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	<title>jhunterj.com &#187; roborally</title>
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	<description>J. Hunter Johnson—I&#039;m just this geek you (should) know.</description>
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		<title>RoboRally Chess</title>
		<link>http://jhunterj.com/2013/03/11/roborally-chess/</link>
		<comments>http://jhunterj.com/2013/03/11/roborally-chess/#comments</comments>
		<pubDate>Mon, 11 Mar 2013 12:17:49 +0000</pubDate>
		<dc:creator><![CDATA[Hunter]]></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[house rules]]></category>
		<category><![CDATA[roborally]]></category>

		<guid isPermaLink="false">http://jhunterj.com/?p=221</guid>
		<description><![CDATA[Inspired by this comment, I decided to come up with a chess variant for RoboRally. I wanted to keep the programming aspect of RoboRally and the multiple pieces &#38; capture-the-king goal of chess intact. Programming a &#8220;side&#8221; of 16 bots would <a class="more-link" href="http://jhunterj.com/2013/03/11/roborally-chess/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Inspired by <a href="http://jhunterj.com/2013/02/06/ice-ice-rally/#comment-1827" target="_blank">this comment</a>, I decided to come up with a chess variant for <em><a href="http://amzn.to/YU6bBn" target="_blank">RoboRally</a></em>. I wanted to keep the programming aspect of <em>RoboRally</em> and the multiple pieces &amp; capture-the-king goal of chess intact. Programming a &#8220;side&#8221; of 16 bots would be too daunting, but a king bot and a handful of piece bots (using chess pieces) would be manageable.</p>
<p>The chess pieces need to have easily identifiable facing, so pieces from <em><a href="http://amzn.to/15FF5UO" target="_blank">Chess Teacher</a>, </em>chess dice from <em><a href="http://amzn.to/Y3yxdg" target="_blank">Proteus</a></em>, standard chess pieces mounted on some teardrop-shaped bases, or gaming miniatures that are evoke the proper piece (clerics, mounted riders, perhaps golems for rooks, etc.) could be used. The king itself could be a standard <em>RoboRally </em>bot. Each player needs a king and a selection of pieces, for example, a rook, a bishop, and two knights.</p>
<div id="attachment_261" style="width: 190px" class="wp-caption alignright"><a href="http://tartarus.org/gareth/roborally/boards/c"><img class="size-full wp-image-261" alt="Photo of the &quot;Chess&quot; board from planet gareth" src="http://jhunterj.com/wp-content/uploads/2013/03/Chess.photo_.thmb_.jpg" width="180" height="180" /></a><p class="wp-caption-text">Photo of the &#8220;Chess&#8221; board from <a href="http://tartarus.org/gareth/roborally/boards/c">planet gareth</a></p></div>
<p>Select one (or two) of the more symmetrically balanced boards from <em>RoboRally</em>—the &#8220;Chess&#8221; board from the Avalon Hill edition is an obvious choice, but there are many more that will work. You could use an empty grid as well, but then this becomes more chess and less <em>RoboRally</em>.</p>
<p>The two players set up their pieces on the two rows closest to opposite ends of the selected arena (secretly, if each wants to wait until the other sets up before deciding on their own set up). Deal out starting hands of 9 <em>RoboRally</em> cards.</p>
<p>Each turn, players lay out programs of five cards. The cards are revealed and executed in priority order. For each card, however, a player chooses any one of his pieces to move. A &#8220;Move 1&#8243; allows a piece to make its normal chess move (and maintains the piece&#8217;s facing); all other cards would use their normal <em>RoboRally</em> movement or turning effect. Opposing robots landed on with a &#8220;Move 1&#8243; chess move are captured; robots landed on with any other movement are pushed per the <em>RoboRally</em> rules. There are no checking rules as in chess, since the eventual capture requires hidden information (the presence of a &#8220;Move 1&#8243;). No castling or <em>en passant </em>captures either, for that matter.</p>
<p>Knights using a &#8220;Move 1&#8243; are subject to effects similar to those of the &#8220;Frog Legs&#8221; option: the knight can pass over pits but would get stopped by walls; the knight move can be made only if a three-square path from the starting space the the landing space could be traversed by a flying robot.</p>
<p>A bishop can move through any vertex unless a wall or open pit on the bishop&#8217;s left and a wall or open pit on the bishop&#8217;s right meet at the vertex.</p>
<div id="attachment_265" style="width: 310px" class="wp-caption alignright"><a href="http://jhunterj.com/wp-content/uploads/2013/03/2013-03-10-17.26.05.jpg"><img class="size-medium wp-image-265" alt="King Twonky and four chess dice pieces" src="http://jhunterj.com/wp-content/uploads/2013/03/2013-03-10-17.26.05-300x225.jpg" width="300" height="225" /></a><p class="wp-caption-text">King Twonky and four chess dice pieces. Photo by J. Hunter Johnson, released under <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC-BY-SA-3.0</a></p></div>
<p>A piece ending a turn on a double-wrench space farthest from its starting edge can be promoted (instead of any healing damage or gaining an option). That is, of the rows that have any double-wrench spaces, only the row farthest from the starting edge row &#8220;empowers&#8221; its double-wrenches with promotion capability.</p>
<p>The object of the game is to capture the opposing king with a chess move or eliminate him through <em>Robo Rally</em> effects (pits, crushers, or accumulated damage). Only damage to the king reduces the number of cards drawn.</p>
<p><a href="http://amzn.to/Y26VZe" target="_blank">Shogi </a>pieces could also be used this way (and have good facing). You could even mix-and-match shogi pieces, other regional chess-like games&#8217; pieces, or fairy chess pieces (see <a href="http://en.wikipedia.org/wiki/Chess_variant" target="_blank">Chess variants</a>). If you get really deep into it, you can also experiment with unbalanced sides, piece drafts, or point buys—let me know how it goes!</p>
<p style="text-align: right;">—jhunterj</p>
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		<title>Ice, Ice, Rally</title>
		<link>http://jhunterj.com/2013/02/06/ice-ice-rally/</link>
		<comments>http://jhunterj.com/2013/02/06/ice-ice-rally/#comments</comments>
		<pubDate>Thu, 07 Feb 2013 00:15:53 +0000</pubDate>
		<dc:creator><![CDATA[Hunter]]></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[house rules]]></category>
		<category><![CDATA[roborally]]></category>

		<guid isPermaLink="false">http://jhunterj.com/?p=217</guid>
		<description><![CDATA[The return of my ice rules for RoboRally: There are two unofficial RoboRally boards available online that feature Ice. &#8220;The Ice Rink&#8221; includes rules for inertia. &#8220;The Cold Room&#8221; features a much nicer graphic, but the &#8220;spin chart&#8221; is not <a class="more-link" href="http://jhunterj.com/2013/02/06/ice-ice-rally/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>The return of my ice rules for <em><a title="RoboRally | BoardGameGeek" href="http://www.boardgamegeek.com/boardgame/18/roborally" target="_blank">RoboRally</a></em>:</p>
<div id="attachment_218" style="width: 119px" class="wp-caption alignright"><a href="http://jhunterj.com/wp-content/uploads/2013/02/cold_room.jpg"><img class="size-full wp-image-218" alt="Thumbnail of the Cold Room map" src="http://jhunterj.com/wp-content/uploads/2013/02/cold_room.jpg" width="109" height="109" /></a><p class="wp-caption-text">Cold Room from Robo Factory</p></div>
<p>There are two unofficial <em>RoboRally</em> boards available online that feature Ice. &#8220;<a href="http://www.scat.demon.co.uk/free.html#roborally">The Ice Rink</a>&#8221; includes rules for inertia. &#8220;<a href="http://tartarus.org/gareth/roborally/boards/Cold_Room">The Cold Room</a>&#8221; features a much nicer graphic<s>, but the &#8220;spin chart&#8221; is not yet available (and, given the time spent coming &#8220;ASAP&#8221;, unlikely to become available, but it would probably have be very similar to The Ice Rink&#8217;s)</s> (<em>UPDATE</em>: The Spin Chart is available at the new link!). Neither of them are really suitable to lunch-time play, since tracking and dealing with inertia is tedious. But I like the art on &#8220;The Cold Room&#8221; enough that I wrote my own rules for Ice. If you&#8217;ve got a lot of time and the inclination, try out the inertia stuff, but if you don&#8217;t:</p>
<h2>Ice</h2>
<p>Robots may move cautiously on Ice without change. Rotate Left and Rotate Right function normally. A Move 1 will function normally except that another robot cannot be pushed.</p>
<p>Faster movement will be affected by the reduced friction on Ice. A robot executing a U-Turn on Ice will spin completely around, so that his facing does not change.</p>
<p>A Move 2 <i>through</i> an adjacent robot will cause both robots to slide until they leave the ice, hit a wall, or hit another robot. A Move 2 <em>onto</em> a square occupied by another robot will cause that other robot only to slide, as above. A Move 2 into two robots will not push them at all. A Move 2 with no other robots within the front two squares will slide as above.</p>
<p>A Move 3 has the same effects as a Move 2, depending on whether another robot(s) is moved through or landed on. It cannot push 3 robots. A Move 4 (via Fourth Gear) cannot push 4 robots.</p>
<p>In addition to the above effects, a robot beginning a turn on Ice receives one fewer card than normal, unless that would require a register to be locked.</p>
<p style="text-align: right;">—jhunterj</p>
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