Hunter Johnson — Robo Rally Ice Rules

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Copyright by Hunter Johnson, all rights reserved.

* There are two unofficial boards available online that feature Ice. The Ice Rink includes rules for inertia. The Cold Room features a much nicer graphic, but the "spin chart" is not yet available. It will probably be very similar to The Ice Rink's. Neither of them are really suitable to lunch-time play, since tracking and dealing with inertia is tedious. But I like the art on The Cold Room enough that I wrote my own rules for Ice. If you've got a lot of time and the inclination, try out the inertia stuff, but if you don't:

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Ice

Robots may move cautiously on Ice without change. Rotate Left and Rotate Right function normally. A Move 1 will function normally except that another robot cannot be pushed.

Faster movement will be affected by the reduced friction on Ice. A robot executing a U-Turn on Ice will spin completely around, so that his facing does not change.

A Move 2 through an adjacent robot will cause both robots to slide until they leave the ice, hit a wall, or hit another robot. A Move 2 onto a square occupied by another robot will cause that robot only to slide as above. A Move 2 into two robots will not push them at all. A Move 2 with no other robots within the front two squares will slide as above.

A Move 3 has the same effects as a Move 2, depending on whether another robot(s) is moved through or landed on. It cannot push 3 robots. A Move 4 (via Fourth Gear) cannot push 4 robots.

In addition to the above effects, a robot beginning a turn on Ice receives one fewer card than normal, unless that would require a register to be locked.

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Hunter Johnson (hunter@hunterandlori.com)