Game Development Reference
In-Depth Information
The leg has no power in the fight and no intelligence level either, but determines the
way the robot moves. The simple ones, known simply as Legs , are not very fast,
and the game piece moves by the number of squares that the dice has shown. The
Caterpillars card gives more freedom of space; the player gets an extra square to
move though it is not obligatory to make such a +1 move, and a more profitable des-
tination can be chosen. The most attractive and of course, the rarest option is the
jet , a little cylinder with a nozzle, allowing the robot to soar above the ground a little
bit. The extra square it gives is equal to two and this gives a player full freedom of
choice on the board.
All the spares—including the legs—are subdivided into types, expressing the mater-
ials they are made of. Every card has special letter marks to display the material.
There are metallic spares (M), plastic ones (P) and combined ones (MP). Generally,
there is no difference between the materials; a metallic spare part is as good as a
plastic one is. But sometimes it can be important. Monsters of an electric nature at-
tack only metallic parts, their high-temperature counterparts like to melt plastic, and
so forth.
The player should collect all the three classes (independent to their power value and
material) in order for their robot to function normally. If there are fewer classes at
the player's table, some restrictions are applied to the character. Let's see some of
these:
Only a head : In this, the robot cannot use his full potential; he moves very
slowly, only one square per move, and the dice is not used. His goal is to
reach a spares square, hoping that he gets some legs or a body. Such a ro-
bot can open doors, if its head has enough power and even can defeat a
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