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Rove Module Movement Rules

This document outlines the abilities of different modules in a game. It describes the abilities of the Brain, Laser, Sensor, Coil, Gripper, and Motor modules, including moving spaces on the board, swapping module positions, drawing cards, activating adjacent abilities, and pushing other modules.
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0% found this document useful (0 votes)
2K views2 pages

Rove Module Movement Rules

This document outlines the abilities of different modules in a game. It describes the abilities of the Brain, Laser, Sensor, Coil, Gripper, and Motor modules, including moving spaces on the board, swapping module positions, drawing cards, activating adjacent abilities, and pushing other modules.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Move any number of spaces. May pass over other Modules.

Brain: Choose any other Module and


reposition it to be adjacent to Brain.
Laser: Swap any two Modules (can
include Laser).
Sensor: If you have fewer than 5
cards in your hand, draw one card.
Move any # of spaces. Must pass over 1+ other Modules.

Coil: Reposition Coil to any valid


location.
Move one space.
Gripper: Activate an adjacent
Module’s ability, even if spent. (For
Brain, place a Module adjacent to Brain.
For Coil, reposition Coil, not Gripper.)
Move one space. If you move into a Module, push it one
space in the same direction. Pushed Modules push others.

Motor: Shift any Module (can be


Motor) one space in any direction.

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