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Robo Rally

$50.00
(1 review) Write a Review

Gentle-Robots… Start Your Microprocessors!

If you thought that factory robots took the weekend off like you do (well, most of you), then you haven’t seen a ROBO RALLY yet. When the supervisors are gone and the cameras have been angled to watch the ceiling, the robots take charge and participate in exciting and deadly race-battles.

ROBO RALLY is a competitive racing game full of robotic chaos! Program your robot to tag checkpoints, attach powerful upgrades, and turn this dreary old warehouse into a fabulous fast and frenzied fun factory!

Download the rulebook here.

Features:

  • Includes 6 pre-painted robot miniatures!
  • Over 80 different possible race course possibilities! Includes four double-sided factory gameboards, and thirteen pre-made race courses.
  • Options for short or long races, starter through advanced courses, and variants for play!

Contains:

  • 6 Pre-Painted Robot Figures
  • 6 Robot Player Mats
  • 4 Double-Sided Factory Gameboards
  • 1 Double-Sided Docking Bay Gameboard
  • 6 Plastic Checkpoint Markers
  • 120 Programming Cards (6 decks of 20)
  • 40 Damage Cards
  • 40 Upgrade Cards
  • 8 Energy Tracking Cubes
  • 18 Tokens (6 each of Reboot, Archive, Checkpoint Tracking)
  • 1 Large Player Aid Card
  • 1 Priority Token
  • 1 Sticker Sheet
  • 1 Rulebook

At a Glance

  • Number of Players: 2-6
  • For Ages: 12+
  • Playing Time: 45-90 minutes
  • Game Type: Strategy, Programmed Movement

1 Review Hide Reviews Show Reviews

  • 5
    Robo Rally 2023

    Posted by Kevin on Jul 12th 2023

    If you love prior Robo Rally versions, this is a MUST BUY! Key differences in Robo Rally 2023 from Robo Rally 2016 Priority is now a token first held by youngest player. Priority token player’s robot moves first then priority continues to left (clockwise). Priority Token moves clockwise at end of round. Robot Upgrades: In Phase 1, The Upgrade Phase all players simultaneously can do any or all of 3 things, spend 1 energy to draw an upgrade card into an unlimited uninstalled personal upgrade pile, Pay the cost to install an upgrade, or discard an upgrade. There is a limit of 10 energy saved per player. Damage cards in your hand that you choose not to play this round stay in your hand to the following round. Only the unplayed non-damage cards go on your discard pile. While SPAM cards are the same, the other types of damage have all been replaced by HAYWIRE damage cards that each do unique things. If you draw a HAYWIRE damage card, it immediately goes face-down into the current register to be activated next round. If you are hit with multiple damage, any additional HAYWIRE damage cards drawn go to the Damage Discard Pile if you already have one HAYWIRE damage card in the current register. The never used timer to push programming along is gone. Robot Weapons: “Only 1 upgrade can replace your robot’s main laser each register.” However, DOUBLE-BARREL LASER does combine with Laser Kata and RAIL GUN to deal extra damage. REAR LASER does not combine with DOUBLE-BARREL LASER or RAIL GUN which only modify the front main laser which still shoots. Energy: Gain 1 energy at the end of any register if stopped on a Battery space. At the end of each round, face-up damage cards go to damage card discard pile while face-up programing cards go to your own discard pile and any face-down cards in registers stay in those registers for next round. Other than walls, all board elements under a Checkpoint or Reboot Token are NOT active. Shutting Down: Before Register 1 is revealed, you can declare “I am shutting down.” Reveal all registers, place all Damage cards both SPAM and HAYWIRE” from your hand, registers, and personal discard pile into the Damage Discard Pile. Regular programming cards goto your personal discard pile. Like Original Robo Rally, you can still take more damage while shut down. Rebooting: Remove robot from board until next round, discard all cards from your registers and hand with HAYWIRE going to Damage Discard Pile and everything else going to personal discard pile. Draw 2 new damage cards one at a time. Rebooting does not impact Upgrade cards. Your robot re-enters the game when your priority comes up in register 1 of the next round onto either the Reboot Token of the board you died on or your Archive Token of the Docking Bay if you fell off that board. Robots obstructing your re-entry are moved (does not count as a Push) one space in direction or token arrow. Robots on the other side of a wall are NOT considered Adjacent Dynamic Archiving rule variant: Use Archive marker like classic Robo Rally moving it to Batteries and Checkpoints. Competitive Mode rule variant: In priority order players block Docking Bay starting spaces of their choice before choosing their starting positions in Priority order then return their cube to 3 energy.

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