Competition Manual - Into The Deep
Competition Manual - Into The Deep
Contents
1 Introduction ............................................................................................................................................... 7
1.1 About FIRST®...................................................................................................................................... 7
1.2 FIRST® Tech Challenge...................................................................................................................... 7
1.3 Gracious Professionalism®, a FIRST Credo ...................................................................................... 7
1.4 Coopertition®...................................................................................................................................... 8
1.5 Spirit of Volunteering ......................................................................................................................... 8
1.6 Accessibility and Inclusion................................................................................................................ 9
1.7 This Document & Its Conventions .................................................................................................... 9
1.8 Translations & Other Versions ........................................................................................................ 11
1.9 Team Updates .................................................................................................................................. 11
1.10 Question and Answer System ......................................................................................................... 11
2 FIRST Season Overview .......................................................................................................................... 13
3 Competition Eligibility and Inspection (I)............................................................................................... 15
3.1 Team Eligibility Rules ...................................................................................................................... 15
3.2 Awards Eligibility Rules ................................................................................................................... 16
3.3 MATCH Eligibility Rules ................................................................................................................... 16
4 Advancement........................................................................................................................................... 19
5 Event Rules (E)......................................................................................................................................... 21
5.1 General Rules ................................................................................................................................... 21
5.2 Machine Shops and Host Team Build Spaces .............................................................................. 24
5.3 Wireless Rules.................................................................................................................................. 24
5.4 Load-In .............................................................................................................................................. 25
5.5 Pits .................................................................................................................................................... 25
5.6 ROBOT Carts .................................................................................................................................... 27
5.7 Ceremonies ...................................................................................................................................... 27
5.8 In the Stands .................................................................................................................................... 28
6 Awards (A) ............................................................................................................................................... 29
6.1 Team Judged Awards Overview and Schedule ............................................................................. 29
6.2 Team Judged Award Descriptions ................................................................................................. 35
6.2.1 Inspire Award............................................................................................................................ 35
6.2.2 Think Award .............................................................................................................................. 36
6.2.3 Connect Award ......................................................................................................................... 36
6.2.4 Motivate Award ........................................................................................................................ 37
6.2.5 Innovate Award sponsored by RTX......................................................................................... 37
6.2.6 Control Award........................................................................................................................... 38
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6.2.7 Design Award ........................................................................................................................... 38
6.2.8 Judges’ Choice Award ............................................................................................................. 39
6.3 Tournament ALLIANCE Awards ..................................................................................................... 39
6.3.1 Winning Alliance Award ........................................................................................................... 39
6.3.2 Finalist Alliance Award ............................................................................................................ 39
6.4 Individual Awards ............................................................................................................................ 39
6.4.1 Dean’s List Award .................................................................................................................... 39
6.4.2 Compass Award ....................................................................................................................... 39
7 Game Sponsor Recognition .................................................................................................................... 41
8 Game Overview........................................................................................................................................ 43
9 ARENA ...................................................................................................................................................... 45
9.1 FIELD................................................................................................................................................. 46
9.2 Areas, Zones, & Markings................................................................................................................ 46
9.3 TILE Coordinates ............................................................................................................................. 47
9.4 ALLIANCE AREA............................................................................................................................... 48
9.5 SUBMERSIBLE.................................................................................................................................. 49
9.5.1 CHAMBERS ............................................................................................................................... 50
9.5.2 RUNGS ...................................................................................................................................... 51
9.6 BASKETS .......................................................................................................................................... 52
9.7 SCORING ELEMENTS ...................................................................................................................... 53
9.7.1 SAMPLES .................................................................................................................................. 53
9.7.2 CLIP ........................................................................................................................................... 54
9.7.3 SPECIMEN ................................................................................................................................ 54
9.8 AprilTags .......................................................................................................................................... 55
9.9 FIELD STAFF .................................................................................................................................... 56
9.10 Event Management System ............................................................................................................ 57
10 Game Details........................................................................................................................................ 59
10.1 MATCH Overview ............................................................................................................................. 59
10.2 DRIVE TEAM ..................................................................................................................................... 59
10.3 Setup ................................................................................................................................................. 60
10.3.1 SCORING ELEMENTS ............................................................................................................... 61
10.3.2 DRIVE TEAMS ........................................................................................................................... 62
10.3.3 OPERATOR CONSOLES ........................................................................................................... 62
10.3.4 ROBOTS .................................................................................................................................... 63
10.4 MATCH Periods ............................................................................................................................... 63
10.5 Scoring.............................................................................................................................................. 63
10.5.1 SAMPLE Scoring Criteria ......................................................................................................... 64
10.5.2 SPECIMEN Scoring Criteria ..................................................................................................... 64
10.5.3 ROBOT Scoring Criteria............................................................................................................ 65
10.5.4 Point Values.............................................................................................................................. 66
10.6 Violations.......................................................................................................................................... 67
10.6.1 YELLOW and RED CARDS ........................................................................................................ 67
10.6.2 YELLOW and RED CARD application....................................................................................... 68
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10.6.3 YELLOW and RED CARDS during playoff MATCHES ............................................................. 69
10.6.4 Violation Details ....................................................................................................................... 69
10.7 Head REFEREE ................................................................................................................................. 69
10.8 Other Logistics ................................................................................................................................. 70
11 Game Rules (G) .................................................................................................................................... 71
11.1 Personal Safety ................................................................................................................................ 71
11.2 Conduct ............................................................................................................................................ 71
11.3 Pre-MATCH ...................................................................................................................................... 75
11.4 In-MATCH ......................................................................................................................................... 78
11.4.1 AUTO ......................................................................................................................................... 78
11.4.2 TELEOP ..................................................................................................................................... 79
11.4.3 SCORING ELEMENT ................................................................................................................. 79
11.4.4 ROBOT....................................................................................................................................... 81
11.4.5 Opponent Interaction ............................................................................................................... 83
11.4.6 Human ...................................................................................................................................... 85
11.5 Post-MATCH .................................................................................................................................... 87
12 ROBOT Construction Rules (R) ........................................................................................................... 89
12.1 General ROBOT Design.................................................................................................................... 91
12.2 ROBOT Safety & Damage Prevention ............................................................................................. 95
12.3 Fabrication ....................................................................................................................................... 96
12.4 ROBOT SIGN Rules .......................................................................................................................... 98
12.5 Motors & Actuators ....................................................................................................................... 101
12.6 Power Distribution ......................................................................................................................... 104
12.7 Control, Command & Signals System .......................................................................................... 110
12.8 Pneumatic Systems....................................................................................................................... 115
OPERATOR CONSOLE ............................................................................................................................... 116
13 Tournament (T) .................................................................................................................................. 119
13.1 Overview ......................................................................................................................................... 119
13.2 General Tournament Rules ........................................................................................................... 119
13.3 MATCH Replays ............................................................................................................................. 120
13.4 Clarifications on MATCH Play Results (“Question Box”) ............................................................ 122
13.5 Qualification MATCHES ................................................................................................................ 123
13.5.1 Schedule ................................................................................................................................. 123
13.5.2 MATCH Assignment .............................................................................................................. 123
13.5.3 Qualification Ranking ............................................................................................................. 124
13.6 Playoff MATCHES .......................................................................................................................... 125
13.6.1 ALLIANCE Selection Process ................................................................................................ 126
13.6.2 Playoff MATCH Bracket......................................................................................................... 126
13.6.3 2-ALLIANCE Bracket and Typical Timing ............................................................................. 128
13.6.4 4-ALLIANCE Bracket and Typical Timing ............................................................................. 129
13.6.5 6-ALLIANCE Bracket and Typical Timing ............................................................................. 130
13.6.6 8-ALLIANCE Bracket and Typical Timing ............................................................................. 131
13.7 Dual Division Events ...................................................................................................................... 133
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13.7.1 Dual Division playoffs ............................................................................................................ 133
14 League Play Tournaments (L) .......................................................................................................... 135
15 FIRST Championship (C) ................................................................................................................... 137
15.1 Advancement to the FIRST Championship .................................................................................. 137
15.2 Game Modification ........................................................................................................................ 137
15.3 3-ROBOT ALLIANCES .................................................................................................................... 137
15.4 FIRST Championship Pit Crews .................................................................................................... 138
15.5 FIRST Championship playoffs ...................................................................................................... 138
16 Glossary ............................................................................................................................................. 139
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1 Introduction
1.1 About FIRST®
FIRST® (For Inspiration and Recognition of Science and Technology) was founded by inventor Dean Kamen to
inspire young people’s interest in science and technology. As a robotics community that prepares young
people for the future, FIRST is the world’s leading youth-serving nonprofit advancing STEM education. For 30
years, FIRST has combined the rigor of STEM learning with the fun and excitement of traditional sports and the
inspiration that comes from community through programs that have a proven impact on learning, interest, and
skill-building inside and outside of the classroom. FIRST provides programs that span a variety of age groups:
− FIRST® Robotics Competition for grades 9-12, ages 14-18
− FIRST® Tech Challenge for grades 7-12, ages 12-18
− FIRST® LEGO® League for grades Pre-K-8, ages 4-16
o FIRST® LEGO® League Challenge for grades 4-8 (ages 9-16, ages vary by country)
o FIRST® LEGO® League Explore for grades 2-4 (ages 6-10)
o FIRST® LEGO® League Discover for grades Pre-K-1 (ages 4-6)
Please visit the FIRST website for more information about FIRST and its programs.
“The FIRST spirit encourages doing high-quality, well-informed work in a manner that leaves
everyone feeling valued. Gracious Professionalism seems to be a good descriptor for part of the
ethos of FIRST. It is part of what makes FIRST different and wonderful.”
- Dr. Woodie Flowers, (1943 – 2019)
Distinguished Advisor to FIRST
It is a good idea to spend time going over this concept with your team and reinforcing it regularly. We
recommend providing your team with real-life examples of Gracious Professionalism in practice, such as when
a team loans valuable materials or expertise to another team that they will later face as an opponent in
competition. Routinely highlight opportunities to display Gracious Professionalism at events and encourage
team members to suggest ways in which they can demonstrate this quality themselves and through outreach
activities.
1.4 Coopertition®
At FIRST, Coopertition® is displaying unqualified kindness and respect in the face of fierce competition.
Coopertition is founded on the concept and philosophy that teams can and should help and cooperate with one
another even as they compete. Coopertition involves learning from teammates and mentors. Coopertition
means competing always but assisting and enabling others when you can.
Warnings, cautions, and notes appear in orange boxes. Pay close attention to
their contents as they’re intended to provide insight into the reasoning behind a
rule, helpful information on understanding or interpreting a rule, and/or possible
“best practices” for use when implementing systems affected by a rule.
While orange boxes are part of the manual, they do not carry the weight of the
actual rule (if there is an inadvertent conflict between a rule and its orange box,
the rule supersedes the language in the orange box).
Imperial dimensions are followed by comparable metric dimensions in parentheses to provide metric users
with the approximate size, mass, etc. Metric conversions (e.g., dimensions) round to the nearest tenths, e.g.,
"17.5 in. (~44.5 cm).” The metric conversions are offered for convenient reference only and do not overrule or
take the place of the imperial dimensions presented in this manual and the official drawings (i.e., dimensions
and rules will always defer to measurements using imperial units).
Rules include colloquial language, also called headlines, in an effort to convey an abbreviated version of the
rule or rule set. There are two versions of headline formatting. Evergreen rules, rules which are expected to go
relatively unchanged from season to season, are indicated with their headline presented in *bold green text
with a leading asterisk. “Relatively unchanged” means that the overall intent and presence of the rule from
season to season is constant, but game specific terms may be updated as needed (e.g., changing Cones to
Pixels in a rule about what DRIVE COACHES may not contact during a MATCH). These rules also start their
respective section, so their rule number is less likely to change from season to season. All other rule headlines
use bold orange text. Any disagreement between the specific language used in the rules and the colloquial
language is an error, and the specific rule language is the ultimate authority. If you discover a disparity, please
let us know at [email protected].
The ocean is more than what you can see on the horizon. Beneath the surface lies our planet’s most complex
ecosystems, full of life and potential for exploration and learning, where each inhabitant has a role to play in
building a thriving environment.
During the 2024-2025 FIRST season, FIRST® DIVE℠ presented by Qualcomm, teams will use their STEM and
collaboration skills to explore life beneath the surface of the ocean. Along the way, we’ll uncover the potential
in each of us to strengthen our community and innovate for a better world with healthy oceans. Join us as we
explore the future.
FIRST Tech Challenge tournament progression is shown in Figure 4-2. Teams can advance from any of their
first three entry-level events: Qualifying Tournaments (QT) and League Tournaments (LT). Teams may only
participate in one league per season. See section 14 League Play Tournaments (L) for more details on
League Tournaments. Teams may participate in more than 3 entry-level events, but they are not eligible for
advancement from those events.
Figure 4-2: Tournament advancement structure
Teams may advance from their Qualifying Tournaments or League Tournament to either a Super Qualifying
Tournament (SQT) or directly to a Regional Championship (RCMP). Super Qualifying Tournaments (SQT) are
an optional advancement level often used in large regions which need more levels of competition. A team may
only participate in one Super Qualifying Tournament.
The local Program Delivery Partner determines the advancement numbers from each tournament in their
region, up to a Regional Championship. FIRST Headquarters staff determine the advancement from each
Regional Championship to the FIRST Championship.
5.4 Load-In
Some large events (often multi-day events) may set specific time frames, published on the event public
schedule, in which teams are invited to load their ROBOT and equipment into their pit areas before pits
officially open.
Load-in can be stressful for teams and volunteers, which can be mitigated by preparation and planning.
Unanticipated factors, like traffic or weather, can change a team’s scheduled arrival time, making the process
difficult. The most important things a team should remember are to be safe, gracious, and professional.
Teams who experience smooth and easy load-ins are encouraged to check with others to see if they can help
and make their experience as positive as possible.
5.5 Pits
A team pit is the designated space, typically a 10 ft. by 10 ft. by 10 ft. (~3 m x 3 m x 3 m) area, where a team
may work on their ROBOT. Each team is assigned a pit space marked with their team number. This helps team
members, judges, and visitors find teams easily. Pit spaces may vary based on competition venue size limits.
The pit area refers to the general area where team pits are located which encompasses the aisles between the
pits, pit admin, ROBOT inspection, practice FIELD, or other areas where ROBOTS may be active or worked on.
All pit rules apply to the full pit area.
Additional limitations beyond those listed below may be imposed by the Event Director but they should be
clearly communicated at least 48 hours before the event start time and applied to all teams fairly. Team pits
may or may not have a table and power outlet. If individual team outlets are not provided, the venue must
provide access to team-usable outlets in the pit area for charging batteries. Power may not be available
overnight for a multi-day event.
Teams, volunteers, FIRST staff, and guests spend a lot of time in the pits. Get to know other teams and help
each other when you can. Time is short and help is very often right "next door" in the adjacent team pits.
Small, bench-top machinery, with appropriate guards, is permitted in team pits. ‘Small’ machinery is machinery
that can be easily lifted by one person and examples include, but are not limited to: 3D printers, small band
saws, small drill presses, desktop CNC mills, and sanders.
5.7 Ceremonies
At most events, there are opening and closing ceremonies to show honor and respect for represented
countries, sponsors, teams, mentors, volunteers, and award winners. Ceremonies provide everyone with the
opportunity to collectively applaud the successes of all participants. They also give teams a chance to "meet"
the volunteers and other people and sponsors involved with the event. Closing ceremony elements are at the
end of most events and are integrated into and presented between playoff MATCHES.
At the awards ceremony, FIRST presents trophies and medallions to outstanding teams. All team members are
encouraged to attend the ceremonies, be punctual, and show appreciation to volunteers that staffed the event.
E701 *Quiet in the pits during ceremonies. During ceremonies outside of playoff MATCHES, team members
may not:
A. use power tools
B. use loud hand tools (hammers, saws, etc.)
C. shout, yell, or use loud voices, unless as a demonstration of approval during a ceremonial
activity.
E702 *Pit person limit during ceremonies is 5. No more than 5 team members may be in the pits during
ceremonies outside of playoff MATCHES. Each team must have at least 1 representative observing
ceremonies to be responsible to relay important information to the entire team.
All teams are encouraged to have as many people in the stands for ceremonies
as possible. This is important both to celebrate all who are recognized during
ceremonies, but also to listen for important day-of information from event
organizers which might be critical for your team.
E703 *Be respectful during anthems. Team members, including any remaining in the pits, should exhibit
peaceful behavior during the presentation of all national anthems. Traditionally, team members stand
to face the flag, remove hats, and either sing along or maintain a respectful silence during the anthems
of all nations present at the event. If team members wish to abstain, they have a right to do so, as long
as they remain silent and non-disruptive.
Judging Pit
Interview Interview(s)
Event
PORTFOLIO Volunteer
Judged Feedback
Awards
In addition to the specific information sources JUDGES use to evaluate teams, there are also sources of
information which are specifically disallowed. JUDGES are strictly instructed to only consider information from
the current event and the current season and cannot consider information from outside what they have seen or
heard at the current event. This means that information like past performance (good or bad), personal
knowledge of a team, and external sources like websites and social media are not considered. JUDGES also do
not consider overall ROBOT performance in an award unless it is specifically listed as part of the required or
encouraged evaluation criteria.
The awards are a method FIRST uses to inspire STUDENTS and open their eyes to building a better future
together. The awards process should foster a positive STUDENT interaction with JUDGES who are successful
professionals and can recognize their achievements and encourage them to continue learning.
All award winners chosen by the JUDGES are recognized as being positive examples of the award guidelines,
not necessarily the “best” team.
Teams may participate in judging regardless of the inspection status of their ROBOT and are eligible for
awards even if they are attending the event without a ROBOT.
st
1 Place st 1st Place
1 Place
Innovate Award (1 MCI award 1st Place 2nd Place
(2nd Place*)
will be given) (3rd Place*)
st 1st Place
1 Place
Control Award 1st Place 2nd Place
(2nd Place*)
(3rd Place*)
*Discretionary awards
See section 13.7 Dual Division Events for the modified dual division version
of this rule.
A112 *Judging feedback is provided to all teams. All teams will receive feedback from their judging
interview session. The JUDGES complete a form immediately following the interview based on their
initial impression of the team. This feedback form is not used during deliberations and does not include
any updated feedback based on later interactions by the JUDGES with the team.
The feedback form will either be returned with the PORTFOLIO for in-person
judging or the Lead Coach/Mentor 1 will receive access to a digital version
following the event in the case of remote judging.
A113 *Teams are only eligible to win the Inspire Award in their own region. Teams are only eligible to be
considered for the Inspire Award (1st, 2nd or 3rd place) when competing at a tournament within their own
region.
For more information on the Dean’s List Award, and to see past FIRST Tech Challenge winners, please visit our
website!
For regions of the world that do not use grade levels such as this to identify years
of schooling: This award is intended for STUDENTS who are two (2) to three (3)
years away from entering college or university. STUDENTS that would be
attending college or university in the next academic year are not eligible. Mentors
will be asked for the year of graduation during the nomination process.
Teams are encouraged to review the FIRST Branding and Style Guidelines before
creating their video.
In INTO THE DEEPSM presented by RTX, two competing ALLIANCES collect deep sea SAMPLES to score in their
NET ZONE or BASKETS, work with HUMAN PLAYERS to create SPECIMENS to score on the CHAMBERS of the
SUBMERSIBLE and ASCEND from the depths before time runs out.
During the first 30 seconds of the MATCH the ROBOTS operate autonomously. Without guidance from their
drivers, the ROBOTS score SAMPLES in their BASKETS or NETS, or SPECIMENS on the CHAMBERS. They can
collect additional SAMPLES to score in BASKETS or make into SPECIMENS and PARK before the end of the
period.
During the remaining 2 minutes of the MATCH, human drivers take control of their ROBOT. ROBOTS collect and
sort SAMPLES from under the SUBMERSIBLE in the center of the FIELD. The yellow SAMPLES are scored in the
BASKETS and the ALLIANCE SPECIFIC (i.e., elements owned or associated with a specific ALLIANCE) red and
blue SAMPLES are returned to the OBSERVATION ZONE for the HUMAN PLAYERS to collect.
HUMAN PLAYERS can pick up SAMPLES delivered to the OBSERVATION ZONE and add a hanging CLIP to
create a SPECIMEN. SPECIMENS can then be returned to the OBSERVATION ZONE on the FIELD where
ROBOTS can pick them back up and score them on the CHAMBERS located on the SUBMERSIBLE.
As time runs out, ROBOTS can either PARK in the OBSERVATION ZONE or race back to climb the RUNGS on the
SUBMERSIBLE so they can ASCEND out of the deep.
The ALLIANCE that earns the most points wins the MATCH!
The ARENA is modular and is assembled, used, disassembled, and transported many times during the
competition season. It undergoes wear and tear. The ARENA is designed to withstand rigorous play and
frequent reassembly. Every effort is made to ensure that ARENAS are consistent from event to event. However,
ARENAS are assembled in different venues by different event staff and some small variations occur. For
details regarding assembly tolerances, please refer to the ARENA Layout and Marking Diagram. Successful
teams will design ROBOTS that are insensitive to these variations.
Illustrations included in this section are for a general visual understanding of the INTO THE DEEP ARENA, and
dimensions included in the manual are nominal. Please refer to the official drawings for exact dimensions,
tolerances, and construction details. The official drawings, CAD models, and drawings for low-cost versions of
important elements of the INTO THE DEEP FIELD are posted on the Game and Season page on the FIRST
website.
9.7.1 SAMPLES
A SAMPLE is a 3.5 in. (8.9 cm) long by 1.5 in. (3.8 cm) wide by 1.5 in. (3.8 cm) high rectangular prism shaped
SCORING ELEMENT. There are forty (40) yellow SAMPLES, twenty (20) red SAMPLES, and twenty (20) blue
SAMPLES. An ALLIANCE SPECIFIC SAMPLE with a CLIP attached is no longer a SAMPLE and is now a
SPECIMEN. A neutral SAMPLE with a CLIP attached is still considered a SAMPLE.
Figure 9-12: SAMPLE
9.7.3 SPECIMEN
A SPECIMEN is a SCORING ELEMENT that is made up of one ALLIANCE SPECIFIC SAMPLE and at least one
CLIP. The CLIP can be connected to the SAMPLE on the long or short side to create a SPECIMEN as shown in
Figure 9-14.
Figure 9-14: Creating a SPECIMEN using an ALLIANCE SPECIFIC SAMPLE and a CLIP
9.8 AprilTags
AprilTags are placed outside of the FIELD perimeter walls facing inward to help aid in ROBOT navigation.
AprilTags for INTO THE DEEP are six 4 in. (~10.16 cm) square targets from the 36h11 tag family, IDs 11-16.
Each marker has an identifying “TAG ID” text label.
Figure 9-16: AprilTag Locations
Do not print the images from this manual for practice purposes, they are
examples only and are not the same size as those used in the ARENA. Please
refer to the FIRST Tech Challenge Game and Season page for printable versions
of these images, including instructions on how to place the images correctly
around the FIELD.
In INTO THE DEEP, 2 ALLIANCES (an ALLIANCE is a cooperative of 2 FIRST Tech Challenge teams) play
MATCHES, set up and implemented per the details described below.
Max./
Role Description Criteria
DRIVE TEAM
10.3 Setup
Before each MATCH begins, FIELD STAFF stage SCORING ELEMENTS as described in section 10.3.1
SCORING ELEMENTS. DRIVE TEAMS stage their ROBOTS (as described in section 10.3.4 ROBOTS) and
OPERATOR CONSOLES (as described in section 10.3.3 OPERATOR CONSOLES). Then, DRIVE TEAMS take their
places as described in section 10.3.2 DRIVE TEAMS.
80 SAMPLES (20 red, 20 blue, and 40 neutral) and 40 CLIPS that are staged
as follows:
A. Blue ALLIANCE SAMPLES – 3 blue SAMPLES are placed on each of the 3
SPIKE MARKS on TILE B1
B. Red ALLIANCE SAMPLES – 3 red SAMPLES are placed on each of the 3
SPIKE MARKS on TILE E6
C. Neutral SAMPLES – 3 neutral SAMPLES are placed on each of the 3
SPIKE MARKS on TILES B6 and E1
D. 2 neutral SAMPLES and 2 corresponding ALLIANCE SPECIFIC SAMPLES
are placed on the floor outside the FIELD wall between the ALLIANCE
AREA and the wall
E. 20 CLIPS are placed on the floor outside the FIELD wall between the
ALLIANCE AREA and the wall
F. SAMPLES inside the SUBMERSIBLE ZONE – 15 red SAMPLES, 15 blue
SAMPLES, and 30 neutral SAMPLES are randomly placed inside the
SUBMERSIBLE
From the SCORING ELEMENTS provided in D and E each ROBOT may be pre-
loaded with either 1 SAMPLE or one SPECIMEN such that it is in contact with
the ROBOT and not in the OBSERVATION ZONE or NET ZONE. SAMPLES or
CLIPS not pre-loaded will remain in setup locations D and E.
10.3.4 ROBOTS
DRIVE TEAMS stage their ROBOT in accordance with G303. A DRIVE TEAM obstructing or delaying ROBOT
setup requirements is at risk of violating G301.
If order of placement matters to either or both ALLIANCES, the ALLIANCE notifies the Head REFEREE or their
designee before set up for that MATCH, and the Head REFEREE instructs ALLIANCES to alternate placement of
ROBOTS. REFEREE instructions are that ROBOTS are placed in the following order:
1. first red ROBOT
2. first blue ROBOT
3. second red ROBOT
4. second blue ROBOT
In qualification MATCHES the ROBOT assigned to Red 1 or Blue 1 places first within their ALLIANCE. In playoff
MATCHES the ALLIANCE CAPTAIN decides which ROBOT places first within their ALLIANCE.
10.5 Scoring
ALLIANCES are rewarded for their performance during MATCHES via MATCH points and RANKING POINTS
(RP), which increase the measure used to rank teams per section 13.5.3 Qualification Ranking.
ALLIANCES are rewarded MATCH points for accomplishing tasks through the course of a MATCH, including:
− PARKING in the OBSERVATION ZONE
− scoring SAMPLES in the NET ZONE and BASKETS
− scoring SPECIMENS on their CHAMBERS, and
− ASCENDING their RUNGS
All accomplishments are tracked live by FIELD STAFF and certified at the end of the MATCH.
Accomplishments are officially scored at the end of each MATCH period based on the status of the FIELD,
when all ROBOTS and SCORING ELEMENTS have come to rest, except as follows:
ASCENT Definition
ROBOT is in contact with the LOW RUNG at the end of a MATCH
LEVEL 1
period (per section 10.5 Scoring item A)
ROBOT is fully supported by the HIGH and/or LOW RUNGS at the
LEVEL 2
end of the MATCH (per section 10.5 Scoring item A)
ROBOT is fully supported by the HIGH RUNG and completely
LEVEL 3 above the top of the LOW RUNG at the end of the MATCH (per
section 10.5 Scoring item A)
Penalty Description
MINOR FOUL a credit of 5 points towards the opponent’s MATCH point total
MAJOR FOUL a credit of 15 points towards the opponent’s MATCH point total
a warning issued by the Head REFEREE for egregious ROBOT or team member
YELLOW CARD behavior or rule violations. A subsequent YELLOW CARD within the same tournament
phase results in a RED CARD.
a penalty issued by the Head REFEREE for egregious ROBOT or team member
RED CARD behavior or rule violations which results in a team being DISQUALIFIED for the
MATCH.
The REFEREE instructs the team to stop the ROBOT which will deactivate all outputs,
DISABLED
rendering the ROBOT inoperable for the remainder of the MATCH.
the state of a team in which they receive 0 MATCH points and 0 RANKING POINTS in a
DISQUALIFIED qualification MATCH or causes their ALLIANCE to receive 0 MATCH points in a playoff
MATCH
All YELLOW CARDS are cleared at the conclusion of qualification MATCHES, and division playoff MATCHES.
Verbal warnings persist from qualification MATCHES through subsequent tournament phases, except when
stated otherwise.
A MATCH is no longer the current MATCH once the score has been posted or the
Head REFEREE or their designee has indicated that teams can collect their
ROBOTS, whichever is later.
Please see examples of the application of YELLOW and RED CARDS as shown in
section 10.6.4 Violation Details.
After the MATCH, the Head REFEREE presents the violating ALLIANCE
with a RED CARD in the following fashion:
RED CARD FOR THE
In a playoff MATCH, a single RED CARD is assessed to the ALLIANCE.
ALLIANCE
In all other scenarios, each team on the ALLIANCE is issued a RED
CARD.
11.2 Conduct
G201 *Be a good person. All teams must be civil toward everyone and respectful of team and event
equipment while at a FIRST Tech Challenge event. Please review the FIRST Code of Conduct and Core
Values for more information.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event. Further violations
of this rule are addressed in rule G211.
Examples of inappropriate behavior include, but are not limited to, the use of
offensive language or other uncivil conduct.
Examples of particularly contemptible behavior that is likely to result in ARENA
ejection include, but are not limited to, the following:
A. assault, e.g., throwing something that hits another person (even if
unintended),
B. threat, e.g., saying something like “if you don’t reverse that call, I’ll make you
regret it,”
C. harassment, e.g., badgering someone with no new information after a
decision has been made or a question has been answered,
D. bullying, e.g., using body or verbal language to cause another person to feel
inadequate,
E. insulting, e.g., telling someone they don’t deserve to be on a DRIVE TEAM,
F. swearing at another person (versus swearing under one’s breath or at
oneself), and
G. yelling at another person(s) in anger or frustration.
11.3 Pre-MATCH
G301 *Be prompt. A DRIVE TEAM member may not cause significant delays to the start of their MATCH.
Causing a significant delay requires both of the following to be true:
A. The expected MATCH start time has passed, and
During Qualification MATCHES, the expected start time of the MATCH is the time
indicated on the MATCH schedule or ~3 minutes from the end of the previous
MATCH on the same FIELD, whichever is later. If T206 is in effect, the expected
MATCH start time is the later of the end of the T206 time or the time indicated on
the schedule.
During playoff MATCHES, the expected start time of the MATCH is the time
indicated on the MATCH schedule or 8 minutes from either ALLIANCE’S previous
MATCH, whichever is later.
B. The DRIVE TEAM has access to the ARENA and is neither MATCH ready nor making a good
faith effort, as perceived by the Head REFEREE, to quickly become MATCH ready.
Teams that have violated G207 or have 1 DRIVE TEAM member present and have
informed event staff that their ROBOT will not be participating in the MATCH are
considered MATCH ready and not in violation of this rule.
Violation: Verbal warning, or if a subsequent violation within the tournament phase (e.g., qualifications or
playoffs), MAJOR FOUL applied to their upcoming MATCH. If the DRIVE TEAM is not MATCH ready within
2 minutes of the verbal warning/MAJOR FOUL and the Head REFEREE perceives no good faith effort by
the DRIVE TEAM to quickly become MATCH ready, DISABLED.
The intent of this rule is to provide an equitable amount of time for both
ALLIANCES to prepare for each MATCH and give DRIVE TEAMS grace given
extenuating circumstances that cause them to be late.
Once a verbal warning/MAJOR FOUL is issued, the Head REFEREE starts a 2-
minute timer and makes a good faith effort to share the timer’s status with the
delaying DRIVE TEAM.
11.4.1 AUTO
The AUTO period is the first 30 seconds of the MATCH, during which DRIVERS may not provide input to their
ROBOTS, so ROBOTS operate with only their pre-programmed instructions. Rules in this section apply only
during the AUTO period.
G401 *Let the ROBOT do its thing. In AUTO, a DRIVE TEAM member may not directly or indirectly interact
with a ROBOT or an OPERATOR CONSOLE, with the following exceptions:
A. to press the (▶) start button at the start of the MATCH.
B. to press the (■) stop button before the end of AUTO either at the team’s discretion or
instruction of the Head REFEREE per T202.
C. for personal safety or OPERATOR CONSOLE safety.
Violation: MAJOR FOUL
G402 *Start AUTO on time. If a team chooses to run an AUTO OpMode during the AUTO period, a DRIVE
TEAM member must press the (▶) start button on their DRIVER STATION app within a MOMENTARY
delay of the start of the MATCH. This rule does not apply if the (▶) start button is not pressed during
AUTO.
Violation: MAJOR FOUL, plus YELLOW CARD if subsequent violations during the event.
G403 *OpModes are stopped by the end of AUTO. ROBOTS must no longer be running an AUTO OpMode by
the end of the AUTO period. This can be done by a DRIVE TEAM member pressing the (■) stop button
on the DRIVER STATION app, allowing the OpMode to naturally end, or allowing the 30 second AUTO
timer to end the OpMode.
Violation: MINOR FOUL, MAJOR FOUL if actions result in a scoring achievement by the offending ROBOT
G404 No AUTO opponent interference. FIELD columns A, B, C constitute the blue side of the FIELD, and
columns D, E, F (Figure 9-4) constitute the red side of the FIELD. During AUTO ROBOTS may not:
A. contact an opposing ALLIANCE’S ROBOT which is completely within the opposing ALLIANCE’S
half of the FIELD.
B. contact a pre-set SAMPLE on the opposing ALLIANCE’S half of the FIELD.
C. move SCORING ELEMENTS onto the opposing ALLIANCE’S half of the FIELD outside of the
SUBMERSIBLE ZONE.
Violation: MAJOR FOUL each occurrence.
The intent of this rule is to protect ROBOT actions performed while completely in
their ALLIANCE’S side of the FIELD. Navigating into the opposing ALLIANCE’S
side of the FIELD during AUTO is a risky gameplay strategy.
11.4.4 ROBOT
G413 *ROBOTS must be safe. A ROBOT may not pose an undue hazard to a human, an ARENA element, or
another ROBOT in the following ways:
A. the ROBOT or anything it CONTROLS, i.e., a SCORING ELEMENT, contacts anything outside the
FIELD.
B. its operation or design is dangerous or unsafe.
Violation: YELLOW CARD and DISABLED if unsafe or CONTINUOUS.
Examples of dangerous operation or designs that likely pose undue hazards
include, but are not limited to:
A. uncontrolled motion that cannot be stopped by the DRIVE TEAM,
B. ROBOT parts “flailing” outside of the FIELD,
C. ROBOTS dragging their battery, and
D. ROBOTS that consistently extend outside the FIELD.
Please be conscious of REFEREES and FIELD STAFF working around the ARENA
who may be in close proximity to your ROBOT.
G414 *ROBOTS must stop when instructed. If a team is instructed to DISABLE their ROBOT by a REFEREE per
T202, a DRIVE TEAM member must press the (■) stop button on the DRIVER STATION app.
Violation: if more than MOMENTARY delay MAJOR FOUL, plus RED CARD if CONTINUOUS
G415 *ROBOTS must be identifiable. A ROBOT’S team number and ALLIANCE color must not become
indeterminate by determination of the Head REFEREE.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
Teams are encouraged to robustly affix their ROBOT SIGNS to their ROBOT in
highly visible locations such that they do not easily fall off or become obscured
during normal gameplay.
G416 *Watch your ARENA interaction. With the exception of SCORING ELEMENTS (per G409), ROBOTS may
not damage any ARENA elements.
ROBOTS are also prohibited from the following interactions with an ARENA element, except for
SCORING ELEMENTS and their ALLIANCE’S RUNGS:
A. grabbing
B. grasping
11.4.6 Human
G428 *No wandering. DRIVE TEAM members must remain in their designated ALLIANCE AREA.
A. DRIVE TEAMS may be anywhere in their respective ALLIANCE AREA during a MATCH.
B. DRIVE TEAM members must be staged inside their respective ALLIANCE AREA prior to MATCH
start.
The intent of this rule is to prevent DRIVE TEAM members from leaving their
assigned AREA during a MATCH to gain a competitive advantage. For example,
moving to another part of the FIELD for better viewing, reaching into the FIELD,
etc. Simply breaking the plane of the AREA during normal MATCH play is not a
FOUL.
Exceptions are granted in cases concerning safety and for actions that are
inadvertent, MOMENTARY, and inconsequential.
Violation: Verbal warning, subsequent violations receive a MINOR FOUL per occurrence.
G429 *DRIVE COACHES and other teams: hands off the controls. A ROBOT shall be operated only by the
DRIVERS of that team, DRIVE COACHES may not handle the gamepads. DRIVE COACHES, if desired,
may help the DRIVERS in the following ways:
A. holding the DRIVER STATION device,
B. troubleshooting the DRIVER STATION device,
C. selecting OpModes on the DRIVER STATION app,
D. pressing the INIT button on the DRIVER STATION app,
E. pressing the (▶) start button on the DRIVER STATION app, or
F. pressing the (■) stop button on the DRIVER STATION app.
Violation: MAJOR FOUL, plus YELLOW CARD if greater-than-MOMENTARY.
11.5 Post-MATCH
G501 *Leave promptly. A DRIVE TEAM member may not cause significant or multiple post-MATCH delays.
Violation: Verbal warning plus YELLOW CARD if subsequent violations at any point during the event.
G502 *Stop ROBOTS before entering the FIELD. DRIVE TEAM members may not enter the FIELD to recover
ROBOTS until:
A. the Head REFEREE has signaled it is okay to enter the field and
B. the DRIVE TEAM has pressed the (■) stop button on their DRIVER STATION app
Violation: Verbal warning plus YELLOW CARD if subsequent violations at any point during the event.
12.3 Fabrication
R301 *Legal COTS parts and raw materials can be modified. Allowed raw materials and legal COTS parts
can be modified (drilled, cut, painted, etc.) as long as no other rules are violated.
Raw materials refers to unfinished building stock such as but not limited to:
− sheet stock
− extruded shapes
− metals, plastic, rubber, and wood
− magnets
R302 *Custom parts can be reused year to year. FABRICATED ITEMS created before Kickoff are permitted.
R303 *Custom designs and software can be reused year to year. ROBOT software and designs created
before Kickoff are permitted.
R403 *Team number on ROBOT SIGNS. Team numbers must be displayed and positioned on the ROBOT
SIGN as shown in Figure 12-3, Figure 12-6, and, Figure 12-7 and meet the following additional criteria:
A. consist of solid opaque white Arabic numbers (e.g., 1,2,3,4) nominally 2 inches (5.1 cm) tall,
B. there must be a minimum of 1/4” inches (6.4 mm) of background surrounding the numbers,
C. numbers may not be vertically stacked (Figure 12-7)
D. be made of robust materials
E. cannot be powered or rely on power from any sources to illuminate/reveal numbers
Figure 12-6: Legal number for team 21001 playing on the blue ALLIANCE
Figure 12-7: Team number orientation examples for team 1355 playing on the blue ALLIANCE
Part Numbers
Motor Name Notes
Available
AndyMark NeveRest 12V DC am-3104, am-3104b
AndyMark NeveRest Hex 12V DC am-3104c
goBILDA Yellow Jacket 520x Series 12V DC 5201-0002-0026, etc. 5201, 5202, 5203, and 5204 series
Modern Robotics / MATRIX 12V DC 5000-0002-0001
REV Robotics HD Hex 12V DC REV-41-1291
REV Robotics Core Hex 12V DC REV-41-1300
Studica Robotics Maverick 12V DC 75001
TETRIX MAX 12V DC 739530, 39530 Discontinued
TETRIX MAX TorqueNADO 12V DC W44260
VEX EDR 393 276-2177 Counts as a servo for R503
Factory installed vibration and autofocus motors resident in COTS computing devices (e.g., rumble motor
in a smartphone); can only be used as part of the device and cannot be removed and/or repurposed.
These motors do not count toward the limit in R503.
Motors integral to a COTS sensor (e.g., LIDAR, scanning sonar), provided the device is not modified
except to facilitate mounting. These motors do not count toward the limit in R503.
Servos must meet both requirements to be legal for use. Refer to the Inspection
Quick Reference document for a list of servos that are pre-approved, otherwise
teams must be able to provide documentation verifying servo specifications. Use
the online calculator to verify output power compliance.
If a manufacturer does not provide 6V specs, any specs for voltages that exceed
6V are allowed to be used.
Stall current is the maximum stall current possible for the device at the specified
voltage, regardless of any user or VENDOR adjustable software limits that may
be available within the servo.
It is important to ensure the voltage provided by the intended power regulation
device is within the operating voltage range of the desired servo. The REV Control
Hub and REV Expansion Hub provide 5V to servos, and the REV Servo Power
Module, Studica Servo Power Block, and REV Servo Hub provide 6V to servos.
While virtually all servos are compatible with 6V, servos with an operating voltage
range of 6-8.4 DCV, for example, may not work properly when only provided 5V.
There are many other similar style batteries available from multiple VENDORS,
but only the listed manufactures and part numbers are legal for use at FIRST
Tech Challenge Events.
Batteries should be charged in accordance with manufacturer’s specification.
(Please see the FIRST Safety Manual for additional information.)
R602 *Other batteries are only allowed for peripheral devices and LEDs only. COTS USB battery packs with a
capacity of 100Wh or less (27,000mAh at 3.7V), with 5V/5A max output or 12V/5A max output using
USB-PD per port, and batteries integral to a self-contained camera (e.g., GoPro style camera) may be
used provided they are:
A. connected only using unmodified COTS cables,
B. charged according to manufacturer recommendations,
C. securely fastened to the ROBOT,
D. not supplement power to any of the ROBOT actuators, and
E. not used by any devices receiving control signals from the ROBOT control system (i.e., COTS
USB battery packs must remain electrically isolated from the ROBOT power systems.)
Exceptions to part E of this rule are:
i. powered USB Hubs, and
ii. ROBOT CONTROLLER smartphones
For example, a REV Blinkin powered by a COTS USB battery pack cannot be
controlled by signals from a REV Control or Expansion Hub. Any device receiving
signals from a REV Control or Expansion Hub must be powered by the main
ROBOT battery.
R603 *Charge batteries with safe connectors. Any battery charger used to charge a ROBOT battery must
have a corresponding polarized connector installed.
Batteries must never be charged using alligator clips or similar.
R604 *Charge batteries at a safe rate. Any battery charger used to charge a ROBOT battery may not be used
such that it exceeds a 3-amp average charge current. Follow all manufacturer recommendations when
charging batteries.
R605 *Batteries are not ballast. No batteries other than those allowed per R601 and R602 are allowed on the
ROBOT, whether or not they are being used to supply power.
For example, teams may not use additional batteries as extra weight on their
ROBOTS.
R606 *Batteries should be securely mounted. The ROBOT battery must be secured such that it will not
dislodge during vigorous ROBOT interaction including if the ROBOT is turned over or placed in any
arbitrary orientation. Batteries must be mounted such that they are protected from direct contact with
other ROBOTS or any sharp edges.
D. secondary power switches can be used on the 12V line downstream of the main power switch
provided they are clearly labeled as “secondary switch” and must still be one of the approved
switches.
There are no specific location requirements for the main power switch, but it
should be located clear of any moving parts and other obstructions that would
block its access during normal ROBOT operations.
R615 *Use appropriately sized wire. All circuits shall be wired with appropriately sized insulated copper wire
(SIGNAL LEVEL cables do not have to be copper):
Table 12-8: Wire sizing requirements
Example 1: Optical Flow sensors are an example of a sensor that utilizes a vision
coprocessor that is treated no differently than other coprocessors per R702.
Example 2: The DFRobot HuskyLens and the Charmed Labs Pixy2 are examples
of vision coprocessors that are configurable but not programmable and are
treated no differently than other coprocessors per R702.
Example 3: The OpenMV Cam, Luxonis OAK-1, and LimeLight Vision Limelight 3G
are examples of programmable vision coprocessors that are prohibited.
See R715 for more information regarding vision coprocessor support.
R704 *Use only legal Android smartphone devices. Android smartphone devices, if used, must minimally be
running the Android 7 (Nougat) operating system. The following table lists the legal Android
smartphones:
Table 12-10: Legal Android Smartphones
Phone Notes
Motorola Moto G4 Play Sometimes noted as “4th Generation”
Motorola Moto G5
Motorola Moto G5 Plus
USA versions only, includes SKUs
Motorola Moto E4
XT1765, XT1765PP, XT1766, and XT1767
Motorola Moto E5 XT1920
Motorola Moto E5 Play XT1921
Software at or above the recommended versions have the latest bugfixes and
updates. Teams are highly encouraged to update their software minimally to the
recommended version. FIELD STAFF will not be able to provide comprehensive
support to teams with software older than the recommended version.
Teams may choose to run older versions without affecting their ROBOT
inspection status.
Enhancements to the gamepad that do not modify the electronics are legal.
Different color gamepads are allowed provided they are the same model as the
allowed gamepad.
Teams are strongly encouraged to use short USB cable extenders with the USB
ports on the DRIVER STATION device. These extenders are used to reduce the
wear and tear on the DRIVER STATION device ports from frequent plugging and
unplugging – instead of plugging/unplugging directly into the DRIVER STATION
device, gamepads are plugged and/or unplugged from the cable extenders. The
extenders are intended to remain forever plugged into the DRIVER STATION
device and, with proper strain relief employed, can protect the port from
accidental damage.
Teams who wish to have spare gamepad(s) available as part of their OPERATOR
CONSOLE may do so as long as no more than two gamepads are connected at
any time.
R905 *OPERATOR CONSOLE physical requirements. The OPERATOR CONSOLE must not
A. include more than one (1) connected external USB hub,
B. contain any non-decorative electronics not otherwise required, or
C. exceed a volume of 3ft wide, 1ft deep and 2 ft tall (91.4cm by 30.5cm by 61.0 cm) excluding any
items that are held or worn by the DRIVERS during the MATCH
Please note that while there is no hard weight limit, OPERATOR CONSOLES that
weigh more than 20 lbs. (~9 kg.) will invite extra scrutiny as they are likely to
present unsafe circumstances.
Teams who wish to have a spare external USB hub as part of the OPERATOR
CONSOLE may do so as long as only one USB hub is connected at any time.
R906 *ROBOT application wireless communication only. Other than the connection controlled by the ROBOT
CONTROLLER app running on the ROBOT and the DRIVER STATION app running on the DRIVER
STATION device, no other form of wireless communications shall be used to communicate to, from, or
within the OPERATOR CONSOLE during a MATCH.
Examples of prohibited wireless systems include, but are not limited to, active
wireless network cards and Bluetooth devices.
Because this system uses a built-in wireless radio, teams are strongly
encouraged to ensure there is no metal material blocking the line-of-sight
between the DRIVER STATION device and the ROBOT CONTROLLER device which
could impede the signal quality.
R907 *No unsafe OPERATOR CONSOLES. OPERATOR CONSOLES shall not be made using hazardous
materials, be unsafe, cause damage, cause an unsafe condition, distract, or interfere with other DRIVE
TEAMS or the operation of other ROBOTS.
4-10 Teams 2
11-20 Teams 4
21-40 Teams 6
41-64 Teams 8
See section 13.7 Dual Division Events for the additional dual division
related rules.
The double elimination tournament consists of an upper and lower bracket that will scale based on the number
of ALLIANCES. Tournaments with 2 ALLIANCES will have those ALLIANCES face each other in the finals.
Each ALLIANCE begins in the upper bracket. If an ALLIANCE wins a MATCH in the upper bracket, they remain
in the upper bracket. If an ALLIANCE loses a MATCH in the upper bracket, they transition to the lower bracket.
ALLIANCES in the lower bracket must win all subsequent MATCHES to remain in the tournament, i.e., once
they lose two total MATCHES, they are out of the tournament.
Ties play another MATCH until the MATCH results in one winner.
In Round 1, the higher ranked ALLIANCE is assigned to the red ALLIANCE. For subsequent rounds, ALLIANCE
color is assigned as shown in Figure 13-2, regardless of ALLIANCE rank at the start of the playoff tournament.
As shown in Figure 13-2, playoff MATCHES consist of up to six(6) rounds with breaks between later rounds.
Breaks begin after the score has been posted from the latest MATCH. The Blue and Red Gap columns indicate
the approximate time between each ALLIANCE’S MATCHES. The expected start time of the scheduled MATCH
is the time indicated on the MATCH schedule or 8 minutes from the end of either ALLIANCE’S previous
MATCH, whichever is later per T206.
If a playoff MATCH needs to be replayed as described in section 13.3 MATCH Replays, or an additional
MATCH needs to be played due to tie, teams are notified of when the MATCH will occur. A minimum 8-minute
delay is provided for teams to reset their ROBOTS prior to the MATCH unless all teams are ready sooner
(T206). The affected MATCH must be played before the next round begins.
* if required
**Awards may be given out after the conclusion of the playoff bracket at the discretion of the Event Director
During the FIRST Championship playoffs, if an additional MATCH is played due to a tie, any two of the three
ROBOTS may be played in the additional MATCH.
Term Definition
Judges meet with teams to learn about and celebrate the unique
journey and accomplishments of each team and evaluate these
JUDGE against award requirements. Judges interact with students during the
interview process and in the pits. As a group, Judges determine the
teams that receive awards at events
shooting into the air, rolling/kicking across the floor with an active
LAUNCH/LAUNCHING
mechanism, or throwing in a forceful way
LEVEL LEVELS are ROBOT scoring achievements as defined in Table 10-2
LRI the lead ROBOT INSPECTOR, an event volunteer role
MAJOR FOUL a credit of 15 points towards the opponent’s MATCH point total
a group of COMPONENTS and/or MECHANISMS assembled together
to address at least 1 game challenge: ROBOT movement, SCORING
MAJOR MECHANISM
ELEMENT manipulation, FIELD element manipulation, or performance
of a scorable task without the assistance of another ROBOT.
a 30 second AUTO period, an 8 second transition period between
MATCH AUTO and TELEOP, and a 2-minute TELEOP period in which the
ROBOT plays the current season game
an assembly of COMPONENTS that provide specific functionality on
the ROBOT. A MECHANISM can be disassembled (and then
MECHANISM
reassembled) into individual COMPONENTS without damage to the
parts.
MINOR FOUL a credit of 5 points towards the opponent’s MATCH point total