The game is Last Robot Standing. It uses the RoboRally board and movement rules. But the game play and turns are different. Your goal is to gather the most points. The winning A. I. is the player with the highest score. Flags, destroys, and kills are relevant only to the points that accrue due to those actions.
- The game will be run 10 times with the score from each run totaled. The total score from the 10 games will determine the winner. High score wins.
- If there are more than 8 teams at a school, multiple games will be played for sets of 8, and the top 2 from each set will then play against each other for the school final.
- The top 2 teams from each school will then go on to the national championship.
- If the total number of finalists is not a multiple of 8, additional wild card teams will be added based on total score across all players at all schools to provide a multiple of 8 teams for the final.
- 1 point - Fire on another robot (damage or destroyed).
- 2 points - Pushing a robot; robot is not pushed in a pit or off the board.
- 5 points - End turn on flag. Only good one time for each flag and you must hit the flags in order.
- 7 points - Pushing a robot; robot is destroyed.
- 2X points - If all other robots are dead, score is doubled.
Damage, Destroyed, and Killed
A robot starts with no damage. Each time it is shot by a laser it takes 1 damage. When a robot reaches a level of 10 damage, it is destroyed and loses 1 life.
Every 5th turn, if the robot ends the turn on a repair square, the damage level is decreased by 1. Repair turns are indicated by the boolean repairSitesOn in the Framework.* file of the sample clients.
A robot has 3 lives, so it can be destroyed and come back twice. When it comes back, the first 2 times, it has 0 damage. On the third destroy, it is killed and out of the game.
A robot can also go off the board, either by being pushed or by moving off the board or into a pit. When that occurs, regardless of damage level, it is destroyed and uses up one of its lives.
So 10 damage == destroyed; 1 pit/off board == destroyed, 3 destroyed == killed.
When you have a damage level of 9, you are dealt one card. That one card is your turn as it is locked.
You can power down your robot on any turn. When you power down, the move you returned will occur, but for the next 5 turns, you will receive no turn, and your robot will not move.
At the end of 5 turns your robot will be powered back up and will have a damage level of 2.
During those 5 turns your robot can still be shot and pushed. If it is destroyed during those 5 turns, the turn following the destruction it will re-enter the game.
When you end a turn on a flag or repair square, that becomes your new archive point. When your robot is destroyed, it will re-enter the game at the most recent archive point. In this case the re-enter query provides this one location and all you can do is select direction.
If that square is occupied, then you will receive a list of squares consisting of all unoccupied squares around the archive square. You then select one of those squares. In this case, if two robots are re-entering the game around the same occupied archive square and both select the same square, one of the two will be given one of the other squares.
- You are given a set of 1 - 9 turn cards (you start with 9 cards). The number of cards is reduced by 1 for each level of damage sustained.
- If you have level 9 damage, you are stuck with the last card you used and therefore your move is forced (locked). The server will send you the locked card in your hand, so you hand will still have a card, but you don't have a choice about the move.
- You return 1 card for your move.
- You can also request power down. If you do, then for the next 5 turns you do not move. During those 5 turns you can be killed.
- When you return from a power down, you will have a 2 damage on your robot (8 remaining before you are destroyed).
- Each card has a unique priority number from 10 - 990. The robots are moved from highest to lowest priority. (Priority numbers do not follow the RoboRally game with certain moves having higher priorities - these numbers are randomly generated every turn.)
- This is when a robot can push another robot.
- After the robots are moved, the conveyor belts move any robots on the conveyor belt.
- When a conveyor belt turns, the robot turns the same amount. So if the robot entered the belt facing the right side of the belt, after a turn it will still be facing right.
- All lasers fire (board and robot).
- Any robots on their next flag get 5 points.
- There are three flags, and their location is provided in order. You need to first go to flag, then flag, then flag to get the points. If you land on a flag out of order it has no effect. Once you have hit all 3 flags there is no value in hitting any again.
- Destroyed robots re-enter the game.
- You will be given either one or a short list of allowed re-entry points to select from (following the RoboRally rules).
- The game ends when there is only 1 robot left or 60 turns have been completed.
- If the server is running the DEBUG build there are several changes in how it runs:
- The timeout is 1,000 seconds instead of 1 second so you can step through a turn without a timeout occurring.
- Your A.I. will always be player 1.
- The robot for player 1 is a solid red block. This makes it easy to follow your player on the board.