Programming cards activate one register at a time, and players take turns based on priority. For every register, after all players have activated their programming card, Board Elements, Robot Weapons, and End of Register effects all activate before the Programming Card Activation for the next register begins. To activate your first programming cards, follow these steps:
1. All players flip over the cards in Register 1 on their player mats, revealing their programming choice.
2. The player with priority (that is, the player who holds the Priority Token) carries out the action on their Register 1 card. Don’t worry about any effects of the space your robot stops on just yet.
3. The next player with priority (that is, the player to the left of the priority player) carries out the action in their first register, and so on until all players have activated the programming in their first register.
Robots can push fellow robots, and sometimes robots will bump into each other.
Once all players have resolved the card in their current register, proceed to Board Element Activation and Robot Weapon Activation.
Kristin has the priority token, so she resolves her Register 1 programming card first. The Rotate Left leaves Smash Bot on the blue conveyor belt. It is now facing the space in between the Checkpoint and the battery.
Luis reveals a Move 3 in his Register 1, so Hammer Bot charges forward 3 spaces!
Now that all players have activated their programming for Register 1, Board Elements and Robot Weapons activate, then End of Register effects happen. Smash Bot ended its move on a blue conveyor belt. It conveys 1 space in the direction of the arrows. Then, since it is still on a blue conveyor belt, it conveys 1 space in the direction of the arrows again. Hammer Bot is on an empty space, so nothing happens to it. Since Robot Weapons fire after conveyor belt movement, Hammer Bot did not get to shoot Smash Bot.
Register 1 has now ended, and the players proceed to Register 2.