Twin Tin Bots
Twin Tin Bots Rulebook
Table of Contents
Table of Contents
Game Goal
Harvest a maximum of Crystals! Each Crystal is worth 2 to 4 points according to its size. At the end of the game everyone totals his harvested Crystals: the ones brought back to the Base, but also Crystals carried by their Robots. Crystals still on Robots are worth one point less than their regular value (1 to 3 points) when the game stops.
In the event of a tie, the player who harvested the most blue 2-point Crystals wins. If there is still a tie, the most green 3-points Crystals. If there is still a tie, the highest total worth of Crystals brought back wins. If there is still a tie, both players rejoice in their shared victory.
Components
This rules book
- A: dual-sided game board
- B: dual sided Crystal track
- C: 18 transparent plastic Crystals (6x2 points, 6x3 points and 6x4 points)
- D: 6 plastic Bases and 12 plastic Robots
- E: 6 programming boards
- F: 6 x 16 Order tiles (in each player's colour)
- G: 13 Special Order tiles (grey face, blue back)
- H: 3 Countdown counters numbered 3-2-1
- I: 1 'Active Base' token for the advanced 2 players variant
- J: 3 Rock tokens in two parts
- K: 3 Blob tokens in two parts
- L: 6 Teleport tokens in two parts
- M: 3 Mud tokens
Setup
Place the board on the side matching the number of players: use the small arena for 2, 3 and 4 players, and the big arena for 5 and 6. The number of players is printed in the corner of the game board for easy reference.
Each player gets the components in one colour: one Base, two Robots, 16 Order tiles, and a programming board.
Shuffle the blue-backed Special Order tiles in a face-down stack and deal one face down to each player, that he will keep secret until he first uses it.
Set up the board and playing pieces according to the number of players (see set up diagrams at the end of this booklet). You can change the Bases and Robot colours from the diagrams as long as the relative positions remain identical.
Place the Crystal track on the side of the board on the face corresponding to the number of players and fill the Crystal slots.
Attention, Robot orientation does matter: they must always face a given hex-side. Bases and Crystals have no orientation.
Each Robot must face a hex-side.
Each player places his programming board in front of him near his Order tiles.
Randomly determine a first player and give him the Countdown counters numbered 3-2-1. The first player will not change during the game.
The Game
Players take Turns playing, in clockwise order.
During his Turn the active player performs the following steps in sequence:
- He may change programming of a single Robot.
- He must run the program of his two Robots, from left to right on his programming board.
Exception: On the very first Turn of each player, he places an Order on each Robot on step 1 instead of making only one change.
1. Change the Programming of a Single Robot (Optional)
Each Robot has its own program, which contains up to three Orders.
The player can perform only one of the following actions:
- Place one Order or Special Order tile on one of the 6 slots of his programming board. If there was already an Order tile there, it is replaced and goes back to the player's hand.
- Swap two slots on a single of his Robot's program. He can either Swap two tiles on the same Robot's program, or Swap a tile and an empty slot on the same Robot's program. He may not Swap between different Robots' programs.
- Remove one Order or Special Order tile from his programming board. (The tile goes back to his hand.)
- Reset: remove all Order and Special Order tiles from a single of his Robot's program. (Tiles go back to the player's hand.)
- Pass. (Leave Both Robots programming as is.)
Important: The player performs a single modification to a single Robot's programming. He may not make a change on each Robot. The other Robot's programming remains unchanged.
2. Run Programs (Mandatory)
The player must then run the program of each Robot, starting left and processing Orders in sequence to the right on the programming board. Empty slots are ignored.
Important: Robots always execute their programs in the same order. It is not possible to have the second Robot run his program before the first.
If an Order can be executed it must be, otherwise it is ignored. If an Order is partially possible (for instance Forward then Load) all possible actions must be performed and the others are ignored.
Reminder: a Robot must always face a hex-side.
Pictograms on the programming board remind you of the allowed actions and the Turn order.
Order Tiles
Forward 1x / Forward 2x
The Robot must proceed to the hex in front of it. If the hex contains a Robot or Crystal and the hex behind it is empty, the Robot moves Forward, pushing the obstacle. However if the two hexes in front of the Robot are not empty, it cannot move.
In other cases, movement is ignored: no object can be moved outside the board, be pushed into a Base or a non-empty hex, and Bases cannot be pushed.
Forward 2x is resolved as two consecutive Forward Orders. If an obstacle prevents moving, the Robot moves as far as it can and the rest is ignored.
Turn Left ↺ / Turn Right ↻
The Robot must Turn one hex side (60°) counter-clockwise / clockwise on itself.
To prevent mistakes, each Robot has colour coded left and right arrow stickers on the shoulders.
Load Crystal
The Robot must Load the Crystal it is facing (be it on the ground or on another Robot). Crystals Unloaded in Bases cannot be Loaded any more.
Place the Crystal on the Robot. If there is no Crystal, the Order is ignored.
A Robot can only carry a single Crystal. If it is Loaded already, the Order is ignored.
Unload Crystal
If it is carrying a Crystal, the Robot must Unload it in front of it. If it is empty, the Order is ignored.
A Crystal can be Unloaded
- on an empty hex
- on a Base (even an opponent's)
- on a hex with an empty Robot (your or opponent's)
- but never outside the board, on a Crystal-filled hex or on a Loaded Robot.
Every time a Crystal is Unloaded on a Base:
- The Base's owner places it in front of him, it will be worth 2 to 4 points at the end of the game according to its size.
- If it is a blue 2-points Crystal, the Base owner draws one face-down Special Order tile and adds it to his hand.
- The next Crystal from the track is placed on the centre hex of the board. If it is not empty, the player places it on one of the free hexes that are closest from the board centre. If it is the last Crystal to enter play, the game end phase starts.
- From the game start to the game end phase, there should always be three more Crystals on the board than the number of players. Should you notice you forgot to put a Crystal into play, the active player immediately places it.
Zap!
The Robot sends a pulse on the hex in front of it, and on the second in line if the first is empty. If Both hexes are empty, the Zap fizzles and has no effect.
Zap doesn't affect Crystals and Bases (but they block it and you cannot Zap through them).
If a Robot (opponent or friendly) is in the range, the Zapping player may force it to immediately perform one of the following Orders (Zapper's choice): Forward 1x, Turn Left, Turn Right, Load or Unload. The target Robot does not need to have that Order in his program to perform it! Zap cannot be used to trigger a Forward 2x, Zap or a Special Order.
Double Modification
This tile is a joker that can only be used once per game, and is then turned face down. It allows the player to make two programming changes that Turn, one on each Robot or Both on the same Robot.
Game End
A game of Twin Tin Bots can end in two ways:
Crystal Attrition
When the last Crystal enters play, the current game turn continues to completion and the game will then last 3 more game turns: the first player discards a Countdown counter each time he is about to play (3-2-1). When he discards the last counter, this means the last game turn has started.
If the last Crystal enters play during the first player's turn, the current turn is played before starting discarding Countdown counters.
By Score Victory
If a player manages to bring back a certain amount worth of Crystals to his Base, the game ends immediately and that player wins.
| Number of players | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|
| Points required | 11 | 10 | 9 | 8 | 7 |
Special Order Tiles
Special Orders are used as normal Orders. They are kept hidden until placed on the programming board. When removed from the programming board, they go to the player's hand and can be reused just like normal Orders.
Turn 2x Left/Right
The Robot must Turn 2 hex sides (120°) in the corresponding direction.
Anti-Zap (Faraday Shield)
As long as this Order is part of the Robot's program, the Robot is not affected by opponent Zaps (but can still benefit from friendly Zaps). It has no other effect, so you trade a program slot for protection.
U-Turn
The Robot must Turn thrice (180°), making a U-Turn.
Forward 3X
Is resolved as three consecutive Forward Orders. If an obstacle prevents moving, the Robot moves as far as it can and the rest is ignored.
Forward Then Load
Is resolved as a Forward Order followed by a Load Order. The sequence cannot be changed (Load then Forward).
Forward Then Zap
Is resolved as a Forward Order followed by a Zap Order. The sequence cannot be changed (Zap then Forward).
Dash
This is a 'Forward 1x' Order. In addition, as long as this Order is in his program, the Robot can push any number of Robots/Crystals as long as there is an empty hex at the end of the row. It is still forbidden to push a Base or to push things outside the game board.
Jump
The Robot must Jump two hexes ahead. The middle hex can be non-empty, but the destination hex must be empty (or the Order is ignored). Robot orientation remains unchanged.
Back Up
As Forward 1x, but in reverse. All Forward rules apply.
Double Zap!
The Robot must Zap twice in a row.
Anti Theft
As long as this Order is in the Robot's program, the Robot's Crystal cannot be stolen by an opponent 'Load' Order (but a Zap can still have him Unload it). It has no other effect, so you trade a program slot for protection.
Long Range Zap
The Robot must Zap in front of it with an unlimited range (but obstacles still block it, as for a normal Zap).
The Zap affects a single hex: the first non-empty hex in front of the Robot.
Play Example
The new program, about to be run.
Position at Turn start.
- Robot A moves Forward, pushing the Crystal as the hex behind is free.
- Robot A Loads the Crystal (it was empty).
- Robot A Turns right.
- Robot B Turns left.
- Robot B has no second Order.
- Robot B tries to Load the Crystal but as another Crystal is Loaded already the Order is ignored.
Two Players Rules
Use the 2 players set up for the board. Use the 4 players Crystal track.
Simplified Rules
When playing the game with younger children or teaching the game for the first time, you can simplify it by giving each player only a single Robot, and not use the Special Order tiles.
Variants and Optional Rules
Here are some variants and optional rules to spice up your games once you will have mastered the standard rules.
Teleporters, Rocks and Blobs
These elements can be used separately or in combination. You can mix and match as many as you want, knowing that the more elements there are in play, the more programming skill will be required to pick up and deliver Crystals. You'll quickly notice that small variations in the items in play and in their placement subtly affect the game dynamics.
Teleporters
Teleporters are always placed in pairs. There are up to three pairs of Teleporters. When a Robot enters a hex with a Teleporter, it is immediately placed on the opposite side of the matching colour Teleporter.
It is forbidden to Zap and to Load or Unload Crystals through a Teleporter. It is allowed to push through a Teleporter, following the normal movement rules. If the destination hex is not empty and the Robot cannot push the obstacle, it cannot Teleport and stays where it is.
Rocks
Rocks are unmoveable obstacles, as Bases. A Rock cannot be pushed nor Loaded on a Robot. It blocks line of sight for Zaps.
Blobs
Blobs are peaceful but large critters. They may very well be an intelligent alien life form, but no-one ever was able to communicate with them or to understand them. They might also just be stupid. The only certain thing is that they are harmless. Or extremely tolerant.
A Blob is a mobile obstacle that can be pushed, as a Crystal or a Robot. A Blob cannot be Loaded on a Robot. If a Robot Zaps a Blob, the player may move that Blob to an adjacent empty hex or to an adjacent hex with a Robot, Crystal or other Blob by pushing it away (following the normal movement rules).
Teleporters, Rocks and Blobs Setup
During setup, do not place Teleporters, Rocks or Blobs on the board's outer ring, next to a Base, a Teleporter, a Blob or a Rock. You will find some examples of placement in the diagrams at the end of the booklet.
Mud
Robot caterpillars skid in the Mud. When a Robot enters a Mud hex, his next 'Forward' move is ignored. It will therefore need two 'Forward 1x' or one 'Forward 2x' Order to get out. Other Orders work normally in the Mud, including Jump which allows to Jump out of the Mud. Mud doesn't block line of sight for a Zap.
Mud has no memory: should a robot start his turn in the Mud, it will need two Forward moves to get out even if one was ignored on the previous turn.
Example: A robot is in front of a Mud hex and still has a 'Forward 2x' and a 'Forward 1x' in his programming. The first Forward of the 'Forward 2x' Order moves him in the Mud and the second is ignored. Then the 'Forward 1x' Order gets him out of the Mud.
Example 2: A Robot starts his turn in a Mud hex. His program is 'Forward 1x', 'Turn Left', 'Forward 1x'. The first Forward is ignored, then the Robot Turns and moves out of the mud.
Advanced 2 Players Variant
Each player plays two colors. Use the 4 players set up. Each player controls two opposing bases on the board (Yellow+Green against Red+Blue).
Players alternate colours following the Bases on the game board (Blue-Yellow-Red-Green). During the game, use the 'Active Base' token to show the active colour by placing it next to the Base and moving it from Base to Base as active colours change.
A Robot can only Unload Crystals in the same coloured Base, or any of the other player's two Bases.
At the end of the game, each player adds Crystals from his two colours.
Team Play
The game is played in two teams. You need an even number of players: if the number of players is odd, a player will play two colours (you may want to use the 'active Base' token as in the advanced 2 players rule).
Colours are spread between players so that players of a team have their bases as far apart as possible and so that teams alternate player Turns: one player from the first team plays his Turn, then one from the second team, and so on. The game proceeds using the standard rules and at the end each team adds up the Crystals harvested. With this variant there is no score victory game end. A player may Unload Crystals in any Base, he does not have to Unload in his Base. When a blue Crystal is Unloaded in a Base, it's the Base owner that gets the Special Order tile.
Credits
Flatlined Games is very careful about the quality of its products. Should your new game box be damaged, missing parts, or have a manufacturing defect, contact us directly. If you have rules questions, we will also gladly answer them:
- On our website: http://www.flatlinedgames.com/contact
- By mail: Flatlined Games, Eric Hanuise, 39 rue gheude, 1070 Anderlecht, Belgique.
We are also active on the game page on Boardgamegeek.com and on French forum trictrac.net. Please contact us first on our website for a quick answer.
Development and Play Testing
The author and publisher wish to thank the members of player groups Repos du Guerrier, Belgoludique, Sajou.be, Bonne Société, and clubs Esprits Joueurs, Alpa-ludismes and In Ludo veritas, the wonderful audience of the 'off' of the 'Festival International du Jeu de Cannes', the visitors of 'Ludinord' and 'Paris est Ludique', and so many more it's not possible to individually name them here.
Thanks
Flatlined Games is a single person company and that game could never have been published without the help of many other people. Thanks to Philippe Keyaerts for trusting us with his game, to the sombreros at Repos Prod for their numerous tips and help, and to all players who helped test and develop the game. Thanks to Rodolphe Perrien for suggesting the name 'Twin Tins', which became 'Twin Tin Bots'. Thanks to Kwanchai Moriya for his patience, flexibility and talent. Last but not least, thanks to the numerous supporters on Ulule and Kickstarter who helped us fund and without whom this game wouldn't have been published.