Option 2 is correct. You say it yourself, priority only controls what order the robots move in. There's nothing in the rules about cancelling a robot's move.
From page 6 of the Wizards edition:
The priority numbers on each Program card indicate a robot’s
priority for that register phase—how quickly it moves. Whenever
robots are likely ...
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 ...
The order of board element movement is in the rules (page 6).
Express conveyor belts move 1 space in the direction of the arrows.
Express conveyor belts and normal conveyor belts move 1 space in the direction of the arrows.
Pushers push if active.
Gears rotate 90° in the direction of the arrows.
The belt moves first. So if you are pushed on the belt, you ...
Yes, if you drive over a pit, gravity wins.
This is a game, not a cartoon.
This is mentioned in the rules page 8.
Destruction: A robot is destroyed when:
It receives its tenth Damage token. OR
It moves or is moved into a pit. OR
It moves or is moved oﬀ the edge of the board.
In the original version, there where pits that could be ...
They're programmed randomly. This is dealt with explicitly on page 10 of the rules:
LOCKING REGISTERS DURING POWER DOWN
Because robots can still be damaged during a power down, they can sometimes accumulate Damage tokens for a register to lock up before they reenter play. Registers that become locked when your robot is powered down are immediately ...
Unfortunately the rules don't quite say this explicitly, but the intent is that you must have a card in every register. If you only have 5 cards, then in order to satisfy that you have to put one on each register, meaning you can't use crab legs.
There are a few things in the rules that at least strongly imply that. The biggest one is the "reveal program ...
It depends on how you view the rules from the original 1994 edition vs the rules from the newer edition.
In the rules for the original edition, you cannot:
A powered-down robot is completely shut down--it can't fire weapons, tag checkpoints, or update its
archive location, nor can it acquire or use option cards. Powered-down robots don't move under ...
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 ...
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 between the two robots as possible.
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 flags, and one "blocker" that can't. That way the board ends up more crowded and you have an incentive to actually go after the other player's robots rather than ...
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 ...
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
Lasers to 2x (or 3x, yowza) damage: hits are punishing
Prevent healing at wrench tiles: damage is permanent
You can also try:
starting the game with upgrades to make things more ...
It's not 100% clear, but I'd say yes, you can see the other players' cards.
The rules explicitly say that everyone reveals their cards at the same time, so if you reveal a card, everyone else's are visible too. (I'd probably try to avoid spending much time looking around at everyone else's moves and figuring out conveyor belts and so on, though!)
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 must move off the hammer-wrench before you can go back on to get another card - i don't mind so much if someone can go 'back 1' and 'forward 1' again, as these ...
It's not in the current set of rules, but to avoid option hoarding my play group always said that you only get a new option card if you go to a different repair bay slot (you can use your archive token as an indicator of this). So, you can go back and forth between two double wrenches to collect them.
My understanding is that the option card priority rules only apply when decisions about option cards would otherwise be made at the same time, for example, if you're both firing lasers and deciding whether to use options. But if you're moving, you already know who moves first, and you decide whether to use the option card as you move, so the option card ...
Yes, as long as they don't conflict. (For example, you couldn't use the Mini Howitzer and the Tractor Beam at the same time.) There's nothing in the rules that says otherwise. There are a few places that do mention having more than one option card; surely they'd have mentioned if you couldn't actually use both.