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Comped Playtest Review Matt Drake September 14, 2005 (Classy & Well Done) The re-release of one of Richard Garfield's other big games. Matt Drake has written 73 reviews (including 32 board/tactical game reviews), with average style of 4.26 and average substance of 3.82. The reviewer's previous review was of Dungeon Master's Guide II. This review has been read 3416 times. |
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Robo Rally was re-released this summer, more than ten years after its initial release. Avalon Hill is obviously hoping for another big win, since nostalgia alone is enough to drive many to purchase this game. But is it good for more than just the memories?
The Pieces
The pieces in Robo Rally are fun, well-made and amusing. Every part of the game is designed to be easy to learn and fun to play.
The pawns are the stars of the show here. Eight different plastic robots with pointed bases can compete in a madcap race across the factory floor. These robots are painted a metallic gray with a light wash, but there is no color on them anywhere. They are fun and quirky, if not colorful.
The boards representing the factory floors are sturdy and attractive. Four double-sided squares can be assembled to create giant mazes or quick races. Some maps are relatively benign, with just a couple lasers and gears to complicate the race, and some are filled with deadly pits that are completely unforgiving to the careless player.
The movement and option cards are great. They are colorful and well-designed, allowing instant reading and amusing eye candy. The other parts are also nice, like the player cards, flags and damage markers. Everything is well-designed, easy to read, and attractive.
The Game
Robo Rally is, at heart, a simple game to learn. Players each receive nine cards at the beginning of every turn, from which they select five to program their robots. Program cards go into five different program registers, and tell the robots to move forward, turn, or back up. By planning the turn, players can take advantage of conveyer belts and gears to get extra movement accomplished. Players move around the board, tagging flags in a chaotic race.
There is considerably more to the game, however, than the program and execution. As robots move across the board, numerous dangers assail them. Lasers can damage robots that end a move in front of their beams, and as if that weren’t bad enough, each robot is also armed with a laser capable of damaging other robots. As robots take damage, their ability to move is hampered. This is reflected by a smaller number of cards per turn – players are dealt one less card per turn for each damage token they carry. If a robot ever takes more than four damage tokens, it begins to lock the registers, so that it performs the same movement in a register until it is repaired.
Robots can completely repair by powering down, but even then, they are not completely safe. A robot that is powered down can still be pushed by other robots or be guided into a pit by conveyer belts. The board is full of hazards that can claim a robot’s tenuous metallic life.
Happily, the supercomputers make backup robots. Each time a robot is destroyed, it reenters play at an archive point. There are only so many backups, however – when a robot is destroyed the third time, it is out of the game.
Option cards, which can be gained at special spots on the factory floor, add even more mayhem. The ability to move farther, shoot dual lasers, or avoid damage can provide considerable strategic options. These options can also be discarded when damage is taken, to make sure a robot does not wind up a pile of scrap.
Observations
Robo Rally seems to have a great deal of promise. The game play mechanic is sound and the components are lively fun. However, the game will not appeal to everyone. Analytical people who enjoy the challenge of programming their moves and accounting for possible complications will find a good time in Robo Rally. Those who become frustrated when stupid mistakes drive them into a trash compactor will enjoy the game considerably less. The recommended age is 12 and up, and that is quite appropriate. Younger kids will be easily annoyed by their continued bouncing against walls and driving off of cliffs.
Style: 4 – Neat and fun components. Not amazing, but fun anyway.
Substance: 3 – This score depends entirely on the gamer. An analytical gamer might give this game a 5, while more easily frustrated gamers might give it a 1. I split the difference.
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