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Phase Overview
There are three phases, Pre-play, Play and Post-play.
Each player who doesn't have any Damage tokens, gets nine cards.
One Damage token reduces the amount of Program cards the player can draw by one.
There are some spesific rules if the player have five or more damage tokens. This we'll handle later.
After the Program cards have been dealt, the player chooses five cards he wants to play. From left to right, the player places the cards in the order they'll be executed. The cards remaining will be discarded.
When the player announces he's done, he'll not be able to look at the cards or rearrange them.
All of the point under, will happen for each register.
Reveal each players Program Card for the current register, at the same time.
Each player moves as its Program Card indicates.
The prioroity number of each card, indicates the priority for each player in the current register phase.
When players collide, the moving robot will push the other robot in the direction of the moving player. A player can be pushed anywhere on the board, also off the board. But a player can't be pushed through a wall. The player doesn't take any damage from being pushed into walls.
There's a specific order the Board Elements move:
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Express conveyor belts move 1 space in the direction of the arrows.
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Express conveyor belts and normal conveyor belts move 1 space in the direction of the arrows.
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Pushers push if active
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Gears rotate 90 degrees in the direction of the arrows.
All players are moved simultaneously. If two players arrive at the same time to the same place, the players will stop at the previous place. None of the players will push the other.
A player that's moved onto a rotating conveyor belt, the player will rotate and move forward. This happens even when the player is moved from a express conveyor onto a normal rotating conveyor belt.
If a player has moved onto the rotating conveyor belt by a Program Card, the player won't rotate, but will me moved in the direction of the arrow.
There are two types of lasers: Board lasers, and player lasers
When a player ends a register phase in a space that has lasers, the player receives one damage token. Lasers don't pass through players, so if multiple players are in the path of the same beam, the player closest to the source laser, takes damage.
All players can move through lasers undamaged, the damage takes place only when all the board elements have moved.
All players have a main forward-firing laser. Players in another players sight, is automatically damaged by that player's main laser The player will receive one Damage Token.
To be in a players sight, there can't be any obstacles in between.
If a player is standing on a flag, "touches" that flag. Starting next turn, the player can move to the next flag, in order.
Any player on a flag or a repair site updates its backup location.
If a player is destroyed before reaching a backup location, the player will reenter the previous saved backup place.
Repeat all of the point above for each register.
- Checks
- Check wrench or something
- "Respawn" deck
Need to do several checks:
- Move checks
- Damage checks
- After checks
- Call all the appropriate move actions.