Original Options
Ablative Coat
Activation = Always Active
Type = Defense
Capacity = 3 damage points
Explosive Power = n/a
Description =
Your robot is now covered with a special coat that takes 3 points of damage from any source or direction.
Abort Switch
Activation = Run Time
Type = Card Draws
Capacity = n/a
Explosive Power = n/a
Description =
Instead of revealing a program card, ignore it and draw a new one randomly from the deck.
Once switch is activated, draw program cards randomly from the deck for the remainder of the turn.
Brakes
Activation = Run Time
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
Your robot may now choose to move zero when it is executing a Move 1
Priority is that of the Move 1.
Circuit Breaker
Activation = Auto
Type = Power Down
Capacity = n/a
Explosive Power = n/a
Description =
Any time your robot ends a turn with 3 or more points of damage, it will automatically begin the next turn powered down.
Conditional
Activation = Turn Set/Run Time
Type = Card Draws
Capacity = n/a
Explosive Power = n/a
Description =
After programming all five registers, you may place one of the remaining program cards on this option. This conditional program may then be substituted for any program in your registers before cards for that register phase are revealed.
Discard the conditional program at the end of the turn, but keep this option.
Double Barrel Laser
Activation = Weapons Fire
Type = Main Laser Mod
Capacity = n/a
Explosive Power = n/a
Description =
Your robot's main laser has been modified to fire two shots.
May be used with Fire Control and/or High Power Laser.
Extra Memory
Activation = Always Active
Type = Card Draws
Capacity = n/a
Explosive Power = n/a
Description =
Your robot receives one extra program card per turn. This option does not prevent your robot from being destroyed when it has received 10 points of damage.
Fire Control
Activation = Weapons Fire
Type = Main Laser Mod
Capacity = n/a
Explosive Power = n/a
Description =
You have targeting control of your robot's main laser.
When scoring a point of damage, you may choose to use the damage to lock a register or destroy a particular option.
Flywheel
Activation = Turn Programmed
Type = Card Draws
Capacity = n/a
Explosive Power = n/a
Description =
After programming all five registers, you may place one of the remaining program cards on this option. In a subsequent turn that card may be added to the program cards dealt to you.
Fourth Gear
Activation = Run Time
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
Your robot may now choose to move 4 squares when it is executing a Move 3.
Priority is that of the Move 3.
Gyroscopic Stabilizer
Activation = Turn Programmed
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
On any turn you choose to activate this option, your robot is not rotated by gears or conveyer belts.
Default Setting = Not active
High Power Laser
Activation = Weapons Fire
Type = Main Laser Mod
Capacity = n/a
Explosive Power = n/a
Description =
Your robot's main laser has been modified to shoot through one wall or robot to reach a target robot. If you shoot through a robot, that robot also receives damage.
May be used with Fire Control and/or Double Barrel Laser.
Mechanical Arm
Activation = Run Time
Type = Special
Capacity = n/a
Explosive Power = n/a
Description =
Any time your robot ends a register phase on one of the four squares bordering a checkpoint, it may use the mechanical armto "tag" the checkpoint.
A wall will block the arm, but another robot on the checkpoint will not.
Mini Howitzer
Activation = Weapons Fire
Type = Optional Weapon
Capacity = 5 shots
Explosive Power = n/a
Description =
You now have the option of firing a mini howitzer instead of your robot's main laser.
The mini howitzer will cause 1 point of damage in addition to pushing the target robot 1 square away from you.
Power Down Shield
Activation = Auto
Type = Defense
Capacity = n/a
Explosive Power = n/a
Description =
When your robot powers down, a shield comes out on each of the robot's four sides. Each shield protects the robot from 1 point of damage per register phase.
When the robot powers up, the shields retract.
Pressor Beam
Activation = Weapons Fire
Type = Optional Weapon
Capacity = n/a
Explosive Power = n/a
Description =
You now have the option of firing a pressor beam instead of your robot's main laser.
The pressor beam will push a target robot 1 square away from you.
Radio Control
Activation = Weapons Fire
Type = Optional Weapon
Capacity = n/a
Explosive Power = n/a
Description =
You now have the option of using a radio control beam instead of your robot's main laser.
The radio control beam can only target a robot within 6 squares, and it replaces that robot's entire program with a copy of your robot's program. In cases of card priority, the target robot moves after your robot.
Ramming Gear
Activation = Run Time Auto
Type = Additional Weapon
Capacity = n/a
Explosive Power = n/a
Description =
When your robot pushes another robot, that robot receives a point of damage in addition to being pushed.
Even if the target robot can't be moved, it still receives a point of damage.
Rear Laser
Activation = Weapons Fire
Type = Additional Weapon
Capacity = n/a
Explosive Power = n/a
Description =
Your robot has a rear-firing laser in addition to its main laser.
Recompile
Activation = Before Programming
Type = Card Draws
Capacity = n/a
Explosive Power = n/a
Description =
You may receive a new hand once per turn before your robot is programmed.
Your robot receives a point of damage after you receive the new hand.
Reverse Gears
Activation = Run Time
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
Your robot may now choose to back up 2 squares when it is executing a Back-Up.
Priority is that of the Back-Up.
Scrambler
Activation = Weapons Fire
Type = Optional Weapon
Capacity = n/a
Explosive Power = n/a
Description =
You now have the option of firing a scambler instead of your robot's main laser.
The scambler allows you to replace the next programmed card of a target robot with a random one from the deck. This option cannot be used on the fifth register phase.
Shield
Activation = Turn Programmed
Type = Defense
Capacity = n/a
Explosive Power = n/a
Description =
Your robot now has a shield that protects the robot from 1 point of damage per register phase.
Program the direction the shield faces each turn to indicate FRONT, BACK, RIGHT, or LEFT.
Default Setting = Set to FRONT
Superior Archive Copy
Activation = New Robot Placement
Type = Special
Capacity = n/a
Explosive Power = n/a
Description =
You may withdraw your next archive copy undamaged, even if you discard this option when your robot is destroyed.
Tractor Beam
Activation = Weapons Fire
Type = Optional Weapon
Capacity = n/a
Explosive Power = n/a
Description =
You now have the option of firing a tractor beam instead of your robot's main laser.
The tractor beam will pull a target robot 1 square toward you. The beam may not be used if the target robot is in an adjacent square.
Turret
Activation = Turn Programmed
Type = Weapon Mod
Capacity = n/a
Explosive Power = n/a
Description =
Your robot now has a turret for its main laser and optional weapons.
Program the direction the turret faces each turn to indicate FRONT, BACK, RIGHT, or LEFT.
Default Setting = Set to FRONT
Armed & Dangerous Options
Big Gun
Activation = Weapons Fire
Type = Optional Weapon
Capacity = 5 shots
Explosive Power = n/a
Description =
You may fire the Big Gun instead of firing your robot's main laser.
The Big Gun causes 2 points of damage in addition to pushing your robot back 1 square.
Big Jet
Activation = Phase Programmed
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
When activated, your robot flies forward 8 squares before landing and executing its program. The Big Jet allows you to fly over walls and other robots.
Your robot takes 2 points of damage when it lands.
The Big One
Activation = Phase Programmed
Type = Gadget
Capacity = 1 bomb
Explosive Power = 64
Description =
When activated, place a Big One token in your robot's square. At the beginning of the next turn, The Big One explodes.
Bio Option
Activation = On Power Down
Type = Special
Capacity = n/a
Explosive Power = n/a
Description =
When you receive this option, immediately take another option and place it on Bio Option. Each time your robot powers down, discard the other option and draw another.
If you exchange either Bio Option or the other option to prevent damage, discard both options.
Bridge Layer
Activation = Phase Programmed
Type = Gadget
Capacity = 2 bridges
Explosive Power = n/a
Description =
When activated, place a bridge token in the square in front of your robot. Treat robots moving over this square as if they were moving over open floor.
Buzz Bomb
Activation = Turn Programmed
Type = Movement
Capacity = 3 bombs
Explosive Power = 4
Description =
When you activate this option (and each turn until the Buzz Bomb explodes), take five program cards and use them to program the Buzz Bomb. If the Buzz Bomb collides with a robot or wall, it explodes for 4 points of dammage. Buzz Bombs are pushed by pushers; crushers will destroy a Buzz Bomb, causing it to explode; only one Buzz Bomb may be in play at a time.
Converter
Activation = Run Time
Type = Damage/Movement
Capacity = n/a
Explosive Power = 2
Description =
When your robot is damaged, place an energy counter on this option instead of taking a damage chit. When your robot executes its next movement card, remove an energy counter and move 1 extra square.
If there are more than two counters on this option at any time, it explodes for 2 points of damage.
Destroying this option or exchanging it to prevent damage will cause it to explode for 1 point of damage for each energy token on the option.
Crab Legs
Activation = Phase Programmed
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
You may place a Move 1 in the same register as a Rotate Left or Rotate Right card, and during that phase your robot will move 1 square to the left or right, respectively, without rotating.
Drone Launcher
Activation = Weapons Fire
Type = Optional Weapon
Capacity = 3 drones
Explosive Power = 2
Description =
You may launch a drone instead of firing your main laser.
Drones fly 3 squares toward the target robot each register phase, and explode for 2 points of damage in addition to pushing the target robot back one square.
Dual Processor
Activation = Phase Programmed
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
You may place both a movement card and a rotate program card in a single register.
When executing the movement card, move one square less and then execute the rotate card. If the rotate card is a U-Turn, move two squares less.
Frog Legs
Activation = Phase Programmed
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
You may now treat your robot as if it were flying when it is executing a Move 2 or Move 3.
This option cannot be activated while your robot is flying.
Goo Dropper
Activation = Phase Programmed
Type = Gadget
Capacity = 3 goos
Explosive Power = n/a
Description =
When activated, place a goo token in your robot's square. If a robot passes over or stops on the goo, the robot cannot leave that square until it attempts to move a total of four squares in any direction.
Homing Device
Activation = Weapons Fire/Turn Programmed
Type = Optional Weapon/Movement
Capacity = n/a
Explosive Power = n/a
Description =
You may place a homing device token on a target robot instead of firing your robot's main laser.
Turn Programmed: When activated, ignore your hand and move forward 3 squares during each register phase if doing so will bring youcloser to the target robot. Otherwise, Rotate Left.
Interceptor
Activation = Weapons Fire/Before Programming
Type = Optional Weapon/Card Draws
Capacity = n/a
Explosive Power = n/a
Description =
You may place an intercept token on a target robot instead of firing your robot's main laser.
After cards are dealt on subsequent turns, you may choose to exchange cards with the player whose robot has your intercept token. Take the intercept token back.
Mine Layer
Activation = Phase Programmed
Type = Gadget
Capacity = 3 mines
Explosive Power = 4
Description =
When activated, place a mine in your robot's square. If a robot passes over or stops on the mine, it explodes.
Missile Launcher
Activation = Weapons Fire
Type = Optional Weapon
Capacity = 3 missiles
Explosive Power = 4
Description =
You may launch a missile instead of firing your robot's main laser.
When launched, place the missile in your robot's square. During each subsequent phase, move the missile forward 2 squares.
Option Damping Field
Activation = Turn Programmed
Type = Special
Capacity = n/as
Explosive Power = n/a
Description =
When activated, all options (except this one) within a 3-square radius of your robot are deactivated or cannot be used. Devices already released by options continue to function normally.
Overload Overdrive
Activation = Phase Programmed
Type = Movement
Capacity = n/a
Explosive Power = n/a
Description =
You may place two program cards in a single register and execute both in that register phase, or you may leave a register unprogrammed.
Your robot takes a point of damage each time this option is used.
Portable Teleporter
Activation = Phase Programmed
Type = Gadget
Capacity = 1 teleporter
Explosive Power = n/a
Description =
When activated, place a portable teleporter in your robot's square. Treat the portable teleporter as if it were a teleporter board element.
Proximity Mine
Activation = Phase Programmed
Type = Gadget
Capacity = 3 proximity mines
Explosive Power = 4
Description =
When activated, place a proximity mine in your robot's square. If a robot passes within 1 square of the mine, the mine explodes.
Reengineering Unit
Activation = Run Time
Type = Special
Capacity = n/a
Explosive Power = n/a
Description =
When your robot pushes another robot, you may exchange this option for an option on the other robot.
Reflector
Activation = Turn Programmed
Type = Defense
Capacity = n/a
Explosive Power = n/a
Description =
When your robot is hit by a laser, your robot takes damage and the laser is reflected back to its source.
Program the direction the reflector faces each turn to indicate FRONT, BACK, RIGHT, or LEFT.
Default Setting = Set to FRONT
Retro-Rockets
Activation = Phase Programmed
Type = Movement
Capacity = 3 fuel tokens
Explosive Power = n/a
Description =
When activated, your robot flies back 2 squares per fuel token before executing its program.
Robo-Copter
Activation = Turn Programmed
Type = Flying
Capacity = n/a
Explosive Power = n/a
Description =
Program by placing an unused movement card on this option.
During each register phase, execute the movement card and then execute your program card. While robo-copter is active, your robot is flying.
Scrambler Bomb
Activation = Phase Programmed
Type = Gadget
Capacity = 1 scrambler bomb
Explosive Power = n/a
Description =
When activated, place a scrambler bomb in your robot's square. At the beginning of the next turn, all robots within 6 squares of the bomb execute program cards at random for the entire turn.
Self-Destruct
Activation = Phase Programmed
Type = Special
Capacity = n/a
Explosive Power = 16
Description =
Program by placing this option in a register. The option will be destroyed at the beginning of that register phase.
If destroyed or exchanged to prevent damage, this option explodes.