Contents
Ricochet Robots Game Rules
Objective
In the game Ricochet Robots, the objective is to find the most efficient path to reach the target robot. The target robot is determined at the beginning of each round, and the players must navigate their own robots towards it.
Setup
To set up the game, place the game board in the center of the playing area. Each player selects a colored robot and places it on the starting position. The target robot is selected randomly and placed on the corresponding target space.
Gameplay
On your turn, you will roll the four numbered dice and announce the sum of the numbers rolled. You must then move one robot any number of spaces in a straight line until it reaches an obstacle (either a wall, a robot, or the edge of the board). When you move a robot, it will continue in the chosen direction until it encounters an obstacle. Robots can only move in straight lines and cannot turn.
Scoring
The player who finds the shortest path to the target robot scores one point. In the event of a tie, the player who found the shortest path in fewer turns wins the point. The game continues until a player reaches a predetermined number of points.
Strategy
To become a skilled player, it is important to carefully analyze the board and consider all possible moves. Look for opportunities to use the walls and other robots to redirect your own robot’s path towards the target. Pay attention to the sum of the dice roll and think strategically about which robot to move.
Conclusion
Ricochet Robots is a challenging and strategic game that requires careful analysis and planning. By honing your skills and developing a keen eye for efficient paths, you can become a master of this exciting puzzle game. So gather your friends, set up the board, and let the robot ricochets begin!


- I have 4 boards that are printed on both sides.
- There is also 1 plexiglas center-piece.
- I have 4 plexiglas ricochet robots in different colors.
- There are 4 square tokens in the robots’ colors.
- I have 17 round target chips.
- There is also 1 sand clock that lasts approximately 1 minute.
- Finally, I have 1 rule sheet.
Let’s Get Set Up
Before we start playing, I need to carefully detach the tokens and chips from their cardboard frame.
- First, I’ll join the four boards with either side facing up, making sure to align the holes toward the center. I can arrange them in 96 different ways! Once they’re in place, I’ll secure them with the center-piece. I’ll place the sand clock beside the board for easy access.
- Next, I’ll randomly distribute the 4 robots onto 4 spaces of the board that don’t have a target symbol. To keep track of each robot, I’ll slide a square token of the corresponding color underneath.
- Lastly, I’ll shuffle the 17 target chips and place them face-down on the table. This adds an element of surprise to the game!
- First, I’ll pick up a chip from the table and place it face up on the center-piece to start the game.
How to Win
The goal of each round is to collect the chip in the center. There’s a space on the board, called the target space, that has the same color and symbol as the chip. My job is to figure out how to get the robot of that color, which is the active robot, to end up on the target space in as few moves as possible.
The player who can do it in the fewest moves gets to keep the chip. The winner is the player who collects the most chips!
Planning the Robots’ Moves
At the beginning of a round, the robots only move in our minds. We have to imagine the shortest route to the target space without actually moving the pieces. We can direct the robots to move horizontally or vertically, but they can’t stop!
Once a robot starts moving, it can’t stop until it hits something. The obstacles in this game are the board’s edges, the walls shown on the board, the center piece, and other robots.

When I encounter an obstacle, I have two options. I can either come to a halt or bounce off in a different direction, either to the left or right, until I encounter another obstacle. This bouncing can go on indefinitely.
Each time I move from one obstacle to the next, it counts as one move. If I decide to stop, I can only move back in the same direction once another robot has made a move.

When I control a robot and it comes to a square with a diagonal colored wall, I have to make a decision. If the color of the wall matches the color of my robot, I can pass through the wall and continue moving. But if the colors don’t match, I have to change direction and bounce off the wall at a right angle. It’s like when you’re walking and suddenly there’s a wall in front of you – you either go through it or bounce off, depending on the colors involved.
Now, here’s something interesting. When I reach a wall opening, things get a little different. Instead of stopping, I go right through the opening and appear on the opposite side of the board, still in motion. It’s like a magic trick! I don’t count this as two moves; I just keep on going as if nothing happened. It’s kind of cool.
Let’s play a round!

- When a round begins, I pick up a chip and place it on the center-piece.
- Now, I need to figure out how to bring the active robot (the robot that matches the color of the chip) to the target space. The goal is to do this in as few moves as possible. Sometimes, I’ll have to move other robots to act as obstacles, and those moves count too (see example 1).
- If the chip in the center is the “cosmic vortex,” which has all colors, I can choose any robot, even the silver one, to be the active robot and bring it to the cosmic vortex target space.
- When I’m programming a robot to navigate to a target, it’s not as straightforward as just going straight there. Sometimes, the robot needs to hit an obstacle and bounce off it in order to reach the target. It’s kind of like a game. Let me explain how it works.
- Imagine there’s a target space that the robot needs to reach. But instead of going straight there, the robot has to ricochet off an obstacle at least once. If the robot could reach the target without bouncing off anything, then it means there’s another route it needs to take.
- Once I figure out a way for the robot to reach the target, I have to make a guess at how many moves it will take. I say my guess out loud and set up a sand clock to time the other players.
- Now, the other players have 1 minute to make their guesses. There’s no specific order for guessing, and players can guess more than once. Usually, each guess will be lower than the last, but sometimes it might be the same or even higher if someone realizes that a previous guess was wrong.
- Once a player makes a guess, they can’t change it to a higher number. It’s important to stick with your original guess.
When the sand clock runs out, it’s time for the lowest bidder to take center stage. They carefully execute their planned moves, counting them aloud for everyone to hear. If they manage to make the exact number of moves they bid or fewer, they get to claim the prized chip, and the round comes to a close. But if they fall short, they have to return the robots they moved back to their starting positions, and it’s the next player’s turn. In the event of a tie, the player with fewer chips takes precedence. This cycle continues until a player successfully completes their bid. If no one manages to do so, the chip goes back into the mix for the next round.
Once a round is over, a new one can begin right away. Adjust the colored tokens under the robots that were moved, grab a fresh chip, and place it on the center-piece. And so the game goes on, round after round.
Ultimately, the game comes to an end. The player with the most chips is crowned the winner. It’s a thrilling adventure of strategy and skill, where every move counts. Get ready to unleash your inner robot master and show your opponents what you’re made of. Are you up for the challenge? Let the games begin!
In this game, you can play with 2, 3, or 4 players. The game ends when a player has won a specific number of chips: 8 chips for 2 players, 6 chips for 3 players, and 5 chips for 4 players. If there are more than 4 players, the game continues until all the chips have been won. However, players can also decide to end the game in a different way if they agree before starting.
Note: Most situations on the board can be solved in less than 10 moves. However, there may be some situations that require more than twenty moves to resolve. These situations can be challenging and interesting as problems, but in a game, they can also be frustrating.
So, if no one has made a bid after 4 or 5 minutes, it’s a good idea for one of the players to set up a sand clock. When the sand runs out, if no one has made a bid, return the chip to the table, shuffle the chips, and replace it with another one.
Example 1: In this example, a different robot is moved to serve as an obstacle.

I moved the red robot in two different spaces in order to create an obstacle. Then, the green robot used the red robot as an obstacle for its own movement. The green robot had to keep moving until it hit the obstacle, just like the target robot.
Here’s another example: The green robot could have gone straight to the target space, but that’s not allowed, so it had to choose a different path.
When I choose the other route, I have to make 6 moves. It’s interesting to note that the route I take goes through my own colored square token, which means that those tokens aren’t obstacles. It’s like a puzzle!
Rules for Expanding the Game
If I want to make the game more challenging, I can mix the boards from this version and the original. But I need to make sure I have all 17 different target spaces to play with.
Playing in a Tournament
If I’m playing in a tournament, there’s a special rule: if two players have the same bid, the player who made their bid first gets priority.