The game is played over 8 rounds and each round consists of 3 steps. The steps are all performed simultaneously, but all players must finish a step before moving on to the next step.
All players simultaneously complete each phase that they are able to perform.
These phases work the same way and allow you to run the associated phase row.
When all players are finished with the round phases, then all players:
The game ends after the completion of the 8th round.
Whoever has the most VP wins. Ties are broken by VP from robot cards in your play area. If still tied, the player with the most VP from class cards wins. If still tied, players share the victory.
Symbol | Description |
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Victory points accumulated during the game. | |
Sensors, Gears, Microchips, and Programs -- various resources. | |
Duct tape can be used in place of any other resource. Cannot be spent as a wild. | |
Batteries can be used to increase your energy when performing phases. | |
Robot cards can be built or used as resource. e.g. When completing upgrades. | |
Wilds represent extra benefits/costs chosen by the player. Each time you gain/spend a wild, you gain/spend a sensor, gear, microchip, program, or robot card. Duct tape cannot be spent as a wild. |
To determine total energy, add up energy from the following:
All class objectives are counted at the end of the game.
Symbol | Description |
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The number of unlocked upgrade tokens of the depicted type. The token does not have to be on a card to count. | |
The total number of unlocked upgrade tokens. The token does not have to be on a card to count. | |
The number of the depicted resource in your inventory at the end of the game. Duct tape does not count. | |
The number of VP in your inventory. | |
The number of robot cards in your hand. | |
The total number of robot cards in your hand, gears, programs, sensors, and microchips you have. | |
The number of sets of sensors, gears, programs, and microchips you have. Duct tape does not count. | |
The number of assembled robots in your play area. | |
The number of assembled robots in the depicted phase row. | |
The number of assembled robots that require the depicted resource in any assembly cost column. | |
The number of assembled robots that award the depicted number of vp. | |
The number of assembled robots with an action that requires the depicted amount of energy to activate it. You may only count upgrade actions if they have been upgraded. | |
The number of assembled robots that require the depicted amount of energy in any column of its assembly cost. | |
The number of columns in your play area that are filled with assembled robots. |
Inventor abilities are permanent and provide ongoing benefits throughout the game unless noted by the symbols below.
Symbol | Description |
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These abilities take effect at the start of the game or immediately when upgraded. | |
These abilities may be performed during round end. | |
These abilities are only resolved at game end. |
When determining adjacency, you may wrap around columns, but not rows. e.g. A robot in the Design row would be considered adjacent to a robot in recycling (if they're in the same column).
Also see class cards and inventor cards.
Symbol | Description |
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Draw the indicated number of robot cards from the deck. | |
Draw 3 class cards, keep 1, add it to the left side of your player board, and discard the rest. | |
Gain the indicated number of resources. | |
Gain either of the indicated resources. | |
Gain the indicated number of VP. Gain 3 in this example. | |
Gain the indicated number of wilds. These are immediately converted to resources or robot cards (do no have to be the same). | |
Pay the cost to the left of the arrow to gain the benefit on the right. You can only do this conversion once. | |
You may discard any number of robot cards from your hand (X) to draw the same number + 1 from the deck. You may discard 0 robot cards to draw 1. | |
Add the indicated energy to your total energy when you perform the phase associated with this effect. | |
Pay the cost to assemble a robot. Don't forget to pay any extra resource cost for the slot. | |
Pay the cost to unlock 1 upgrade token. | |
Gain inspiration. | |
Gain VP based on the total number of assembled robot cards in the matching phase row. | |
Requires 4 robot cards in your play area. | |
Requires 3 unlocked upgrade tokens. The upgrade tokens do not need to be placed on cards. Note that the 3rd unlocked upgrade token can be used to upgrade this inventor ability. | |
(Pets) These robots can be assembled in any row. When assembled, they then count as part of that phase row for all purposes. | |
(Pets) Activate any orthogonally adjacent robot ignoring total energy requirements. You can use the upgraded action only if there is an upgrade token on it. | |
(Pets) Activate any robot card in the same row or column ignoring total energy requirements. You can use the upgraded action only if there is an upgrade token on it. | |
(Pets) For each robot card in your play area that is orthogonally adjacent, gain a matching number of resources shown (max of 3). | |
(Pets) For each robot card in your play area that is orthogonally adjacent and has the depicted resources in any column of its assembly cost, gain a matching number of resources shown (max of 3). | |
(Pets) For each robot card in your play area that is orthogonally adjacent and has the depicted number of VP printed on it, gain a matching number of resources shown. | |
(Pets) For each robot card in your play area that is orthogonally adjacent and has the depicted energy amount in any column of its assembly cost, gain a matching number of resources shown. | |
(Pets) Assemble a robot by paying its cheaper assembly cost (the one with the fewest resources). You must also pay any additional resources show to the left of the arrow and any extra resources printed in the slot on your player board. |
Credit: | Jay Deiman |
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Version: | 2.1 |