THE GAME
7
THE GAME Note: The illustrations in this section of the manual are
for a general visual understanding of 7.2 THE GAME BUMPER ZONE: the volume between two planes parallel to the floor, the
lower being 2-1/2 HANGING:
a GAME PIECE is considered HANGING if its’ weight is fully
supported by a SPIDER POSSESSION: a GAME PIECE is considered to be in the POSSESSION
of a ROBOT if it is ROBOT: anything that has passed ROBOT inspection that a TEAM places on
the field prior to ROW: a set of SPIDER LEGS that are SCORED for the same ALLIANCE and are
adjacent and SCORED: a SPIDER LEG is considered SCORED if one or two GAME PIECES are
HANGING TEAM: four representatives from a registered FIRST Robotics Competition
team that interact with COACH: a student or adult mentor designated as the team advisor during
the match and DRIVER: a pre-college student team member responsible for operating and
controlling the HUMAN PLAYER: a pre-college student team member designated as the only
team member 7.2.2 Match Format <
S02>HUMAN PLAYERS, DRIVERS, and COACHES may not directly contact any
ROBOT at <
S03>ROBOTS cannot break the plane of the CHUTE. Violating this rule
may result in the <S04>E-Stop - An Emergency
Stop (E-Stop) button is located in each TEAM'S Player Station. 7.3.2 Game Play <
G02> TELEOPERATED PERIOD - At the beginning of the 2-minute TELEOPERATED
PERIOD <
G03> END GAME - The final 15 seconds of the TELEOPERATED PERIOD is
called the END 7.3.2.2 Starting Conditions <G05> RINGER
locations - Each ALLIANCE plays Rack 'n' Roll with 18 RINGERS. Prior
to the <
G06> SPOILER locations - Each ALLIANCE plays Rack 'n' Roll with two
(2) SPOILERS. Prior to <
G07> Center RACK position - After all six ROBOTS are in their starting
positions and the 7.3.2.3 Match Play <
G09> POSSESSION - ROBOTS may only have 1 (one) GAME PIECE in their
POSSESSION at <
G10> SPIDER LEG loading - A maximum of two GAME PIECES may HANG from
any one <G11> SCORING SPIDER LEGS -
when an ALLIANCE legally HANGS a KEEPER or RINGER on <
G12> KEEPER scoring - A SPIDER LEG can only be SCORED with a KEEPER
during the <
G13> KEEPER advantage - KEEPERS that have been SCORED can not be covered
by another <
G14> Late KEEPERS - After the AUTONOMOUS PERIOD ends, ROBOTS may not
HANG any <
G15> Double RINGERS - a RINGER can not be placed on a SPIDER LEG on
which a RINGER is <
G16> Negating with SPOILERS - SPOILERS negate a HANGING RINGER when
they HANG on a <
G17> Solitary SPOILERS - Single or double SPOILERS HANGING by themselves
on a SPIDER <
G18> Removing SPOILERS - SPOILERS that are HANGING may be removed
from the RACK by <
G19> Spoiling SPOILERS - RINGERS can HANG on a SPIDER LEG on which
a single SPOILER <G20> De-scoring - ROBOTS may
not remove RINGERS or KEEPERS once they are HANGING. <
G21> SCORING for opponents - ROBOTS may not HANG a GAME PIECE of an
opposing <
G22> GAME PIECES out of play - GAME PIECES that leave the playing
field will be placed back <
G23> GAME PIECES through CHUTE – GAME PIECES may be entered
onto the field through the <
G24> Clearing HOME ZONE – the first audio signal, sounded five
seconds before the start of the <
G25> END GAME play – ROBOTS may not occupy the opponents HOME
ZONE during the END 7.3.3 Robot Operations <
G27> Alignment devices - Alignment devices (templates, tape measures,
etc.) that are not part of <G28> Starting size - At the
beginning of a match, each ROBOT must not exceed the maximum <
G29> ROBOT orientation - ROBOTS must start the match with their long
(maximum) dimension in 7.3.3.2 Robot Out Of Bounds <
G31> Grace period after autonomous - If a ROBOT should touch any surface
outside of the field <
G32> Alliance Station wall - ROBOTS may not extend/cross over the
Alliance Station wall for any 7.3.3.3 Robot Actions <
G34> Field damage - The head referee may disable a ROBOT that has
damaged the playing field, <
G35> Intentional ROBOT - ROBOT interaction - Strategies aimed solely
at the destruction, <
G36> Goal defense - ROBOTS may defend SPIDER LEGS by pushing and/or
blocking other <
G37> GAME PIECE entanglement - During the course of game play, it
is probable that a ROBOT <
G38> Entanglement – If a ROBOT entangles an opposing ROBOT,
and the referee determines <
G39> Pinning - While on the carpeted field surface, a ROBOT cannot
pin (inhibit the movement of <G40> Detaching mechanisms
- ROBOTS may not intentionally detach parts or leave multiple <
G41> Field reset - ROBOTS must be designed to permit the release and
removal of any GAME 7.3.4 Team Member Actions <
G43> Travel within the ALLIANCE ZONE - All TEAM members may travel
anywhere within the <
G44> TEAM members stepping out of ZONE - All TEAM members must stay
within their <
G45> TEAM members over the PLAYER'S LINE during AUTONOMOUS PERIOD
- No TEAM <
G46> Entering GAME PIECES on the field during AUTONOMOUS PERIOD -
GAME PIECES may <
G47> Handling GAME PIECES - Any HUMAN PLAYER, DRIVER, or COACH may
handle <
G48> Entering GAME PIECES onto the field - Only the HUMAN PLAYERS
may enter a RINGER <
G49> DRIVERS Operating ROBOTS - During a match, the ROBOTS may be
remotely operated <
G50> Respect and professional demeanor - FIRST Competitions promote
respect and 7.3.5 Referee Interactions <
G52>When making a ruling, the head referee may receive input from
other sources, particularly 7.3.6 Scoring <
G53> The HANGING GAME PIECES cause the associated SPIDER LEG to be
SCORED for the <
G54> SCORING - Total point values of SCORED ROWS are as follows: In
the above illustration, the letter “S” indicates
SINGLETONS and ROWS are indicated with <
G55> Deflated GAME PIECES - A GAME PIECE that has been deflated is
evaluated the same as <
G56> ROBOTS in HOME ZONE - ROBOTS score bonus points at the end of
the match if they are <
G57> The following table illustrates the possible configurations of
GAME PIECES that can HANG Note: this chart is based on the premise that ROBOTS are HANGING GAME
PIECES of their own © FIRST
2007 FIRST Robotics Competition Manual, Section 7 - The Game, Rev A
TABLE OF CONTENTS
7.1 GAME OVERVIEW
Rack ’n' Roll is a game played on a field as illustrated in the
figure below. Two ALLIANCES, one
red and one blue, composed of three teams each, compete in each match.
The object of the game
is to attain a higher score than your opponent ALLIANCE by placing toroidal
GAME PIECES on the
central goal structure (the RACK), and/or by having ROBOTS in their HOME
ZONE and not in
contact with the playing field at the end of the match. The point values
for each of those actions are
explained below.
the field and game only. Teams should refer to the drawings for exact
dimensions and field
construction.
7.2.1 Definitions
ALLIANCE: a set of three FIRST Robotics Competition teams that work together
during a match
to play Rack 'n' Roll against an opposing ALLIANCE. ALLIANCES are identified
during the match
by their assigned color, either red or blue.
inches above the floor, and the upper being 8-1/2 inches above the floor.
The BUMPER ZONE
defined with respect to the ROBOT when in PLAYING CONFIGURATION.
LEG and it has been released by the POSSESSING ROBOT. A GAME PIECE is
not considered
HANGING if it is supported by the SPIDER FOOT.
being fully supported by the ROBOT, or if the ROBOT is controlling the
position and movement of
the GAME PIECE. A GAME PIECE on the floor is considered to be in the
POSSESSION of a
ROBOT if it contacts the ROBOT at more than a single point (e.g. the
ROBOT has a concave
"
plow" feature that is used to push the GAME PIECE in a controlled
manner).
the start of a match.
aligned either vertically or horizontally.
on it in a legal configuration. Based on the particular configuration
of the GAME PIECES (as
defined in Rule <G57>). The SPIDER LEG may be considered SCORED
for the "Red"
ALLIANCE, for the "Blue" ALLIANCE, or "Null".
SINGLETON: a SPIDER LEG that has been SCORED, but is not part of any
ROW.
their robot and their ALLIANCE partners to play Rack 'n' Roll. The positions
on the TEAM
include:
identified as the person wearing a "COACH" pin or
button. There is one COACH per TEAM.
ROBOT. There are two DRIVERS per TEAM.
permitted to enter GAME PIECES onto the field. There is one HUMAN PLAYER
per TEAM.
A match is 2 minutes and 15 seconds long. A brief AUTONOMOUS PERIOD starts
each match
in which the ROBOTS are controlled by pre-programmed instructions. The
AUTONOMOUS
PERIOD is followed by the TELEOPERATED PERIOD during which the DRIVERS
assume
control of the robot. There may be a short pause between AUTONOMOUS PERIOD
and the
start of the TELEOPERATED PERIOD as the player's stations are activated.
The final portion of
the TELEOPERATED PERIOD is known as the END GAME. The END GAME is played
as a
continuation of the TELEOPERATED PERIOD, except ROBOTS are not permitted
in their
opponent's HOME ZONE.
7.3 RULES
7.3.1 Safety
<
S01>If at any time a ROBOT'S operation or design is deemed unsafe
by the head referee, it will
receive a 10-point penalty and be disabled for the remainder of the
match. If the safety
violation is due to the ROBOT design, the head referee has the option
to not allow the
ROBOT back onto the field until the design has been corrected. Examples
of unsafe
operation include uncontrolled motion that cannot be stopped by the
drivers, throwing
GAME PIECES into the audience etc.
any time during the match. Illegal contact will result in the disabling
of the TEAM'S
ROBOT for the remainder of the match.
disabling of the ROBOT for the remainder of the match.
Pressing an E-Stop button will cause the TEAM'S ROBOT to be disabled
for the remainder
of the match. The E-Stop buttons are intended for remote shut down during
a match in the
event of safety hazards and will not otherwise affect match score or
duration. Any team
member, including COACHES, may press the E-Stop button. If a team member
stops a
ROBOT by pressing the E-Stop button, the ROBOT will not be re-enabled
for the
remainder of the match.
7.3.2.1 Game Periods
<
G01> AUTONOMOUS PERIOD - The AUTONOMOUS PERIOD is the 15-second period
at the
start of the match. Human control of the ROBOT is not permitted at this
time. The ROBOTS
may react only to sensor inputs and commands programmed into the onboard
control
system. All ROBOT safety rules are still applicable during AUTONOMOUS
PERIOD. The
AUTONOMOUS PERIOD ends when the field timer displays zero seconds left
in the period.
Alliance Station controls are activated and DRIVERS then begin to remotely
control their
ROBOTS. The DRIVERS continue to teleoperate their ROBOTS for the remainder
of the
match. The TELEOPERATED PERIOD ends when the field timer displays zero
seconds,
which also indicates the end of the match.
GAME. During this period, no ROBOT may be in an opposing ALLIANCE HOME
ZONE.
The intent of this period is to permit ALLIANCES to attempt to score
bonus points without
undue interference. An audio signal will sound five seconds before the
start of the END
GAME period, and again at the start of the END GAME period.
<
G04> KEEPER locations - Each ROBOT starts the match in POSSESSION
of a KEEPER. The
KEEPER does NOT need to be contained within the ROBOT'S starting volume,
however it
must be in contact with the ROBOT and be entirely within the HOME ZONE.
The head
referee will require that KEEPERS that do not meet these criteria be
removed from the
game. It is the responsibility of the head referee to verify that this
rule is satisfied prior to the
start of the match.
start of the match, nine RINGERS are lined up along the width of the
Alliance Station Wall of
the opposing ALLIANCE. These RINGERS are resting on the floor, and lean
against the
Alliance Station Wall at the far end of the field. An additional nine
RINGERS are placed in
stacks at the back edge of the ALLIANCE ZONE of the corresponding ALLIANCE.
See
Section 6.4 for an illustration of the location of these stacks.
the start of the match, the SPOILERS are placed in the center stack of
GAME PIECES at
the back edge of the ALLIANCE ZONE. See Section 6.4 for an illustration
of the location of
these stacks.
DRIVERS, COACHES and HUMAN PLAYERS are in the ALLIANCE ZONE, the RACK
will
be moved (translated and/or rotated) to an arbitrary position so that
the center of the RACK
is within a 3 foot radius of the playing field center but the exact location
and orientation of
the RACK is unpredictable. After this point in time no ROBOT may be moved
or
repositioned until the match starts.
<
G08> Obtaining GAME PIECES - ROBOTS may obtain GAME PIECES via any
of the following
methods:
-Accepting a KEEPER prior to the start of the match as detailed in
Rule <G04>
- Picking up RINGERS from the opposing ALLIANCE HOME ZONE that were
placed
there prior to the start of the match
- Grasping RINGERS or SPOILERS that have been placed in the CHUTE by
the HUMAN
PLAYER
- Picking up RINGERS or SPOILERS from the playing field surface
- Removing a SPOILER from a HANGING position on the RACK
any time during the match. A 10-point penalty will be assessed for each
infraction.
Inadvertent bulldozing of GAME PIECES while the ROBOT moves around the
field is
allowed. Controlled "herding" of a single GAME PIECE
lying on the floor is permitted as
long as no other GAME PIECE is in the POSSESSION of the ROBOT. Herding
of multiple
GAME PIECES, or herding of a GAME PIECE on the floor while in POSSESSION
of another
GAME PIECE is not permitted (as this would be considered POSSESSION of
more than
one GAME PIECE). GAME PIECES may fall on to a ROBOT during the course
of normal
game play (e.g. a RINGER falls on a ROBOT while attempting to HANG it
on a Spider Leg).
In such cases, GAME PIECES that are already in the POSSESSION of the
ROBOT may be
played. However, the additional GAME PIECE must be removed from the ROBOT
(either
by the ROBOT or by an ALLIANCE partner) before it can POSSESS a new GAME
PIECE.
GAME PIECES may not be intentionally placed on opposing ROBOTS for the
purpose of
causing a violation of this rule. Any such GAME PIECE placements will
not be considered
in POSSESSION of the affected ROBOT, and will be ignored.
SPIDER LEG. While it may be physically possible to force a configuration
in which
additional GAME PIECES may be supported by the SPIDER LEG, only the first
two will be
considered HANGING when calculating scores at the end of the match. All
additional
GAME PIECES on a single SPIDER LEG will be ignored.
a SPIDER LEG, the SPIDER LEG is then SCORED for the ALLIANCE. The SPIDER
LEG
stays SCORED for the ALLIANCE unless later placement of other GAME PIECES
on the
same SPIDER LEG cause the SCORING to be negated (e.g. by HANGING a SPOILER
over
a RINGER on the SPIDER LEG).
AUTONOMOUS PERIOD. At the end of the AUTONOMOUS PERIOD, any KEEPERS that
are not HANGING are considered void.
GAME PIECE and can not be negated by a SPOILER. Any GAME PIECE placed
in a
HANGING position on the same SPIDER LEG after a KEEPER (including another
KEEPER)
will be ignored when determining the match score. In all other aspects,
KEEPERS are
treated the same as RINGERS.
KEEPERS for the remainder of the match. Any KEEPERS that a ROBOT may
POSSESS
must be immediately released and dropped to the floor. If necessary,
referees may validate
placement of KEEPERS during the pause following the end of the AUTONOMOUS
PERIOD. The referees may remove any KEEPERS that are not HANGING. If
a ROBOT
HANGS a KEEPER after the AUTONOMOUS PERIOD, it will result in a disqualification.
If
the “late KEEPER” is placed on a SPIDER LEG on which
an opposing RINGER is already
HANGING, the “late KEEPER” will be ignored during the
calculation of the match score. If
the “late KEEPER” is placed on a SPIDER LEG on which
a RINGER from the same alliance
is already HANGING, the two will cancel each other and both will be ignored
when
determining if the SPIDER LEG is SCORED. Note: as RINGERS and SPOILERS
can be
HANGING only after the end of the AUTONOMOUS PERIOD, any KEEPERS HANGING
on
a SPIDER LEG after a RINGER or SPOILER will automatically be determined
to be a “late
KEEPER.”
already HANGING. If a ROBOT HANGS a RINGER on a SPIDER LEG that already
has a
HANGING RINGER from the opposing ALLIANCE, the second RINGER will be
ignored
when calculating the match score. If a ROBOT HANGS a RINGER on a SPIDER
LEG that
already has a HANGING RINGER from their own ALLIANCE (for example, to
prevent a
SPOILER from being placed on the SPIDER LEG), the two RINGERS will cancel
each other
and both will be ignored when determining if the SPIDER LEG is SCORED.
SPIDER LEG after the RINGER. The affected SPIDER LEG is considered “Null” when
ROWS are identified during calculation of the ALLIANCE score.
LEG (i.e. not covering any RINGERS) have no affect on the SCORING of
the SPIDER LEG.
In either case, the affected SPIDER LEG is considered “Null” when
ROWS are identified
during calculation of the ALLIANCE score.
either ALLIANCE. Any RINGERS and SPIDER LEGS “unspoiled” by
the removal of the
SPOILER will then be evaluated as if they had never been “spoiled” when
the final match
score is determined. SPOILERS removed from the RACK are fully in play,
and may be
placed in any other legal position on the RACK.
has already been placed, thereby covering the SPOILER. In this case,
the SPOILER does
not negate the outer RINGER, as the SPOILER is not
HANGING over it (see Rule <G16>).
The SPIDER LEG is SCORED for the ALLIANCE that HANGS the RINGER.
If a RINGER or KEEPER is moved out of a HANGING configuration after the
POSSESSING
ROBOT has released it, it is still considered HANGING. If a ROBOT incidentally
removes a
RINGER or KEEPER from the SPIDER LEG on which it was HANGING (e.g. knocks
it off
while placing another GAME PIECE), a 10-point penalty will be assessed.
Obviously
intentional removal of a RINGER or KEEPER will result in a disqualification
of the offending
team.
ALLIANCE. If this rule is violated a 10-point penalty will be assessed
per infraction. If the
ROBOT HANGS a KEEPER of from the opposing ALLIANCE, it will be ignored
when
determining the score. If the ROBOT HANGS a RINGER on an otherwise empty
Spider
Leg, it will be SCORED as if it were placed there by the opposing ALLIANCE.
If the ROBOT
HANGS an opposing RINGER on a Spider Leg on which their own RINGER is
already
HANGING, the two will cancel each other and the Spider Leg will be
SCORED as “Null.” If
the ROBOT HANGS an opposing RINGER on a Spider Leg on which an opposing
RINGER
is already HANGING, the added RINGER will be ignored and the Spider Leg
will continue to
be SCORED for the opposing ALLIANCE.
on the field at the earliest safe opportunity. The GAME PIECES will be
placed on the field at
the approximate location where they exited play.
CHUTE (see Rule <G08>). ROBOTS may not pass GAME PIECES from
the Playing Field
through the CHUTE into the Alliance Zone.
END GAME, serves as a warning for ROBOTS to exit from the opposing HOME
ZONE.
ROBOTS attempting to exit from the HOME ZONE after the audio signal may
not be blocked
or impeded in this attempt.
GAME. Any ROBOT in an opponent’s HOME ZONE at the start
of the END GAME will be
assessed a 10-point penalty. A second 10-point penalty will be assessed
if the ROBOT is
still in the HOME ZONE 5 seconds after the start of the END GAME. Another
10-point
penalty will be assessed if the ROBOT remains in the HOME ZONE 10 seconds
after the
start of the END GAME. However, a ROBOT that has been blocked or otherwise
prevented
from exiting the HOME ZONE (as described in Rule <G24>)
will not be assessed any
penalty.
7.3.3.1 Starting Conditions
<
G26> Starting positions - At the beginning of a match, the three alliance
ROBOTS must be placed
entirely inside their HOME ZONE. It is the responsibility of the head
referee to verify that this
rule is satisfied prior to the start of the match. The match will not
be started until all robots
are in the starting position.
the ROBOT may not be used to assist with positioning the ROBOT. TEAMS
that use
external alignment devices to position their ROBOT will have their ROBOT
arbitrarily
repositioned by the head referee.
volume specified in Section 8. The ROBOT'S maximum starting height is
proportional to its
maximum weight. It is the responsibility of the head referee to verify
that this rule is satisfied
prior to the start of the match. The head referee may call for an inspector's
recertification of
the ROBOT size and weight prior to the start of any match.
a vertical orientation. After the start of the match, ROBOTS may change
their orientation
such that the long dimension is either vertical or horizontal. Refer
to Rule <R37> in Section
8 to determine how this affects the use of bumpers.
<
G30> ROBOT out of bounds - Any ROBOT that touches any surface outside
of the field boundary
will be disabled for the remainder of the period (either AUTONOMOUS or
TELEOPERATED). No penalty points will be assessed.
boundary during the AUTONOMOUS PERIOD, it will have a 10 second "grace
period" to
right itself and return to the playing field at the beginning of the
TELEOPERATED PERIOD.
If the ROBOT is unable to right itself within the grace period, it will
be disabled for the
remainder of the match. If at any time the referee should determine that
the attempts to
recover from the situation constitute unsafe operations, Rule <S01> will
take precedence.
reason. If a violation of this rule occurs a 10-point penalty will be
assessed and the ROBOT
may be disabled.
<
G33> Field interaction - ROBOTS may push or react against any elements
of the field, provided
there is no damage or disruption of the field elements. ROBOTS may not
grab, grasp,
grapple, or attach to any field structure. Robot may not HANG GAME PIECES
on the Vision
System Targets , or otherwise block visual access to the Vision System
Targets. If a
ROBOT violates this rule, the head referee will give one warning. If
the referee determines
that the TEAM is disregarding the warning, their ROBOT will be disabled
for the remainder
of the match.
carpet, goals, GAME PIECES, etc. if the head referee feels that further
damage is likely to
occur. The head referee may require corrective action, such as eliminating
a sharp edge,
and re-inspection, before the ROBOT will be allowed to compete in subsequent
matches.
damage, tipping over, or entanglement of ROBOTS are not in the spirit
of the FIRST
Robotics Competition and are not allowed. In all cases involving robot-to-robot
contact, the
head referee may assess a 10-point penalty and/or the ROBOT may be disqualified.
However, Rack 'n' Roll is a highly interactive game, and some appropriate
contact is allowed
under the following guidelines:
- Any contact within the BUMPER ZONE is generally acceptable, with the
exception of
high speed, long distance ramming. If TEAMS choose not to use bumpers,
and their
ROBOT contacts another ROBOT such that simultaneous contact occurs both
in and out
of the BUMPER ZONE, then this contact is considered within the BUMPER
ZONE.
- Contact outside of the BUMPER ZONE is generally not acceptable, and
the offending
ROBOT will be assessed a 10-point penalty, and may be disqualified from
the match if
the offense is particularly egregious or if it results in substantial damage
to another
ROBOT. Incidental contact will not be penalized. Contact outside the BUMPER
ZONE
that is a result of tipping caused by contact within the BUMPER ZONE will
be considered
incidental contact.
- If a ROBOT extends outside of its 28 inch by 38 inch starting footprint,
it is responsible
for the extension's contact with other ROBOTS and must not use the extension
to
contact other ROBOTS outside of the BUMPER ZONE. Likewise, other ROBOTS
will not
be responsible for contact with the extension outside of the BUMPER ZONE.
Again,
incidental contact will not be penalized.
- Extension to extension contact between two ROBOTS with appendages outside
the 28-
inch by 38-inch starting footprint will generally not be penalized.
- Contact with a tilted ROBOT such that the contact is outside the BUMPER
ZONE will
generally be considered incidental contact.
- A ROBOT may attach to and/or climb onto a ROBOT on its own ALLIANCE.
A ROBOT
may not attach to and/or climb onto a ROBOT on an opposing ALLIANCE (doing
so will
be interpreted as an attempt to damage an opposing robot, and may be penalized
as
such).
- Use of any sloped or angled feature of the ROBOT as a wedge to overturn
an opposing
ROBOT is explicitly prohibited, and will be assessed as a violation of
Rule <R05>.
ROBOTS as they attempt to HANG GAME PIECES. If a ROBOT is holding a GAME
PIECE, a ROBOT on the opposing ALLIANCE may not grasp/attach to the GAME
PIECE in
order to remove it from their POSSESSION or prevent them from HANGING.
A violation will
result in a 10-point penalty being assessed to the offending ROBOT.
may insert a manipulator or other extension into the center opening of
a GAME PIECE that
is in the POSSESSION of an opposing ROBOT, and become momentary intertwined.
This
situation may occur frequently, and is NOT considered an "entanglement" situation.
The
ROBOTS will be permitted to extract themselves from the situation as a
part of normal game
play, without penalty. The one exception to this is if either ROBOT uses
the intertwined
state with the GAME PIECE as an opportunity to pull/tip over the opponent
ROBOT by
pulling on the intertwined GAME PIECE. In this case, the offending ROBOT
will be disabled
for the remainder of the match and the TEAM disqualified.
that the entangling action was intentional, the offending ROBOT will be
disqualified. Any
entangled robot may be disabled if the Head Referee deems it necessary.
Robots that
become entangled in the field barriers, field elements or other robots
will not be freed until
after the match has finished, unless the entanglement represents a safety
hazard. If, due to
loose cables, hoses, cordage, etc., a ROBOT unintentionally but routinely
entangles another
ROBOT as a result of normal game interaction, the head referee has the
authority to
disqualify the offending ROBOT and require that the entangling elements
be repaired prior
to the ROBOT'S next match.
another ROBOT while in contact with a field element or border) for more
than 10 seconds. If
a ROBOT has been pinned for 10 seconds, the TEAM with the pinning ROBOT
will be told
by a referee to release the pinned ROBOT and back away approximately 3
feet for a
minimum of 3 seconds. Once the pinning ROBOT has backed off by at least
3 feet for 3
seconds, it may again attempt to pin its opponent, and if successful, the
10 second count
will start over. If a referee determines that this rule has been violated,
a 10-point penalty will
be assessed for each violation. Note that a ROBOT attempting to HANG a
GAME PIECE
on the RACK will be immune from a "pinning" violation
as long as it is clear that the ROBOT
is continuing to attempt to HANG the GAME PIECE.
mechanisms on the field. Violations will result in a 10-point penalty
per incident. If an
intentionally detached component or mechanism significantly impedes access
to the RACK
or an ALLIANCE ROBOT during the END GAME, the offending ROBOT will be
disqualified
from the match.
PIECES from the ROBOT without being powered up after a match. If a ROBOT
violates this
rule, the head referee will warn the offending TEAM and request that
they modify the
ROBOT. If the modification is not made, the head referee may not allow
the ROBOT to
compete in future matches.
<
G42> Number of people in the ALLIANCE ZONE - Each TEAM shall include
a maximum of one
HUMAN PLAYER, two DRIVERS, and one COACH. Any ALLIANCE with additional
personnel in the ALLIANCE ZONE will be assessed a 10-point penalty, and
the additional
person must leave the ALLIANCE ZONE before the match can proceed.
ALLIANCE ZONE.
ALLIANCE ZONE during the entire match. Each incident of stepping out
of the ALLIANCE
ZONE will result in a 10-point penalty to the offending ALLIANCE.
member may pass the PLAYER'S LINE in the ALLIANCE ZONE until the conclusion
of the
AUTONOMOUS PERIOD. Each violation will result in a 10-point penalty to
the offending
ALLIANCE. Exceptions will be made in cases involving personal or robot
control safety.
not be entered onto the field during AUTONOMOUS PERIOD. A violation of
this rule will
result in a 10-point penalty to the offending ALLIANCE.
RINGERS or SPOILERS that are in the ALLIANCE ZONE during the TELEOPERATED
PERIOD. GAME PIECES cannot be handled during the AUTONOMOUS PERIOD.
Violations of this rule will result in a 10-point penalty to the offending
ALLIANCE.
or SPOILER onto the field, either by attempting to throw it to a ROBOT
or onto the RACK,
passing it through the CHUTE to a ROBOT, or passing it through the CHUTE
for pickup by a
ROBOT. If GAME PIECES are thrown, they must be thrown over the top of
the Alliance
Station Wall, and may not be thrown around the side of the Alliance Station
Wall. Violations
of this rule will result in a 10-point penalty per GAME PIECE entered
onto the field.
solely by the DRIVERS and/or by software running in the on-board control
system. Any
operation of the ROBOT by either the COACH or HUMAN PLAYER will result
in the ROBOT
being disabled and the offending TEAM disqualified from the match.
professional demeanor. In the event that any TEAM members on the playing
field are
uncivil towards competition field personnel or other TEAMS, the TEAM
may be disqualified
from the match. This rule applies to TEAMS at all times while on the
playing field (including
before and after the match). TEAMS will not receive match penalties for
actions off the field,
however event personnel will hold them accountable for their off-field
actions.
<
G51> Any discussions regarding rules, scores, or penalties must be
between the DRIVERS or
HUMAN PLAYERS (pre-college team members) and the head referee.
Game Design Committee members, FIRST personnel, and technical staff that
may be
present at an event. However, the head referee's decision is final
(also see Rule <T04>).
When playing Rack 'n' Roll, points are awarded based on the number and
length of horizontal
and vertical ROWS of SCORED SPIDER LEGS constructed by the ALLIANCE.
ALLIANCES
build up their scores by HANGING GAME PIECES on the SPIDER LEGS of the
RACK.
"
Red" ALLIANCE, the "Blue" ALLIANCE, or "Null" (in
the event the GAME PIECE is a
properly placed SPOILER). A SPIDER LEG that is SCORED is considered either
a
SINGLETON or as part of one or two ROWS (if it is at the intersection
of a horizontal and
vertical ROW).
- SINGLETON - 2 points
- ROW of 2 SCORED SPIDER LEGS - 4 points
- ROW of 3 SCORED SPIDER LEGS - 8 points
- ROW of 4 SCORED SPIDER LEGS - 16 points
- ROW of 5 SCORED SPIDER LEGS - 32 points
- ROW of 6 SCORED SPIDER LEGS - 64 points
- ROW of 7 SCORED SPIDER LEGS - 128 points
- ROW of 8 SCORED SPIDER LEGS - 256 points
Note: There is not an additional 2 points for each GAME PIECE in a ROW.
corresponding colored arrows. In this example, the Blue ALLIANCE has
created 2 SINGLETONS
(for a total of 4 points), one ROW of 3 SPIDER LEGS (8 points) and one
ROW of 5 SPIDER
LEGS (32 points). The Red ALLIANCE has created 4 SINGLETONS (for a total
of 8 points),
three ROWS of 2 SPIDER LEGS (a total of 12 points) and one ROW of 3 SPIDER
LEGS (8
points). The Blue ALLIANCE would receive 44 points and the Red ALLIANCE
would receive 28
points.
one that is inflated when determining the match score. Intentionally
deflating a GAME
PIECE is considered field damage (see <G34>).
entirely in their HOME ZONE, not in contact with any element of the field
(carpet, alliance
station, goal etc.) and the lowest point of the ROBOT is higher than
4 inches and/or 12
inches above the carpeted field surface. The number of bonus points an
ALLIANCE
receives is based on the total number of ROBOTS satisfying these conditions.
Each
ALLIANCE ROBOT entirely in their HOME ZONE at the end of the match is
eligible to
receive the following bonus points:
- Each ROBOT between 0 and 3.9 inches above floor level - 0 bonus points
- Each ROBOT between 4.0 and 11.9 inches above floor level - 15 bonus
points
- Each ROBOT 12.0 inches or more above floor level - 30 bonus points
on the SPIDER LEGS, and how each configuration is interpreted when SCORING
ROWS.
(INNER/OUTER)
RELATED RULE
(INNER/OUTER)
RELATED RULE
Rule <G11>
Rule <G11>
Rule <G11>
Rule <G11>
Rule <G13>
Rule <G13>
Rule <G16>
Rule <G16>
Rule <G13>
Rule <G13>
Rule <G13>
Rule <G13>
Rule <G13>
Rule <G13>
Rule <G13>
Rule <G13>
Rule <G14>
Rule <G14>
Rule <G15>
Rule <G15>
Rule <G19>
Rule <G19>
Rule <G14>
Rule <G14>
Rule <G15>
Rule <G15>
Rule <G17>
Rule <G17>
Rule <G14>
Rule <G14>
color on the Rack. Exceptions to the chart occur when ROBOTS HANG opponent
GAME PIECES.
These exceptions are explained in Rules <G15> and <G21>.