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posted by MICHAEL January 21, 2000 um 20:47:02:

 
  1. Every player gets 2 lives at the start.

  2. Every robot get 1 options at the start. He may choose it out of 3 random ones. That should guarantee, that every robot starts with a (more or less equally) usefull option (for further rules concerning options see rules 5+15ff).

  3. Every robot starts REAL on his starting square (1-12).

  4. Robots don´t archive! A robot killed starts again REAL on his starting square. If the square is occupied by another robot, the killed bot will start REAL on the next (clockwise) empty starting square. So there will be no virtual bots at all!

  5. A robot killed has to drop one option (if he has one)and restarts with 2 p.o.d. The robot who killed him receives the dropped option!

  6. Suicides/"unassisted deaths" are not penalized further than mentioned in rule 05.

  7. The game ends at the END of the turn in which a player loses his/her second (last) life.

  8. The winner is determined first by most ARENA POINTS (AP), then by most lives, then by least deaths.

  9. A player is awarded 1 AP for every point of damage done to another robot by its weaponry, with no maximum of AP's per phase! Robots don´t get APs for hurting themselves (i.e. when running over their own mine). Every mine, drone,... has an "owner", who gains the APs when the gadget causes damage.

  10. A player is awarded 3 AP's for a Confirmed Kill (see rule 11). A kill is confirmed using the Last-Touch-principle (see rule 12). Causing the 10th p.o.d. to a robot is no Confirmed Kill (only 1 AP!).

  11. Confirmed Kill: If a robot gets killed indirectly (by a board element, falling into a pit, etc.) as a result of having its course altered by another robot, the robot responsible for the altered course gets the 3 APs for the kill.

  12. Last-Touch-Principle: If more than one robot has affected its course, only the last robot to do so is awarded the points.

  13. A robot can die with more than 10 damage points (i.e. if a robot with 9 damage is shot by 2 other robots in the same turn) In case of a simultaneous kill, the APs will be split fairly, rounding off.

  14. Along with his program, every player may anounce, that he/she will convert 10 APs already accumulated into 1 extra life at the BEGINING of the next turn (similar to announcing a power down).

  15. At the end of reg.phase 5, every robot on a single wrench-repair site may choose to receive one random option instead of repairing one p.o.d. (robots on double wrench-repair sites may choose one out of two random options).

  16. We use only the original WotC-options.

  17. All options are multiple. During the game, several players can get the same option.

  18. Board-Edge-Portals: Robots cannot leave the board! If a robot moves through one of the few gaps in the wall, he immediately appears again in the same row or column in the square at the other side of the arena-board (as if the edges of the game board were portals).



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