Overview
RoboDerby: Express is a streamlined print-and-play robot racing game designed by Clint Herron, inspired by RoboRally. Players take control of supercomputers that program robots to race around a factory floor. Instead of cards, players roll custom dice to determine their available programming instructions, then assign them to registers to control their robot’s movement. The first robot to reach the end of the course wins.
Components
- Game board (modular track sections)
- 2 robot tokens
- 5 custom dice (each face represents a movement instruction)
- 4 register slots per player
- Rules sheet
Setup
- Assemble the track from the modular board sections.
- Each player places their robot on the starting position.
- Each player takes 5 dice.
Turn Structure
Each round:
- Roll Dice: Both players roll their 5 dice simultaneously.
- Assign to Registers: Players must assign dice results to their 4 registers in order (register 1 must be filled before register 2, etc.). One die will be left unused each round.
- Optional Re-roll: After placing at least one die into a register, a player may re-roll any remaining unplaced dice. This may be done multiple times as long as at least one die is placed between re-rolls.
- Execute Programs: Both players resolve their programmed instructions simultaneously, register by register. Robots move according to the die face in each register.
Actions
Movement Instructions (die faces): Each die face represents a specific movement command:
- Move Forward 1
- Move Forward 2
- Turn Left
- Turn Right
- U-Turn
- Other special movements depending on the dice variant
Register Programming: Dice must be placed left to right (register 1 through 4). Once a die is placed, it cannot be moved. The 5th die is discarded.
Board Hazards: The track may contain obstacles, conveyor belts, pits, and other hazards that affect robot movement during execution.
Robot Interaction: If two robots collide or occupy the same space, specific collision rules apply (pushing, damage, etc.).
Scoring / Victory Conditions
The first robot to cross the finish line (or reach the designated final checkpoint) wins the race.
Special Rules & Edge Cases
- Dice must be assigned to registers in strict left-to-right order; you cannot skip a register.
- Re-rolling is optional but strategic; you must place at least one die before re-rolling.
- Robots that fall off the board or into pits may respawn at a checkpoint or starting position.
- The game is designed as a print-and-play; expansions (such as 3rd Wheel) add a third player and new board elements.
Player Reference
Round flow: Roll 5 dice > Assign 4 to registers (left to right) > Optionally re-roll unplaced dice > Execute registers in order.
Win: First robot to finish the course.
Key rule: Must place at least 1 die before re-rolling remaining dice.