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Robo Rally (RRY) Links Email GM   Last updated May 25, 2018
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Marc Houde (20th Year)
Round Day Start Time Duration Location
Demo 1 FSu 9 1 Exhibit Annex Table 5
Heat 1/3 FSu 10 3 Grand Ballroom
Heat 2/3 We 19 3 Grand Ballroom
Heat 3/3 Th 17 3 Grand Ballroom
Semifinal Fr 15 3 Grand Ballroom
Final Sa 17 3 Grand Ballroom
2018 Tournament Format HWO

It's a slow day at the widget factory, so the central race computer has prepared a Robo Rally tournament for the factory computers. You can be one of those computers. Navigate your robot across conveyor belts, over gears, and past pushers in your effort to be the first to touch all the checkpoints.

But watch out for the other robots, not only are they trying to beat you to the checkpoints, but they might even try to push you off course. And don't forget the lasers mounted throughout the factory, and on each of the other robots too.

Easy to learn, hard to master. Beginners welcome but only if you have read the rules, played previously, or attended the scheduled demo in the Exhibit Hall Annex. Those who are only familiar with the new Hasbro Edition should attend the demonstration session to learn the differences.

Two of the heats will use 2-board, 3-flag setups that will be pre-determined.

As discussed at the 2016 tournament the death-match will take place at heat 2.

Death-match rules - no flags, no shutdowns - last robot standing wins. The typical length of the death-match is 1.5 hours, but they vary from 45 minutes to 2.5 hrs. Since we have scheduled enough time, if there are at least 6 players who would prefer to play this heat with the usual race rules we will make that option available this year.

Heats: Winners Only (HWO):

Only the winners from each heat advance to the semifinal. No alternates advance. EVERY winner of a game advances. There is no limit on the number of winners that can be accommodated. Runners-up do not qualify even if the person who finished first in that game has won a previous heat or chooses not to advance.

Rulings of note:

  1. 1) We will be mostly using the original Wizards of the Coast rules which are different from the current Avalon Hill rules. If you have not played with these rules you will need to attend the demonstration session.
  2. 2) A robot may spend a turn off board after being killed to come back at full strength.
  3. 3) The robotic arm does update your archive if used to touch a checkpoint - this is not optional.
  4. 4) You turn in a robot head counter to get another life, so if you have three head counters you actually have four lives including the one you are currently using. (For the death match you will receive no heads)
  5. 5) When entering/re-entering the board you may select facing after seeing your cards.

Advice for beginners: Do not stop for options (unless it gets you closer to the checkpoint), and do not be afraid to shutdown, especially when those registers get locked, but don't overdo it, you do have at least three lives. And remember to update your archive point as often as possible. If you do die, you want to come back as close to the next checkpoint as possible.

Additional Prizes: We will once again award the Kaarin Engelmann Memorial Crash & Burn Award certificate & playing aid to a special player in each heat/round except the death match heat.

Links:

Map: