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On the following pages, you'll find a list of nineteen racing courses. The course descriptions will tell you which boards to use (each board is labeled with a number and a letter) and how to set up board elements. The courses are listed according to the following five difficulty levels.


  1. Starter Course: Dizzy Highway

    If you're playing for the first time, start here!

  2. Beginner

    Comfortable with the basic ROBO RALLY rules? Try these courses, where you'll need to interact with the board elements more than you did in Dizzy Highway.

  3. Intermediate

    Feel like you can take on any board element any time? Well, you can't escape them in the intermediate courses. You'll get stuck. You'll get shot. You'll chase moving checkpoints.

  4. Advanced

    These are for players looking for a strategic challenge. Cramped spaces mean near-constant interaction with board elements and rival robots.

  5. Robots. Must. Die.

    We don't know who designed these. They're just mean.


Each racing course description will also tell you the following information:

Game Length: This is the typical amount of time it'll take players who are familiar with the ROBO RALLY rules to get through the course.

A short game may take about thirty minutes; a medium game may take about one hour; and a long game may take an hour and a half or more. The actual game time will depend on the number of players.

Special Rules: Some racing courses include rules you'll need to follow in addition to the core ROBO RALLY rules.


1. Starter Course: Dizzy Highway

If it's your first time playing, start here!


  • Game Length: Short.
  • Boards: Start A, 5B.
  • Special Rules: None

To set up the course, do the following:

  1. Set up the factory floor by placing the start board next to gameboard 5B as shown.
  2. Place the checkpoints, energy cubes, reboot token, and priority antenna on the boards as shown.


2. Beginner Courses


Risky Crossing

  • Game Length: Short
  • Boards: Start A, 5A
  • Special Rules: None

High Octane

  • Game Length: Medium
  • Boards: Start A, 4B
  • Special Rules: None

Sprint Cramp

  • Game Length: Short
  • Boards: Start B, 5A
  • Special Rules: None

Corridor Blitz

  • Game Length: Short
  • Boards: Start A, 2B
  • Special Rules: None

Fractionation

  • Game Length: Medium
  • Boards: Start A, 6A
  • Special Rules: None

3. Intermediate Courses


Burnout

  • Game Length: Medium
  • Boards: Start B, 2B
  • Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.

Lost Bearings

  • Game Length: Medium
  • Boards: Start A, 1A
  • Special Rules: None

Passing Lane

  • Game Length: Medium
  • Boards: Start B, 4B, 5B
  • Special Rules: None

Twister

  • Game Length: Medium
  • Boards: Start A, 6B
  • Special Rules: In this course, you'll place checkpoints on conveyor belts. During the activation phase, move the checkpoints as you would a robot. Robots sitting on the checkpoint when it moves will also move.


4. Advanced Courses


Dodge This

  • Game Length: Medium
  • Boards: Start A, 4A
  • Special Rules: None

Chop Shop Challenge

  • Game Length: Long
  • Boards: Start B, 3A, 2A
  • Special Rules: None

Undertow

  • Game Length: Long
  • Boards: Start B, 1A, 3A, 4A
  • Special Rules: None

Heavy Merge Area

  • Game Length: Long
  • Boards: Start A, 1B
  • Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.

Death Trap

  • Game Length: Long
  • Boards: Start A, 2A
  • Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.


5. Robots. Must. Die. Courses


Pilgrimage

  • Game Length: Long
  • Boards: Start A, 1B, 4B, 5B
  • Special Rules: In this course, you'll place checkpoints on conveyor belts. During the activation phase, move the checkpoints as you would a robot.

    Robots sitting on the checkpoint when it moves will also move. If a checkpoint reaches a pit, it falls in. Immediately reset the checkpoint to its original position.

    Any robot that was on the checkpoint when it fell into the pit immediately reboots and may not count that checkpoint as complete.


Gear Stripper

  • Game Length: Long
  • Boards: Start A, 1B, 3B
  • Special Rules: In this course, you'll place checkpoints on conveyor belts. During the activation phase, move the checkpoints as you would a robot.

    Robots sitting on the checkpoint when it moves will also move. If a checkpoint reaches a pit, it falls in. Immediately reset the checkpoint to its original position.

    Any robot that was on the checkpoint when it fell into the pit immediately reboots and may not count that checkpoint as complete.

Extra Crispy

  • Game Length: Short
  • Boards: Start A, 4A
  • Special Rules: In this course, you'll place the reboot token on the start board. Any robots that reboot will reboot onto that reboot token.

Burn Run

  • Game Length: Long
  • Boards: Start B, 1A, 4B, 5A, 6A
  • Special Rules: None

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