How meny cards do you start with?
Ar all the cards vallid the hole game? Or just some? in that case witch?
Does all the cards destroyd when the robbot dies? Or just some? in that case
witch?
/Rickard Gustafsson
It is up to you. Starting with none is common - you would only get them if
you stop on a double-wrench. I often play that three are dealt to each
player and each picks one to play with.
> Ar all the cards vallid the hole game? Or just some? in that case witch?
Most cards work until they are destroyed. Some cards have other restrictions
in the text of the card.
> Does all the cards destroyd when the robbot dies? Or just some? in that case
> witch?
You can always discard a card to avoid a point of damage. When a robot dies,
one option (if there are any) is destroyed.
A couple options in the basic set are particularly unbalanced and you may
want to remove them: Mechanical Arm makes it too easy to tag the flags and
Fire Control is way too flexible in damaging other robots. I also make
Circuit Breaker's power optional so that option is a bit better.
Rich
By the standard rules, zero. Sometimes, we agree to start every robot with 1
option to make it interesting to start with.
>Ar all the cards vallid the hole game? Or just some? in that case witch?
They are all valid the whole game unless they say they aren't. At least until
they are destroyed.
>Does all the cards destroyd when the robbot dies? Or just some? in that case
>witch?
When your robot is destroyed and is restored from archive, one option is removed
of the owning player's choice. When your robot takes a point of damage, you can
choose to lose an option of your choice instead of a point of damage.
--------------------
"It's enough to make you wonder sometimes if you're on the right planet."
-- Frankie Goes to Hollywood
Brian -- le...@NOnwlinkSPAM.com -- remove "NOSPAM"
Under the standard rules, each robot begins with 1 option card. All 52
"official" options (26 from the basic game, 26 from the Armed &
Dangerous expansion) can be used with any of the boards, though some
people will suggest that some of the options from A&D are unbalancing
and should be removed.
Any time a robot dies, it must sacrifice one option. If it has more than
one option, the choice of which option to sacrifice is up to the player.
Similarly, an option may be destroyed in place of taking one point of damage.
HTH
Jeff
> I have a question about the option cards in Roborally.
>
> How meny cards do you start with?
None; you get your first one by ending your turn on a double wrench (or
chopshop, or radioactive waste, or whatever).
> Ar all the cards vallid the hole game? Or just some? in that case witch?
> Does all the cards destroyd when the robbot dies? Or just some? in that case
> witch?
Generally they are valid until lost. When you can use it is defined by
how it is supposed to be programmed (type defined on card). Some weapon
cards replace your normal laser, others exist separately. Some cards have
ammunition or fuel that can be used up, though can be replenished at
chopshops. Your robot keeps the card, even if the ammo is used up. You
can discard one option card instead of taking a point of damage, though a
few cards have negative effects.
Personally, there are too many cards to describe each one. Each option
card gives a good description of its abilities and the rulebooks give some
clarifications, where needed. Card text is probably available on the net
somewhere.
You discard one card of your choice when you die. You get to keep the
rest (though I've often wondered whether you could discard two additional
options to come back fully healed). I don't remember any card you have to
discard when you die -- possible Superior Archive Copy which allows you to
come back from death fully healed, but I don't believe you have to discard
an additional one.
A temporally displaced Bill Nitsche (bnit...@u.washington.edu)
hobbit Oceanography, University of Washington
> Under the standard rules, each robot begins with 1 option card.
Under the standard rules, each robot begins with no option cards (Robo
Rally rulebook, p. 9). Under the Standard Option Package variant, each
robot begins with 1 option card (Armed & Dangerous rulebook, p. 2).
Hunter
--
Hunter Johnson <jhun...@donet.com> http://www.donet.com/~jhunterj/
Demo Monkey in Black/Software Engineer Dayton, Ohio <><
Games for sale/trade: http://www.donet.com/~jhunterj/gamesale.txt
Sent via Deja.com
http://www.deja.com/
Hunter Johnson wrote:
>
> In article <3A687D24...@chem.wisc.edu>,
> Jeff Dougan <dou...@chem.wisc.edu> wrote:
> > Rickard Gustafsson wrote:
> > > I have a question about the option cards in Roborally.
> > > How meny cards do you start with?
>
> > Under the standard rules, each robot begins with 1 option card.
>
> Under the standard rules, each robot begins with no option cards (Robo
> Rally rulebook, p. 9). Under the Standard Option Package variant, each
> robot begins with 1 option card (Armed & Dangerous rulebook, p. 2).
Mea Culpa. I've used the Standard Option Package so long that I think of
it as the "standard" rule; most likely because it was used when I
learned how to play.
JD