted miniatures representing iconic Transformers characters, 38 themed upgrade cards (such as energon weapons and power-ups), and 15 energon cubes for , alongside new program cards enabling actions like drifting. While building on the original rules, it introduces mode-switching and franchise-specific elements, but Transformers robots can be integrated into non-themed RoboRally games without conversion abilities. The edition is fully compatible with the base RoboRally game (2023 edition) and its expansions, allowing mixed play for up to 8 players across combined components. European adaptations from the late focused on localization and streamlining for broader accessibility. The German edition, published by Amigo Spiele in 1999, featured translations and reduced components compared to the U.S. versions, including only 4 robots, 4 boards (three double-sided fronts and one back), and 20 option cards instead of the full 26, making it more compact and affordable. A Dutch edition by 999 Games followed a similar approach that year. These versions incorporated minor rules adjustments for simplicity, such as omitting the optional sand timer from the programming phase and emphasizing quicker setup, while maintaining the essential robot racing and checkpoint system; French translations appeared in subsequent printings by publishers like . Other variants include community-driven efforts, such as the fan-created "Ultimate Collection" rulebook, which unifies components from first-, second-, and third-edition along with original expansions for enhanced replayability across 24 robot designs and modular boards. A -themed game was announced by in 2023 as part of licensed collaborations; titled : Battle for the , it utilized the engine rather than RoboRally mechanics and was released in 2024.

Digital Implementations

A digital adaptation of RoboRally titled Robot Rally: Board Game Chaos was released for Android in 2018 and remains available as of 2025, offering single-player and multiplayer modes that recreate the core programming mechanics of the . The app features AI opponents for solo play, automated resolution of hazards like lasers and conveyor belts, and support for the base game's checkpoints and movement, though it does not fully integrate later expansions. It holds a 4.4 out of 5 rating based on over 200 user reviews, praising its faithful turn-based strategy but noting occasional bugs in multiplayer syncing. No official version exists, limiting accessibility to Android users. For online play, a free web-based multiplayer implementation is hosted at roborally.mvolfik.com, providing a browser-accessible of the original ruleset with support for up to eight players. This GitHub-inspired version emphasizes real-time programming phases and includes options for custom boards, enabling community-created layouts beyond the standard factory floors. Features like automated damage tracking and priority antenna resolution streamline gameplay, though it lacks depth from official expansions such as Armies of . An earlier Meteor-based project at roborally.com offered similar multiplayer functionality but appears inactive as of 2025. GameTable Online hosted a digital version of RoboRally from 2008 until its shutdown on January 1, 2015, supporting real-time multiplayer and integration of expansions like Radioactive Robots. The service allowed up to eight players with automated elements for obstacles and scoring but ceased operations due to sustainability issues. As of 2025, , publishers of the 2023 edition, has not released a full digital version of RoboRally, focusing instead on physical components. Their general companion app provides tools for other titles but does not support RoboRally-specific features like timers or scoring aids. Community-driven mods for on enable virtual play of the base game and select expansions, with scripting for hazard automation and multiplayer lobbies up to eight participants. These mods, such as the "RoboRally Scripted (Unlimited Boards Edition)," facilitate custom setups but require the base purchase.

Reception and Legacy

Critical Reviews

Upon its release, RoboRally received positive attention from gaming magazines for its innovative programming mechanics and chaotic gameplay. In Shadis magazine issue 18 (1994), the game was reviewed favorably, with praise for its high-quality components and strong replayability due to modular boards and variable obstacles. Modern reviews continue to celebrate RoboRally's enduring appeal, particularly in its recent editions that refine core elements without altering the fundamental chaos. Meeple Mountain's 2023 review of the edition awarded it 4 out of 5 stars, commending the improved personal deck system for movement cards that reduces downtime and enhances strategic planning amid the game's inherent unpredictability. A article marking the game's 30th anniversary in 2024 emphasized its timeless "board game chaos," praising how obstacles like lasers and conveyor belts create emergent, laugh-out-loud moments while rewarding clever programming tactics. Critics consistently laud RoboRally's pros, including its unpredictable fun derived from simultaneous reveals of movement cards and the of anticipating opponents' actions in a hazardous environment. However, common criticisms include lengthy playtimes with larger groups of up to eight players, often exceeding two hours, and the fiddly aspects of damage tracking in earlier editions, though recent versions mitigate some of this through streamlined components. On aggregate, RoboRally holds a 7/10 rating on based on over 24,000 user votes as of late 2025, reflecting its solid reputation among enthusiasts for blending strategy with lighthearted mayhem.

Awards and Recognition

RoboRally received significant recognition shortly after its initial release, winning two prestigious awards at the 1994 presented by the Academy of Adventure Gaming Arts & Design: Best Fantasy or Boardgame and Best Graphic Presentation of a Boardgame. The game's first major expansion, Armed and Dangerous, also garnered acclaim, earning the 1995 Origins Award for Best Graphic Presentation of a Board Game. In 2024, to mark the game's 30th anniversary, Renegade Game Studios released a special edition featuring deluxe components, expanded player capacity up to eight, and new elements, which was previewed and celebrated during events at Gen Con 2024. No major industry awards have been announced for RoboRally or its variants from 2024 through 2025.

Community Impact

RoboRally has fostered a dedicated fan community since its debut, with ongoing discussions on platforms like , where forums feature threads exploring game variants and editions dating back to the early 2000s. These conversations often delve into modifications and historical comparisons, sustaining engagement among enthusiasts. Similarly, on Reddit's r/boardgames subreddit, users frequently debate the merits of digital implementations versus physical play, highlighting the game's adaptability across formats. The game's competitive scene remains vibrant through annual tournaments at , which have included RoboRally events since 1994. In , the convention marked the game's 30th anniversary with special play sessions and championship tournaments, drawing crowds to celebrate its enduring appeal. Online multiplayer options, such as the version hosted at roborally.com, enable virtual leagues and casual matches, extending accessibility beyond in-person gatherings. RoboRally's influence extends to cultural touchpoints and inspired designs in the gaming world. It popularized the programmed movement mechanic, paving the way for subsequent titles like the cooperative Space Alert and action-programming games such as Colt Express. Digital adaptations, including apps like Robot Rally on , draw directly from its chaotic robot-racing formula, adapting it for mobile play. Renegade Game Studios' recent reprints and expansions have kept the title in circulation, reinforcing its legacy among programming-themed board games. As of 2025, interest in customizable content continues to grow, evidenced by new expansions like Turn & Burn, which introduce modular boards and elements for varied races. Fan-created mods for , available on Workshop, allow players to script unlimited boards and incorporate house rules, further enhancing community-driven evolution of the game.

References

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