Adventures of an Amateur Board Game Developer - v0.2.0
As an avid programmer and board game player, I heartily enjoy Robo-Rally. However, I don’t think it is complicated enough. So this series of blog-posts will chronicle my attempts to add Lightbot inspired elements to Robo-Rally. The last post can be found here. The Github repository for v0.2.0 can be viewed here.
Second playtest at SCHS today in a 4 person game.
The rules were the same as before, with the one addition that after finishing your command, you could choose to “suspend” your robot for the rest of the turn (it can’t affect or be affected by anything) in order to solve the uncontrollable conveyor belt issue from last time. One player remarked that this solution felt unthematic. I agree, but I also don’t have a better idea.
The cards available to purchase were:
Run Function 1
Run Function 2
Run Function 3
If (elements are in the mega-square around the robot)
No major issues this time. Some minor things to consider:
I’m not convinced that Repeat (n) is necessary or better than a recursive loop
Combine needs to be clearer about what cards can and can’t be combined
The layout of If needs work
We used dice this time to represent C.U., and that required that people keep track of their total in their heads. Need better bookkeeping on the player mats to track that.
I could also expand the player mat to contain the entire turn order.
I would like to try to add interactive cards such as Turn Towards (element)
Someone suggested adding move left/right without turning, but I think that would break Cannery Row
Other possible advanced cards would be something like Jump, but that also seems potentially abusable
I’m not sure if Fire should execute at 000 or 1000
I’d like to work on the layout a little to make it look a little nicer