VOLT
VOLT Rulebook
Table of Contents
Table of Contents
Training Rules: Components
Before your first game, carefully push out all cardboard pieces from their die-cut sheets.
Player Components
Place the box bottom in the center of your play area. Each operator (player) sits on one side of it. Then, each operator chooses a color and the matching robot, and takes all of the following pieces:
- OVERVIEW CARD (white back)
- ROBOT CARD (white back) and the matching ROBOT
- MONITOR
- SCREEN
- CONTROLLER
- DICE: 2x red, 2x blue
Unneeded Components
The following components are not needed for the training game. Leave them in the tray or set them aside:
- ALL UNUSED PLAYER COMPONENTS
- ALL CARDS without a white back
- GAME BOARD C/D
- MINE TOKENS in all colors
Additional Components
Keep all of these components handy:
- STARTING NUMBERS: Collect one starting number per player (e.g., collect starting numbers 1 to 3 if you are playing with 3 players).
- VICTORY POINT TOKENS: One side shows a number from 1 to 6, which determines where it is placed in play. Each token is worth 1 victory point!
- DAMAGE TOKENS: Each token represents 1 damage.
- ARENA PILLARS
- GAME BOARD A/B
Assemble the arena like this:
- For this training game, insert the junkyard game board (marked A in the bottom-right corner) into the box tray.
- Fold the 4 arena pillars. Start by folding the middle part down.
- Slot the 4 arena pillars into the corners between the box bottom and box tray.
Training Rules: Setup
The arena is surrounded by a WALL (box and plastic corners). The arena itself is made up of SPACES. Each robot always occupies one space (even if parts of it reach into other spaces). Each space can hold only one robot.
GAME BOARD
- STARTING SPACE: Robots reboot in one of the starting spaces on their arena side.
- PIT: If a robot enters a pit, it falls down and is destroyed.
- VP SPACE: Victory point tokens will be revealed and placed on these spaces during play.
- WORKSHOP: It looks promising but does nothing in the training game.
- ARENA PILLAR: This is where starting numbers are collected from during play.
SUPPLY
- VICTORY POINT TOKENS: Shuffle them star side up.
- DAMAGE TOKENS
STARTING NUMBER
Draw a random starting number and place it on your monitor number side up.
PLAYER COMPONENTS
- ROBOT CARD + ROBOT
- MONITOR: This shows your robot's status: your starting number, damage suffered, and victory points.
- SCREEN: Place your screen so it hides your controller.
- CONTROLLER: Keep your controller parallel to your edge of the arena, showing I > II > III from left to right. This is where you will program your robot in play.
- DICE
Training Rules: Training Objective
Be the first to collect 3 victory points (VP). You can collect VP by destroying other robots and by being on a VP space with a VP token in Phase 3: Resolution.
Training Rules: Playing the Game
VOLT is played in rounds, each consisting of 4 phases.
Phase 0: Preparation
Execute these steps in order:
- Place 1 VP token: One operator draws a VP token and places it, number side up, on the VP space of the same number. Skip this step if the arena already has 3 VP tokens.
- Remove damage tokens: Operators return all damage tokens from destroyed robots back to the supply.
- Reboot robots outside the arena: Place robots, that are outside the arena, on one of their starting spaces (beginning with the robot with starting number 1, etc.).
- Return starting numbers: All operators return their starting numbers. Put each starting number, number side up, on a different arena pillar.
- Put up screens: All operators place their screens in front of their controllers.
Phase 1: Programming
PLACE DICE
One operator says "3, 2, 1, go!" At "Go!" every operator starts programming their robots simultaneously.
CONTROL UNIT
Each controller has 3 control units. Each control unit is marked in its center with a number (I, II, III), which is surrounded by 8 keys. The keys represent the directions that your robot can move or fire toward. It can shoot in all directions, but it can move only in the directions marked by blue keys (orthogonal) — a blue key vs. a non-blue key.
Place 1 die on each control unit of your controller. You have 2 blue dice (move) and 2 red dice (fire), so you won't place one of your dice each round.
Do not roll your dice. Place the faces of your choice.
To place dice correctly, you only need to place them on a key matching their color. You must choose numbers now as well, but they only matter in Phase 2: Activation.
BLUE DICE: MOVE — A blue die can only be placed on a blue key. Robots cannot move diagonally! The chosen key is the direction your robot will move toward.
RED DICE: FIRE — A red die can be placed on any key. The chosen key is the direction your robot will fire toward (line of fire).
Note: The facing of your robot is irrelevant. Only the dice on your controller determine the directions in which your robot will move or fire.
EXAMPLE – DICE PLACEMENT
Your controller is parallel to your side of the arena.
- Your robot moves to the right.
- Your robot fires to the front-left.
- Your robot fires to the back.
TAKE A STARTING NUMBER
When you have placed 1 die on each of your control units and do not want to change them, take one available starting number from an arena pillar and place it on your monitor, number side up. (Starting numbers determine activation order if there is a tie.)
Once you take a starting number, you cannot change the dice on your controller anymore. When every operator has taken a starting number, everyone lifts their screen and continues to the next phase.
Phase 2: Activation
CHECK FOR PROGRAMMING ERRORS
If dice are placed incorrectly — e.g., multiple dice placed on one control unit, a blue die placed on a non-blue key, or a die placed in between keys — remove all dice on this control unit. If a control unit has no dice, the robot does nothing with that control unit.
ACTIVATE DICE
Each die on a control unit represents 1 command, which is now executed. First activate everyone's dice on control unit I, then on control unit II, and finally on control unit III. After all dice on all control units have been activated, continue with Phase 3: Resolution.
ACTIVATION ORDER OF DICE
Activate the dice on all control units of the same number (I, II, III) in this order:
- Die number: Activate dice in order from lowest number (1) to highest (6).
- Die color: If multiple dice have the same number, activate the blue die of this number first before activating the red die of this number.
- Starting number: If multiple dice have the same number and color, activate these dice in order from lowest starting number (1) to highest (4).
Important: You must activate all dice on your controller, even if it harms you!
To show that a die has been activated, remove it from your controller.
EXAMPLE – ACTIVATION ORDER
First, all operators look at control unit I:
- The red operator's die has the lowest number, so he activates this die first.
- Both green and yellow have a die of the same number. Yellow's starting number (1) is lower than green's (3), so yellow activates her die next.
- Green activates his die last.
Next, all operators look at control unit II.
ACTIVATING A BLUE DIE: MOVE
- Your robot moves spaces equal to the number on your die (1 to 6) in the direction shown by its key.
- If your robot moves onto a space with a VP token, do not move the token and do not collect it. You only collect VP tokens in Phase 3: Resolution!
- If your robot moves onto a space with another robot, push that robot one space in the direction your robot is moving in. Likewise, if your robot pushes a robot into a space with another robot, push the third robot as well.
- If your robot or a pushed robot hits a wall, stop moving your robot and any pushed robots.
- If your robot pushes another robot into a pit, that robot is destroyed, removing it from the arena. For this, take 1 VP token from the supply and put it on your monitor.
- If your robot moves itself into a pit, it is destroyed and nobody takes a VP token.
ACTIVATING A RED DIE: FIRE
- Lasers hit the first robot or wall in the line of fire. Lasers cannot penetrate robots or walls. Lasers are not stopped by pits or VP tokens.
- A hit deals 1 damage. If your laser hits a robot, its operator takes 1 damage token from the supply and puts it on their monitor.
- If their robot now has 3 damage tokens on its monitor, it is destroyed, removing it from the arena. For this, take 1 VP token from the supply and put it on your monitor.
Important: The laser has unlimited range. The number on the die only determines how fast your robot fires.
EXAMPLE – ACTIVATING DICE
Both operators have a die showing 2 on control unit I.
- The blue die is activated (blue before red), so the green robot moves 2 spaces.
- The red die is activated, so the yellow robot fires and hits the green robot.
- The hit deals 1 damage to the green robot. Perfect!
Phase 3: Resolution
In order from lowest starting number (1) to highest (4), the robots activate the spaces they are on. In training this only means: If your robot is on a VP space with a VP token, take the token and put it on your monitor. If the space has multiple VP tokens, take them all.
Start the next round.
Training Rules: End of Training and Victory
End training immediately when an operator takes their third VP token. That operator wins training.
You are now ready for a full game of VOLT! Read the RFL MANUAL to learn how to proceed.
RFL Manual
Read the training rules first!
For weeks you have tinkered with your new battle robot. In training you have put it to the acid test: the power unit is strong and steady, and the laser cuts smoldering holes.
Finally you have your certification from the RFL to fight in an official arena. Time to show them what you and your robot are made of! And maybe one day you will be ready for the RFL Championship.
Have you completed the training scenario at least once? If not, please do so and come back later.
From now on, each robot equips two modules and all arena spaces of the chosen arena are active. Make sure everyone understands their effects, as described in Arena Features (page 8). In a game with fewer than 4 operators, you can use KillBots (pages 6–7) to keep the pressure high.
And when you are well acquainted with all that, you can determine the very best operator in an RFL Championship (page 8).
Component List
- 2 double-sided game boards
- 4 arena pillars
- 4 robot miniatures
- 4 controllers
- 4 screens
- 4 monitors
- 16 dice (8 red, 8 blue)
- 1 training rulebook
- 1 RFL manual
- 4 robot cards
- 36 module cards
- 4 champion module cards
- 4 overview cards
- 2 KillBot cards
- 4 KillBot AI cards
- 4 starting numbers
- 20 damage tokens
- 24 victory point tokens
- 12 mine tokens
Setup Changes
- Choose a game board and set it up as in training.
- Sort the module cards by color and shuffle each deck. Place them near the arena. There are three module colors: Blue (Movement), Yellow (Tactic), Red (Damage).
- Each operator draws 2 modules of different colors and equips them by attaching them to their robot card. Attach blue modules to the left of your robot card, red modules to the right, and yellow modules to either side. A module is equipped correctly when its connection fits with the robot card.
- Inform your opponents about the effects of your equipped module cards.
Rules Changes: End of Game
The game ends immediately when an operator takes their 5th VP token. That operator wins the game.
Modules
Using Modules
Unlike the basic move and fire shown on your robot card, using an equipped module is optional. You can use modules with a die once per control unit or without a die whenever the current situation fits the card text. You can use multiple modules with the same die.
Certain conditions must be met in order to use a module.
USING MODULES WITH A BLUE DIE
You can use an equipped module with a blue die icon if you activate a blue die showing a number in the range on the module card. You can use the module in addition to moving, unless the module card says "instead of moving."
USING MODULES WITH A RED DIE
You can use an equipped module with a red die icon if you activate a red die showing a number in the range on the module card. You can use the module in addition to firing, unless the module card says "instead of firing."
Important: The color of a module card may be different from the color of die it requires!
EXAMPLE – MODULE CONDITIONS
- TELEPORT: Can be used with a red die showing 2–5.
- ANCHOR: No die: The card text defines when it can be used.
- GRENADES: Can be used with a red die showing 2–4.
USING MODULES WITHOUT A DIE
Some modules do not need a die, but can be used in certain situations (e.g., destruction, damage, push, etc.).
Some modules have a main effect that you can use only if you activate a die, along with more effects that you can use without activating a die.
Golden Rule
If rules on a module card contradict a basic rule, follow the rules on the card.
Gaining Modules
You can draw a new module in two ways:
- If your robot is destroyed and an opponent gains 1 VP. (Do not draw a module if you destroyed it yourself.)
- If your robot is on a workshop in Phase 3: Resolution and you choose to draw a new module instead of repairing (WORKSHOP, page 8).
In either case, immediately draw 1 card from a module deck of your choice.
Place this card facedown next to your monitor. This is your inventory deck (you can look at it anytime). Your inventory can hold any number of module cards and related tokens. Modules in your inventory are not equipped and cannot be used.
Important: If you draw a module that you already own, put it on the bottom of its deck and draw another. You cannot have two copies of the same module!
Equipping Modules
You can equip modules only in Phase 0: Preparation. After damage tokens have been removed from destroyed robots, all operators can swap equipped modules with any modules in their inventory.
Don't forget to inform the other operators about the effects of your newly equipped modules!
EXAMPLE – EQUIPPING A MODULE
A module card (e.g., MINES) moves from the inventory to be attached to the robot card (e.g., MERCURY), alongside other equipped modules (e.g., SAW BLADE, REPULSION BLAST, BOMB).
General Order Overview
VOLT is played in rounds. Each round consists of 4 phases. In each phase the player order is determined differently:
- Phase 0: Preparation – order by starting numbers
- Phase 1: Programming – all operators simultaneously
- Phase 2: Activation – order by activation order of dice
- Phase 3: Resolution – first resolve "At the beginning of Phase 3" effects, then resolve in order of starting number
If a die or situation triggers multiple effects, always deal damage first. When in question, determine the order by starting number.
Example – Activating Modules
ACTIVATING DICE ON CONTROL UNIT III
- The red die of the yellow operator is activated first. Since yellow has placed 2 dice on control unit III because of the module RAM EXPANSION (place 2 dice on a control unit, but activate only 1), she now must decide which of her dice to activate: She decides on the blue die and sets the red die aside (although she could have fired at the blue robot).
- Now the blue die of the green operator is activated: The green robot moves 2 spaces.
- Now the blue die of the yellow operator is activated: The yellow robot moves 4 spaces onto the VP space with a VP token. The robot takes 1 damage as it crosses the lightning barrier.
- After the movement, yellow uses REPULSION BLAST (after moving, push adjacent robots and mines 1 space): The yellow robot pushes the green robot into a pit. Green is destroyed and immediately draws a new module. Yellow takes 1 VP.
- Now the red die of the blue operator is activated. First he uses ROTARY HEAD (before activating it, move this red die by 1 or 2 keys clockwise or counterclockwise) and moves his dice by 1 key.
- He then uses TELEPORT (instead of firing, swap positions with first robot or mine in line of fire), so his robot swaps places with the yellow robot.
RESOLUTION PHASE
Later, in the Resolution Phase, the blue operator takes the VP token from the VP space his robot is on.
Module Overview
Card Terms
- adjacent = the 8 spaces surrounding a space
- damage icon = damage
- detonation (x damage) = deals x damage to its space and all adjacent spaces
Blue Modules (Movement)
BRAKE (1-6) — When your robot moves, you can move it 1 or 2 spaces fewer than the number showing on this die.
MOBILITY (1-6) — If this red die is on a blue key, you can activate it as a blue die.
REPULSION BLAST (2-4) — When your robot finishes moving, immediately push all adjacent robots and mines by 1 space away from your robot.
STEERING NOZZLE (1-3) — You can place this blue die on a non-blue key to move your robot diagonally. Your robot can move diagonally across the end or corner of a wall. If your robot moves diagonally into another robot, it is pushed diagonally.
TELEPORT (2-5) — Instead of firing, your robot can swap positions with the first robot or mine in your line of fire. A TELEPORT is not a movement! Mines do not explode. Pits, lightning barriers, ANCHOR, etc. do not affect the TELEPORT.
TELESCOPIC ARM — In Phase 3: Resolution, instead of activating your robot's current space, you can activate 1 adjacent space of your choice. You cannot activate a space with a robot on it. You can activate a space with a mine token on it, but the mine also causes a detonation. Activating a space through a lightning barrier also activates the lightning barrier.
Red Modules (Damage)
CROSSFIRE (1-3) — Instead of firing in only one direction, your robot fires in four directions. If this red die is on a blue key, your robot fires orthogonally. If this red die is on a non-blue key, your robot fires diagonally. Each hit deals 1 damage.
GRENADES (2-4) — Instead of firing, your robot throws a grenade in its line of fire. The distance of the throw in spaces equals the die number. The grenade causes a detonation (1 damage) on its landing space. A grenade flies over any robots, mines, pits, lightning barriers, and energy walls. A grenade thrown against the arena wall detonates on the last space in front of it. A grenade thrown into a pit has no effect.
MINES (2-6) — Place 3 mine tokens of your color on this module card. When you start moving, you can place a mine token on the space you are leaving. If you have no more mine tokens, take a mine token from the board to place again.
Note: Do not place a mine when using TELEPORT.
Mines cannot be moved. If a mine would be pushed (by a robot or a module) or if it takes any damage, it causes a detonation (1 damage). If your mine destroys an opposing robot, you gain 1 VP. Put the detonated mine back on its module card. If your robot is destroyed or if you unequip this module card, return all your mines to your inventory.
EXAMPLE – MINES
The green robot moves 1 space, so the red mine causes a detonation (1 damage). This deals 1 damage to the yellow and green robots. As this is yellow's third damage, it is destroyed and red (owner of the mine) gains 1 VP.
The mine is removed from the arena, and the green robot ends its movement on the space the mine was on before.
POWER BEAM (3-6) — A hit with a blue die to red die also pushes the hit robot 1 space. A hit with a red die to blue die also pushes the hit robot 2 spaces.
REMOTE CONTROL (2-5) — Instead of firing, you can REMOTE CONTROL the first robot in your robot's line of fire. Move 1 die on its controller to another legal key without changing the number.
If the activation of the moved die causes that robot to destroy itself (e.g., by moving into a pit), you gain 1 VP.
Note: If you hit a KillBot (pages 6–7), turn its miniature in an orthogonal direction of your choice.
ROTARY HEAD (3-6) — Move this red die up to 2 keys clockwise or counterclockwise before you activate it.
SAW BLADE (2-6) — If your robot pushes a robot when moving, it also deals damage: deal 1 damage for a blue die to red die, or deal 2 damage for a red die to red die.
Deal this damage before moving the pushed robot!
Note: You cannot use the SAW BLADE with other sources of pushes (e.g., from POWER BEAM or REPULSION BLAST).
SHOCK PULSE (4-6) — When your robot finishes moving, immediately deal 1 damage to all robots and mines in adjacent spaces.
Yellow Modules (Tactic)
ANCHOR — When your robot is pushed, you can choose for it to be pushed 1 or 2 fewer spaces.
EXAMPLE – ANCHOR
The green robot moves 2 spaces toward yellow and red. Yellow has an equipped ANCHOR and can now choose whether and how to use it.
- Do not use: The yellow and red robots both fall into the pit. Green gains 2 VP.
- -1: The red robot falls into the pit. Green gains 1 VP.
- -2: The green robot moves 0 spaces.
BOMB — If your robot is destroyed, it causes a detonation (2 damage). If your robot falls into a pit, the BOMB has no effect.
RAM EXPANSION — In Phase 1: Programming, you can place all 4 dice on your controller. If you place 2 dice on the same key, place the die to be activated first on top.
You still can only activate 1 die on each control unit. When the first of two dice on a control unit would be activated, immediately remove one of the two dice on it.
SHIELD — When your robot takes damage, you can place damage tokens on this module card instead of on your monitor. The SHIELD can hold up to 2 damage tokens. You cannot move damage tokens between your monitor and SHIELD.
When repairing or removing damage tokens after your robot was destroyed, remove those from your SHIELD as well. You cannot unequip your SHIELD if any damage tokens are on it.
Champion Modules
(only available in the RFL Championship, described on page 8)
JETPACK, TWIN CITIES – A (2-5) — When your robot moves, it can make a jump over all robots and mines. If its movement ends on a space with a robot or mine, it deals 2 damage and 1 push to its landing space. If a robot cannot be pushed (or stubbornly uses the ANCHOR), it is destroyed.
Additional Mandatory Effect: Your robot hovers over pits and never falls into them. Therefore, on a pit its BOMB works and enemy GRENADES cause detonations.
WATER CANNON, ROME – B (2-5) — Instead of firing, your robot can shoot a jet of water in its line of fire. This deals no damage, but pushes 3 spaces. If your robot is on any starting space, it pushes 6 spaces. Mines detonate without interrupting this push.
CONDUCTOR, RUHRGEBIET – C — When your robot would suffer lightning damage, instead it deals 1 lightning damage to all adjacent spaces.
WALL CONTROL, TOKYO – D (1-6) — Your robot can move through energy walls. Its push and damage effects are still blocked by energy walls, but its TELESCOPIC ARM can reach through them.
Note: Your robot cannot be pushed through energy walls.
KillBots (Game for 2-3 Operators)
The robots have been driving around comfortably without getting in each other's way for too long. The audience is not amused and it is time for some extra entertainment. It is time for KillBots!
Playing with 2 or 3 players, but crave for the excitement of an arena full of battle robots? Add a KillBot controlled by AI.
Setup Changes
General setup stays the same, just add a KillBot and another starting number. Choose any unused robot and color for the KillBot, and place the following components on any free side of the arena.
- KILLBOT CARDS (AI Fire, AI Move, Killbot – cards with black back)
- Any unused ROBOT
- DICE (1x red, 1x blue)
- MONITOR
Rules Changes
Unless otherwise stated, treat the KillBot as a normal robot: it gets a starting number, suffers damage and can be destroyed, it reboots, and it collects VPs. The KillBot can even win the game, putting the operators to shame!
KillBot AI: The KillBot follows a fixed program. But since the KillBot does not have an operator, one operator will resolve its program. Instead of placing dice on chosen sides, the KillBot rolls its dice!
If a decision must be made (in exceptional cases), the operator with the lowest starting number decides.
KillBot Facing: Unlike the robots, the KillBot moves and fires in the direction its miniature is facing. The KillBot can only be faced in an orthogonal direction.
VP for Destroying the KillBot: If an operator destroys the KillBot, that operator takes 1 VP token from the KillBot's monitor and places it on their own monitor. If the KillBot has no VP, the operator gains no VP.
Playing with the KillBot
PHASE 0: PREPARATION
The KillBot starts on the middle starting space of its arena side. If a robot or mine is on this space, place the KillBot on another of its starting spaces. Place the KillBot miniature so it faces the center of the arena.
PHASE 1: PROGRAMMING
The KillBot has no controller. Its dice enter the game during Phase 2: Activation, according to its AI programming.
After every operator has taken a starting number, give the remaining number to the KillBot.
PHASE 2: ACTIVATION
Immediately before operators start activating dice on each control unit (before I, before II, before III), the KillBot rolls 1 die as follows:
- If the KillBot is standing on a VP, it rolls a red die.
- If the KillBot is not standing on a VP, but it spots any robots, it rolls a red die.
- Otherwise, it rolls a blue die.
SPOTTING
The KillBot simultaneously looks in 3 directions: left, forward, and right. It cannot look back or diagonally, and cannot look through walls or robots. If the KillBot looks at a space with a robot or a VP, the KillBot spots it.
EXAMPLE – SPOTTING AND ROLLING
The yellow KillBot looks left; it cannot look through the energy wall, so it spots nothing. It looks forward and spots nothing. It looks right and spots the red robot (across the mine). It cannot look diagonally, so it doesn't spot the VP.
Because the KillBot spotted a robot, it rolls the red die.
Place the rolled die on the die key on the KillBot card. The KillBot always has a 1–3 die. If the die shows a 4, 5, or 6, flip it over (to show a 3, 2, or 1) before placing it.
Note: For each control unit the players resolve, activate the KillBot's die in normal order.
ACTIVATING A KILLBOT'S BLUE DIE: MOVE
The KillBot moves a number of spaces matching the number showing on the die (1-3). Before each move into a new space, it spots and may turn.
Perform the following three steps for each of the KillBot's 1–3 spaces of movement.
- SPOT AND TURN — The KillBot spots robots and VPs. If it spots a robot or VP token, it turns toward the nearest one. (In this case, treat multiple VP tokens on the same space as 1 VP.) If it spots nothing or several robots or VP tokens at the same distance, the KillBot keeps its current facing.
- TURN AWAY FROM CAUTION LINE — If the KillBot is now directly facing a caution line, it turns in the direction of the small arrow on it.
- MOVE — The KillBot moves 1 space forward. If this move destroys another robot (e.g., by pushing it into a pit), place 1 VP token from the supply onto the KillBot's monitor.
EXAMPLE – ACTIVATING A BLUE KILLBOT DIE
The yellow KillBot activates a blue die:
- The KillBot spots nothing, so it doesn't turn, and then moves 1 space forward.
- The KillBot spots the red robot, so it turns right. Because it now is facing a caution line, it turns again toward the lines' arrow. Then, it moves 1 space forward.
- The KillBot spots the green robot, so it does not turn. Then, it moves 1 space forward, pushing the green robot into the pit. The KillBot takes 1 VP token from the supply.
ACTIVATING A KILLBOT'S RED DIE: FIRE
The KillBot spots, may turn, and then fires (die range 1-3).
- SPOT AND TURN — The KillBot only spots robots. If it spots a robot, it turns toward the nearest one. If it spots nothing or several robots at the same distance, it keeps its current facing.
- FIRE — The KillBot fires forward. 1 hit deals 1 damage. If that hit destroys a robot, place 1 VP token from the supply onto the KillBot's monitor.
EXAMPLE – ACTIVATING A RED KILLBOT DIE
The yellow KillBot activates a red die: The KillBot spots the red robot and turns toward it. It fires and hits the mine, which explodes and deals 1 damage to both the KillBot and the red robot.
PHASE 3: RESOLUTION
If the KillBot is on a space with any VP tokens, it collects all of them and puts them on its monitor.
If the KillBot is on a workshop, it repairs itself. It never draws new module cards.
Modules for the KillBot
The standard KillBot doesn't scare you anymore? Then it's about time to equip it with modules.
To equip the KillBot with two modules of different colors, choose from the following modules or draw modules until you have two of these: ANCHOR, GRENADES, POWER BEAM, CROSSFIRE, MINES, SAW BLADE, REPULSION BLAST, BOMB, SHIELD, and TELESCOPIC ARM.
The KillBot always uses its modules when their conditions are met. With the TELESCOPIC ARM, it always collects VPs first. With the ANCHOR, it is always pushed 2 spaces fewer.
KillBot Squad
When playing with only 2 operators, you may add 2 KillBots to the game. Assign the two remaining starting numbers to them randomly. The KillBots win as a squad immediately if they have 7 VP in total.
SPOTTING FOR A SQUAD
- Squad members block each other's line of sight.
- Squad members do not spot each other (so they won't turn toward each other).
RFL Championship
The RFL Championship attracts the masses to the arena. Will the titleholders remain undefeated, or will a new champion rise to glory?
A championship is played over a series of title bouts in different arenas, with 4 competing operators each (4 players only). Each bout has a titleholder, equipped with the champion module of the current arena. If you win the bout, you gain that module. If you manage to gain all 4 champion modules, you become the new RFL Champion!
Setup Changes
In order of starting number, each operator selects a robot below and takes its champion module (cards with RFL back).
STARTING CHAMPIONSHIP MODULES
- A Twin Cities: THE HOUND with JETPACK
- B Rome: MERCURY with WATER CANNON
- C Ruhrgebiet: REAPER with CONDUCTOR
- D Tokyo: VOLT with WALL CONTROL
For the first title bout, use the arena board of the operator with the lowest drawn starting number.
Rules Changes
The arena's titleholder must keep his champion module equipped through the whole fight. Other champion modules cannot be equipped. Thus, inventories can start with modules.
If the titleholder of the played arena loses the bout, he gives all his champion modules to the winner. The winner chooses the arena of the next bout, but must choose an arena whose champion module she does not yet have.
If your robot has all 4 champion modules, you win the RFL Championship.
Note: If you cannot complete a championship during one session, keep the robots with their champion modules in separate compartments of the game box.
Want to play a championship with fewer than 4 players? Want to find more ways to play VOLT? Check our website for downloadable content: www.heidelbaer.de
Arena Features
The notorious arenas of the RFL offer a huge variety of challenges for operators and robots.
- ARENA WALL: The arena wall surrounds the arena (box and arena pillars). It blocks everything (movement, fire, etc.).
- CAUTION LINE: Caution lines only affect KillBots that are activating a blue die. In the step Turn away from Caution Line, a KillBot directly facing a caution line turns in the direction of the small arrow on it.
- ENERGY WALL: Robots cannot cross energy walls, and energy walls block effects that push or deal damage. A robot can fire past the end or corner of a wall diagonally.
- HIGH-VOLTAGE SPACE: At the beginning of Phase 3: Resolution, the high-voltage space deals 1 lightning damage to anything on its space.
- LIGHTNING BARRIER: If a robot crosses a lightning barrier, it takes 1 lightning damage before it enters the space behind the barrier.
- PITS: If a robot enters a pit (or water), it falls in and is immediately destroyed.
- STARTING SPACE: Robots start the game and reboot in one of the starting spaces on their side of the arena.
- VP SPACE: In Phase 0: Preparation, a random VP token is placed, number side up, on the VP space showing the same number. In Phase 3: Resolution, a robot on a VP space can activate it to collect all VP tokens from it.
- WORKSHOP: In Phase 3: Resolution, a robot on a workshop can activate it. Its operator chooses 1 of the following options:
- Repair: Remove all damage tokens from your robot.
- Draw: Draw 1 card from a module deck of your choice and place it in your inventory.
Credits
Original Game Design: Emerson Matsuuchi, Game Development: Roland Goslar, Editing: Heiko Eller-Bilz, Sabine Machaczek, English Editing: Joshua Yearsley, Graphic Design & Illustration: Annika Brüning, Marina Fahrenbach, Cover Artwork: Steve Hamilton, Robot Sculpts: Niklas Norman, Project Management: Heiko Eller-Bilz, ANA Production Team: Jason Beaudoin, Michael Hurley, Liza Lundgren, Special thanks to: Ferdinand Köther, Fabia Zobel, Viktor Csete, André Bierth, and Harald Bilz
© 2018 HeidelBÄR Games. VOLT, the HeidelBÄR Games logo, and HeidelBÄR Games are TMs of HeidelBÄR Games. HeidelBÄR Games, 1995 West County Road B2, Roseville, Minnesota, 55113, USA, 1-651-639-1905. Made in China. Actual components may vary from those shown. NOT INTENDED FOR USE BY PERSONS AGE 9 OR YOUNGER.