Barriers:  Barriers stop 'bot movement just like regular walls, but let through laser and option fire.
  Concave Mirror:  When a laser is fired at a concave mirror, it bounces away at a 90-degree angle.
  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.)
  Convex Mirror:  When a laser is at a convex mirror, it bounces back in the direction it came from.
  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.
  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.
  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.
  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

  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
  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.

  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