Random Robo Rally Setup Guidelines

- Roll
a 6-sided die. On a "6", it is an option
game; otherwise continue to step 2. Roll
an 8-sided to determine which variant:

- Triple-Speed Conveyers: Fast conveyer belts now move three instead of two.
- No Virtual Robots: Players must play a move card when entering the board. They are placed on the board when their first card is executed.
- Electrified Walls: Robots take one point of damage from impacts with walls.
- Limited Crushers: Crushers do one point of damage instead of destroying the robot.
- Infinite Lives: After dying the third time, the robot comes back with a third point of damage. Add a point of damage after each subsequent death.
- Infinite Lives (Killbot): After dying the third time, the robot continues to come back, but can only win the game by destroying all other robots.
- Hidden Flags: Turn the flags upside down. A
player can look at a flag when his robot touches it; it is only turned
over if it is touched in sequence. Halve the number of boards
determined in step 2.

- Shallow Pits: Falling into a pit causes one point of
damage. It takes an extra move to get out.

- Roll a 6-sided die to determine the number of boards in use.
- If 1 or 2 boards are in use, proceed to step 4. If 3 boards are in use, roll a 4-sided. On a 1 or a 2, arrange the boards in a straight line. On a 3 or a 4, arrange the boards in an "L" shape. If 4 boards are in use, roll a 10-sided die. On a 1 or 2, select the first figure from the "free" row on this page. On a 3 or a 4, select arrangement 2, etc. If 5 boards are in use, roll a 12-sided die, and use the appropriate board from the "free" figures on this page. If 6 boards are in use, roll a 4-sided die and a 10-sided die. Subtract 1 from the result of the 4-sided and multiply that by 10. Add the result of the 10-sided. If the resulting quantity is 36 or above, re-roll. If the resulting quantity is 1 through 35, use the corresponding arrangement from this page.
- Stack the 6 boards on top of one
another. Choose one of the spaces in the
arrangement determined in step 3. Roll a
6-sided to select a board at random. Place the board in the chosen
space. Roll a 4-sided die.
On a 1, leave the board as is. On
a 2, rotate the board 90
^{o}clockwise. On a 3, rotate the board 180^{o}. On a 4, rotate the board 90^{o}counter-clockwise. Repeat this process until all boards have been placed, using an appropriate die to select the board in each case. - Roll an appropriate die to select a random board for the starting location. If the select board is not Maelstrom, roll two 12-sided die. The first die represents the number of spaces in the horizontal location, and the second the number of spaces in the vertical direction. If the indicated space is on a conveyer or in a pit, re-roll the 12-sideds. If the selected board is Maelstrom, roll a 4-sided die and a 10-sided die. If the 10-sided is a 0, re-roll it. If the 4-sided is a 1, use the side containing the word "Maelstrom". If it is 2, use the side to the left. If it is 3, use the side opposite, and if it is a 4, use the side to the right. Number the spaces from left to right, starting with the first non-wrench space and skipping conveyers. Use the result of the 10-sided to determine which space to use.
- Roll a 6-sided die to determine the number of checkpoints.
- Determine the placement of the checkpoints as in step 5. Re-roll if a checkpoint is placed on the starting location or a previous checkpoint. You may also wish to re-roll if the placement is in a corner with two adjoining walls.