How to play

Program your robots' next 15 seconds in secret, then watch every order play out at once. Tap a topic to open it.

The goal

Up to 4 teams of 4 to 8 robots (6 by default) fight it out, everyone against everyone: in pass & play, online, or against up to 3 computer teams. Destroy every enemy robot: the last team with fighting robots left wins. The Medic can't fight, so a team left with only its Medic has lost.

A match lasts at most 20 turns. If more than one team still has fighting robots then, the team with more fighting robots on the board wins on points; if that's tied, the team with more total health (Medics don't count); if the leaders are tied on both, it's a draw. Robots still in the pen don't count, so hiding there can't win.

At the end, the results show each team's kills, damage and accuracy, and the MVP.

Starting a game: on the home screen, pick a tab: Solo (you against the computer), Online or Pass & play, then a battleground and Play. Random small and Random medium make a new wasteland map that nobody knows: look it over before you build your team, or tap the card again for a different one (each map is checked for fairness). New to Dumbots? Learn to play is a short guided match against an easy computer team, with a coach for your first turns; once done, it stays on the home screen as Guided first match.

Building your team

Before the match you pick your team in the team builder: the team size (4–8, the same for every team) and how many of each robot type, with + and −.

  • At most half the team plus one of any type (3 in a team of 4, 4 of 6, 5 of 8), and at most one Medic.
  • Or tap a ready-made team, then change it as you like: Balanced (The default mix), Gunline (Guns only: Rifles, HMGs, a Light. No missiles), Artillery (Missileers shelling from behind HMGs), Ambush (Stealths and Lights: hide, flank, strike). Balanced is the default team. The builder remembers your last team for each size.
  • Match modes: whoever sets up the game can pick Guns only (no missileers) or Nowhere to hide (no stealths) instead of all robots. Every team then builds without those types.
  • Your team is secret: the other side knows how many robots you have, but sees each one's type only when one of its robots spots it. The same goes for theirs.
  • Who picks the size: you, against the computer (it then picks its own team, without seeing yours); the first player in pass & play (the device then goes to each other player in turn to build in secret); the player who creates an online game (the friends who join build teams of that size).

How a turn works

  1. Plan. Every player programs their robots for the same turn, in secret. Each robot gets up to 15 seconds of orders. In pass & play you take turns on the device; a hand-off screen keeps each plan hidden.
  2. Next, then Done. Next (bottom left) moves on to your next robot. When every robot is ready, press Done, then Send turn: the second tap sends the turn (it says first if robots have no orders or are still in the pen), so a stray tap never does. Robots without orders hold still (and still shoot at enemies they see).
  3. Watch. All orders run at once and play back as a replay. Scrub or replay it, then press Continue to plan the next turn. In pass & play each player watches on their own: the player who planned last watches straight away, then hands the device over so each other player can watch (and plan the next turn). With three or four players, a team that is knocked out watches the turn it went out in, then sits out; everyone can rewatch the whole battle at the end.

Fog of war in the replay: in every mode, pass & play included, you only see what your own robots saw: your robots, enemies while your team sees them, the shots your team witnessed, and only your own mines. A hit from a robot you can't see shows where the shot came from, not who fired it. Once the match is over, Rewatch the battle can show everything.

While planning, enemies your team saw at the end of the last turn are shown where they were then. They may have moved since. Enemies out of sight leave a faint ghost marker where your team last saw them, labelled with how long ago (it fades with age). Press Last turn (bottom left of the board) to watch the last turn again, exactly as your team saw it.

The top bar shows how many enemy robots are left, one count per enemy team in its colour. It counts only the losses your team knows about: a robot destroyed out of sight still counts until your team sees its wreck.

A robot never starts a step, stance change or deploy it can't finish before the turn ends; leftover orders are dropped. Stance, weapon in hand and head direction carry over to the next turn.

Shots and grenades still flying when the turn ends play out, and so does a self-destruct countdown: the replay runs on (up to 3.5 s) with every robot frozen until they land or go off. Nobody fires or moves in that time.

Only one robot fits on a tile. A robot that bumps into another waits, then after 1 s looks for another way round (its later orders run late). Bumping into a hidden enemy shows it to you briefly.

Playing online

Online games are played in your own time, by 2 to 4 players. In the home screen's Online tab, join a friend's game with their room code, or create a new one: pick the battleground, the number of players and the time per turn, then share the invite link (or the room code). Plan your turn and press Done, then close Dumbots. When every plan is in, the turn plays out on the server.

  • No need to wait: once you've created the game, tap Plan turn 1 now, deploy your robots and press Done. Your first turn is locked in; it plays out once every seat is filled and everyone has built a team and planned.
  • Your games: the home screen's My games tab lists them (see My games and the app). Tap one to open it: replays you missed play in order, then you plan the next turn.
  • While you wait: with your orders locked in, the card says what the others are doing ("Blue is planning now", "Blue has locked in", "Blue isn't in the game right now", with the time left), and Watch the last turn replays it meanwhile. While you plan, the top bar says it in short ("Blue planning"). Only which screen each player is on is shared, never their plans.
  • Time per turn: whoever creates the game picks 1 hour, 24 hours or 3 days. Miss the deadline and your robots get no orders that turn (they hold still and only fire by themselves; on turn 1 they stay in the pen). Miss it 3 times in a row and you're out, as if you resigned.
  • Notifications: tap Notify me when it's my turn in My games (tap again to turn them off). On iPhone and iPad, install Dumbots first (Share, then Add to Home Screen) and open it from there.
  • Cancel or resign: in My games or the game menu, cancel a game that hasn't started yet, or resign one in progress. With two players, your opponent wins. With more, you're out and the others play on: your robots stay on the board frozen (they don't move or fire, but can still be shot).
  • Online games need a connection. Where your games are kept: see My games and the app.

My games and the app

  • My games is a tab on the home screen. A red number on it counts the online games waiting on you (the home screen then opens on it). Current lists the online games still going, each marked Your turn, Waiting for (it names whom) or New replay to watch, with a Cancel or Resign button beside it.
  • Past is your game history: every game you finish, Solo, pass & play or online. It starts with your record (games, wins, win rate, best winning streak, each mode's record, kills, robots lost, damage, accuracy, healing, distance, your robots' awards, and how each robot type and map has done for you), then lists each game, newest first, marked won, lost or draw. Tap a game to watch the whole battle again, from any side (the newest 100 keep their replay). Games finished offline are added once you're back online.
  • Sign in: the Sign in button at the top right of the home screen (your picture once signed in) signs you in with Google, so your games and history follow you to your other devices. As a guest, they belong to this browser on this device, and clearing its site data loses them.
  • Install it: the home screen offers Install Dumbots (on iPhone and iPad: Share, then Add to Home Screen). Installed, it opens full screen from your home screen.
  • Offline: after one visit Dumbots keeps a copy of itself, so it opens without a connection. Solo and pass & play games work offline; online games and My games need a connection.
  • Sound and vibration: every gun, footstep and blast has its own sound (the speaker button turns them off). On phones that can vibrate (Android), the game menu's Vibration switch turns off the buzzes: a tick when you press Done, a tap when your robot is hit or you destroy an enemy, a double buzz when you lose one, a rumble for a self-destruct.

Getting started: deploy

Your robots start in your pen, the walled box beside the arena. Robots in the pen see nothing and can't be seen.

  1. Pick a robot: tap it, or its card at the bottom.
  2. Tap a highlighted tile in your start area: the hatched column along your back wall; with three or four teams, the hatched square in your corner. Which side or corner is yours changes from match to match, so check the hatching in your team's colour. The robot teleports in (0.5 s).
  3. Keep giving it orders from there, or pick the next robot.

Every turn you must bring in at least half the robots still in your pen, rounded up; Done refuses until you have. A robot counts only if it can arrive this turn: on your start area, with its entry finishing before the turn ends. With 6 robots that's 3, then 2, then 1, so the whole team is out by turn 3 (with 8: 4, 2, 1, 1). Bring in more and fewer are needed later.

Controls

The board

  • a robot to pick it, then tap a tile: it deploys there from the pen, or walks there. Every tap adds the next leg of its route.
  • a tile a moment: the picked robot fires there for 2 s (same as Fire, then tap).
  • to pan the board. Pinch or use the mouse wheel to zoom.

Robot cards

One card per robot along the bottom: tap one to pick that robot. Each shows its health (♥), a bar of the turn its orders use, and the time it has left (or "In pen", "Over time"). Picking a robot jumps the timeline to the end of its orders.

Orders for the picked robot

  • Stand / Crouch / Down: change stance. The lit one is the stance the robot will be in at the end of its orders.
  • Wait: stand still 1 s, holding fire. Tap again for longer.
  • Scan: stand still 1 s and fire at any enemy in its main view. Tap again for longer.
  • Gun / Popgun: swap the weapon in hand (0.5 s). Every armed robot carries a popgun.
  • Look: the Look pad (eight arrows) is the square on the left of the controls, live while a robot on the board is picked. It turns the head, not the body: tap an arrow and the head turns that way and stays there, so the robot sees and fires that way; tap more arrows in a row to sweep it round. The lit arrow, also named on the pad, is where the robot will be facing. To look toward a spot instead, tap the eye in the middle, then the spot (tap the eye again to cancel).
  • Fire: then tap a tile: stand still and shoot at it for 2 s.
  • Mine: lay a mine where the robot stands (Light only; the number is how many it has left).
  • Smoke: then tap a tile: throw a smoke bomb there (every robot carries one; the number is how many it has left). The tiles it can reach light up, and pointing at one shows the cloud it would make. A planned throw shows as a dashed cloud with the time it lands; in the replay your team sees the bomb fly.
  • Grenade: then tap a tile: lob the blast grenade there, over walls too (every robot but the Medic carries one). The tiles it can reach light up red, and pointing at one shows the blast. A planned throw shows as a dashed red square with crosshairs and the time it goes off.
  • Heal: then tap a teammate next to the Medic: it heals it for 2 s. It takes the Mine button's place when the Medic is picked; the number is how much healing it has left.
  • Destruct: self-destruct where the robot will be: a 2 s countdown, then it blows up (every robot but the Medic). Nothing can follow it in the robot's orders; Undo takes it back.
  • Undo: remove the robot's last order.
  • Clear: remove all of this robot's orders.

Timeline

  • Play / slider: press play or drag the slider to preview where all your robots will be at each moment of the turn. The clock shows the time.
  • Last turn: on the board, from turn 2: watch the last turn again as your team saw it, to remind yourself where the enemy was. Back to plan returns to your orders, untouched.
  • Rewatch the battle: in the game menu (☰), or on the results screen: every turn so far back to back, as one movie. Skip to the previous or next turn, or play it at 2× or 4×. During a match you see only your own team's view (in pass & play, the team planning); once the match is over you can switch to Everything or any team's view. Back to plan returns to your orders, untouched.
  • Done: then Send turn: send your plan (two taps, so a stray one never sends it). In the replay, Continue goes on to the next turn.

Reach of the picked robot

Where the picked robot is at the time on the timeline, the tiles it can shoot light up: orange in its main view (90°), where it fires by itself at enemies it sees, and pale in the rest of what it sees (180°). Only tiles in its weapon's range with a clear line of fire count: walls and smoke block it, and a crouched robot can't fire across a half-wall right next to it. Use it to place your robots. Faint outlines show its view and its weapon's range band (the Missile also has a minimum range: the inner ring); Fire can aim anywhere in the band. It shows more strongly while you pick a Fire target. Robots without a weapon show only what they see.

Top bar

  • Sound: turn sound effects on or off (the home screen has the same button).
  • How to play: this guide.
  • Game menu: resume, this guide, Vibration (phones that can vibrate), Rewatch the battle, restart (pass & play and vs computer) or leave the match; online, also cancel or resign. Pass & play and vs computer games aren't saved, so restarting or leaving asks first.

A hint line over the board says what to do next, or why an order was refused.

Keyboard

1–9 · [ · ]pick a robot (by number, previous, next)
S · C · DStand · Crouch · Down
Wwait 1 s, holding fire
Ascan 1 s: watch and fire at enemies in view
Gswap main gun / popgun
Llook at a spot (then click it; or click an arrow on the dial)
FFire (then click a spot)
Mlay a mine
HHeal (Medic; then click a teammate)
Ksmoke bomb (then click where)
Egrenade (not the Medic; then click where, over walls too)
Z or Ctrl/⌘+Zundo the last order
X or Deleteclear the robot's orders
Rwatch the last turn again (and back to your plan)
Brewatch the battle so far (and back)
[ · ]rewatching: previous / next turn
− · +rewatching: slower / faster (1×, 2×, 4×)
Tab to the board, then ← ↑ → ↓move the board cursor (Shift: 5 tiles)
Enter or Space on the boardtap the tile under the cursor
Spaceplay / pause the preview or replay
← / →move the timeline 1 s (Shift: 0.1 s)
EnterDone · Continue · start the turn · play again
Esccancel look at a spot/Fire/Smoke/Grenade/Heal, close a sheet
?How to play

Orders in detail

Move
Tap a tile. The robot finds its own way round walls and half-walls, one tile at a time; diagonal steps take 1.41× as long and can't cut a wall's corner. The time depends on the robot's speed, the ground (below) and its stance: crouched robots move at half speed and robots that are Down can't move at all. A standing Stealth and Light/Auto jump a single half-wall in a straight line when that beats walking round (3.2× a step; the path arcs over it). You can order a robot onto a tile an enemy was seen on, as it may have moved; if it's still there, your robot stops next to it. Robots are dumb: they never go round anything you didn't plan for. A robot or a wreck in the way stops it; it keeps pushing the way it was going (and walks on if the way clears), and when the time you gave that move is up, its next orders start exactly when the timeline showed, from wherever it is. So a robot held up after 4 of 8 tiles that then turns right for 2 ends up 4 on and 2 right. A tile where a teammate will be once its orders have run is refused ("A teammate will be there"). Open ground is faster: a standing robot strides from one clear tile (ground, floor or road) to the next, 0.1 s quicker a step, when no wall, half-wall, prop or known wreck is next to either tile; routes use it when it's quicker.
Wait
Stand still for a second per tap, holding fire: the robot won't shoot, even at an enemy in front of it (a Stealth robot still zaps anyone next to it). Handy to let a teammate pass, or to stay hidden.
Scan
Stand still for a second per tap and fire at any enemy it sees in its main view. Use it to stop a Heavy Machine Gun so it can shoot, or to watch a doorway. Robots also fire at what they see while walking and once their orders run out.
Stance
Stand, Crouch or Down (0.3 s per level). Lower is harder to hit (−10 crouched, −20 down) and takes less damage (80% and 60%). Robots can't crouch in water or up on a scaffold.
Look
Sets a fixed head direction (one of 8), worked out from where the robot will be at that point of its orders. Heads never turn by themselves, and walking doesn't turn them either: a robot can walk one way while watching behind or to the side. Look applies from the robot's latest order on, so tap an arrow right after a move to watch that way while walking that leg. After a Scan or another Look, a Look is a short turn of its own (0.2 s for the Stealth and Light/Auto, 0.3 s for the Rifle and Medic, 0.4 s for the Heavy Machine Gun and Missileer): tap several arrows in a row to sweep the head round, or Look, Scan, Look, Scan to search all round. Undo takes a wrong one back.
Fire
The robot stands still and fires the weapon in hand at a tile for 2 s, even if no enemy is there (good against hidden robots). Its head turns to the target, then back to where it was looking. The tile must be in range of the weapon in hand. A Stealth with its zap in hand has nothing to aim: switch it to the popgun first.
Weapon
Every armed robot also carries a popgun: a short, weak backup gun (10 damage, 6 tiles) that fires on the move. The robot only ever shoots the weapon in hand, and keeps it into the next turn. A Missileer won't shoot an enemy closer than 2 tiles unless you switch it to the popgun; the Stealth's main weapon is its zap, so switch it to the popgun to shoot at range (firing gives it away like any shot; it still zaps neighbours). You can swap while still in the pen.
Mine
The Light stands still for 1 s and drops a mine on its tile. See Mines.
Grenade
Any robot but the Medic stands still for 0.5 s, holding fire, and lobs its grenade 2–5 tiles away, over walls too. See Grenades and smoke.
Smoke
Any robot stands still for 1 s, holding fire, and throws a smoke bomb 2–6 tiles away. See Grenades and smoke.
Heal
The Medic stands still and heals a teammate within 1 tile (diagonals too) for 2 s. See The Medic.
Self-destruct
Any robot but the Medic stands still, holding fire, while a red light on it blinks for 2 s, then blows itself up: it is destroyed (leaving a wreck), and every robot on the 8 tiles around it takes 70 damage (less armour, stance and ground), teammates too. That's more than a grenade but not enough to destroy a robot at full health on the ground (up on a scaffold it can be); a hurt one rarely survives. Walls stop the blast; half-walls and wrecks don't. Ordered late in the turn, the battle runs on until it goes off. Once the countdown starts the only thing that stops it is the robot being destroyed first, so plan for the blast before you order it, or keep your robots clear of enemies who might.
Terrain
GroundMove timeEffect
Rubble×1.510% less damage
Marsh×2−5 aim from it
Water×2.530% less damage, −20 aim from it, can't crouch
Bush×1.25−20 to hit it, hides robots lying down
Tyres, sandbags, planters×1.550% less damage, no penalty to hit it: it sits inside, like a small bunker
Scaffold×3 (×3 out)50% more damage, +10 to hit it, can't crouch, +3 tiles of range, sees over half-walls, seen from further off
Foxhole×1.5 (×2 out)cover from every side, hidden beyond 3 tiles, half-walls block its view

Seeing and being seen

Main view sees + auto-fires peripheral seen only peripheral seen only behind: not seen
  • Each robot sees 180° around the way its head points. Enemies in the central 90° (main view, 45° each side) are fired at automatically. Enemies at the edges (45°–90°, peripheral view) are seen but not shot at. Nothing behind is seen.
  • Sight has no range limit: a robot sees across the whole board unless something is in the way.
  • Walls block sight. Half-walls don't, except for a robot lying Down right behind one. Other robots and wrecks never block sight.
  • Fog of war: your team sees what any of its robots on the board can see, and nothing else.
  • Stealth robots are invisible to enemies unless they move, fire (seen for 1 s) or an enemy right next to them has them in its main view. Once your team has spotted one, it stays visible while any of your robots keeps it in view; lose sight of it (look away, smoke, a wall) and it vanishes again.
  • Bushes hide only a robot that is fully Down inside: it's spotted only from within 4 tiles. Standing or crouched in a bush, it's seen as usual (but still gets cover).
  • Giving yourself away: a robot in a bush that fires, or that an enemy sees (up close, or before it got Down), is spotted: every enemy with it in view sees it from then on, even lying Down, until it leaves that bush.
  • Foxholes hide a robot in any stance from enemies more than 3 tiles away, until it fires or is seen there (then it stays seen, as in a bush). From inside, it sees as far as anyone, but half-walls and tyre rings block its view (and the view of it), unless the other end is up on a scaffold. Up on a scaffold, every one of these distances (bush, foxhole, Stealth) reaches 3 tiles further, both ways.

Combat

  • Auto-fire: a robot keeps shooting the nearest enemy in its main view that it can see itself, if that enemy is in range of the weapon in hand. A teammate spotting the enemy isn't enough.
  • Programmed fire: the Fire order shoots at a tile for 2 s; auto-fire pauses meanwhile.
  • Stop to fire: the Heavy Machine Gun only fires its main weapon while standing still (any stance). Put a Scan or a Fire order between moves to let it shoot. Everyone else can fire on the move, at −20 to hit (the Missileer at −50).
  • Holding fire: a robot running a Wait order doesn't shoot.
  • Hit chance starts at the weapon's aim and drops with distance (past each weapon's falloff range), −20 if the shooter is moving (−50 for missiles), −10 if the target is moving (the HMG tracks moving targets and loses nothing), −5 or −20 if it stands in marsh or water, −10/−20 if the target is crouched/down, −20 if the target is in a bush, −15/−25 for half-wall cover (−25 in a foxhole, from any side), and −30 for a Fire order through smoke; +10 if the target is up on a scaffold. The Rifle aims steadily: the target's stance, cover and bush count only half against it. It never goes below 5%.
  • Damage is cut by the target's armour, its stance, the ground it stands on and half-wall cover. Hits from behind do no extra damage.
  • Every shot flies, and robots lead a moving target: they aim where it will be when the shot gets there, if it keeps going the same way (never past a wall on the shot's line). Rifle rounds land almost at once; missiles are slow (6 tiles/s) and aimed only 50% as far ahead, so a robot crossing in front usually gets past, and one that stops or turns while one is on its way can make it miss. A robot that set off, stopped or turned in the last second is also −20 harder for a missile to hit.
  • Friendly fire: a shot can hit any robot in its path, whichever team. A robot it wasn't aimed at is hit at the chance it would have had as the target (range, stance, cover), and rounds from a standing robot mostly pass over a crouching one: a teammate ducking in front of a standing shooter is rarely hit, one standing in the open often is. A round that misses flies on. Mind your fire lanes.
  • Missiles splash: 25 damage to robots within 1 tile of the blast (teammates too, never the shooter), 50% of it to a robot on the move. Walls block splash; half-walls don't.
  • Two robots can destroy each other at the same moment.
  • Wrecks stay where the robot died for the rest of the match, as a half-height obstacle: they block movement and give cover like a half-wall (the Stealth and Light/Auto can jump them), but never block sight. You only see an enemy wreck once one of your robots has had it in view (or saw it destroyed, or bumped into it); from then on it stays on your board. A robot that walks into one it didn't know about stops against it (it doesn't go round).
Weapons
WeaponDmgEveryRangeAimMoving
Rifle220.6 s1490%yes
Popgun100.6 s675%yes
Heavy Machine Gun90.1 s970%no
Missile602 s2–1695%yes
Zap601.5 snext to it100%yes
Burst Rifle12×30.8 s1275%yes

Aim is the hit chance at close range. Range is in tiles; "Every" is the time between shots (or bursts); "Moving" says whether it fires on the move.

Cover

  • Full height (tall brick walls, containers; in the Suburb, houses and water towers): blocks movement and sight.
  • Half height (low, broken brick walls, car wrecks; in the Suburb, sheds, garages, garden walls, planters, dumpsters and parked cars): blocks movement, cover by stance. A low stretch in a building wall is a gap you can shoot through.
  • Tyre rings (and sandbag rings; in the Suburb, a ring of garden planters): walk in (slowly) and sit inside, like a small bunker: shots at you hit as often as in the open, but do 50% less damage. They hide nobody and give no cover to a robot next to them.
  • Scaffolds (marked ▲): move onto one to climb up (slow, and slow to climb down). Only a standing robot can climb: stand up first. Up there your gun reaches 3 tiles further and you see and shoot over half-walls (they give no cover against you), and you spot hidden robots from 3 tiles further. But you get nailed up there: enemies spot you from 3 tiles further off, shots at you get +10 to hit (nothing covers you), every hit does 50% more damage, and you can only stand.
  • Foxholes (marked ▼): move into one to dig in. It is cover from every side (like crouching behind a half-wall) and enemies only see you within 3 tiles, unless you fire. Once you're seen there, as in a bush, every enemy that has you in view keeps seeing you until you leave. From inside you see as far as anyone, but only over open ground: half-walls and tyre rings block your view (and theirs of you). A grenade or a missile's blast still hurts in full, and climbing out is slow.

A half-wall (low brick wall, car wreck, a shed or garden wall in the Suburb, a destroyed robot's wreck) only counts for a robot right next to it on the line of fire. It doesn't shield robots further back.

Stand Crouch Down
Standing
Sees and fires over it. Can be hit with some cover (−15 to hit, 75% damage).
Crouched
Sees over it but can't fire across it. Shots across it strike the wall, unless the shooter is standing within 3 tiles of the half-wall, or fires a missile (missiles arc over). Then it gets more cover (−25, 50% damage).
Down
Hidden: can't see or be seen across it, and can't fire across it. Across the wall, only missiles (fired at its tile, or splash) can reach it.

Bushes make a robot harder to hit (−20), though a hit does full damage, and hide a robot lying Down. Walls block sight, shots and missile splash; a wall runs round the board's edge. Rubble and water also soften hits (see the terrain table).

The robots

The default team of 6 has one of each; build yours in the team builder. Armour cuts the damage of every hit.

Rifle

Health
90
Armour
15%
Speed
3.3 tiles/s (5 in the open)
Weapons
Rifle + Popgun

Quick on its feet, with an accurate long-range gun whose rounds land almost at once, but lightly armoured. Your front line. Steady aim: cover, crouching and bushes only count half against it.

Heavy Machine Gun

Health
120
Armour
35%
Speed
2 tiles/s (2.5 in the open)
Weapons
Heavy Machine Gun + Popgun

Strong and slow: the heaviest armour, and a Gatling gun: 10 rounds a second out to 9 tiles, +10 to hit robots on the move. Braced, it aims better the lower it gets: +10 crouched, +20 Down (but like anyone it can't fire across a half-wall it ducks behind). Must stand still to fire the machine gun (its popgun fires on the move).

Missileer

Health
115
Armour
30%
Speed
2.5 tiles/s (3.3 in the open)
Weapons
Missile + Popgun

Missiles explode: 25 damage to everyone within 1 tile. They arc over half-walls, but fly slowly (dodgeable: keep moving, and turn) and need at least 2 tiles: a missile arms only that far out, flying over any robot closer to its shooter, friend or foe. They fire on the move too, but at −50 to hit: stop to aim.

Stealth

Health
80
Armour
20%
Speed
3.3 tiles/s (5 in the open)
Weapons
Zap + Popgun

Invisible to enemies unless it moves, has fired in the last 1 s, or an enemy right next to it has it in its main view. Once an enemy team has spotted it, it stays visible to that team for as long as any of its robots keeps it in view. Jumps over half-walls like the Light (standing only). A hidden scout that strikes when the moment is right: its main weapon is the zap, which hits any enemy next to it, in every direction, for 60 damage every 1.5 s, whatever is in hand, and never misses; zapping reveals it. Nothing else fires by itself: switch to the popgun (Gun) to shoot at range.

Light/Auto

Health
90
Armour
15%
Speed
5 tiles/s (10 in the open)
Weapons
Burst Rifle + Popgun

The fastest robot, a scout. Carries 2 mines for the whole match. Jumps over half-walls (a slow high jump, standing only).

Medic

Health
70
Armour
15%
Speed
3.3 tiles/s (5 in the open)
Weapons
None

Unarmed: it can't hurt anyone, but it sees like any robot. Heals a teammate next to it by 10% of its health per second, 200% in all for the whole match. With its healing used up it rockets off the board. One per team.

Mines

  • Only the Light carries mines: 2 for the whole match. Mine order: stand still 1 s, drop it on its own tile. One mine per tile per team.
  • The mine arms once the layer steps off it, so it never blows up under the robot laying it.
  • Anyone stepping onto an armed mine sets it off: enemies, teammates, even the layer coming back. 60 damage to that robot, 25 to robots within 1 tile.
  • Mines stay until triggered and are secret: only your team sees them; the enemy only sees the explosion. Your own routes step around your mines when they can.
  • A robot destroyed while standing on a mine destroys the mine with it (no blast).

Grenades and smoke

Every robot has a small launcher on its hull: 1 blast grenade (not the Medic) and 1 smoke bomb for the whole match.

Grenades

  • Grenade order: tap Grenade, then a tile 2–5 tiles away. It is lobbed over walls, so you can hit a robot you can't see. The robot stands still for 0.5 s, holding fire, and the grenade lands 1 s later.
  • It blows up the 3×3 tiles round where it lands: 50 damage on that tile, 25 next to it. Walls stop the blast; half-walls don't cover you from it; a tyre ring halves it. It hurts your own robots too.
  • A robot that keeps moving gets clear in time. One standing still, crouching or shooting gets caught.
  • Throwing gives the thrower away to enemies that have it in view, like firing. Thrown from behind a wall, nobody sees who threw it.

Smoke

  • Every robot carries 1 smoke bomb for the whole match. Smoke order: tap Smoke, then a tile 2–6 tiles away with no wall in the way (it is lobbed over half-walls). The robot stands still for 1 s, holding fire, then the cloud bursts.
  • The cloud covers the 3×3 tiles around that tile for 5 s (full walls stop it, half-walls don't), and carries on into the next turn if it is still up when the turn ends.
  • Nobody sees through, into or out of smoke, so nobody shoots by itself across it. A robot inside is hidden from everyone (a Stealth too, even moving or firing), and blind.
  • A Fire order into or through smoke still shoots, at −30 to hit.
  • Throwing gives nothing away: it isn't firing, and the enemy sees only the cloud appear, never who threw it or from where.

Power-up crates

With power-ups on (the setting when you start a game; on unless you switch it off), a supply crate appears on the board when you start planning turn 2, at a spot about as far from every team's start. There is one at a time, and it stays until a robot takes it; then the next one appears when the next turn's planning starts.

  • Walk a robot over the crate to take it: it counts once the robot is halfway into the tile. Everyone knows where the crates are: one your robots can see is solid, one they can't is a dashed outline where you last knew it to be. You only see a crate taken if your robots are looking at it (and who took it only if you can see them); otherwise you find out when you next plan.
  • Repair kit: the robot is back to full health.
  • Ammo crate: one more grenade, smoke bomb and mine (of the ones it carries).
  • Sensor beacon: your team sees every enemy on the board at the moment it's taken (they're left as last seen there). The later in the turn you take it, the fresher the picture for planning.
  • Armour plate: plating worth 50% of the robot's health soaks up damage first (the steel strip on its health bar).
  • A crate can sit on a mine: the robot still takes the crate, and the mine still goes off.

Repairs and the Medic

  • Moving repairs: every robot repairs 1 health for each tile it moves (2 for a jump), as each step lands, up to its full health. Standing still repairs nothing.
  • A team can have one Medic. It carries no weapon and never shoots, but it sees enemies like any robot, so it can spot for the team.
  • Heal order: pick the Medic, press Heal, then tap a teammate within 1 tile of where the Medic will be (diagonals count). The Medic stands still and heals it by 10% of its maximum health per second for 2 s, never above full health. You can heal a robot that is still at full health, to patch it up as it gets hit; the healing is used up either way.
  • Healing stops early if the patient walks out of reach or is destroyed; the Medic then goes on with its next order.
  • It has 200% of healing for the whole match (the button shows what's left). When it runs out, the Medic rockets off the board: it leaves play, but it doesn't count as a kill. Every enemy within 12 tiles sees the launch, even through walls.
  • A team left with only its Medic has lost, and Medics don't count at the turn limit.

Tips

  • Use Look to cover a flank or the way you came: a robot only shoots what is in front of its head.
  • Check the timeline before Done: scrub through and look for robots walking into each other's fire lanes.
  • Outgunned behind a half-wall? Crouch: only standing robots up close or missiles can hit you. Stand up to shoot back.
  • Ambush from a bush: get in unseen, lie Down and Scan. Enemies won't see you beyond 4 tiles until you fire; after that every enemy with you in view sees you until you leave the bush. (Stand up first to move on.)
  • Stop the Heavy Machine Gun where it'll have a view: it holds fire while walking.
  • Robots standing still shoot better than moving ones, and moving robots are harder to hit. Shooters lead a robot on the move, so stopping or turning can make a slow missile miss: keep moving. Cover helps less against Rifles: they aim steadily.
  • Lay mines in doorways and gaps the enemy must pass through.
  • Enemy dug in behind a wall or crouched behind a half-wall? Lob a grenade on it, from out of its sight.
  • Don't bunch up against a Missileer: splash hits everyone next to the blast.
  • Keep the Stealth robot still near a route the enemy uses: it zaps anyone who walks next to it.
  • Keep the Medic behind cover, right behind the robot doing the fighting.
  • A badly hurt robot that has slipped in next to two enemies can take them with it: Destruct. Keep your own robots out of reach of one that might.
  • Fire at tiles where you think enemies hide; a shot hitting a half-wall shows someone may be there.

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