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Quiz about RoboRally A Robot Race
Quiz about RoboRally A Robot Race

RoboRally: A Robot Race Trivia Quiz


For all those of you who asked for more RoboRally quizzes, here's a gameplay quiz. Some questions require the mental visualization of boards or moves, so be prepared to think like a race computer! (1994 edition where different)

A multiple-choice quiz by WesleyCrusher. Estimated time: 5 mins.
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Time
5 mins
Type
Multiple Choice
Quiz #
348,636
Updated
Jul 23 22
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
177
- -
Question 1 of 10
1. Let's pick a robot - SpinBot - and start our race by making a program. On the first turn of the game, you are obviously undamaged, so you will get a full hand of cards. How many cards will you receive and how many do you need for your robot's program? Hint


Question 2 of 10
2. SpinBot zooms off the start line with the fastest card possible. Assuming only standard boards found in the base game (no expansions) and no interaction between robots, what is the largest distance it could be from the starting square after the first register phase? Hint


Question 3 of 10
3. You take a second to survey the board elements on this race course composed of the toughest boards available in the basic game. Which of these board elements CANNOT directly cause the destruction of a robot? Hint


Question 4 of 10
4. Your next turn begins with one open square in front of you and then a wall. Needing your lower movement cards for a later part of the turn, you decide to smash into the wall with a "Move 3" card and let it cut short your move. How many points of damage will this inflict on your robot? Hint


Question 5 of 10
5. Ouch! You miscalculated your move and SpinBot begins the fourth turn of the race on a left-turning gear, facing a bottomless pit. Another pit is directly behind it. Which is the only card that can improve your situation now? Hint


Question 6 of 10
6. On the fifth turn, things get complex - several robots are lined up in a way that they could push each other. What is the highest number of robots could SpinBot push by playing a "Move 2" card in its first register (assuming optimum placement and no option cards)? Hint


Question 7 of 10
7. Push comes to shove, and on the sixth turn, SpinBot again has the option to do inflict some serious mayhem. What is the maximum number of robots Spinbot could DESTROY during one single register phase on a base game board assuming everything lines up just perfectly?

(Destruction only counts if it comes directly as a result of SpinBot's action. It has no option cards.)
Hint


Question 8 of 10
8. On the seventh turn, having taken some damage, you stare at a rather unlucky hand of seven "Move 1" cards and nothing else. Does it make any difference which of them you put into your program and in which order?


Question 9 of 10
9. Further into the game, the almost inevitable happens: SpinBot, far in the lead after already tagging two checkpoint flags, is destroyed. Which of the following is NOT true about a robot reappearing after destruction? (Basic game, 1994 edition) Hint


Question 10 of 10
10. It's the final turn (one way or another)! You are a right turn and then two straight squares away from the finish which is wide open. From a different direction, TrundleBot is quickly approaching, needing to move just five more straight squares across open floor. No other robot can interfere. Which card (apart from the Rotate Right) would you be most happy to see in your hand? (No robot has any options and no one else can interfere). Hint



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Quiz Answer Key and Fun Facts
1. Let's pick a robot - SpinBot - and start our race by making a program. On the first turn of the game, you are obviously undamaged, so you will get a full hand of cards. How many cards will you receive and how many do you need for your robot's program?

Answer: You need five out of nine

A RoboRally robot can take up to nine points of damage, the tenth point destroys it. At the start of your turn, you will always receive nine cards minus the amount of damage taken unless this is modified by an option card. If that leaves you with fewer than five new cards, the last cards of your previous turn remain "locked" in the appropriate program register slots, severely limiting your options.
2. SpinBot zooms off the start line with the fastest card possible. Assuming only standard boards found in the base game (no expansions) and no interaction between robots, what is the largest distance it could be from the starting square after the first register phase?

Answer: Six squares

The fastest movement card available is the "Move 3". If this puts you on an express conveyor belt, you then get moved two more squares. While a pusher could ultimately move you a sixth square, none of the basic boards has a pusher on the same square as a conveyor (and no official board has one on an express conveyor).

The "Crash and Burn" expansion later introduced portals that can teleport a robot - with these elements, you could actually achieve an eighteen-square move all across the board.
3. You take a second to survey the board elements on this race course composed of the toughest boards available in the basic game. Which of these board elements CANNOT directly cause the destruction of a robot?

Answer: A pusher

Pits are just that - bottomless death traps destroying everything moving into or over them. Lasers can kill a robot through damage and crushers are nasty little devices that will activate on certain segments of the turn, mercilessly destroying any robot coming to rest on their square when they do so (you can however safely move through them at any other time). The Cannery Row board is the most notorious one using crushers and one of the hardest to cross successfully.
Pushers will never directly destroy a robot although they can shove one into a pit or laser with the same net effect.
4. Your next turn begins with one open square in front of you and then a wall. Needing your lower movement cards for a later part of the turn, you decide to smash into the wall with a "Move 3" card and let it cut short your move. How many points of damage will this inflict on your robot?

Answer: Zero points as walls do not cause damage

More often than not, walls are nasty obstacles that impede your progress, but sometimes you are thankful for them to be there as they can cut short a move if you are stuck with faster cards but need less speed. Normal walls do not damage your robot at all if you run into them, regardless of the speed.

A wall right in front or behind your robot can also occasionally come handy to essentially skip one phase of the turn by running into it (for example to avoid another racer or a phase-activated board element).
5. Ouch! You miscalculated your move and SpinBot begins the fourth turn of the race on a left-turning gear, facing a bottomless pit. Another pit is directly behind it. Which is the only card that can improve your situation now?

Answer: U-Turn

Since the gear will always turn you after you rotate, neither the left nor the right turn will improve your position - the right one just leaves you facing the same way as a net result and the left one would ultimately leave you facing the other pit. A backup results in instant death, but a U-Turn and the gear's motion add up to a right turn, allowing you to move off safely on the next register phase.
6. On the fifth turn, things get complex - several robots are lined up in a way that they could push each other. What is the highest number of robots could SpinBot push by playing a "Move 2" card in its first register (assuming optimum placement and no option cards)?

Answer: Seven

The rules do not impose any limits on pushing robots - the only limit is the number of other robots in the game. Since the basic game includes eight robots, you could push all seven others at once. All six basic game boards have at least one position where this move could occur.
7. Push comes to shove, and on the sixth turn, SpinBot again has the option to do inflict some serious mayhem. What is the maximum number of robots Spinbot could DESTROY during one single register phase on a base game board assuming everything lines up just perfectly? (Destruction only counts if it comes directly as a result of SpinBot's action. It has no option cards.)

Answer: Four

In the optimum case, the answer is four robots, all lined up in front of SpinBot with a pit behind the furthest one and the closest one already having nine damage and rotating. You would kill three robots by pushing them into the pit (using a Move 3 card), then the fourth would be eliminated once SpinBot's laser fires.

This move could for example happen on the Island board. (I actually managed a triple push-kill on that board once)
8. On the seventh turn, having taken some damage, you stare at a rather unlucky hand of seven "Move 1" cards and nothing else. Does it make any difference which of them you put into your program and in which order?

Answer: Yes

Movement cards in RoboRally have different priority values, so the choice of a low or high priority card can be the difference between another robot pushing yours or moving out of the way. With the board elements all affecting your movements, this priority order can well mean the difference between a safe move and instant destruction.
9. Further into the game, the almost inevitable happens: SpinBot, far in the lead after already tagging two checkpoint flags, is destroyed. Which of the following is NOT true about a robot reappearing after destruction? (Basic game, 1994 edition)

Answer: The robot always starts out as virtual

A robot being destroyed in the game loses part of its race progress by being returned to the last archive location (a checkpoint or repair site; the "Grand Prix" expansion also added the "chop shop" as an archive location type). It starts with two damage unless its player chooses to start it powered down to immediately repair and also loses one option card of the player's choice.

It however only starts virtual if there is another robot already at the archive location or more than one robot is returned to play there at the same time.

The Avalon Hill edition of the game entirely does away with the concept of virtual robots. Note that, near the end of the game, it may well be preferable to sacrifice a life (should you have a spare one left) via robot suicide compared to needing several turns to get out of a bad position, possibly even involving a powerdown to eliminate damage.
10. It's the final turn (one way or another)! You are a right turn and then two straight squares away from the finish which is wide open. From a different direction, TrundleBot is quickly approaching, needing to move just five more straight squares across open floor. No other robot can interfere. Which card (apart from the Rotate Right) would you be most happy to see in your hand? (No robot has any options and no one else can interfere).

Answer: Move 2, Priority 610

Both of your robots can at best make it to the finish in two registers. However, if both of you arrive on the same phase, you want to be the second one to get there as you can only tag the finish after everything has moved and fired. You thus want to move 2 squares at the lowest available priority, the 610.

The only way TrundleBot could get to the finish in two segments would be with a "Move 3" and a "Move 2", thus by having the 610 priority card, you would guarantee to be the last (or only) player to reach the finishing square on that segment.
Source: Author WesleyCrusher

This quiz was reviewed by FunTrivia editor ozzz2002 before going online.
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