Carolus Magnus
This strategic card game challenges you to build the most powerful army and claim…
You'll program your robot's moves in advance, then watch chaos unfold as everyone's plans collide on a factory floor packed with conveyor belts, lasers, and bottomless pits. Every game becomes a hilarious puzzle of timing and prediction as your carefully laid schemes get derailed by other players and the board itself.
RoboRally is a programming and prediction game where you control a robot racing through a dangerous factory. Setup involves choosing a race course together, placing numbered checkpoint flags, and positioning all robots on the Docking Bay starting area. Each player gets three life tokens and a player mat.
On your turn, the deck deals nine program cards to each player (reduced by one card per damage token your robot has taken). You then study the board and secretly choose five cards from your hand, arranging them facedown in the order you want your robot to execute them. You have 30 seconds to decide; if time expires, random cards are chosen for you.
Once everyone has committed their five cards, you simultaneously reveal them one at a time. Movement happens in order of card value—highest card moves first. Your robot moves forward, backward, or turns according to the card. If it hits a wall, it stops. If it hits another robot, it pushes that robot ahead.
After all players move (a "phase"), the board activates: express conveyor belts shift robots one space, regular conveyor belts shift robots, pushers activate, gears rotate robots, and all lasers fire. Take damage if hit by a laser.
Your goal is to visit each checkpoint flag in numerical order. The first player to reach every flag wins the race. If your robot takes too much damage, it powers down and respawns at the archive location.
RoboRally was designed by Richard Garfield, the creator of Magic: The Gathering, and published in 1994 by Wizards of the Coast.
Add extra hazards like moving obstacles or wildcard conveyor directions for unpredictable twists.
Reduce the number of checkpoints or give players fewer program cards per round for faster-paced games.
Split into pairs or small teams; robots must coordinate visits to shared checkpoints to win together.
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