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Bot-Builders Install the loop. Survive the glitch. Reveal the bot.

Set-collection for robotic engineers. Install one Sense, Think, Act, and Power part plus a Mission. Glitches hit the other benches. When someone shouts BOT!, last turns are install or discard only — then everyone reveals. Highest score wins — checkable like Uno, the verb is the lesson.

2–4 players · ~8–12 + parents · ~20 min · screen-free

Print tonight

Instruction sheet on plain paper, one side, Actual Size / 100%. Cards: Avery 5388 at Actual Size / 100% (never Fit to page). Tear on the perforation.

How to play

Build the most complete robot on your face-up bench: one Sense, one Think, one Act, one Power, plus a Mission. When someone shouts BOT!, everyone else gets one last turn (install or discard only — no Glitches), then all benches are revealed at once. Highest score wins.

  1. Setup

    • Shuffle the 48-card deck and deal 4 cards to each player. Hands stay secret.
    • Put the rest face-down as the draw pile. Flip the top card to start a discard pile.
    • Each player has an empty bench in front of them — the robot they are building. Benches are face-up.
  2. Your turn

    • Draw one card: the top of the draw pile, or the top of the discard pile.
    • Then do exactly one: install a part or Mission on your bench, play a Glitch on one opponent, or discard one card.
    • Hand limit 5. If you have 6 or more after that, discard down to 5.
  3. Install rules

    • One slot per category. You may have at most one Sense, one Think, one Act, one Power, and one Mission.
    • Playing a second card into a filled slot replaces the old one. The old card goes to the discard.
    • You cannot install a Glitch on your own bench.
  4. Glitches

    • Read the card aloud. The target does what it says, then the Glitch is discarded.
    • If the named slot is empty, the Glitch fizzles — no extra effect.
    • You may not Glitch yourself.
    • After someone shouts BOT!, last turns may not play Glitches.
  5. Ending the round

    • A bench is a Full Bot when it has Sense + Think + Act + Power + a Mission.
    • When you complete a Full Bot, you may shout BOT! Everyone else gets one last turn, then stop. Those last turns may install or discard only — no Glitches.
    • The round also ends when a player would draw and the draw pile is empty. Finish that player's turn, then stop.
    • Everyone reveals their bench at the same time and adds up the score.
  6. How to score

    • +1 for each installed part (Sense, Think, Act, Power).
    • +4 four-loop bonus if you have all four categories.
    • +2 if you installed a Mission.
    • +3 mission match: both of the Mission's preferred categories are installed.
    • +3 Full Bot bonus (four-loop + Mission). Perfect score is 16.
    • Ties: Full Bot beats incomplete, then four-loop, then the younger player.
    • Example: Camera + If/Then board + Drive wheels + Battery pack + Rescue rover (prefers Sense + Act) = 16.
  7. Variants

    • 2 players — same rules. Glitches always hit the other person.
    • Solo — after each of your turns, flip the top card onto a dummy bench. Dummy installs it if the slot is empty; otherwise discards it. Dummy never Glitches. You win if you score 10 or more.
    • Classroom — teams of 2 share a bench. After scoring, each team says one sentence: “My bot senses with __, thinks with __, acts with __, powered by __, because __.”

Downloads

  • Instruction sheet

    Plain paper · 1 page · 8.5 × 11

    One 8.5 × 11 page for the table — setup, turns, last-lap rule, and scoring.

  • Bot-Builders rules

    Plain paper · duplex · 2 pages

    Same game, longer type. Variants and the teach-back sentence. Duplex if you want a spare.

  • Parts deck (Avery 5388)

    Avery 5388 · 12 sheets

    32 Sense / Think / Act / Power cards — one slot per category.

  • Missions + Glitches (Avery 5388)

    Avery 5388 · 6 sheets

    8 missions (why the bot exists) + 8 glitches (setbacks).

Rules preview

Same rules as above, laid out for the table. Keep a printed copy face-up while you score.

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