- 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.
- 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).
- 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.