Last Updated on April 7, 2025 by The Official Game Rules Team
ROBO RALLY is a fast-paced, strategy-based racing game set in a chaotic factory. Players control robots that are programmed to navigate hazardous courses, dodge obstacles, and outwit their opponents through clever programming. This game is a mix of strategy, luck, and tactical decision-making as players race to reach checkpoints while sabotaging their rivals.
The game offers a thrilling and unpredictable experience, where no plan survives contact with the factory floor. Fans of strategic racing and robot-themed games will find ROBO RALLY to be an exciting challenge.
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How to Play Robo Rally
Components
- 6 double-sided game boards: These form the various racing courses, with hazards, obstacles, and checkpoints scattered across them.
- Double-sided start board: This provides the initial placement area for robots at the start of the race.
- 6 robot figures: These represent each player’s robot on the board. Each figure is distinct and corresponds to a specific robot’s programming deck.
- 6 reboot tokens: Used when a robot falls off the board, gets destroyed, or suffers a malfunction.
- 36 checkpoint tokens: These mark the checkpoints players must reach in numerical order to win the race.
- Plastic priority antenna: This determines the order in which players act based on their robot’s proximity to the antenna.
- 6 checkpoints: Tokens representing the specific points on the course players must visit in order to win.
- 48 plastic energy cubes: Energy that players use to purchase upgrades for their robots during the game.
- 30-second sand timer: This is used to limit the time players have to program their robot’s actions during the programming phase.
- 6 robot player mats: Each player has a mat for organizing their cards and tracking energy, upgrades, and damage.
- 40 upgrade cards: Cards that provide permanent or temporary upgrades to players’ robots, improving their abilities.
- Six 20-card programming decks: Each robot comes with a unique deck of programming cards that dictate its actions.
- 6 special programming cards: These cards provide extra options, not tied to specific robots, and are available to all players.
- 74 damage cards: Cards that cause various malfunctions and effects when drawn. There are four types of damage cards: SPAM, Worm, Virus, and Trojan Horse.
- VAC tray: For organizing and sorting cards and tokens.
- Label sheet: Used for labeling the components, if desired.
Object of the Game
In ROBO RALLY, robots are stuck in a factory where their only goal is to race to victory. Each robot is programmed to navigate the factory’s hazards, reach checkpoints, and be the first to finish the course. Along the way, players will sabotage each other by pushing, blasting, and blocking each other’s paths. Success depends not just on programming your robot’s moves but also on predicting and reacting to your opponents’ actions. The first robot to reach all the checkpoints wins the race.
Setup
- Choose a Racing Course: Select a racing course for the game (e.g., “Dizzy Highway,” ideal for first-time players). Set up the game boards as instructed in the course setup on page 16 of the rulebook. Set the checkpoint tokens, reboot tokens, energy cubes, and priority antenna in the designated spots.
- Robot Selection: Each player selects a robot and takes the corresponding robot figure, player mat, and programming deck. Shuffle the programming deck and place it face down on your player mat.
- Special Programming Cards: Place the 6 special programming cards face-up near the board for all players to access.
- Damage Cards: Separate the 4 types of damage cards (SPAM, Worm, Virus, and Trojan Horse) and place them face-up in separate piles near the board.
- Upgrade Cards: Shuffle the upgrade cards and place them face-down. Draw a number of cards equal to the number of players to create the upgrade shop. Place these cards face-up near the board for players to choose from.
- Energy and Timer: Place the energy cubes and the 30-second sand timer within reach of all players.
- Starting Positions: Players place their robot figures on one of the black-and-white gears on the start board, pointing their robots’ arrows toward the racing course. The youngest player places their robot first, and then the turn order proceeds left. Players will begin the first round based on proximity to the priority antenna, with the closest robot going first.
Game Play
The game proceeds in rounds, and each round consists of three main phases:
- Upgrade Phase: Players can spend energy cubes to buy upgrades for their robots from the upgrade shop. Each robot can purchase a maximum of three permanent upgrades (yellow cards) and three temporary upgrades (red cards). Permanent upgrades provide ongoing benefits, while temporary upgrades are one-time-use cards.
- Programming Phase: Players draw nine cards from their programming deck, which is then shuffled if there are fewer than nine cards in the deck. Players then select five cards to place in order on their player mats. These cards dictate their robot’s movements and actions for the round. Each player programs their robot simultaneously, but the clock is ticking—the 30-second timer limits how long they have to plan. If time runs out, unplayed cards are randomly placed on the robot’s registers.
- Activation Phase: In this phase, players activate their robots’ programming, one register at a time, in priority order (based on proximity to the priority antenna). Each player reveals and executes the card placed in their first register, moving their robot, turning, or activating special actions. After all players have executed their first register’s card, board elements (such as conveyor belts or laser beams) activate and affect robots accordingly.
Determining Priority
Priority is based on which robot is closest to the priority antenna. The player with the robot nearest the antenna acts first, followed by the second closest, and so on. In case of a tie, priority is determined by the direction the antenna points.
Example: If two robots are equidistant from the antenna, the robot that is closest to the antenna’s direction (clockwise) gets priority.
Phases in Detail
1. Upgrade Phase
During the upgrade phase, players can purchase upgrades using energy cubes. Permanent upgrades are yellow and stay with the robot for the rest of the game, while temporary upgrades are red and can be used only once. The upgrade shop is refreshed each round, with the number of available cards matching the number of players.
2. Programming Phase
In this phase, players simultaneously choose programming cards. After shuffling and drawing their decks, players must place five cards in their player mats, which direct their robot’s actions. Time is a crucial factor—once the sand timer runs out, players must finalize their programming, even if they haven’t finished.
3. Activation Phase
The activation phase involves executing the cards in order, with the first card activated by the robot closest to the priority antenna. After players complete the action on their first register, any board elements affecting robots (conveyor belts, lasers, etc.) are activated. Players continue activating their second, third, and subsequent cards, with board elements activating after each register. Robots may collide, get pushed, or even be shot by lasers, leading to unexpected setbacks.
Damage and Reboots
If a robot falls into a pit, gets hit by a laser, or is knocked off the board, it takes damage. This results in drawing damage cards, which dilute the player’s programming deck and cause additional challenges. Certain damage cards require players to reboot their robots, which means canceling any remaining programming for the round, taking additional SPAM damage cards, and resetting to the start.
End of the Game
The game concludes when a player successfully reaches all the checkpoints in the chosen course. The first robot to pass through the final checkpoint is declared the winner!







