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1-4 players, 30-45 minutes, 10 years and older |
Author | Emerson Matsuuchi (EmersonM) |
Illustrators | Annika Brüning Marina Fahrenbach Steven Hamilton |
Published by | HeidelBÄR Games |
Online since | 2020-03-14 |
Developed by | (Stonecrusher) |
Boardgamegeek | 211454 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
Note: This online implementation uses slightly changed rules! |
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If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
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VOLT
- VOLT-rulebook-training game.pdf
- RFL Manual.pdf
- VOLT-FAQ-en-2.0.pdf
- VOLT-rules-Championship with Killbots-en.pdf
Welcome to the ultimate Robot Fighting Experience!
Are you ready for the spectacle of glorious mechanical
gladiators crashing into each other? Can you withstand
the screaming metal and destructive laser fire?
Do you have what it takes to become an operator and
join the Robot Fighting League (RFL)?
Let the training begin!
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.
At Yucata the Controllers of all players are always aligned to your point of view, i.e. the top on a Controller always corresponds to the North direction in the arena, no matter which Controller you're looking at.
Be the first to collect 3 victory points (VP).
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.
PLAYING THE GAME
VOLT is played in rounds, each consisting of 4 phases.
Execute these steps in order:
-
Place 1 VP token. Skip this step if
the arena already has 3 VP tokens.
-
Remove damage tokens
-
Reboot robots outside the arena
-
Return starting numbers
-
Put up screens
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.
PLACE DICE
Place 1 die on each control unit of your controller on a key matching their color.
Do not roll your dice. Place the faces of your choice.
BLUE DICE: MOVE
A 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 can be placed on any key.
The chosen key is the direction your robot will fire toward
(line of fire).
TAKE A STARTING NUMBER
The player with the highest sum of dice from the previous round gets the lowest,
the player with the lowest sum the highest starting number.
In case of a tie, the order stays unchanged.
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).
Place 1 die on each control unit of your controller. You have
2 (move) and
2 (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 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 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.
Because of the asynchronous play style at Yucata.de it makes no sense to take a starting number after finishing programming.
Therefore at Yucata the starting numbers are assigned to the players based on the dice they had placed on their controller in the round before.
The sum of each player's dice decides who gets which starting number:
The player with the highest sum gets the lowest,
the player with the lowest sum gets the highest starting number.
In case of a tie, the relative order of starting numbers between the players involved in the tie stays unchanged.
ACTIVATE DICE
First activate everyone’s dice on control
unit I, then on control unit II, and finally on control unit III.
ACTIVATION ORDER OF DICE
Activate the dice on all control units of the same number
(I, II, III) in this order:
-
Die number: lowest first
-
Die color: before
-
Starting number: For same
number and color, lowest starting number first
Important: You must activate all dice on your controller,
even if it harms you!
ACTIVATING A BLUE DIE:
MOVE
-
Your robot
moves 1-6 spaces equal to the number on your
die
in the direction shown by its key.
-
Do not move the VP tokens and do not collect it. This happens in Phase 3: Resolution instead!
-
Push other robots in the direction of your movement, possibly as chain reaction. Walls stop all movement.
-
If your robot pushes another robot into a
pit, that robot is destroyed, removing it
from the arena. For this, take 1 VP token.
-
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 only determines how fast your robot fires.
CHECK FOR PROGRAMMING ERRORS
If dice are placed incorrectly—e.g., multiple dice placed
on one control unit, a 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.
The CHECK FOR PROGRAMMING ERRORS is omitted at Yucata because here it is already assured during programming that the dice can only be placed on legal keys.
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:
1. |
|
Die number: Activate dice in order from lowest
number (1) to highest (6).
|
2. |
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Die color: If multiple dice have the same
number, activate of this number first before
activating of this number.
|
3. |
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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.
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 only determines how fast your robot fires.
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.
If the space has multiple VP tokens, take
them all.
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.
END OF TRAINING AND VICTORY
End training immediately when an operator takes their
third VP token. That operator wins training.
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.
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.
In a game with fewer than 4 operators,
you can use KillBots 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.
COMPONENT LIST
-
4 robot miniatures
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16 dice (8 red, 8 blue)
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4 screens
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54 Cards (36 module cards, 4 champion modules, 4 overview cards, 4 robot cards, 2 KillBot cards, 4 KillBot AI cards)
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2 rule books (1 training rulebook, 1 RFL manual)
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2 double-sided game boards
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4 arena pillars
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4 controllers
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4 monitors
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60 tokens (20 damage tokens, 24 victory point tokens, 12 mine tokens, 4 starting numbers)
END OF GAME
The game ends immediately when an operator takes their
5th VP token. That operator wins the game.
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.
USING MODULES WITH A BLUE DIE
The activated
must show 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
The activated
must show 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."
USING MODULES WITHOUT A DIE
Some modules do not need a die, but can be used in certain situations.
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.
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 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 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
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Can be used with a red die showing 2 – 5.
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No die: The card text defines when it can be used.
-
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.
At Yucata the players may decide right before the activation of a die whether they want to use a module:
However in order to speed up gameplay Yucata additionally offers the possibility
to set in advance whether/how a module shall be used (permanent setting):
If you're unsure you should keep the permanent setting at "Ask". This is the default and means that preceding the activation of a die
which would allow the usage of the module, it becomes your turn so you may then decide whether you want to use it.
However in case you already know during your programming phase that e.g. you won't use a module, then change the permanent setting accordingly.
You may reset it again during your next turn, but latest during your next programming phase.
Notice: The activation of the dice of the other players may result in situations you haven't expected while programming.
Therefore it's better to decide upon the module usage as late as possible. However if you can see in advance that you
won't use a module or use it in a certain way, e.g. maximally brake with the
Anchor
module, then it makes sense to speed up the game via a respective presetting - after all, as players we want to see as fast as possible
whether our program does what we had planned and frequent player switches delay that.
Draw a new module of any color if
-
your robot is destroyed and an opponent gains 1 VP.
-
your robot is on a workshop in Phase 3
and you choose to draw a new module instead of repairing.
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!
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.
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!
In Phase 0 you can equip modules from your inventory.
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!
GENERAL ORDER OVERVIEW
VOLT is played in rounds. Each round consists of 4 phases.
In each phase the player order is determined differently:
If a die or situation triggers multiple effects,
always deal
damage first
.
When in question, determine the order by
starting number.
CARD TERMS
adjacent |
= |
the 8 spaces surrounding a space |
|
= |
blue die (
- = blue 1-6)
|
|
= |
red die (
- = red 1-6)
|
|
= |
damage |
(X) |
= |
Detonation dealing x damage to its space and all adjacent spaces |
When your robot moves, you can move
it 1 or 2 spaces fewer than the number
showing on this .
If this
on a blue key, you can activate it as a
.
When your robot finishes moving,
immediately push all adjacent robots and
mines by 1 space away from your robot.
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.
In Phase 3: Resolution, instead of
activating your robot’s current space, you
can activate 1 (in all 8 directions) 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. Activating a space through an
energy wall
is not possible.
Instead of firing in only one direction, your
robot fires in four directions. If this is
on a blue key, your robot fires orthogonally.
If this is on a non-blue key, your robot fires diagonally.
Each hit deals 1 damage.
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 ] 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.
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 ]. Put the detonated mine back on its module
card.
If your mine destroys an opposing robot, you gain 1 VP.
If your robot is destroyed or if you unequip this
module card, return all your mines to your inventory.
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),
turn its miniature in an orthogonal direction of your choice.
Move this up to 2 keys clockwise or
counterclockwise before you activate it.
When your robot finishes moving,
immediately deal 1 damage to all robots and
mines in adjacent spaces.
When your robot is pushed, you can choose
for it to be pushed 1 or 2 fewer spaces.
If your robot is destroyed, it causes a
detonation [2 ]. If your robot falls into a pit,
the BOMB has no effect.
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.
If 2 dice are on the same key, the implementation at Yucata displays one of the dice in the center of the control unit. This way both dice are always visible.
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.
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.
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.
When your robot would suffer lightning
damage, instead it deals 1 lightning damage
to all adjacent spaces.
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.
Playing with 2 or 3 players a KillBot controlled by AI can be added.
The robots have been driving around comfortably without
getting in each other’s way for too long.
The audience is not amused and its 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.
Besides that, Yucata offers a solo play mode where 1 to 3 of KillBots as described below join the game.
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
Treat the KillBot as a normal robot; it can even win the game.
KillBot-AI:
The KillBot rolls its dice!!
If a decision must be made (in exceptional cases), the
operator with the lowest starting number decides.
KillBot-Facing: 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. If the KillBot
has no VP, the operator gains no VP.
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.
PHASE 0: PREPARATION
The KillBot starts on the middle starting space facing the center of the arena.
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 Programming phase is skipped for the KillBot, it is
steered by its AI programming instead.
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, the KillBot rolls 1 die:
-
If the KillBot is standing on a VP, it rolls a .
-
If the KillBot is not standing on a VP, but it spots any
robots, it rolls a .
-
Otherwise, it rolls a .
The KillBot always
has a 1–3 die.
If necessary, flip it over before placing it.
Note: For each control unit activate the
KillBot’s die in normal order.
SPOTTING
-
simultaneously to the left, forward, and right
-
not back or diagonally, nor
through walls or robots
If the KillBot looks at a space with
a robot or a VP, the KillBot spots it.
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 .
-
If the KillBot is not standing on a VP, but it spots any
robots, it rolls a .
-
Otherwise, it rolls a .
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.
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 .
ACTIVATING A KILLBOT’S BLUE DIE: MOVE
Perform the following three steps for each of the KillBot’s
1–3 spaces of movement.
1. SPOT AND TURN
The KillBot spots robots and VPs.
If it spots a robot or VP token, it turns toward the nearest one.
If it spots nothing or several robots or VP tokens at the
same distance, the KillBot keeps its current facing.
2. 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.
3. MOVE
The KillBot moves 1 space forward. If this move destroys another robot, the KillBot gets 1 VP.
The KillBot moves a number of spaces matching the
number showing on the die. 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.
1. 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.
2. 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.
3. 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.
ACTIVATING A KILLBOT’S RED DIE: FIRE
The KillBot spots, may turn, and then fires.
1. 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.
2. FIRE
The KillBot fires forward. 1 hit deals 1 damage. It gets 1 VP
if that hit destroys a robot.
The KillBot spots, may turn, and then fires.
1. 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.
2. 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.
PHASE 3: RESOLUTION
On a space with any VP tokens, the KillBot collects all of them.
On a workshop, the KillBot repairs itself. It never
draws new module cards.
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 KillBot gets equipped with two modules of different colors.
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.
If a KillBot with
GRENADES
activates a red die, walls don't block its line of sight.
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,
BOMB,
GRENADES,
POWER BEAM,
CROSSFIRE,
MINES,
SAW BLADE,
SHIELD,
REPULSION BLAST 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.
If a KillBot with
GRENADES
activates a red die, walls don't block its line of sight.
In Phase 3: Resolution, the KillBot must take the first action that is possible from this list:
-
Collect VP token(s) with the
TELESCOPIC ARM
on an adjacent space, but only if there are not more VP tokens than on the space the Robot is currently standing on. If there are several adjacent spaces with VP tokens then activate the space that contains the most.
- Collect VP token(s) on your current space.
-
If
CONDUCTOR
is equipped: Trigger a lightning barrier.
- Activate a workshop to repair damage.
Activating a red die: Walls don’t block the KillBot’s line of sight.
After step 1. Spot And Turn, activate
JETPACK
only if the KillBot can jump on a robot (not a squad member).
Deal 2 damage and 1 push to its landing space as
usual, then immediately end the KillBots activation.
Activating a blue die: Walls don’t block the KillBot’s line of sight.
When playing with only 2 operators, you may add 2 KillBots
to the game. 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).
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.
At Yucata.de it's possible to add up to 3 KillBots in a solo game.
In general at Yucata the KillBot squad needs the same amount of victory points as a human player
(= "Base-VP-amount", set in the game invitation) plus 2 victory points for each KillBot after the first.
Example: In a solo game against a squad of 3 KillBots, the squad needs the Base-VP-amount, here e.g. 5, plus the penalty for the amount of KillBots, that is:
5 VP + (3 - 1) KillBots * 2 VP = 9 VP.
At the end of the game, all KillBots of the squad get the same rank,
no matter the individual KillBot's contribution to the squad's total point sum.
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).
-
series of title bouts in different arenas
-
exactly 4 players needed
-
arena-specific champion module for the titleholder
-
winner of the bout gets all champion modules of the titleholder
-
if you gain all 4 champion modules, you become the new RFL Champion!
The RFL Championship attracts the masses to the arena.
Will the titleholders remain undefeated, or will a new
champion rise to glory?
Exactly 4 players are needed.
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).
START-CHAMPION-MODULE
A - Twin Cities: THE HOUND with
JETPACK
B - Rome: MERCURY with
WATER CANNON
C - Ruhrgebiet: REAPER with
CONDUCTOR
D - Tokyo: VOLT with
WALL CONTROL
In order of starting number, each operator selects a robot
below and takes its champion module (cards with RFL back).
For the first title bout, use the arena board of the
operator with the lowest drawn starting number.
The arena's titleholder must keep his champion module
equipped through the whole fight. Other champion
modules cannot be equipped.
If the titleholder of the played arena
gives all his champion modules to the winner. The winner
chooses the arena of the next bout.
The RFL Championship is won by the robot which has all 4 champion modules.
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.
With less than 4 players you can fill the vacant spots for a championship with KillBots.
Occasionally the qualifiers leave too many robots as
scrap unfit for combat. Therefore, in order to ensure
that the championships can still be held, the RFL uses
fully automatic KillBots.
You want to start a championship but you’re short
an operator or two? With the following rules you can
fill the vacant operator slots with KillBots.
Make sure you understand the rules for KillBots,
before you continue reading!
SETUP CHANGES
KillBots start with a predefined set of modules, which
are determined by the arena and whether or not it acts as the current arena’s titleholder.
STARTING MODULES FOR KILLBOTS
After each operator has selected a robot and
its champion module, add 1 or 2 KillBots until all
4 operator slots are filled.
KillBots not only start with a specific starting
championship module but also they have modules
which are all predefined. The two modules which
a KillBot equips are determined by the arena and
whether or not it acts as the current arena’s titleholder.
Once the starting modules for KillBots have been
distributed, the operators shuffle each module deck
and draw 2 modules as usual.
VP for destroying the KillBot: If an operator destroys
the KillBot, that operator takes 1 VP token
from
the supply
(if the KillBot has at least 1 VP).
2 OPERATORS + 2 KILLBOTS
The KillBot squad wins a title bout with 7 VPs in total and the championship
when they have all 4 champion modules.
VP for destroying the KillBot: If an operator destroys
the KillBot, that operator takes 1 VP token
from
the supply
. You still only get a VP for destroying a
KillBot, if the KillBot has at least 1 VP on its monitor.
2 OPERATORS + 2 KILLBOTS
The KillBots act as a KillBot squad. They win a title
bout with 7 VPs in total. They win the championship
when they have all 4 champion modules.
Note: Both members of a KillBot squad equip at
least one of the same modules, leaving none of that
module for the operators. KillBots are really mean
that way!
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.
PIT/WATER: If a robot enters a pit (or water),
it falls in and is immediately destroyed.
Pits and Water can also exist in the corners of an arena.
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.
Note: The corners of all arenas represent ARENA WALL which blocks everything (movement, fire, etc.).
A - TWIN CITIES
One of the two base arenas with, beside the obligatory VP spaces and workshops, just a few scattered pits.
B - ROM
The second of the two base arenas.
Instead of the scattered pits this arena is surrounded by a water moat which is not less deadly though.
C - RUHRGEBIET
The Ruhrgebiet arena is bursting with energy. High voltage spaces and lightning barriers turn this arena into a circuit-frazzling task.
Especially treacherous are the big pits in the corners of the arena which have devoured many a robot already.
Especially treacherous are the big pits around the corners of the arena which have devoured many a robot already. The corners themselves are walls, though.
D - TOKYO
Tokyo is the arena for experienced navigators.
Victory points and workshops are partially unreachable behind energy walls, but just when you think you're save behind
such a wall, a slanted laser beam hits you..
Zoom
The area of the arena can be made bigger or smaller horizontally as well as vertically. For that, hover your mouse over the border of the arena area and drag it into the desired direction. If you do this with the right bottom corner of the arena then you can change the size of the arena horizontally and vertically at the same time.
If you change the size of the arena horizontally then this also always affects the size of your playerinfo area: you are changing the horizontal distribution of the space of arena and playerinfo.
If you change the size of the arena vertically you affect the available space for the arena in bottom direction (the aspect ratio of arena width and height always stays the same - no skewing of the arena). In games with more that 2 players and vertical alignment of module cards and controller, you, at the same time, also move the playerinfo areas of the other players up or down respectively.
Sounds complicated? My tip: just try and play around with it! It's worth the investment of some time because your adjusted layout is saved and will be exactly how you have set it in your next turn (given you have activated your browser cookies). Because the respective layout differs, your settings will be saved separately for games with two and for games with more than two players.
Game log coordinates
The game log displays coordinates for example like this:
4 | 2
If you hover with your mouse over such a coordinate, the corresponding field in the arena will be highlighted.
Alignment of module cards and Controller
By default the module cards are displayed above the Controller (alignment "vertically") which leads to a compact layout where everything should visible even on small screens.
However on a large enough screen it's recommended to display the modules to the left of the Controller (alignment "horizontally") because then the Controllers of all players are displayed one below the other. This way the activation of the dice can better be tracked.
Whether vertically or horizontally you can set via the game options in the sidepanel.
Navigation to the predecessor game of a RFL Championship or an All-Arenas-Match
These play modes consist of a series of individual games. In the game window of such an individual game you will find a navigation link to the respective predecessor game in the sidepanel under the tab "game information". This way you can navigate from the last individual game of the series to the start game of the series. You will find the link to the last game of the series in your game history.
General
1a. Q: A robot can fire and move diagonally across the end or corner of an energy wall. Does this include the bend in the wall?
No. A robot can't move, fire,
TELEPORT, or
REMOTE CONTROL
through the bend of an energy wall.
(Of course you can move through the bend of an energy wall with the champion module
WALL CONTROL.)
1b. Q: Can I reboot on a starting space with a robot or mine?
Yes, you simply push the robot or mine one space in the direction of the starting space arrow. You cannot damage a robot or mine this way or push
them into pits. Modules (e. g.
ANCHOR,
MINES)
are inactive in Phase 0, thereby mines can be pushed without causing a detonation.
1c. Q: What if two players reach the 5 VP in the same round? Is there a tiebreaker?
This is impossible for the following reasons:
- The dice activation is strictly ordered.
- In order from lowest starting number (1) to highest (4), the robots activate the spaces they are on, and the game ends immediately when an operator takes their 5th VP token.
- You resolve the detonations of MINEs in order of starting numbers of the owners of the MINEs.
1d. Q: If my Robot pushes another Robot through a lightning barrier so that it takes the 3rd damage and gets destroyed, do I get a VP for that?
1e. Q: If a Robot is standing on the location of a newly drawn victory point token, will it be placed beneath that Robot? Or will another victory point token be drawn instead?
Yes, it will be placed under the robot. (See post at BGG)
1f. Q: Will Robot_B behind a Lightning Barrier be pushed if Robot_A is destroyed while moving through the barrier?
Similarly the yellow and blue Robot in the following image are not pushed by the movement of the red Robot if the yellow Robot uses its
CONDUCTOR
(because then the red Robot is destroyed before it can further push the yellow Robot).
If in contrast the red Robot would push the yellow Robot using its
REPULSION BLAST
or
POWER BEAM
then the yellow (and blue) Robot would be pushed in spite of the red Robot getting destroyed by the
CONDUCTOR
(Reason: REPULSION BLAST and POWER_BEAM have been triggered and their push effect will then be carried out, no matter whether the red Robot gets destroyed afterwards).
1g. Q: If a Robot with an
ANCHOR
is directly behind a lighning barrier and another Robot moves 1 towards that Robot, but can't due to its
ANCHOR,
does it get the 1 damage from the lightning barrier?
Modules
2a. Q: Can modules be equipped freely as long as the connections are correct?
No. You cannot place another module next to a yellow module (even though the connections fit). You cannot equip modules upside down to create fitting connections.
Blue Modules
3a. Q: Does
MOBILITY
influence the activation order?
No. A on a blue key is still a ,
it is only used as a .
3b. Q: Is the push of
REPULSION BLAST
executed if the Robot with
REPULSION BLAST
actually did not move (because it stood in front of a wall or pushed another Robot that used its
ANCHOR)?
3c. Q: Can a robot move diagonally across the corner of a pit, without falling into it?
Yes.
3d. Q: When exactly do I place a die on a non-blue key?
3e. Q: Can I decide not to use the
STEERING NOZZLE
when activating a
to on a non-blue key?
No. In this case you already started using the module by placing the
to
on a non-blue key, so you have to follow through with it.
3f. Q: Is it possible to use
TELEPORT
through an ENERGY WALL?
No. The TELEPORT
was made as an alternative to dealing damage with your laser. Thus it should only work in situation when you can deal damage with your laser. As you can't shoot through an energy wall you can't teleport either. (See official answer of publisher at BGG)
3g. Q: If a robot somehow gets destroyed in Phase 3: Resolution, can it collect VP tokens before that?
It depends. ;-)
If your robot is destroyed by an "At the beginning of Phase 3: Resolution" effect, it is destroyed before you can activate a VP space.
If the activation of a VP space with a VP token also triggers a damage effect (e.g. activation through a lightning barrier, activation of a space with a mine
on it, etc.) you receive damage and are destroyed before collecting VP tokens.
Keep in mind that in Phase 3: Resolution, robots activate their spaces in order of starting numbers.
3h. Q: With
TELESCOPIC ARM
may the Robot activate an adjacent space that is neither a VP- nor a workshop space ?
Yes. The Robot may want to do that in order to reach through a lightning barrier or trigger a mine and get damage that will let it trigger its
BOMB
to destroy adjacent other Robots and earn victory points.
(See official answer of publisher at BGG)
Red Modules
4a. Q: What happens if
CROSSFIRE
hits a mine?
In this case two damage sources are present. The mine immediately causes a detonation
[1 ]. However, all damage by the first
damage source CROSSFIRE
is dealt before the second damage source mine deals any damage.
4b. Q: Do I get a VP, if my
GRENADES
destroy a robot?
Yes. You or rather one of your modules destroys a robot, therefore you gain a VP. The only exception to
this general rule is if you destroy your robot yourself. You don't get a VP in this case.
4c. Q: What happens if a mine is pushed by 1 space?
As soon as a mine is pushed, it causes a detonation [1 ].
It doesn't matter if you push a mine by 1 or more fields, it immediately detonates on its current space before it can be moved to another space.
For example, if a robot with REPULSION BLAST ends its movement adjacent to a mine, this pushes the mine by 1 space. The mine immediately causes
a detonation [1 ]. In this case the following basic rule applies: "If a die
or situation triggers multiple effects, always deal damage first."
The mine still detonates adjacent to the robot, so the robot thereby suffers 1 damage (as well as all other adjacent robots or mines). Then the push
by REPULSION BLAST
is resolved. Since the push is already in motion, it is resolved even if the responsible robot is destroyed by the detonation of the mine.
4d. Q: If two mines are pushed or hit by the same effect, which mine detonates first?
You resolve the detonations in order of starting numbers of the owners of the mines.
Yes, because at the beginning of
Phase 3: Resolution, the high-voltage space deals 1 lightning damage to anything on its space.
4f. Q: What happens if a mine is in your robot's line of fire?
A mine blocks your line of fire and therefore
REMOTE CONTROL
can't reach a robot behind a mine. In this case you just fire at the mine as usual.
4g. Q: Can you move a die of a remote controlled robot to another control unit?
The die has to be moved to another legal key. So unless the controlled robot has
RAM EXPANSION,
the only legal keys would be on the same control unit.
4h. Q: Can you move a die of a remote controlled robot to a control unit, that has already been activated?
No.
4j. Q: What happens if the activation of the moved die causes that robot to gain a VP?
That robot still gets the VP token. You only gain 1 VP if it destroys itself.
4k. Q: Who gets VPs if a remote controlled robot is destroyed by a mine?
Only one operator can receive a VP token for destroying a robot. If a remote controlled robot moves
into a mine and is destroyed by its detonation, the owner of the mine receives 1 VP token. The only case
in which the robot with
REMOTE CONTROL
receives the VP token is when the mine belongs to the destroyed
robot itself (because the activation of the moved die causes that robot to destroy itself).
4l. Q: Does the
SAW BLADE
deal its damage to a pushed Robot that doesn't actually move (because of a wall)?
Yellow Modules
5a. Q: Can the
ANCHOR
be used for several pushes caused by the same activation of a die?
Yes. If, for example, a robot with
REPULSION BLAST
moves to your field, you can first use the
ANCHOR
to be pushed fewer spaces by the movement and then you can use it to be pushed fewer spaces by
REPULSION BLAST.
5b. Q: Can I move a
SHIELD
with damage tokens to the other side of my robot card when equipping modules?
Yes.
5c. Q: Does the
BOMB
still detonate if the destruction of its carrier ends the game?
No, the game ends immediately after the destruction of the Robot carrying the
BOMB
if the destroying Robot then has the necessary number of victory points to win the game. The
BOMB
doesn't explode anymore. (See official answer of publisher at BGG)
5d. Q: If a Robot with a
BOMB
and
MINES
is destroyed, what happens first: the
BOMB
explodes or the
MINES
are removed from the arena ?
The
MINES
are removed before the
BOMB
explodes.
Champion Modules
6a. Q: With a
JETPACK and a
STEERING NOZZLE
equipped, where do you land if you jump diagonally against a corner of a wall or the arena wall?
You land on the last space in front of the wall. If a robot is in this space, it is destroyed (because it can't be pushed in the direction of the jump).
The push by the
JETPACK
is dealt first. The second push by
REPULSION BLAST
doesn't affect robots who are no longer adjacent.
6c. Q: Can a robot with
JETPACK
jump over one robot and then push the next robot in one movement?
No, you make one single jump. You jump over all robots and mines in your way. You can't decide to start your jump after you moved a step or two and you can't end your jump short. (See official answer of publisher at BGG)
6d. Q: What happens if there are a mine and a robot in line of fire of the robot with
WATER CANNON?
The mine explodes, damage by the mine is dealt, but afterwards the push affects the robot in line of fire.
6e. Q: What happens if there are several robots in line of fire of the robot with
WATER CANNON,
and the first of them is destroyed by the detonation of a mine?
There are several options depending on the order of the robots and the mine in line of fire:
-
mine, robot, robot: The mine explodes, its explosion destroys the robot right behind it; the
next robot in line of fire is affected by the push.
-
robot, mine, robot: The robot is pushed into the mine, its explosion destroys the robot right in
front of it; no further robot is affected by the push.
In short: Only 1 robot can be pushed, but several mines can detonate along the way.
6f. Q: Can a robot with
WALL CONTROL
push other robots through walls?
No. A robot with
WALL CONTROL
can move through an energy wall and then push robots, but the latter will always stop in front of walls.
KillBots
7a. Q: Do I get a victory point if the KillBot, who's facing direction I've changed with my
REMOTE CONTROL,
runs into its own mine and destroys itself?
7b. Q: Does a KillBot get a victory point for destroying another KillBot?
7c. Q: Regarding the movement of a KillBot: Does a KillBot spot the victory point token on which another KillBot is standing on?
No. A friendly KillBot blocks the line of sight of a KillBot. This means, that he can't see the space the KillBot is standing on and nothing behind him.
(See official answer of publisher at BGG)
7d. Q: RFL Championship:
1.) If a KillBot of a KillBot Squad loses as the champion of the arena, does the winner only get the championship modules of the losing KillBot champion of the arena or all championship modules of all KillBots in its squad?
2.) If the KillBot squad wins a bout of the RFL Championship (because they got 7 VP in total), which KillBot of the squad gets the championship modules of the losing champion of the arena?
1.) Only the losing KillBot gives away its championship modules.
2.) The KillBot of the squad with the most VPs gets the championship modules. In case of a tie the KillBot with the lower Starting number gets them.
(See official answer of publisher at BGG)
7e. Q:
Does a KillBot with
JETPACK
move over a pit or turn according to the caution line arrows?
Does a KillBot with
WALL CONTROL
ignore the caution lines at the doors?
7f. Q:
Can a KillBot spot across
MINES?
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