On the following pages, you'll find a list of nineteen racing courses. The course descriptions will tell you which boards to use (each board is labeled with a number and a letter) and how to set up board elements. The courses are listed according to the following five difficulty levels.
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Starter Course: Dizzy Highway
If you're playing for the first time, start here!
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Beginner
Comfortable with the basic ROBO RALLY rules? Try these courses, where you'll need to interact with the board elements more than you did in Dizzy Highway.
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Intermediate
Feel like you can take on any board element any time? Well, you can't escape them in the intermediate courses. You'll get stuck. You'll get shot. You'll chase moving checkpoints.
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Advanced
These are for players looking for a strategic challenge. Cramped spaces mean near-constant interaction with board elements and rival robots.
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Robots. Must. Die.
We don't know who designed these. They're just mean.
Each racing course description will also tell you the following information:
Game Length: This is the typical amount of time it'll take players who are familiar with the ROBO RALLY rules to get through the course.
A short game may take about thirty minutes; a medium game may take about one hour; and a long game may take an hour and a half or more. The actual game time will depend on the number of players.
Special Rules: Some racing courses include rules you'll need to follow in addition to the core ROBO RALLY rules.
1. Starter Course: Dizzy Highway
If it's your first time playing, start here!
- Game Length: Short.
- Boards: Start A, 5B.
- Special Rules: None
To set up the course, do the following:
- Set up the factory floor by placing the start board next to gameboard 5B as shown.
- Place the checkpoints, energy cubes, reboot token, and priority antenna on the boards as shown.
2. Beginner Courses
Risky Crossing
- Game Length: Short
- Boards: Start A, 5A
- Special Rules: None
High Octane
- Game Length: Medium
- Boards: Start A, 4B
- Special Rules: None
Sprint Cramp
- Game Length: Short
- Boards: Start B, 5A
- Special Rules: None
Corridor Blitz
- Game Length: Short
- Boards: Start A, 2B
- Special Rules: None
Fractionation
- Game Length: Medium
- Boards: Start A, 6A
- Special Rules: None
3. Intermediate Courses
Burnout
- Game Length: Medium
- Boards: Start B, 2B
- Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.
Lost Bearings
- Game Length: Medium
- Boards: Start A, 1A
- Special Rules: None
Passing Lane
- Game Length: Medium
- Boards: Start B, 4B, 5B
- Special Rules: None
Twister
- Game Length: Medium
- Boards: Start A, 6B
- Special Rules: In this course, you'll place checkpoints on conveyor belts. During the activation phase, move the checkpoints as you would a robot. Robots sitting on the checkpoint when it moves will also move.
4. Advanced Courses
Dodge This
- Game Length: Medium
- Boards: Start A, 4A
- Special Rules: None
Chop Shop Challenge
- Game Length: Long
- Boards: Start B, 3A, 2A
- Special Rules: None
Undertow
- Game Length: Long
- Boards: Start B, 1A, 3A, 4A
- Special Rules: None
Heavy Merge Area
- Game Length: Long
- Boards: Start A, 1B
- Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.
Death Trap
- Game Length: Long
- Boards: Start A, 2A
- Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.
5. Robots. Must. Die. Courses
Pilgrimage
- Game Length: Long
- Boards: Start A, 1B, 4B, 5B
- Special Rules: In this course, you'll place checkpoints on conveyor belts. During the activation phase, move the checkpoints as you would a robot.
Robots sitting on the checkpoint when it moves will also move. If a checkpoint reaches a pit, it falls in. Immediately reset the checkpoint to its original position.
Any robot that was on the checkpoint when it fell into the pit immediately reboots and may not count that checkpoint as complete.
Gear Stripper
- Game Length: Long
- Boards: Start A, 1B, 3B
- Special Rules: In this course, you'll place checkpoints on conveyor belts. During the activation phase, move the checkpoints as you would a robot.
Robots sitting on the checkpoint when it moves will also move. If a checkpoint reaches a pit, it falls in. Immediately reset the checkpoint to its original position.
Any robot that was on the checkpoint when it fell into the pit immediately reboots and may not count that checkpoint as complete.
Extra Crispy
- Game Length: Short
- Boards: Start A, 4A
- Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.
Burn Run
- Game Length: Long
- Boards: Start B, 1A, 4B, 5A, 6A
- Special Rules: None
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