

Robo Run
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You can't speak. You can't point. You just have to look at the other person and hope they understand. And when it works, when you move together without a word, it's pure magic.
WHAT IT'S ABOUT
Two robots awakening. Zero words. One chance to escape.
Robo Run is the new cooperative game by Eryk Nowak, published by Portal Games with illustrations by Hanna Kuik. Set in a dystopian Factory where defective robots are destroyed, the game puts you in the shoes of two automatons who have developed consciousness. Or perhaps just a malfunction. The difference, to the security system, is irrelevant.
At the table, you must coordinate movements on a grid, avoid deadly traps, and reach the exit without uttering a word. The Factory detects any communication anomaly. You can only observe, intuit, and recognize the other's patterns. The campaign unfolds through five thematic books, each with new dangers, different board layouts, and a narrative progression that evolves the story of your escape.
What they say abroad
The enforced silence turns every move into an act of blind trust.
— FroGames
When you finally understand their mental pattern, without words, it's like reading minds.
— FroGames
Robo Run
The elements of the Factory
What you will encounter in the Factory corridors
The Robots
Two pawns, two players, a single distributed mind. You must move in perfect synchronicity on a modular grid, avoid dangers, and reach the exit together. If one falls, you both lose.
The Traps
Toy shredders, security lasers, scorching ovens, thousand-toothed gears, acid pools. Each book introduces new threats. Some are static, others move according to patterns you must decipher.
The Campaign Books
Toy Story, Cold Steel, Heat of the Furnace, Thousand of Cogs, The Acid Flow. Five different settings, five styles of danger, a narrative that evolves your mechanical awakening.
The Modular Layouts
Each scenario has a different map with tunnels, rooms, forced passages. The Factory changes shape with each game and forces you to re-adapt the silent strategies you have built.
In half an hour, you'll know if you can read each other's minds. Or if the Factory has already cataloged you as defective.
A five-part game
What happens at the table
Not the rules. The experience.
The Silent Awakening
Open the campaign book, look at the map, place the robots. You can't say "I'll go left, you go right." You can only look the other person in the eye and hope they understand. The first turns are chaotic, clumsy, full of hesitation.
The First Pattern
After a few moves, you start to recognize patterns. He tends to move right, you prefer to circumvent. No one says it, but the table begins to speak through gestures, hesitations, the movement of a hand on a pawn.
The Active Trap
A laser fires, or a gear turns, and suddenly the safe path is gone. You have to recalculate everything in silence. One of you points to a pawn, the other nods. Or shakes their head. Timing is everything.
The Impossible Synchronicity
There's a moment, about halfway through the game, where you read each other's minds. He moves, you move exactly where needed without thinking. You don't know how, but it works. The Factory can't stop two robots who think as one.
The Exit or Game Over
The last turns are pure calculation. Every cell counts. If you exit together, you win. If one falls, the Factory recycles both of you. When it works, there's no need to speak: you just know it.
How to play
The flow of each round
Alternate turns, grid movements, absolute silence.
The active player moves their pawn a certain number of spaces according to the rules of the current book. They cannot speak, nor can they indicate where the other player should go.
After movement, any active traps move or strike according to their patterns. Some are predictable, others have patterns you must decipher together.
If both robots are at the exit, you win the scenario. If one is hit by a trap or lands in a forbidden cell, you lose immediately.
The other player takes control of their robot. The cycle repeats until you exit or are destroyed. No verbal communication is allowed during the entire game.
Why it's different from others
Six mechanics that make the difference
Forced Silence
It's not a thematic suggestion; it's a strict rule. The Factory detects communicative anomalies. If you speak, you are technically cheating. This limitation transforms every cooperative game you've played into something alien.
Five-Book Narrative Campaign
Each book is a different setting with new traps, new layouts, new story. Toy Story makes you navigate narrow tunnels with shredders. Cold Steel introduces lasers. Heat of the Furnace is pure fire. Thousand of Cogs is a steampunk puzzle. The Acid Flow is toxic and lethal.
Shared Pattern Recognition
The game rewards pairs who develop a non-verbal language. After a few games, you recognize the other's intentions from their gestures, the rhythm of their movements, their hesitations. It's a form of communication that arises organically at the table.
Traps with Patterns to Decipher
Dangers are not random. Each trap follows a mechanical logic that you can learn. Lasers have cycles, gears turn predictably. Deciphering these patterns without speaking is half the challenge.
Asymmetry of Perspective
Everyone sees the board from their own angle. What is obvious to you might be hidden from the other. You have to think with their head without being able to ask them what they see. It's frustrating and beautiful all at once.
Short Games, High Intensity
20-30 minutes per scenario. Short enough to replay immediately if you lose, intense enough to fry your brain. It's not a long-night cooperative game: it's a mental puzzle compressed into half an hour of pure concentration.
How it ends
How to win and how to lose
Exit together or be recycled together. There are no half measures.
Victory
- Both robots simultaneously reach the designated exit on the scenario
- You complete the specific objective of the book (some scenarios have alternative victory conditions)
- You progress to the next campaign and unlock new narrative elements
Defeat
- A robot is hit by an active trap (laser, shredder, gear, acid)
- A robot ends up in a forbidden cell or falls into a chasm/pit
- The rule of silence is broken during the game (verbal communication detected)
Robo Run is for those who seek cooperative games where the real difficulty is not the game, but understanding each other without words. Five campaigns, one rule: total silence.
Frequently asked questions
FAQ about Robo Run
Can you really NEVER speak during the game?
Never. It's a strict rule, not a thematic suggestion. The Factory detects communicative anomalies. Technically, if you speak, you are cheating. You can gesture, hesitate, look each other in the eye, but no words. This limitation is what makes the whole game unique.
Are all five campaign books necessary, or can I just play one?
Each book is an independent scenario with a different setting and traps. You can just play Toy Story if you want, but the narrative progression through the five books tells the complete escape story. Additionally, each book introduces new mechanics that increase variety.
Does it work well with any partner, or does it require a special chemistry?
It requires mental chemistry. It doesn't work well with someone you don't know: you need someone with whom you already have a shared language, someone whose thought patterns you recognize. Couples, close friends, siblings work very well. Strangers do not.
If I lose a scenario, can I try again, or do I have to restart the campaign?
You can retry the same scenario as many times as you want. There is no penalty or obligation to start over from scratch. The only consequence is that the Factory keeps recycling you until you find the right pattern to escape.
Is it available in Italian?
No, this Portal Games edition is in English. The campaign books contain narrative text and scenario setups, so a basic understanding of the language is required. The rules are relatively simple once learned.
Robo Run is a cooperative game for 2 players designed by Eryk Nowak and published by Portal Games. The duration is 20-30 minutes per scenario, recommended age 10+ years. The main mechanic is based on communication limitations: players cannot speak during the entire game. They must coordinate grid movements through observation and pattern recognition. The campaign includes five narrative books set in a dystopian Factory, with traps, puzzles, and modular layouts. Available at FroGames.it.

Robo Run
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