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Barriers:
Barriers stop 'bot movement just like regular walls, but let through laser
and option fire. |
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Concave
Mirror: When a laser is fired at a concave mirror, it
bounces away at a 90-degree angle. |
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Conditional
Conveyor: A conditional conveyor activates at the same time
as regular conveyor's but sends the 'bot in different directions based on
what phase it is. (In this example, in phase 1 the 'bot would not
move; in phases 2 or 5 the 'bot would be moved west; and on phases 3 or 4
the 'bot would be moved north.) |
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Convex
Mirror: When a laser is at a convex mirror, it bounces back
in the direction it came from. |
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Drain:
The drain sucks. Any 'bot that enters the drain
square cannot leave. A 'bot cannot even move through the drain
square, the 'bot must stop when it enters the drain. 'Bots can
rotate on the drain, but movement cards are ignored. At the end of
the turn, after all other elements, the drain geysers and the 'bot is sent
flying into the air. The 'bot will be moved using the next 5
programming cards, ignoring all obstacles. After the 5 cards are
moved, the 'bot lands, taking 2pts damage. If there is another 'bot
in the square, that 'bot takes 1pt damage and the flying 'bot is forward 1
square. |
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Lava
Drop: Any 'bot that enters a lava drop square will fall down
(taking 2pts damage) and land on the corresponding Lava Splash
square. The 'bot will take damage from the Lava Splash square as
normal for that turn. |
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Lava
Flow: Lava flows act as normal conveyor belts for movement
purposes. Any 'bot ending the elements phase in a lava flow takes
1pt damage. |
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Lava
Splash: A 'bot that enters or passes through a lava splash
during the movement phase takes 1pt damage. A 'bot in a lava splash
during the laser fire phase takes 2 additional pts.
"Ooooowwww...hot lava!" -- Chef, South
Park |
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Spiked
Wall: These act just like regular walls for
stopping movement and laser fire, but have the added bonus of damaging
your ‘bot. If a ‘bot attempts to move through the spiked wall
the ‘bot receives one point of damage for each point of movement they
try to use. Stopping in the same square as spiked walls will not hurt a
‘bot. Yes, if you push another ‘bot into the spikes that will damage
them. J |
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Spring:
Springs activate on the specified
phases after "official" elements have triggered. The spring will
hurl your ‘bot into the air and you take 5 random programming cards to
see where you end up. If your ‘bot flies off an empty board edge it is
dead.
Additionally, ‘bots take 2 points of
"falling" damage when they land. |
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X-tra
Express Conveyor: Xtra-Express
Belts operate the same as the other types of conveyer belts except that
they move three squares a turn. One move before express conveyors,
one move at the same time as express conveyors, and one move at the same
time as |