Option Cards (32)
27 implemented, 5 not yet implemented
Ablative Coat
β ImplementedAblative Coat absorbs the next 3 Damage your robot receives. Put those 3 Damage tokens onto this card instead of onto your Program Sheet. Discard this card and the tokens when you put the third one on.
Abort Switch
Not ImplementedOnce each turn, you may replace one of the Program cards you reveal with the top card from the deck. If you do, you must play that card this turn, even if it means replacing another Program card.
Brakes
β ImplementedWhenever you execute a Move 1, you may move your robot 0 spaces instead of 1. Priority is that of the movement card.
Circuit Breaker
β ImplementedIf you have 3 or more Damage tokens on your Program Sheet at the end of your turn, your robot will begin the next turn powered down.
Conditional Program
Not ImplementedAfter you program your registers each turn, you may put one of the Program cards left in your hand face down onto this Option instead of discarding it. Later that turn, you can substitute that card for one you had programmed.
Crab Legs
β ImplementedWhen programming your registers, you can use Move cards with Turn cards to move sideways. Click the L or R buttons on a Move card in a register to slide left or right instead of moving forward. You need an unprogrammed Turn Left/Right card in your hand to use that direction.
Double-Barreled Laser
β ImplementedWhenever your robot fires its main laser, it fires two shots instead of one. You may use this Option with Fire Control and/or High-Power Laser.
Dual Processor
β ImplementedWhen programming your registers, you may put both a Move card and a Rotate card in the same register. Click the L, U, or R buttons on a Move card to add that rotation. The rotation executes first, then the movement (Move 2 becomes Move 1, Move 3 becomes Move 2).
Extra Memory
β ImplementedYou receive one extra Program card each turn. (You still discard all unused Program cards in front of you at the end of each turn.)
Fire Control
β ImplementedWhenever your robot fires any weapon, you may choose one of the target robot's registers and lock it for the rest of the turn.
Flywheel
β ImplementedAfter all players are done programming their registers each turn, you may put one of your remaining Program cards face down onto this card. You can add that Program card to those dealt to you on any subsequent turn.
Fourth Gear
β ImplementedWhenever you execute a Move 3, you may move your robot 4 spaces instead of 3. Priority is that of the Move 3.
Gyroscopic Stabilizer
β ImplementedBefore players reveal the cards in their first registers each turn, state whether this Option is active. When it is, your robot isn't rotated by gears or rotating conveyor belts for that entire turn.
High-Power Laser
β ImplementedYour robot's main laser can shoot through one wall or robot to get to a target robot. If you shoot through a robot, that robot also receives full damage. You may use this Option with Fire Control and/or Double-Barreled Laser.
Jump Jets
β ImplementedWhen executing a Move 2 or Move 3 card, you can jump over pits instead of falling into them. You still fall if a pit is your final destination. Move 1 and Back Up cannot jump pits.
Mechanical Arm
β ImplementedYour robot can touch a flag or repair site from 1 space away (diagonally or orthogonally), as long as there isn't a wall between it and the flag or repair site.
Mini Howitzer
β ImplementedWhenever you could fire your main laser at a robot, you may fire the Mini Howitzer instead. This pushes the target robot 1 space away from your robot (in addition to doing damage). Robots can't be pushed through walls.
Power-Down Shield
β ImplementedAs long as your robot is powered down, each register phase you can prevent up to 1 Damage to it from each of the four directions.
Pressor Beam
β ImplementedWhenever you could fire your main laser at a robot, you may instead fire the Pressor Beam. This moves the target robot 1 space away from your robot.
Radio Control
β ImplementedWhenever you could fire your main laser at a robot, you may instead fire the Radio Control beam. This causes the target robot to execute the same Program card your robot executes this register phase.
Ramming Gear
β ImplementedWhenever your robot pushes another robot, that robot receives 1 Damage.
Rear-Firing Laser
β ImplementedYour robot has a rear-firing laser in addition to its main laser. This laser follows all the same rules as the main laser.
Recompile
β ImplementedOnce each turn, you may discard the hand of Program cards dealt to you and draw a new hand from the deck. Your robot then receives 1 Damage token.
Reverse Gear
β ImplementedWhenever you execute a Back Up, you may move your robot back 2 spaces instead of 1. Priority is that of the Back Up.
Scrambler
β ImplementedWhenever you could fire your main laser at a robot, you may instead fire the Scrambler. This replaces the target robot's next programmed card with the top Program card from the deck.
Shield
ExcludedBlocks all robot laser damage from the front each register. After blocking 6 total damage, the shield is exhausted and discarded. Can be discarded to prevent 1 damage from any direction.
Superior Archive
β ImplementedWhen reentering play after being destroyed, your robot doesn't receive the normal 2 Damage tokens.
Tractor Beam
β ImplementedWhenever you could fire your main laser at a robot that isn't in an adjacent space, you may instead fire the Tractor Beam. This pulls the target robot 1 space toward your robot.
Upgraded Brakes
Not ImplementedWhenever you execute a Move 1 or Move 2, you may move your robot 1 space less. Priority is that of the movement card.
Premium Brakes
Not ImplementedWhenever you execute a Move 1, Move 2, or Move 3, you may move your robot 1 space less. Priority is that of the movement card.
Gear Flip
Not ImplementedWhenever you execute a movement card, you may move in the opposite direction. Priority is that of the movement card.
Recharging Shield
ExcludedBlocks 1 damage per turn. After blocking damage in 10 different turns, the shield is exhausted and discarded. Can be discarded to prevent 1 damage.