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RoboTroc

RoboTroc Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Scoring
  • Preparation
  • Course of the Game
    • First Stage. Collecting Parts on the Dump
    • Children's Variant
    • Second Stage. Stealing Parts on the Way to the Laboratory
    • Third Stage. Creating a Robot and Counting Points
  • Bonus Cards

Components

  • 9 cards each of robot heads, bodies and legs. Total 27 part cards;
  • 9 yellow weapon cards;
  • 9 green bonus cards;
  • 4 character cards;
  • A bag with 50 markers inside;
  • These rules.

Each part card - "Head", "Body", "Legs" and "Weapon" - has its own power value. These values are distributed as follows: one part each with power values 1, 2, 4, 6, 10 and two parts each with power values 3 and 5.

Power1233455610

Some cards have a female symbol. It means that this part is intended for building a female robot.

Bonus cards (numbers 1 to 9) have no power value. Instead they give certain advantages, described below.

Example of building a robot: a head (6), a body (5), legs (5), a weapon (6), bonus card 6 (+15) and bonus card 8 (+10) bring the player 47 points: 6 + 5 + 5 + 6 + 15 + 10 = 47.

Goal of the Game

Assemble from the junk found on the dump (parts of heads, bodies, legs and weapons) the most powerful robot.

Scoring

Players can determine the winner after each game or after a series of games. The number of games in a series is determined by the players themselves. In that case the winner is the player who scored the most victory points over the whole series of games.

Preparation

Shuffle all the cards and lay them face up on a 9x5 grid. This is the dump, the place where you can find the most unusual technogenic junk. Then each player takes a character card.

Course of the Game

First Stage. Collecting Parts on the Dump

  • The craziest player starts the game. He chooses one card from the dump of parts and, replacing it with his character card, puts the part card in front of himself face down - into his stock. Then the player sitting to his right takes his turn in the same way (after the first round the direction of play reverses).
  • Each player moves his character card across the dump to an adjacent space where there is a part card. The player takes it into his stock. From the dump you may only take a card that touches the character card vertically, horizontally or diagonally.
  • If there is no card in the adjacent space, then the move there is possible and is considered "empty", that is, the player gets no card. For convenience of play (and to fence off the space of the dump) each empty space is marked with a marker.
  • In this way the player assembles his stock, collecting cards and placing them in front of himself face down. The player is allowed to look at these cards at any time.
  • The first stage ends when there are no part cards left on the dump.

Children's Variant

To simplify the game, you can skip the second stage and go from the first straight to the third.

Second Stage. Stealing Parts on the Way to the Laboratory

  • Each player counts how many weapon cards he has in his stock, and announces this number to his opponents; exactly this many cards he may steal.
  • Players lay out 4 cards in front of themselves face down. These cards are completely safe and protected from any actions of opponents.
  • The remaining cards the players lay in front of themselves face up. On his turn the player takes from the table as many cards as he has weapon cards. He may take both his own cards and open cards of his opponents. The player who has the head card (power 1) starts, then the player sitting to his left, and so on. The turn passes to the next player only after the active player has stolen as many cards as he has weapon cards. Cards received this way stay with the player in his stock; they cannot be taken during another player's turn.
  • At the end of the stage the players re-form their stock. The stock is formed from the 4 cards lying face down, the player's remaining open cards and the cards taken from opponents.

Third Stage. Creating a Robot and Counting Points

  • Each player assembles one robot using the cards of his stock. The robot must consist of at least one head card, one body card and one legs card. In addition, players may add to the robot any number of bonus cards and a weapon card. Note: only the bonus card of value 5 (bonus 5) allows installing more than one kind of weapon on the robot.
  • Now the player must add up the power values of each part (head, body, legs and weapon) and add to this number all the effects of the bonus cards. For example, on the previous page it came out 6 + 5 + 5 + 6 + 15 + 10 = 47. If the robot is not assembled completely (for example, some part is missing), the player cannot score points or use bonuses.
  • Creating helpers for the main robot. If after assembling the main robot players still have spare parts, they may assemble auxiliary robots, which must also consist of at least head, body and legs cards. Each such robot, regardless of the total power of its components, brings its owner an additional 10 points.
  • The player who scored the most points becomes the winner.

Bonus Cards

  1. +15 if all components of the robot have the same power, but it is not equal to 10.
  2. +15 if the robot consists of two such parts (as pictured on the card).
  3. +10 if the robot has one of such heads (as pictured on the card).
  4. +5, or, if your robot consists only of "female" parts, +15.
  5. You may install up to three kinds of weapons on the robot.
  6. +15 if your robot consists of these three components (as pictured on the card).
  7. The power value of the head is doubled.
  8. +10 if no such part (as pictured on the card) was used when assembling the robot.
  9. The power value of one component chosen by you is doubled.