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RoboDerby: Express – 3rd Wheel

Expansion for RoboDerby: Express

RoboDerby: Express – 3rd Wheel Rulebook

Table of Contents

Table of Contents

  • 3rd Wheel Board Elements
    • Thin Walls
    • Ramps
    • Cliffs
    • Straight Slow Conveyor Belts
    • Gears
    • Lasers
  • 3rd Wheel Expansion Dice
    • Priority Die
    • Hacking Target Die

3rd Wheel Board Elements

Thin Walls

Thin walls stop robot movement and laser fire in the same way that the pillars in the base game do. Thin walls are always on an edge between two squares and only inhibit movement and laser fire on the long edge.

Ramps

The shaded factory floor is at a higher level and the lighter factory floor is at a lower level.

Ramps allow 'bots to travel from one level of the factory floor to another.

It does not take any additional movement to travel down a ramp.

It takes one extra point of movement to move up a ramp.

A 'bot may not end movement 'on the ramp'; attempting to do so will cause the 'bot will slide backwards to the lower space if it did not have sufficient momentum to get up the ramp.

Cliffs

Cliffs separate the upper level from the lower level of the factory floor. Cliffs act as a thin wall when approached from the lower level. Cliffs cause one point of damage to a 'bot crossing it from the upper level. Landing on another 'bot deals a point of damage to that 'bot and the 'bot which crossed the cliff continues forward to the first non-occupied space. If the 'bot were to continue off the board it is destroyed.

Straight Slow Conveyor Belts

Conveyor belts move each phase after all 'bots have moved on their own power. A 'bot on a straight conveyor belt is moved to the square pointed to by the arrow. The orientation of the 'bot is not altered.

Gears

Gears rotate each phase after conveyor belts move. A 'bot on a gear is rotated 90° in the direction of the arrow.

Lasers

Lasers fire at the end of each turn. Lasers do one point of damage to the first robot in the line of fire.

3rd Wheel Expansion Dice

Priority Die

The orange die is the Priority die. In three player games, whenever two die faces have the same priority, the orange die is used to break the tie. The 'bot with the longer arrow acts first. This applies to hacking die faces and movement die faces.

Hacking Target Die

The grey die is the Hacking Target die. In three player games, hacking die faces do not always affect both opponents. When one or more hacking dice are active in a register phase, the grey die is rolled to govern who is affected by the hack.

  • This die face indicates that A hacks B, B hacks C and C hacks A. A "!" negates another "!", use the orange priority die to determine if this happens.
  • This die face indicates that C hacks B, B hacks A and A hacks C. A "!" negates another "!", use the orange priority die to determine if this happens.
  • This die face indicates that hacks affect both other opponents. If two 'bots both hack a third with "!", it will act normally.