Option Cards (32)

27 implemented, 5 not yet implemented

Ablative Coat

βœ“ Implemented

Ablative 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.

DefensePASSIVE

Abort Switch

Not Implemented

Once 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.

Utility

Brakes

βœ“ Implemented

Whenever you execute a Move 1, you may move your robot 0 spaces instead of 1. Priority is that of the movement card.

Movement

Circuit Breaker

βœ“ Implemented

If 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.

Utility

Conditional Program

Not Implemented

After 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.

Utility

Crab Legs

βœ“ Implemented

When 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.

Movement

Double-Barreled Laser

βœ“ Implemented

Whenever 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.

WeaponPASSIVE

Dual Processor

βœ“ Implemented

When 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).

Movement

Extra Memory

βœ“ Implemented

You receive one extra Program card each turn. (You still discard all unused Program cards in front of you at the end of each turn.)

UtilityPASSIVE

Fire Control

βœ“ Implemented

Whenever your robot fires any weapon, you may choose one of the target robot's registers and lock it for the rest of the turn.

Weapon

Flywheel

βœ“ Implemented

After 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.

Utility

Fourth Gear

βœ“ Implemented

Whenever you execute a Move 3, you may move your robot 4 spaces instead of 3. Priority is that of the Move 3.

Movement

Gyroscopic Stabilizer

βœ“ Implemented

Before 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.

Movement

High-Power Laser

βœ“ Implemented

Your 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.

WeaponPASSIVE

Jump Jets

βœ“ Implemented

When 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.

MovementPASSIVE

Mechanical Arm

βœ“ Implemented

Your 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.

UtilityPASSIVE

Mini Howitzer

βœ“ Implemented

Whenever 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.

Weapon

Power-Down Shield

βœ“ Implemented

As 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.

DefensePASSIVE

Pressor Beam

βœ“ Implemented

Whenever 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.

Weapon

Radio Control

βœ“ Implemented

Whenever 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.

Weapon

Ramming Gear

βœ“ Implemented

Whenever your robot pushes another robot, that robot receives 1 Damage.

WeaponPASSIVE

Rear-Firing Laser

βœ“ Implemented

Your robot has a rear-firing laser in addition to its main laser. This laser follows all the same rules as the main laser.

WeaponPASSIVE

Recompile

βœ“ Implemented

Once 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.

Utility

Reverse Gear

βœ“ Implemented

Whenever you execute a Back Up, you may move your robot back 2 spaces instead of 1. Priority is that of the Back Up.

Movement

Scrambler

βœ“ Implemented

Whenever 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.

Weapon

Shield

Excluded

Blocks 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.

DefensePASSIVE

Superior Archive

βœ“ Implemented

When reentering play after being destroyed, your robot doesn't receive the normal 2 Damage tokens.

DefensePASSIVE

Tractor Beam

βœ“ Implemented

Whenever 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.

Weapon

Upgraded Brakes

Not Implemented

Whenever you execute a Move 1 or Move 2, you may move your robot 1 space less. Priority is that of the movement card.

Movement

Premium Brakes

Not Implemented

Whenever 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.

Movement

Gear Flip

Not Implemented

Whenever you execute a movement card, you may move in the opposite direction. Priority is that of the movement card.

Movement

Recharging Shield

Excluded

Blocks 1 damage per turn. After blocking damage in 10 different turns, the shield is exhausted and discarded. Can be discarded to prevent 1 damage.

DefensePASSIVE

Legend

Status:

Implemented - Works in game
Excluded - Implemented but not in deck
Not Implemented

Categories:

MOVEMENTWEAPONDEFENSEUTILITY

Special:

PASSIVEnot yet implemented