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Rules Reference

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0% found this document useful (0 votes)
49 views28 pages

Rules Reference

Uploaded by

boyceshakir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RULEBOOK

Game Design: Gabe Barrett


Illustration: Liam Cuthbert, Jorge Velez, Jon Merchant
Graphic Design: Liam Cuthbert, Drew Corkill, Jon Merchant

Barrett Publishing
© 2022 All Rights Reserved

02
TABLE OF CONTENTS
BATTLE 12
ADVENTURE BOOK 4 Active RoboMon 12
Bolt Mart 4 Shield Tokens 12
Encounters 4 Turn Order 12
Puzzles 4 RoboMon with the Same Speed 12
Quests 4 Action Dice 13
Skill Checks 5 Ongoing Abilities 13
Opposing Turns 13
MAPS 5
Bubbles 5 WILD BATTLES 14
Explore Icons 5 BATTLE SPARKY 15
Hoverbus Icons 5 Attack/Defend Tokens 16
Numbers 6 Basic Attacks 16
Numbers inside Octagons 6 Special Attacks 17
Numbers with ## 6 RoboMon Types 17
QR Codes 6 Modifier Dice 17
Robo Repair 6
Search, Chest, and Door Handle Icons 6 COMPETITIVE BATTLES 19
BATTLE TABITHA 19
CREATE A CHARACTER 7 Range 20
Line of Sight 20
CHARACTER SHEET 8 Terrain 20
Attributes 8 Movement 20
Certificates 8 Switching RoboMon 21
Common Items 8 Using Items in Battle 21
Hoverbus 8 After a Battle Is Over 21
Item Stickers 8 Large RoboMon 22
Patches 9
Silver 9 SAVING THE GAME 22
Special Items 9 Save Box 22
Where You Left Off 22
REPROGRAMMING ROBOMON 10
Duplicate RoboMon 10 TWO PLAYER MODE 22
Fishing 10
Reprogramming Wild RoboMon 10 UPGRADING ROBOMON 23
RoboMon Tracker 11
Team Size 12 ICON REFERENCE 24

03
ADVENTURE BOOK Puzzles
Bolt Mart The world of RoboMon is full of puzzles, secrets, and
riddles. Some of them are visual and accompanied
Throughout your journey, you’ll find Bolt Marts by an image while others are text-based. But every
where you can buy all sorts of things to build, fix, puzzle’s answer will be a four-digit number that
and upgrade RoboMon. To purchase something, you’ll turn to in the Adventure Book.
discard the indicated amount of silver (the number
next to the moon icon), and update the items If your number is correct, you’ll receive a reward.
section of your character sheet. However, if the number you come up with is
incorrect, it will either not appear in the Adventure
There is no limit to the number of items you’re able Book or it will cost you something.
to buy. (Bolt Mart shelves are always fully stocked
assuming you have the silver..) Each puzzle has a difficulty rating so you’ll know
how challenging it is. The ratings go from one star
which means easy to five stars which means very
challenging.

Most puzzles are like side quests and do not affect


the game’s overall story or your progression.
However, some puzzles are important to the
game’s plot, so these puzzles are marked (story)
and always have a hint system so that you don’t
get stuck.

Quests
Whenever you receive a quest from someone,
Encounters
you’ll draw a card from the Adventure Deck to
Numbers and capital letters on maps take you remind you what the task is and who gave it to you.
to encounters inside the adventure book. An
After accomplishing the task, you can return to
encounter could be a puzzle, a conversation, a skill
the person and turn to the specified entry in the
check, a battle, or a combination of multiple things.
adventure book to see what happens next!
Many interactions will give you a choice to make on
what to say or how to respond. These choices will
lead to different outcomes, skill checks, puzzles,
sidequests, etc. depending on your response.

Each choice will give you an adventure book entry


to turn to in order to see what happens next.

04
Skill Checks MAPS
During your adventure, you’re going to run into Bubbles
many different people, obstacles, and challenges
that test your abilities. When you encounter one of Many characters, encounters, chests, items, etc.
these skill checks, you’ll roll two six-sided dice and have bubbles that you can fill in with a pencil to help
add/subtract any modifiers you have to see what you remember what you’ve already completed.
happens.

Before rolling dice, you’ll see an ability icon with


Use one color of bubble for your entire playthrough
“CHECK” beside it. The icon corresponds to one of
of the game.
the ability icons on your character sheet.
For encounters that give you a quest to complete,
For example, for a check with a charisma you
you may want to only fill in half a bubble to remind
would roll two six-sided dice and add/subtract the
you that the quest is in progress. And then fill in the
number you have next to charisma.
other half once you complete the quest.
But you’re not done yet because your RoboMon can
Some characters, locations, items, etc. do not have
help you with skill checks!
bubbles. This means you can interact with them
If you have a RoboMon currently on your team with without “completing” them. For example, an item
a matching icon, you get a +1 to your roll. (And you shop or a Ranger Certification Station.
get +1 for each RoboMon with the icon, so you have
a maximum of +6 from RoboMon helping you.)

So, the process is:


Explore Icons
When you see a icon, it means there’s something
1. Roll two six-sided dice.
to explore. These locations usually have some type
2. Add your ability modifier. of encounter and offer opportunities to experience
interesting adventures and possibly gain cool stuff!
3. Add your RoboMon modifier.

Then, see what story result you get based on the


final number. Hoverbus Icons
Typically, a six or lower is a failure, a seven through When the Founders put the world back together,
nine is mixed results, and a ten or higher is a total they made sure to set up a transportation system of
success. hoverbusses to make it easy to get places. And you
get to benefit from that system!
Through these encounters, you’ll often gain items,
certification points, and sometimes RoboMon! Whenever you move to a Map with a icon and
a Hoverbus Stop on it, write down the name of the
location and the page number in the Hoverbus
section of your character sheet.

Now, anytime you’re on a Map Book page with a


Hoverbus Stop, you may jump to any other page
you’ve visited with a Hoverbus Stop.

05
Numbers Robo Repair
The maps are full of encounters with two-digit Whenever you see a Robo
numbers that lead to entries in the adventure Repair kiosk or a larger
book, however, every entry in the adventure book Robo Repair building,
is based on a four-digit number. you may pay ten silver
to have all the RoboMon
To get to an entry, use the encounter’s two-digit on your team repaired to
number and place it to the left of the current page full hit points. You may
number. This will give you a four-digit number. do this as many times as
For example, an encounter with number 12 that’s you have the silver to pay
on page 07 would take you to entry 1207 in the for it.
adventure book.

However, the first repair


Numbers Inside Octagons at a Robo Repair location
is free. Just color in the
Whenever you see a number inside a red octagon, bubble next to FREE at
it means you must turn to this adventure book the bottom of the map
entry before moving on to a different map page. page.

You may also switch out


any number of RoboMon
Numbers with ## on your team with
Whenever you see a two-digit number inside a box RoboMon in your Save
with a ## in front of it, it means an item’s number Box. You can only have
can be added to it to create a four-digit number up to a maximum of six
which leads to an adventure book entry. RoboMon on your team
at one time.
For example, if you see ##47 on a computer screen
and have a JumpDrive with 56 on it, you could go to
entry 5647 to see what’s on the JumpDrive.
Search, Chest, and Door Handle Icons
Please note that only certain items have numbers.

QR Codes
Most maps contain a QR code that you can scan
Along your journey, you’ll find lots of search, chest,
to open a music file. The music isn’t necessary for
and door handle icons. Whenever you see this icon,
gameplay but helps create the atmosphere for the
refer to the chart at the bottom of the page with the
current map you’re on.
same icon, and roll the indicated die to see what
you find.

You can only find one item per icon.

06
CREATE A CHARACTER
Take a character sheet and place it in front of you.

Peel off one of the characters on the sticker sheet


and place it inside the large, empty box on the
character sheet. This is what your character looks
like. (You may also draw your own character or
place a photograph.)
Think of these values as ways to tell who
Give your character a name by writing it in the box your character is. Maybe you’ve been
at the top of the sheet. reading a lot of books preparing for your
adventure, so you have a +2 for Intelligence.
During your adventure, you’ll encounter lots of skill But maybe all that studying means you’ve
checks that test your strength, intelligence, agility, neglected exercising, so you have a -1 for
charisma, and endurance. Using the values “-1, Strength. Etc.
0, 0, +1, +2” place a value in the box next to each
attribute on your character sheet. You may
only use a value once. These values will
act as modifiers when you roll dice for skill
checks. Emilia

0
+1
+2
-1
0

07
CHARACTER SHEET Common Items
Attributes Whenever you gain, use, or give away a common
item (items printed on the back of the character
Your character has the attributes: strength, sheet), update the number next to that item.
intelligence, agility, charisma, and endurance. Each
attribute has a modifier from -1 up to +2 that you Since batteries are used much more often than the
assign during character creation. (-1, 0, 0, +1, +2) other items, it’s easier to gain and discard battery
tokens while playing and only write down how
You’ll use these modifiers whenever you encounter many batteries you have when you’re saving the
skill checks. game.

Certificates Hoverbus
In the Certificates section on the front of your When the Founders put the world back together,
character sheet, you’ll notice five areas that each they made sure to set up a transportation system
have a box where a sticker will go, a name, and a of hoverbusses to make it easy to get places. And
blank next to a /number. you get to benefit from that system!
When you complete various tasks along your Whenever you move to a Map Book page with a
journey, you’ll gain points for these different areas. icon and a Hoverbus Stop on it, write down the
When that happens, you’ll keep track of how many name of the location and the page number in the
points you’ve gained in the blank next to the / Hoverbus section of your character sheet.
number.
Now, anytime you’re on a Map Book page with a
When the number in the blank is equal to or greater Hoverbus Stop, you may jump to any other page
than the /number, you can go to a Ranger kiosk, you’ve visited with a Hoverbus Stop.
and it’ll walk you through adding a sticker to your
character sheet.
Item Stickers
As you progress through the game’s story, you’ll
gain several items that will be on a sticker sheet.
When you acquire one of these items, you’ll
remove it from the sticker sheet and place it in one
of the empty boxes along the right side of the back
of your character sheet.

Some certificates also come with a special ability. These items typically open up new areas or new
things to do in the world.
After you gain your fifth certificate, you can report
to the RoboMon Ranger Headquarters to be
officially inducted into the Ranger service.

08
Patches Special Items
To move up the ranks in the RoboMon Fighting During your adventure, you’ll gain many special
League, you’ll need to defeat club leaders and earn items that will be on cards. Keep these with your
patches. If you lose a battle, you can always come character sheet until you use them or give them
back to challenge them again later! away. These are often used to complete quests.

Keep them in the Save Box when you put the game
away.

Silver
Whenever you gain silver, the game’s currency,
you gain that many tokens. They come in
denominations of one and three. To keep track of
how much silver you have from session to session,
write down your total in the section on the back
of your character sheet before putting the game
away.

Also, if you ever have more silver during a game


than you have tokens to satisfy, you can update the
amount you have on your character sheet and put
that many tokens back in the supply.

For example, you can add twenty silver to the total


on your character sheet, and then put twenty silver
back in the supply.

09
REPROGRAMMING Follow these steps:

ROBOMON Discard one battery, and roll a twelve-sided die.


Duplicate RoboMon Roll a ten-sided die. If the result is equal to or
less than the result on the twelve-sided die, you
RoboMon with the same name can still have
may continue. If the result is higher, you caught
different stats like hit points, attack damage,
nothing, and this fishing attempt is over. You may
etc. However, you may not possess duplicates
start again at step one.
of the same RoboMon, so if you reprogram one
you already have, you may draw its card from the Roll an eight-sided die. If the result is equal to
RoboMon deck, but then you must place one of the or less than the result on the ten-sided die, you
cards back in the deck. may either continue or reel in your lure to catch
something from the chart on the page. Roll a
four-sided die to see what you caught. If the result
Fishing is higher, you caught nothing, and this fishing
attempt is over. You may start again at step one.
To fish for wild RoboMon, you must have a fishing
rod, and the map you’re on must have a fishing Roll a six-sided die. If the result is equal to or less
chart. than the result on the eight-sided die, you may
either continue or reel in your lure to catch the wild
RoboMon listed next to the d6 on the fishing chart.
Draw the VS card, and have a wild RoboMon battle.
If the result is higher, you caught nothing, and this
fishing attempt is over. You may start again at step
one.

Roll a four-sided die. If the result is equal to or less


than the result on the six-sided die, you may reel in
your lure to catch the wild RoboMon listed next to
the d4 on the fishing chart. Draw the VS card, and
have a wild RoboMon battle. If the result is higher,
you caught nothing, and this fishing attempt is
over. You may start again at step one.

Be aware that deeper water tends to have rarer


RoboMon!

Reprogramming Wild RoboMon


To fish, you’ll roll a series of dice, one at a time, During a battle with a wild RoboMon, you may
attempting to either match or roll lower each discard a Reprogrammer (lowering the number
time. This simulates your lure moving further into on your Character Sheet) to attempt to capture
the depths of the water before eventually pulling the RoboMon and add it to your team. To do this,
something up (or not). you’ll forfeit one of your RoboMon’s turns to toss
the Reprogrammer instead.

10
Find the die that matches the Reprogrammer you If the die lands in the center of the target, the
discarded. There is an icon next to each type of number on the die gets a +3 bonus. If the die lands
Reprogrammer on your Character Sheet that tells in the first outer ring, the number on the die gets a
you which type of die to roll. (A Small Reprogrammer +1 bonus. If the die lands in the second outer ring,
uses a d4 ; a Medium Reprogrammer uses a d6 it does not receive a bonus. If the die lands outside
; a Large Reprogrammer uses a d8 .) the target, it doesn’t work at all, no matter what
the face-up number is.
Then, toss the die into the game’s box lid with the
target. If the face-up number on the die is equal to If the die lands on a line or on two zones, you may
or greater than the RoboMon’s current Hit Points, choose the one that gives you the greater benefit.
the RoboMon has been successfully reprogrammed.
Immediately place the RoboMon’s VS card back in
the VS deck, and draw the RoboMon’s card from the RoboMon Tracker
RoboMon deck based on its three-digit number.
To use the RM Tracker, you’ll discard one battery
For example, if you successfully reprogram RoboMon from your supply and roll two six-sided dice.
025, you’ll draw the 025 card from the RoboMon
deck. The faceup numbers on the dice will be used to
create a coordinate on the Tracker’s grid. Use one
Please note that some RoboMon have multiple number for the row at the top. Use the other number
cards in the RoboMon deck with the same three- for the column on the right.
digit number. When you encounter this, randomly
select one to add to your team, and place the rest The square on the grid where the numbers intersect
back in the deck. RoboMon with the same name are indicates the RoboMon you’ve found.
mostly the same, but some will have different hit
For example, if you roll a 2 and a 5 in Copper Ridge,
points, attack damage, etc.
you’ve located the RoboMon VS-017, so you would
When you toss the die, the closer you get to the center draw card 017 from the VS deck and have a wild
of the target, the more likely the Reprogrammer will RoboMon battle.
work.
Whenever you roll a sequence that leads you to a
blank coordinate or if a faceup number on a die is
not in a row or column, you may spend a battery to
change the number by +1 or -1.

For example, if you roll a 2 and a 5 in Copper Ridge,


you may spend one battery to change the 2 to a 1
and two batteries to change the 5 to a 7. This would
put you at coordinate VS-027.

Please note that a 1 cannot be changed to a 0


negative number.

Sometimes it will make sense to spend multiple


batteries to change the outcome of a roll as you
pursue a hard-to-find RoboMon. Other times, it will
make more sense to just spend one battery to reroll
the two dice.
Continued on next page

11
Be aware that the Tracker only works when Shield Tokens
RoboMon are near you. It will say “offline” if no
wild RoboMon are in the area. Along the left side of opposing RoboMon cards, you
can see several icons. Place shield tokens on the
RoboMon’s card based on how many are indicated
on the card.
Team Size
Your RoboMon do not receive tokens and will use
You have a maximum team size of six RoboMon.
dice to activate shields (explained below).
Whenever your team is full and you reprogram a
new RoboMon, you may either place it in your Save
Box or move a RoboMon on your team to the Save
Box and place the new RoboMon in its spot on your Turn Order
team.
Turn order is determined based on the speed
You can access the RoboMon in your Save Box and rating of each RoboMon. The RoboMon with the
change your team whenever you’re on a map with highest number receives the number one token
a Robo Repair. and will act first. The RoboMon with the second-
highest number receives the number two token
and will act second. And so on.

BATTLES
RoboMon with the Same Speed
Throughout your adventure, you’ll encounter
RoboMon in the wild and in competitive settings If two RoboMon have the same speed rating, the
that will lead to a battle. Most of the rules for wild one on your team gets to act first. If both RoboMon
battles and competitive battles are the same, but with the same speed are wild RoboMon, the one of
there are a few key differences. the left gets to act first.

Below, you’ll find the rules for combat in general


followed by the specific rules for wild battles and
competitive battles.

Active RoboMon
A maximum of two RoboMon may be active at one
time from each team. This means, at most, a battle
can be two vs two.

12
Action Dice Opposing Turns
At the beginning of a round, roll the seven action At the beginning of an opposing RoboMon’s turn,
dice. This will give you a pool of dice that will roll a four-sided die. The result will tell you both
determine which actions you can carry out. the ability being used and which RoboMon will be
affected.

Based on this information, carry out the attack. If


- MOVEMENT. This icon is only used during this is a competitive battle on a gridded battle map,
competitive RoboMon battles. Discard one of these you may need to move the RoboMon so that it’s in
dice to move up to the number of spaces listed range for the attack (explained on following page).
for movement on your RoboMon’s card. You may
discard as many of these dice as you wish.
- HIT POINTS.

- BASIC ATTACK. You may discard one This is how much damage a RoboMon can take
of these dice to do a basic attack. Discard more to before it’s knocked out of a battle. After a battle is
boost the attack. over, damage tokens remain on a RoboMon’s card
until you repair it.

- SPECIAL ATTACK. You may discard one


- POWER.
of these dice to do a special attack. Discard more to
boost the attack. This is how much power a RoboMon can use during
a battle to use abilities and change wild dice.
- WILD. You may discard one power to Keep track of a RoboMon’s power by placing tokens
change this die to any icon you wish. on its card and removing them as it uses power in
battle.
- SHIELD. When one of your RoboMon If a RoboMon runs out of power during a battle, it
takes damage, you may discard one of these dice to is knocked out. You may use a Quick Charge item
subtract up to two damage from the total. You may on a RoboMon during battle but not if it’s already
discard as many of these dice as you wish. knocked out.

After a battle is over, the RoboMon recharges back


- TIME PASSES. This icon is only used to full power.
during wild RoboMon battles. Add a time token to
the wild RoboMon you’re facing. You may exceed a RoboMon’s power on a turn,
however, the RoboMon is immediately knocked out
afterwards.
Ongoing Abilities
For example, if a RoboMon has two power left, you
Many RoboMon have abilities or effects that are may change a wild die with one power and then use
considered ongoing or may be utilized without an ability that costs three power. The RoboMon is
discarding icons. These abilities include being able then removed from the battle. The attack would land
to change dice, move in various ways, increase before the RoboMon is knocked out, so it’s possible
shield values, etc. to win a battle but have no RoboMon left.

13
WILD BATTLES c. Reprogramming
Overview When it’s one of your RoboMon’s turns, you may
forfeit moving and/or attacking in an attempt to
You’ll need to find lots of RoboMon in the wild in reprogram and capture the opposing RoboMon
order to fill out your team and complete your journal. instead. Reprogramming is explained in detail on
Wild battles are much simpler than competitive page 10.
battles as there is no tactical movement on a battle
map.

To engage in a wild battle, you’ll simply place the


indicated VS card(s) in front of you and then engage
it with up to two members of your RoboMon team.

Here are the other things to take note of:

a. Movement and Range


Movement scores, range, and anything that affects
movement or range such as abilities with “push”
or “constrict” are irrelevant in wild battles. There is
no grid, and RoboMon are considered adjacent for
the duration of the battle.

b. Time
Each wild RoboMon has an hourglass icon and a
number at the top of its card. This indicates how
much time you have to reprogram the RoboMon
before it runs away and the battle is over.

Whenever you roll an hourglass icon on the battle


dice, place an hourglass token next to the wild
RoboMon’s card (or increase the number on the
token by one).

At the beginning of the wild RoboMon’s turn, if it


has hourglass tokens that are equal to or greater
than the number on its card, it immediately runs
away, and the battle is over. Place its card back in
the VS deck.

14
BATTLE SPARKY
Read all directions 1-17 and the sections in
between.
1. Place VS001 face up in front of you
Time to
Name RM Number Reprogram

Hit Points
Focus
Movement
Armor Tokens
Speed

Abilities

2. First, take note of Sparky’s speed. He has a 30, The armor absorbs the first points of damage,
and your RoboMon’s speed is higher, so that but anything that goes over does damage. So,
means you’ll go first. In battle, RoboMon go in if you do 3 damage to Sparky, the armor token
order based on their speeds. To keep track of would be discarded, and you would place 1
the turn order, place a red number token next to damage token onto his card.
each card. So, put the 1 next to your RoboMon
and the 2 next to Sparky. 5. In the wild, you have a limited amount of time
to reprogram a wild RoboMon before it runs
3. Sparky has a movement of 4, but that only off. Each RoboMon has a number next to an
matters in a competitive battle when you’re hourglass icon to tell you how much time you
moving around on a gridded map. This is have. Whenever you roll dice and one or more
considered a wild battle, and there’s no grid to hourglass icons are faceup, you’ll place that
worry about. many hourglass tokens on the card.

4. Sparky has 7 hit points, so you’ll have to do 7 On the wild RoboMon’s turn, if there are tokens
or more damage to defeat him. However, he has equal to or greater than the number listed on its
1 armor token, and an armor token prevents 2 card, it runs off, and you won’t have a chance
damage, so you’ll have to take care of that first. to defeat it or reprogram it. Sparky isn’t going
Also, armor is all or nothing, so you’ll have to do to run away though, so you don’t have to worry
2 or more damage to remove the token. about it this time. And be sure to talk to Mr.
Chalmers in town. He’ll get you up to speed on
how reprogramming works.

Battle Sparky continued...

15
6. You may have up to two active RoboMon 12. Looking at your RoboMon’s card, take note
during a battle. You only have one right of a few things.
now, but once you reprogram a few from
a. The number in the top right next to
the wild, you’ll be able to command two at
the gear indicates how many hit points
a time.
the RoboMon has. When that RoboMon
7. A battle takes place over a series of rounds takes damage, place that many damage
and only ends when the wild RoboMon is tokens on its card. If it takes damage equal
either defeated, reprogrammed, or runs to or greater than what’s on its card, the
off. Or if you decide you want the battle to RoboMon is knocked out of the battle, and
be over for any reason, you can also just let you’ll have to repair it before you can use it
the RoboMon go. in another battle.

8. After determining turn order, you’ll roll the b. The number in the top right next to
seven action dice to see what actions are the plug indicates how much power the
available to you. Go ahead and roll those RoboMon has. Go ahead and place that
now. many power tokens on your RoboMon’s
card. If you spend power equal to or greater
9. If you rolled any hourglasses, go ahead and than this over the course of the battle, the
add tokens to Sparky’s card, just to get in RoboMon powers down and is out of the
the habit. Any dice with a movement icon battle. RoboMon regain all their power after
can be discarded as you only need those battle though.
in competitive battles which I’m sure
someone in town will tell you all about. c. The ability next to the icon is a
basic attack.
10. Group the other icons together to make it
easier to see what you can do. The little
red explosions mean basic attack, the stars Basic Attacks
mean special attack, the shields mean
block, and the plugs are wilds. Attacks on your RoboMon’s card with a are
basic attacks. Discard one of these icons and the
11. Each of your active RoboMon receives a indicated number of power tokens to do a basic
square attack/defend token with / attack. Discard more to boost the attack and
on one side and / on the other. do more damage.

For example, if your RoboMon has 2/3/5 listed next


Attack/Defend Tokens to a basic attack, it means that if you discard one
basic attack icon, the attack does two damage. If
Each of your active RoboMon has a double-sided
you discard two basic attack icons, the attack does
token that will give it access to various icons on
three damage. And if you discard three basic attack
its turn depending on what mode it’s in. You may
icons, the attack does five damage. You discard the
select which side of the token to use (attack or
same number of power tokens no matter what.
defend) anytime after rolling the action dice.
Place this side face up. On the RoboMon’s turn, After discarding the icon(s), you’ll roll the black die
you may use any of the face-up icons on its token and either add or subtract from the damage based
in addition to the action dice. on what’s rolled.

The tokens refresh at the beginning of each round


and may be reused.

16
For example, if you discard three dice to do five
damage and roll a +1 on the black die, the attack
does six damage.

If you do a basic attack on a turn, you may not do


a special attack that turn.

d. The ability next to the icon is a special


attack.

Special Attacks
Attacks on your RoboMon’s card with a are Type only comes into play when a special ability is
special attacks. Discard one of these icons and the used. For example, if a fire type uses a fire ability
indicated number of power tokens to do a special against a nature type, it has advantage. However, if
attack. Discard more to boost the attack and do it uses a non-fire ability, it does not have advantage.
more damage.

For example, if your RoboMon has 2/3/5 listed next MODIFIER DICE
to a special attack, it means that if you discard one
basic attack icon, the attack does two damage. After determining how much damage an ability
If you discard two special attack icons, the attack will do, you’ll roll a modifier die which may add or
does three damage. And if you discard three special subtract damage depending on what’s rolled.
attack icons, the attack does five damage. You
When a RoboMon uses a special ability with a type
discard the same number of power tokens no matter
that has advantage against another RoboMon,
what.
you roll the green modifier die. This die will add
Special attacks have a RoboMon type associated additional damage to the attack.
with them (fire, water, nature, ice, electricity, earth,
If you roll the CRIT result, multiply the ability’s
or air). The attack may do more or less damage
damage by two and roll the die again. Add the new
depending on the type of RoboMon the special
result to the total. This may repeat as many times
attack hits.
as you roll CRIT.
If you do a special attack on a turn, you may not do
When a RoboMon uses a special ability with a type
a basic attack that turn.
that has disadvantage against another RoboMon,
you roll the red modifier die. This die will subtract
damage from the attack.
RoboMon Types
If you roll the MISS result, the attack misses entirely,
Most RoboMon have a type based on what role and it’s the next RoboMon’s turn.
they have in the world. These types are: fire, water,
nature, air, earth, ice, and electricity. In combat, When a RoboMon uses a special ability with a type
different types have advantages and disadvantages that has neither advantage nor disadvantage against
against other types, and you’ll roll modifier dice another RoboMon, you roll the black modifier die.
based on this. This die may add or subtract damage.

Here is how the types stack up against each other: Battle Sparky continued...

17
However, Sparky here doesn’t have a type, so If there are two possible targets due to a tie
you’ll just roll the black neutral die and add in hit points, etc, or if there are no possible
or subtract the result depending on what’s targets because you don’t have a RoboMon
rolled. of a certain type, then the RoboMon that’s
furthest to your left receives the focus.
e. Ongoing Abilities: Many RoboMon have
abilities or effects that are considered Your team will be in a row in front of you, so
ongoing or may be utilized without you can arrange them in a way that puts the
discarding icons. These abilities include ones with more hit points on the left.
being able to change dice, move in various
ways, increase shield values, etc. These After you determine the target, look at the
abilities typically have a power cost, and chart of abilities at the bottom of the card.
they may only be used once per round. The number you rolled tells you which ability
triggers.
f. Other icons such as , , etc.
are only used in competitive battles, so Now, obviously, you only have one RoboMon
those will be explained later. All RoboMon that Sparky can attack, so go ahead and
in a wild battle are considered adjacent to apply the ability’s effect to your RoboMon.
each other. 15. The round of combat is now over, so you’ll
13. Go ahead and discard icons using the start a new round by refreshing your action
action dice and your action token to do token and rolling the action dice. Continue
either a basic or special attack. going back and forth with Sparky until one
of the RoboMon takes enough damage to
Remember that the icon is wild and knock it out of the battle.
can be used in place of any other icon. To
use a wild, discard a power token and turn 16. After the battle, return to the Adventure
the die to the desired icon. book where you left off.

If you did two damage, discard Sparky’s


armor token. Add damage tokens to Sparky
for each damage you did above two.

14. Now it’s Sparky’s turn, so roll a four-sided


die. This will tell you what Sparky is going
to do.

After rolling, look at the focus chart along


Sparky’s card’s right side. If you rolled
a one, Sparky will attack the RoboMon
with the highest speed. If you rolled a
two, Sparky will attack the RoboMon with
the least hit points. If you rolled a three,
Sparky will attack a fire type if he can, and
if he can’t, he’ll attack an air type. If you
rolled a four, Sparky will attack a nature
type if he can, and if he can’t, he’ll attack a
nature type.

18
COMPETITIVE BATTLES 5. Select up to two RoboMon from your team
that will start the battle. Find the three-
Overview
digit numbers on their cards, and locate the
As the RoboMon Fighting League has grown corresponding numbers on the dual-layered
in popularity, more people are getting into the circle tokens. Push the tokens out, and place
competitive RoboMon fighting scene. You’ll them face up on the white Xs at the bottom
encounter lots of people during your adventure who of the battlemat.
want to have a competitive battle.
6. Place armor tokens onto Tabitha’s
These battles operate similarly to wild battles with RoboMon’s cards. Sabreshock and NOsfera2
one main difference: they happen on a grid, and both receive one token.
tactical movement plays a major role.
7. Look at the speed rating on each card to
Here are the things to take into account during a determine turn order. Place a red number
competitive battle. token next to each card starting with placing
the 1 on the card with the highest speed,
then the 2 on the next highest, etc.
BATTLE TABITHA
8. The battle is now ready to begin.
Read all directions 1-19 and the sections in
between. 9. Roll the seven action dice.

1. Your old frenemy Tabitha has challenged you 10. Sabreschock has a speed of 86, so it’ll
to a battle, so let’s set up the battlemat. Start probably go first. Roll a four-sided die to
by turning the Adventure book so that it’s determine which RoboMon it’ll attack and
vertical, making the 1702 battlemat up and with which ability.
down.
11. Then, move Sabershock up to six spaces.
2. Every RoboMon competitor who challenges Normally, RoboMon can only move
you will have something to say before the orthogonally (up, down, left, right), however,
battle begins, so you can see what smack talk Sabreschock has the Nimble attribute, so it
Tabitha has for you in the bottom left corner. can move diagonally.

3. Next to that, you can see six slots that tell you 12. Both Sabreshock and NOsfera2 have abilities
the RoboMon that the competitor is using. with range .
Tabitha is VS008 and VS009. Search the VS
deck to find those two cards, and place them
face up in slots one and two at the top of the
battlemat.

4. Now, find the three-digit numbers at the top


of each card. NOsfera2 is number 043, and
Sabreshock is number 050. Grab the stack
of dual-layered square tokens, and push out
043 and 050. Place the tokens face up on the
white Xs at the top of the battlemat next to
each token’s card.
Battle Tabitha continued...

19
Range
Flying RoboMon may pass onto and over blue
Range abilities are denoted by a target icon with terrain with no additional movement cost. RoboMon
dots next to it. The dots indicate the number of that can swim , may pass through and out of blue
squares away that the ability may affect. You may terrain with no additional movement cost.
affect any RoboMon up to that many spaces away,
taking terrain into account. You may count spaces Yellow Terrain - Difficult terrain has yellow outlines.
moving adjacently and/or diagonally. You may use RoboMon may not move onto or through these
ranged abilities over blue and yellow terrain. spaces, however, you may use ranged abilities over
them.
When an opposing RoboMon is attacking with a
ranged ability, it will move just enough spaces to get Flying RoboMon may pass onto and over
into range. So, if Sabreshock rolled a two or three to yellow terrain like it’s normal terrain.
use its Shock ability, it will move to a space that is
Red Terrain - Barriers have red outlines. RoboMon
five spaces away from its target since Shock has a
may not move onto, over, or through these spaces,
range of five.
and you may not use ranged abilities over them.

Terrain Without Grid Lines - RoboMon may only


Line of Sight occupy spaces with grid lines. They may not move
through or over any terrain without grid lines. You
A RoboMon has line of sight with another RoboMon may not use abilities over this terrain.
if you can draw a straight line from any point on the
square it occupies to any point on the square the
other RoboMon occupies.
15. Once it’s your turn, you’ll use your
action dice just like you did in your battle
13. You can find all the battle icon explanations against Sparky. However, now you’ll
on page 25. spend movement icons to move around a
battlemat.
14. As your RoboMon and Tabitha’s run around
the battlemat, you’ll notice several different
terrain types. Movement
To move across the battlemat, you must discard
Terrain movement icons. The number next to the
movement icon on your RoboMon’s card tells you
Most battlemats have various types of terrain. how many spaces it may move up to for each icon
Blue Terrain - Water sources have blue outlines. that’s discarded.
RoboMon may move onto, through, and out of For example, if your RoboMon has a movement of
these spaces, however, you must spend an extra four, and you discard two movement icons, it can
movement each time you move through or out of move up to eight spaces.
them.
Unless a RoboMon has the Nimble attribute, it
For example, it costs one movement to move into a may only move orthogonally (up, down, left, right),
pond, two movement to move to the next square in never diagonally.
the pond, and another two movement to move out of
the pond to the next square on dry land.

20
You may not split the movement gained by one
icon, but you may discard an icon to move, discard 18. If you bought some items at Bolt Mart, you
icons to attack, and then discard another icon to might want to use them in battle.
move again.

For example, if your RoboMon’s movement is four,


Using Items in Battle
you would not be able to discard one movement
icon to move two spaces, discard icons to attack, The only items on your character sheet that may
and then move two more spaces. But you could be used during battle are quick charges and
spend one movement icon to move two spaces, reprogrammers.
discard icons to attack, and then discard another
movement icon to move again. On a RoboMon’s turn, you may discard a quick
charge to energize the RoboMon back to full power.
A RoboMon may pass through squares occupied
by other RoboMon, but it may never end its turn Instead of taking a RoboMon’s turn, you may toss
in the same square as another RoboMon. a reprogrammer instead (explained in detail in the
Reprogramming section).
16. Once all four RoboMon have gone, start a Some cards may be used during battle, but this will
new round by rerolling the action dice and be clearly labeled on the card.
refreshing your action tokens.

17. You may need to switch out a RoboMon


while battling Tabitha. After a Battle Is Over
When a battle ends, all RoboMon on your team
reenergize to full power, however, any damage
Switching RoboMon they sustained during the battle remains on them
If one of your RoboMon runs out of hit points or until you repair them.
power, or if you just want to try something different,
Return all VS cards back to the VS deck, and return
you can switch it out with a different RoboMon on
all tokens of the opposing RoboMon back to their
your team when it becomes that RoboMon’s turn.
respective piles and token sheets.
Instead of taking a turn, remove the RoboMon’s
After competitive battles, look at the Win/Lose
token from the board, and place the new RoboMon’s
area at the bottom of the battlemat, and either gain
token on one of the white Xs closest to you.
or lose silver and items based on the outcome of
When a RoboMon is removed from play, its damage the battle. Sometimes you’ll be directed to turn to
and power do not change for the remainder of the a specific Adventure book entry.
battle. However, it will regain all of its power after
If you won the battle, color in that competitor’s
the battle is over.
bubble on the map book. If you lost, do not color
At the beginning of the next round, update the turn the bubble in as you can come back later and
order based on the new RoboMon in play. challenge the competitor again.

19. Continue battling Tabitha until one of you


has zero RoboMon left.

21
Large RoboMon Where You Left Off
Some RoboMon are considered “large” and have a At the end of a play session, make a note on the
battle token that is roughly four times the size of a Adventure Log of which map book page you’re
regular battle token. on (or use a bookmark), and start the next game
session on that map.
When a large RoboMon moves, it uses the large,
red squares on the battle map instead of the white Also, write down your current RoboMon team on
squares. One movement is from one red square to the Adventure Log noting how much damage, if any,
the next. each one has.

If a large RoboMon ends its movement in a square


that its token would cover up any regular size
RoboMon, that RoboMon’s token must be moved to TWO PLAYER MODE
the nearest available space. To play the game with two players, each player must
A large RoboMon may not move diagonally unless it create a character following the create-a-character
has the nimble icon. Large RoboMon are affected by rules. As you play the game, you work together as a
terrain the same as regular sized RoboMon. team and encounter the same events at the same
time.
Large RoboMon do not have any special rules in wild
battles. Whenever a skill check happens, select one of the
players to roll the dice and apply modifiers.

Whenever you receive an item, one player adds it to


SAVING THE GAME his or her character sheet.

Save Box Each player controls one RoboMon during battle


and may have up to three RoboMon on his or her
Inside the game’s box is a smaller box labeled “Save team.
Box.” This is where you’ll store everything you’ve
acquired from game to game. When you decide to At the beginning of the game, one player takes
put the game away, place your RoboMon cards, control of the starter RoboMon given to you by
RoboMon team tokens, quest cards, and items Gramp. The other player gets Sparky.
cards into it. You can record your current number of
batteries and silver on the character sheet.

When you play the game again, simply remove


everything from the Save Box, and pick up where
you left off.

You’ll also store all the RoboMon you’ve


reprogrammed inside the Save Box when they’re
not on your team. You can access these RoboMon
and change your team whenever you’re on a map
with a Robo Repair.

22
UPGRADING ROBOMON
Many RoboMon can be upgraded to become bigger,
better versions. To upgrade a RoboMon, you’ll need
a few things:

1. The RoboMon

2. A blueprint card for that RoboMon

3. The parts necessary to upgrade the RoboMon

When you have all of these things, remove the


parts from your character sheet and/or discard
any necessary cards. Then, place the card of the
RoboMon you’re upgrading back in the RoboMon
deck, and draw the card for the new RoboMon.

Place the new RoboMon either on your team or in


your save box. You may keep the blueprint card.

23
ICON REFERENCE

MAPS

- This indicates a Hoverbus stop, and you


may write down the location and page number on
the back of your character sheet. When you’re on
a page with one of these icons, you may move to
any page you’ve previously visited with a Hoverbus
icon.

- Adventure event. This indicates a


location in the adventure book that will likely have
an interesting encounter typically accompanied by
a skill check.

- Cut scene. Check out a comic about


something happening in the story.

- Search. Use the


corresponding chart at the bottom of the map page
to find something cool.

- You must complete this encounter before


moving to a different map page.

24
COMBAT
Dice - Armor. When your RoboMon are being
attacked, you may discard dice with this symbol to
absorb the damage. For example, if your RoboMon
is about to take five damage, you may discard two
- Basic attack. You may discard one of of these dice to remove four damage, and your
these to activate an ability with the same icon. Many RoboMon would only take one damage.
RoboMon have numbers separated by backslashes
(e.g. 1/2/3) which means you may discard multiple
dice to move to the next number. For example, if
a RoboMon has 1/2/3, you may discard one basic - Time. When fighting a wild RoboMon, if
attack die to do one damage, two basic attack dice you roll one of these symbols, add an hourglass
to do two damage, or three basic attack dice to do token to the wild RoboMon’s card. On the wild
three damage. RoboMon’s turn, if the number of hourglass tokens
is equal to or greater than the number on the card, it
runs away, and the battle is over. If you roll multiple
hourglass icons, add multiple tokens to the card.
- Special attack. Many RoboMon have
numbers separated by backslashes (e.g. 1/2/3)
which means you may discard multiple dice to move
to the next number. For example, if a RoboMon has
1/2/3, you may discard one special attack die to
do one damage, two special attack dice to do two
damage, or three special attack dice to do three
damage.

- Move. You may discard one of these dice


to move a RoboMon up to the number indicated
on its card. You may discard any number of dice to
move a RoboMon. For example, if a RoboMon has a
movement of three, and you discard two movement
dice, you may move it up to six spaces.

- Wild. You may discard one power from


the active RoboMon to use one of these dice as
any other icon (basic attack, special attack, move,
shield).

25
CARDS
- RoboMon with this symbol cannot be
pushed.
- The RoboMon’s hit points.

- Ranged attack. Abilities with this icon


- The RoboMon’s power which may be spent may affect a RoboMon up to the indicated number
to activate abilities or use dice with symbols as of spaces away, orthogonal or diagonal.
wilds.

Special ability range - Affected area.


The X indicates where the RoboMon is. The red
- The RoboMon’s speed which affects turn squares indicate the spaces affected by the ability.
order. If there are multiple RoboMon in the affected area,
they all receive the same base damage, but roll the
advantage/disadvantage/neutral die separately for
- The RoboMon’s armor. Armor must be each one. A RoboMon on the same team does not
destroyed before a RoboMon’s hit points can be take damage if it is inside the affected area. The
affected. You must do at least two damage to affected area may go in any orthogonal direction
destroy armor. Partial damage does not affect it. (up, down, left, right).

- Fly. RoboMon with this attribute may pass - Trap. When an ability with this symbol
over yellow and blue terrain unaffected. (Not red.) hits, roll a four-sided die. If the result is a one or
two, the affected RoboMon receives a trap token
and may not move on its next turn. On its turn, if it
attacks, it rolls the disadvantage die no matter what
- Swim. RoboMon with this attribute may
type of attack it is.
pass through blue terrain unaffected.
At the end of the trapped RoboMon’s turn, remove
the trap token and place it next to the RoboMon’s
card. If the RoboMon is affected by an ability with
- Nimble. RoboMon with this attribute may
the trap symbol again, the attacker must roll a six-
move diagonally.
sided die instead of a four-sided.

- Push. Abilities with this icon move the - Paralyze. When an ability with this symbol
target RoboMon the number of spaces indicated by hits, roll a four-sided die. If the result is a one, the
the number of black dots. The affected RoboMon affected RoboMon receives a Paralyze token and
must move in a straight line away from the attacker. may not do anything on its next turn.
If the affected RoboMon would be moved into red
or yellow terrain, it takes one damage instead. If the At the end of the paralyzed RoboMon’s turn,
affected RoboMon is moved into a water space, it remove the paralyze token and place it next to the
immediately stops. RoboMon’s card. If the RoboMon is affected by an
ability with the paralyze symbol again, the attacker
must roll a six-sided die instead of a four-sided.

26
- Pierce. Abilities with this symbol ignore ROBOMON TYPES
armor and attack hit points directly.

∞ - An ability with this icon is always available


or active.
- Air

- Earth

ROBOMON A.I. TARGETING


- Electric

- This ability affects your RoboMon with


the highest speed.
- Fire

- This ability affects your RoboMon with


- Ice
the lowest speed.

- Nature
- This ability affects your RoboMon with
the most hit points.

- Water
- This ability affects your RoboMon with
the least hit points.

- This ability affects your RoboMon with the


matching type. If you don’t have an active RoboMon
with the first symbol, move to the next symbol.

If an opposing RoboMon cannot get close enough to


attack the RoboMon indicated by its A.I., it attacks
the closest RoboMon instead. If is unable to attack
any RoboMon, it moves as close as it can get to the
RoboMon indicated by its A.I. in the shortest path
possible.

If it has two valid targets, you may choose which


RoboMon it attacks.

27
ITEMS

- The Alloy province uses silver as its main Battery - Use to power items such as a
form of currency. The moon symbol is shorthand for RoboMon tracker and fishing rod.
silver.

Coolant, Gear, Wire, Bolt,

Metal, Power Core, Circuit Board,

Spring, Sensor - These are all components


used to upgrade RoboMon, craft items, and
complete various tasks.

Small Repair Kit - Use to restore a


RoboMon to full hit points when out of combat.

Large Repair Kit - Use to restore up to 3


RoboMon to full hit points when out of combat.

Quick Charge - Use to restore a RoboMon’s


power when in battle. On the RoboMon’s turn,
discard a quick charge to energize the RoboMon
back to full power.

Small Reprogrammer - Use a four-sided


die to attempt to capture a RoboMon.

Medium Reprogrammer - Use a six-sided


die to attempt to capture a RoboMon.

Large Reprogrammer - Use an eight-


sided die to attempt to capture a RoboMon.

28

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