3 votes

Damage rarely matters in two-player RoboRally. How can I houserule it to be more interesting?

Use a smaller board. One tile and 6 flags create an interesting game for two players. And place the flags so that you pass a few bottlenecks on the way. The idea is to create as much interaction ...
Toon Krijthe's user avatar
  • 11.8k
2 votes
Accepted

RoboRally reboot loop

Yes, this is correct. Reboots happen immediately and prevent any further action that round. If this happens with multiple robots, it can leave them in precarious situations, and the rules have no ...
Samthere's user avatar
  • 9,683
2 votes

Damage rarely matters in two-player RoboRally. How can I houserule it to be more interesting?

Play with two robots each. One of the premade courses in the rules (Interference, on page 26 in this edition) actually suggests this as a variation, where you have one "racer" robot that can touch ...
Cascabel's user avatar
  • 26.9k
2 votes

Damage rarely matters in two-player RoboRally. How can I houserule it to be more interesting?

This game is perfect for houseruling :) Several things can be done to make hits mean more: Start each life with 4 damage: every hit will lock a registry and/or Lasers to 2x (or 3x, yowza) damage: ...
Ayatollah of Rock 'n' Rolla's user avatar
1 vote

Robo Rally - Alternative rules for option cards?

I agree that it's all too easy to rotate and get several option cards - usually other players are not close enough to 'just blast them either'. So I've decided on a simple house rule that says you ...
Rob's user avatar
  • 11

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