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Robo Rally (RRY) Email GM   Last updated July 16, 2022
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 (22nd Year)
Round Day Start Time Duration Location
Demo 1/1FSu91Exhibit Hall Annex Table #8
Heat 1/3FSu103Alpine
Heat 2/3We193Alpine
Heat 3/3Th173Alpine
2022 Tournament Format HWO

It's a slow day at the widget factory, so the central race computer has prepared a RoboRally 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. Those who are only familiar with the newer Hasbro Editions should attend the demonstration session to learn the differences.

The rules we use are from the first edition Wizards of the Coast version with some exceptions noted below under Rulings of note. We also place a time limit on the programming phase of 2 minutes. Players may request a 3 minute limit for the first two turns only.

Heat 1 and heat 3 will use 2-board, 3-flag setups that will be pre-determined.

Heat 2 will use the popular death-match format.

Death-match rules: 1 board, 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.

Only the winners from each heat advance to the semifinal. No alternates advance. EVERY winner of a game advances. We can accommodate up to 64 players in our semifinal.

Rulings of note:

  1. We will be mostly using the original Wizards of the Coast rules which are different from the current Hasbro rules. If you have not played with these rules you will need to attend the demonstration session.
  2. A robot may spend a turn off board after being killed to come back at full strength.
  3. The robotic arm does update your archive if used to touch a checkpoint - this is not optional.
  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. When entering/re-entering the board you may select facing after seeing your cards.
  6. Any player who runs out of programming time will have their unfilled program slots filled with random cards, from their hand, drawn by the player to their right.

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: One player in each heat except death match might receive the Kaarin Engelmann Memorial Crash & Burn Award and Playing Aid (New and Improved)