4.6
rating

GEMJI Robot Race

Calculate your best move faster!

Difficulty 

→ 
5
/10
→ 

Duration 

30
 Mins

Players 

→ 
2
-
4
 Players

Age 

7
+
→ 

Suitable for visually impaired people

4.6

Rating
Rules
Rules
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Rules

Elements

Set-up

  1. Prepare the draw pile:
    • Take out five 1, 2, 3 and 4-stroke black tiles each.
    • Mix and arrange them into two piles.
  2. Prepare the board map:
    • Mix the remaining tiles and make a 7 x 7 white grid without the 9 middle tiles (see the illustration below). Arrange the tiles randomly.
    • Place 4 black joker tiles as shown in the illustration. Those are the safe zones. Remove the other two jokers and discard them.
  3. Have each player take a random tile from the 4 that remain. With the black side up, this is every player's "Robot", and they move it around the board during the game. Place them in the corners of the board map (at the start position).

Start of Game

Each turn, the players draw 4 tiles from the pile and refer to them as instructions. The number of strokes on the tiles' black side determines what type of movement your robot will be able to do on the map.

The players make a move sequence from their tiles. They then arrange it as it will be played, from the bottom up, and show it to everyone.

The strokes of the white tiles on the board determine the direction in which it will be possible to move your robot when it is next to them. “No strokes” on the relevant side of the tiles (1-2-3) means that there is NO path and you need to jump or to go around it. The robots move counterclockwise around the board and are allowed to go either forward or sideways. Moving backward is only allowed in order to avoid getting stuck. If a robot's last move happens to be on one of the clusters of four tiles at the map corners, the “forward” direction changes according to the new lane.

Moves

1-stroke black tile - move forward once
2-stroke black tile - move diagonally once
3-stroke black tile - move sideways once (the middle stroke points in the correct direction)
4-stroke black tile - straight jump (jump over a tile)

Tips

  • Players can make as many moves per turn as they want (max. 4). The instruction tiles that have been fulfilled are discarded, and new tiles are drawn from the pile for the next turn.
  • If you give your robot an instruction that cannot be fulfilled (e.g. to move in a closed path), you lose your turn.
  • If another robot steps on your robot, your moves are blocked for the next turn.
  • If you enter a safe zone, your opponents cannot land on you, and your turn automatically ends.

Winner

The first player to complete 3 rounds of the board wins. A round is complete when your robots cross the start point tile.

How did you like this game?

Average rating 4.6 / 5. Vote count: 7

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How did you like this game?

Average rating 4.6 / 5. Vote count: 7

Be the first to rate this game.

GEMJI Robot Race
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