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7

Yes, robots can still receive damage tokens while powered down. From Page 5 of the rulebook under Power Down: Other robots can push a powered-down robot, and the robot can still be damaged (such as by laser fire), Because of that, a robot that’s powered down may receive new Damage tokens during the turn Yes, you still repair damage and collect option ...


6

There are several things to take into account: Your position in the race. If I 'm comfortably ahead, I will be somewhat more inclined to power down (willing to accept a known handicap rather than possibly risk an unknown turn of events if I take much damage quickly). If I 'm trying to catch up, I will only power down if it seems my progress is getting way ...


6

This uses the online PDF from http://www.wizards.com/avalonhill/rules/roborally.pdf You aren't allowed to "sit" anywhere. First: You have to play cards. If you time-out, the player to the right plays random cards to fill out your non-locked registers. (p. 4) Locked registers WILL be played. Second: All movement Cards used but not locked are discarded, as ...


2

I someone is able to somehow null out their 5 moves to collect options - kill them! Your robot has a laser for a reason :) Also, most hammer and wrench spaces are hard to get to - if they sit and waste many turns collecting options you should be able to beat them in the race.


2

A key question is whether you'll do as much missing the first of the next, say, three turns after powering down as you would have done with all three turns. I have found that it's clearly wrong to announce when I am expecting to have only 2 damage, and probably wrong when I'm expecting to have 3 damage. I don't have any probability analysis to back this ...


2

The best way to discourage this behavior is to remember it's a race, and start racing. Grabbing early options is actually a very good strategy -- it maximizes the use you'll get out of them during the game. But once you've got a few loaded up, get your butt moving. Every turn your opponents spend option camping is a turn you get to advance without them ...


1

Boardgamegeek has got a list on this topic. I do however not know which game you are referring to.


1

Space Alert is a cooperative game in which you plan out your entire sequence of moves while trying to communicate with other players about the moves that you are making and the moves that they should make. It uses very similar parts of your brain as RoboRally, with the exception that you're communicating about what each other are doing rather than trying to ...


1

I don't think about powering down until the first register is locked. If the number of robots in the field is low, I might continue one or two turns, but if the number of robots is more than four, I will power down. When I announce my power down, I will try to move away from the clutter of robots to avoid a possible death. And I will definitely not power ...


1

It's a lot easier to camp a "Toy Spot" than some of the other answers are making out. To combat this, we institute a limit of 3 options. If you would get a 4th you must choose and discard one of your options BEFORE you draw a new one. This reduces the camping to a good extent, but doesn't stop it either. And of course, if someone is camping constantly, ...



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