Manual Vex Comp
Manual Vex Comp
TIPPING POINT
2021 - 2022
Game Manual
Version 2.1
VEX Robotics Competition Tipping Point - Game Manual
Table of Contents
Section 1
Introduction .............................................................................. 1
Section 2
The Game................................................................................... 3
Game Definitions.................................................................... 6
Game Specific Definitions................................................... 8
Scoring...................................................................................... 14
Safety Rules............................................................................20
General Game Rules............................................................20
Specific Game Rules............................................................29
Section 3
The Robot................................................................................35
Inspection Rules....................................................................35
Section 4
The Tournament....................................................................44
Tournament Rules.................................................................47
Changelog
Version 2.1 - October 6, 2021
• Updated Scoring Notes with new images and verbiage to clarify the following:
॰ Criteria of Scored Rings
॰ Criteria of Scoring Rings in a Mobile Goal Base
॰ Criteria of Scoring Rings on a Mobile Goal Branch
॰ Criteria for specific Scoring situations
• Updated Live Remote Tournament section with Global Rankings
• Updated rules <VUR1>, <VUR9> and <VUR10> in Appendix C to clarify use cases of Additional
Electronics.
• Various minor typo corrections.
Section 1
Introduction
Overview
This section provides an introduction to the VEX Robotics Competition and VRC Tipping Point.
The object of the game is to attain a higher score than the opposing Alliance by Scoring Rings, moving
Mobile Goals to Alliance Home Zones, and by Elevating on Platforms at the end of a Match.
For more details and specific game-play rules, see “Section 2” – The Game.
For more information about VEX, visit www.vexrobotics.com. Follow us on Instagram & Twitter @vexro-
botics. Like us on Facebook at www.facebook.com/vexrobotics.
For more information about the Robotics Education & Competition Foundation, visit www.roboticse-
ducation.org. Follow us on Twitter @REC_Foundation. Like us on Facebook at www.facebook.com/
RECFoundation.
Visit www.RobotEvents.com for more information about the VEX Robotics Competition, including team
registration, event listings, and results.
Section 2
The Game
Overview
This section describes the 2021-22 VEX Robotics Competition game entitled VEX Robotics Competi-
tion Tipping Point. It also lists the game definitions and game rules.
Game Description
Matches are played on a field set up as illustrated in the figures throughout. Two Alliances – one “red”
and one “blue” – composed of two Teams each, compete in each Match. The object of the game is to
attain a higher score than the opposing Alliance by Scoring Rings, moving Mobile Goals to Alliance
Home Zones, and by climbing Platforms at the end of a Match.
An Autonomous Win Point is awarded to any Alliance that has Cleared their AWP Line and Scored at
least one Ring on each Alliance Mobile Goal at the end of the Autonomous Period.
An Autonomous Bonus is awarded to the Alliance that has the most points at the end of the Autono-
mous Period.
Note: The illustrations in this section of the manual are intended to provide a general visual understanding of the game. Teams should refer to
official field specifications, found in Appendix A, for exact field dimensions, a full field bill of materials, and exact details of field construction.
The VEX Robotics Competition Tipping Point field consists of the following:
Figure 2: Top view of the field with Mobile Goals and Platforms highlighted.
Figure 3: Top view of the field with the Alliance Stations and Alliance Home Zones highlighted.
Game Definitions
Adult – Anyone who is not a Student.
Alliance – A pre-assigned grouping of two (2) Teams that are paired together during a given Match.
Alliance Station – The designated regions where the Drive Team Members must remain for the duration
of the Match.
Note: Either Alliance Station configuration shown in Figure 4 is permissible, and will be chosen at the
Event Partner’s discretion. The chosen configuration must be used for all Matches and / or fields within
a given event.
Figure 4: The two permissible Alliance Station configurations for VRC Tipping Point.
Autonomous Bonus - A point bonus of six (6) points awarded to the Alliance that has earned the most
points at the end of the Autonomous Period.
Note: If the Autonomous Period ends in a tie, including a zero-to-zero tie, each Alliance will receive an
Autonomous Bonus of three (3) points.
Builder – The Student(s) on the Team who assemble(s) the Robot. An Adult cannot be the Builder on
a Team. Adults are permitted to teach the Builder(s) associated concepts, but may never work on the
Robot without the Builder(s) present and actively participating.
Designer – The Student(s) on the Team who design(s) the Robot to be built for competition. An
Adult cannot be the Designer on a Team. Adults are permitted to teach the Designer(s) associated
concepts, but may never work on the design of the Robot without the Designer(s) present and actively
participating.
Disablement – A penalty applied to a Team for a rule violation. A Team that is Disabled is not allowed to
operate their Robot for the remainder of the Match, and the Drive Team Member(s) will be asked to place
their controller(s) on the ground.
Disqualification – A penalty applied to a Team for a rule violation. A Team that receives a Disquali-
fication in a Qualification Match receives zero (0) Win Points, Autonomous Win Points, Autonomous
Points, and Strength of Schedule Points. When a Team is Disqualified in an Elimination Match, the entire
Alliance is Disqualified and they receive a loss for the Match. At the Head Referee’s discretion, repeated
violations and Disqualification for a single Team may lead to its Disqualification for the entire tourna-
ment. (See <T11>)
Drive Team Member(s) – A Student who stands in the Alliance Station during a Match for each Team per
<G7> . Only Drive Team Members are permitted to stand in the Alliance Station and touch the controls
during the Match or interact with the Robot as per <G9>. Adults are not allowed to be Drive Team
Members.
Field Element – The foam field tiles, field perimeter, white tape, Platforms, and all supporting structures
or accessories (such as driver station posts, field monitors, etc).
Match – A Match consists of an Autonomous Period followed by a Driver Controlled Period for a total
time of two minutes (2:00).
• Autonomous Period – A fifteen second (0:15) time period during which Robots operate and react
only to sensor inputs and to commands pre-programmed by the Students into the Robot control
system.
• Driver Controlled Period – The one minute and forty-five second (1:45) time period during which
Drive Team Members operate their Robot.
Match Affecting – A rule violation status determined by the Head Referee. A rule violation is Match
Affecting if it changes the winning and losing Alliance in the Match. Multiple rule violations within a
Match can cumulatively become Match Affecting.
Programmer – The Student(s) on the Team who write(s) the computer code that is downloaded onto the
Robot. An Adult cannot be the Programmer on a Team. Adults are permitted to teach the Programmer(s)
associated concepts, but may never work on the code that goes on the Robot without the Program-
mer(s) present and actively participating.
Robot – A machine that has passed inspection, designed to execute one or more tasks autonomously
and / or by remote control from a Drive Team Member.
Student - A person is considered a Student if he or she meets both of the following criteria:
1. Anyone who is earning or has earned credit toward a high school diploma, certificate or other equiv-
alent during the six (6) months preceding the VEX Robotics World Championship. Courses earning
credits leading up to high school would satisfy this requirement.
2. Anyone born after May 1, 2002 (i.e. who will be 19 or younger at VEX Worlds 2022). Eligibility may
also be granted based on a disability that has delayed education by at least one year.
• Middle School Student - A Student born after May 1, 2006 (i.e. who will be 15 or younger at VEX
Worlds 2022). A Middle School Student may “play up” and compete as a High School Student.
• High School Student - Any eligible Student that is not a Middle School Student.
Team - One or more Students make up a Team. A Team is classified as a Middle School Team if all
members are Middle School Students. A Team is classified as a High School Team if any of its members
are High School Students, or made up of Middle School Students who declare themselves “playing up”
as High School Students by registering their Team as a High School Team.
Once declared and playing as a High School Team, that Team may not change back to a Middle School
Team for the remainder of the season. Teams may be associated with schools, community / youth
organizations, or groups of neighborhood Students.
Trapping – A Robot status. A Robot is Trapping if it has restricted an opposing Robot into a small,
confined area of the field, approximately the size of one foam field tile or less, and has not provided an
avenue for escape. Trapping can be direct (e.g. pinning an opponent to a field perimeter wall) or indirect
(e.g. preventing a Robot from escaping from a corner of the field).
Note: If a Robot is not attempting to escape, then that Robot has not been Trapped.
Alliance Home Zone - One of two (2) areas of gray foam tiles, one (1) for each Alliance, where Robots
begin the Match and defines the location where Neutral Mobile Goals can be Scored. See Figure 6.
• The Alliance Home Zones are defined by the inner edges of the playing field walls and the designated
white tape lines.
• The tape is considered to be part of the Alliance Home Zone.
• The Alliance Home Zones are a 3-dimensional volume, defined by the infinite upward projection from
the foam tiles inside of the Alliance Home Zone boundaries.
• The Platforms are considered part of their respective Alliance Home Zone.
Figure 6: Top view of the field with the Alliance Home Zones highlighted.
Balanced - A Platform state. A Platform is considered Balanced if all of the following criteria are met at
the end of a Match:
Note: As stated in rule <G18>, a Match ends once all Robots, Field Elements, and Scoring Objects have
come to rest, including Platforms.
Note 2: As stated in rule <SG3>, a Platform which is being contacted by an opposing Alliance Robot at
the end of a Match is automatically results in a Disqualification for the opposing Robot and / or Alliance,
regardless of the above criteria.
Figure 7: A Balanced Platform. Figure 8: This Platform would not be con- Figure 9: Even though it is level, this
sidered Balanced, because the Platform Platform would not be considered
is not level, and a Robot is in contact with Balanced, because a Robot is in tran-
a Mobile Goal that is not Elevated. sitive contact with a Mobile Goal that
is contacting the field perimeter.
Cleared - An Alliance Mobile Goal state. An Alliance Mobile Goal is considered “Cleared” if, at the end of
the Autonomous Period, it is not contacting its AWP Line or the Neutral Zone. See the Scoring Section
for more details.
Elevated - A Robot and / or Mobile Goal state. A Robot or Mobile Goal is considered Elevated if all of the
following criteria are met at the end of a Match:
Note: For the purposes of this definition, any Mobile Goals that are in Possession of an Elevated Robot
are also considered Elevated. See Figure 11 for more information.
Figure 10: This Robot would not be considered Elevated, because Figure 11: Both the Mobile Goal, and the
the Robot is in contact with a Mobile Goal that is not Elevated. Robot, are considered Elevated.
Hoarding – A form of Possession. A Robot is Hoarding if it is in Possession of any Mobile Goal in either
of the two (2) corners of the field in their own Alliance Home Zone (i.e. positioned in the corner roughly
the size of one foam field tile). See <SG7> for more information.
Match Load Rings - The eighteen (18) Rings, nine (9) per Alliance, that begin the Match in an Alliance
Station and may be introduced during the Match. See <SG8>.
Mobile Goal - One of the seven (7) large Scoring Objects made up of a Mobile Goal Base and Mobile
Goal Branch(es). All Mobile Goals have a maximal base diameter of 13” (330.2mm).
• Alliance Mobile Goal - The two (2) red and two (2) blue Mobile Goals which begin each Match in
their respective Alliance Home Zones, and have only one Mobile Goal Branch. Alliance Mobile Goals
weigh approximately 1,520 grams.
• Neutral Mobile Goal - The three (3) yellow Mobile Goals which begin each Match in the Neutral Zone,
and have two (2) or four (4) Mobile Goal Branches. The 2-branch Mobile Goal weighs approximately
1,560 grams, and the 4-branch Mobile Goal weighs approximately 1,810 grams.
Figure 13: Alliance Mobile Goals Figure 14: Neutral Mobile Goals
Mobile Goal Base - The 7-sided plastic bottom of a Mobile Goal with a maximal diameter of 13”
(330.2mm). Rings may be Scored in the “bowl” of a Mobile Goal Base for points. Both the yellow, blue,
or red “upper” portion, and the black “lower” portion, are considered parts of the Mobile Goal Base. See
Figure 15.
Mobile Goal Branch - The gray PVC pipes, 0.84” (21.3mm) in diameter, that extend vertically out of a
Mobile Goal Base. Rings may be Scored on Mobile Goal Branches for points. See Figure 15.
Figure 15: A Mobile Goal. The Base and Branches are highlighted.
Neutral Zone - The area of the field in which all three Neutral Mobile Goals begin. See rule <SG5>.
• The Neutral Zone is bounded by the inner edges of the playing field walls, and the single tape lines
which run the length of the field.
• The Neutral Zone is defined as the gray foam tiles themselves; it is not a 3-dimensional volume.
Figure 16: Top view of the field with the Neutral Zone highlighted.
Platform - The 53.0” x 20.1” (1,346.2mm x 511mm) hinged polycarbonate device and the attached red
or blue PVC pipes (highlighted below in Figure 17), located in each Alliance Home Zone, that sits 9.5”
(241.5mm) high off of the ground when Balanced. The Platform is attached to a double hinge that allows
it to tip towards the field in either direction.
Possession – A Robot is considered to be in Possession of a Mobile Goal if any one of the following
criteria are met:
1. The Robot is carrying, holding or controlling the movement of a Mobile Goal such that if the Robot
changes direction, the Mobile Goal will move with the Robot. Therefore, pushing / plowing Mobile
Goals is not considered Possession, however using concave portions of your Robot to control the
movement of Mobile Goals is considered Possession. See Figure 18.
2. The Robot is actively blocking opposing Robot’s access to Mobile Goals, such as by expanding
horizontally and restricting access to a portion of the field. See Figure 19.
3. Robots on the same Alliance working in tandem to block access to Mobile Goals would share the
Possession of said Mobile Goal. See Figure 20.
Figure 18: This Robot is in Pos- Figure 19: The Red Alliance Robot is Figure 20: Both Red Alliance Robots are
session of the Mobile Goal. in Possession of both Mobile Goals. in Possession of both Mobile Goals.
Preload – The Rings, (3) per Robot, placed prior to the start of each Match. If used, these Rings must be
placed such that they satisfy the conditions in <SG1>
Scored - A Ring, Mobile Goal, Robot, and / or Platform State. See the “Scoring” section for more details.
Ring - One of seventy-two (72) small Scoring Objects. Rings have a maximal outer diameter of 4.125”
(104.8mm) and a minimal inner diameter of 2” (50.8mm).
Scoring
Mobile Goal High Branch 10 Points
Ring on / in a Scored
Any other Mobile Goal Branch 3 Points
Mobile Goal
Mobile Goal Base 1 Point
Either Alliance’s Home Zone 20 Points
Neutral Mobile Goal
Elevated on a Balanced Platform 40 Points
Correct Alliance’s Home Zone 20 Points
Alliance Mobile Goal
Elevated on correct Alliance’s Balanced Platform 40 Points
Robot Elevated on correct Alliance’s Balanced Platform 30 Points
Alliance Wins Autonomous Bonus 6 Points
Scoring Notes
1. Rings can be Scored in Mobile Goal Bases, or
on Mobile Goal Branches. In order to be considered
Scored in either position, a Ring must first meet the
following prerequisite criteria:
• Not contacting a Robot of the same color Alliance
for which the Rings would receive points
• Not contacting any Field Elements, such as gray
foam field tiles, the Platform, or the field perimeter
• Not contacting any Rings which are not considered
Scored (i.e. Rings which are contacting a Robot or a
Field Element)
2c. Rings may only count for points once, i.e. in one
Mobile Goal Base or on one Mobile Goal Branch.
• If a Ring meets the definitions of Scored for multiple
point values on the same Mobile Goal, the highest
point value should be used.
• Both of the blue Rings in the figure to the left would
be considered Scored in the Mobile Goal Base
• Both of the green Rings in the figure to the left
would be considered Scored on the Mobile Goal
Branch
Scoring Figure 1: Both Rings would be considered Scored, as neither Scoring Figure 2: None of the Rings in this image would be consid-
Ring is contacting a Robot, Field Element or Ring that is not consid- ered Scored. The highlighted Ring is contacting the floor, causing it
ered Scored. Both are contacting the colored portion of a Mobile Goal to not be Scored. The next Ring is contacting the highlighted Ring,
Base, and only meet the definition of Scored for one Mobile Goal. therefore causing it to not be Scored, and so on.
Scoring Figure 3: All three highlighted Rings would be considered Scoring Figure 4: All of these Rings would be considered Scored, as
Scored. None of the other Rings would count as Scored, for the same they are all fully or partially encircling the Mobile Goal Branch.
reasons listed in Scoring Figure 2.
Safety Rules
<S1> Be safe out there. If at any time the Robot operation or Team actions are deemed unsafe or have
damaged any Field Elements or Scoring Objects, the offending Teams may receive a Disablement and
/ or Disqualification at the discretion of the Head Referee. The Robot will require re-inspection before it
may take the field again.
<S2> Stay inside the field. If a Robot is completely out-of-bounds (outside the playing field), it will be
Disabled for the remainder of the Match.
Note: The intent of this rule is NOT to penalize Robots for having mechanisms that inadvertently cross
the field perimeter during normal game play.
<S3> Wear safety glasses. All Drive Team Members must wear safety glasses or glasses with side
shields while in the Alliance Stations during Matches. While in the pit area, it is highly recommended that
all Team members wear safety glasses.
<S4> The Platform is for Robots strictly, not humans. Stepping on a Platform at any point, including
in practice or pit areas, is explicitly prohibited. Violations could be considered a violation of the REC
Foundation Code of Conduct due to both the safety risk, and the risk of unnecessary damage to Field
Elements.
Robotics competitions often induce intense, high stress situations. These are good opportunities
to model and / or gain experience in handling these situations in a positive and productive manner. It
is important that we all exhibit maturity and class when dealing with any difficult situations that may
present themselves in both the VEX Robotics Competition and our lives in general.
This rule exists alongside the REC Foundation Code of Conduct. Violation of the Code of Conduct can
be considered a violation of <G1> and can result in Disqualification from a current Match, an upcoming
Match, an entire event, or (in extreme cases) an entire competition season. The Code of Conduct can be
found at https://www.roboticseducation.org/competition-teams/vex-robotics-competition
For the 2021-2022 season, some events may establish additional Health & Safety guidelines beyond the
scope of this Game Manual. These guidelines will be communicated to all Teams in advance via Health
& Safety notes associated with the event registration in RobotEvents. All Teams (including Students
or any Adults associated with the Team) must abide by these guidelines as written. Violation of an
event-specific Health & Safety rule may be considered a violation of <G1> and / or the REC Foundation
Code of Conduct.
<G2> VRC is a student-centered program. Adults may assist Students in urgent situations, but Adults
may never work on or program a Robot without Students on that Team being present and actively
participating. Students must be prepared to demonstrate an active understanding of their Robot’s
construction and programming to judges or event staff.
Some amount of Adult mentorship, teaching, and / or guidance is an expected and encouraged facet
of VEX competitions. No one is born an expert in robotics! However, obstacles should always be
viewed as teaching opportunities, not tasks for an Adult to solve without Students present and actively
participating.
This rule operates in tandem with the REC Foundation Student Centered Policy, which is available on the
REC Foundation website for Teams to reference throughout the season: https://www.roboticseduca-
tion.org/documents/2019/08/student-centered-policy-rec-foundation.pdf/
Violation of this rule could be considered a violation of <G1> and / or the REC Foundation Code of
Conduct.
<G3> Use common sense. When reading and applying the various rules in this document, please
remember that common sense always applies in the VEX Robotics Competition.
<G4> Robots begin the Match in the starting volume. At the beginning of a Match, each Robot must
be smaller than a volume of 18” (457.2 mm) long by 18” (457.2 mm) wide by 18” (457.2 mm) tall. Using
Field Elements, such as the field perimeter wall, to maintain starting size is only acceptable if the Robot
would still satisfy the constraints of <R5> and pass inspection without the Field Element. Robots in
violation of this limit will be removed from the field prior to the start of the Match, at the Head Referee’s
discretion.
<G5> Keep your Robots together. Robots may not intentionally detach parts during the Match or leave
mechanisms on the field.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a
Disqualification at the Head Referee’s discretion. Multiple intentional infractions may result in Disqualifi-
cation for the entire competition.
<G6> The Robot must represent the skill level of the Team. Each Team must include Drive Team
Members, Programmer(s), Designer(s), and Builder(s). No Student may fulfill any of these roles for more
than one VEX Robotics Competition Team in a given competition season. Students may have more
than one role on the Team, e.g. the Designer may also be the Builder, the Programmer and a Drive Team
Member.
a. Team members may move from one Team to another for non-strategic reasons outside of the
Team’s control.
i. Examples of permissible moves may include, but are not limited to, illness, changing schools,
conflicts within a Team, or combining / splitting Teams.
ii. Examples of strategic moves in violation of this rule may include, but are not limited to, one
Programmer “switching” Teams in order to write the same program for multiple Robots, or one
Student writing the Engineering Notebook for multiple Teams.
iii. If a Student leaves a Team to join another Team, <G6> still applies to the Students remaining on
the previous Team. For example, if a Programmer leaves a Team, then that Team’s Robot must
still represent the skill level of the Team without that Programmer. One way to accomplish this
would be to ensure that the Programmer teaches or trains a “replacement” Programmer in their
absence.
b. When a Team qualifies for a Championship event (e.g., States, Nationals, Worlds, etc) the Students
on the Team attending the Championship event are expected to be the same Students on the Team
that was awarded the spot. Students can be added as support to the Team, but may not be added as
Drivers or Programmers for the Team.
i. An exception is allowed if one (1) Drive Team Member and / or one (1) Programmer on the Team
cannot attend the event. The Team can make a single substitution of a Drive Team Member
or Programmer for the Championship event with another Student, even if that Student has
competed on a different Team. This Student will now be on this new Team and may not substitute
back to the original Team.
Violations of this rule will be evaluated on a case-by-case basis, in tandem with the REC Foundation
Student Centered Policy as noted in <G2>, and the REC Foundation Code of Conduct as noted in <G1>
Event Partners should bear in mind <G3>, and use common sense when enforcing this rule. It is not the
intent to punish a Team who may change Team members over the course of a season due to illness,
changing schools, conflicts within a Team, etc. Event Partners and referees are not expected to keep
a roster of any Student who has ever driven for a day. This rule is intended to block any instance of
loaning or sharing Team members for the sole purpose of gaining a competitive advantage.
<G7> Only Drivers, and only in the Alliance Station. During a Match, each Team may have up to three
(3) Drive Team Members in their Alliance Station and all Drive Team Members must remain in their
Alliance Station for the duration of the Match. Drive Team Members are not allowed to use any sort of
communication devices while in the Alliance Station. Devices with communication features turned off
(e.g. a phone in airplane mode) are allowed.
Note: Drive Team Members are the only Team members that are allowed to be in the Alliance Station
during a Match.
Note 2: During a Match, Robots may be operated only by the Drive Team Members and / or by software
running on the Robot’s control system, in accordance with <R27> and <G8>.
Violations or refusal to comply with this rule could be considered a violation of <G1> and is up to the
discretion of the Head Referee.
<G8> Controllers must stay connected to the field towers. Prior to the beginning of each Match,
Drive Team Members must plug their V5 Controller into the VEXnet Field Controller’s Cat-5 cable via
their controller’s competition port. This cable must remain plugged in for the duration of the Match,
and may not be removed until the “all-clear” has been given for Drive Team Members to retrieve their
Robots.
Minor violations of these rules that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
Note: The intent of this rule is to ensure that Robots abide by commands sent by the tournament
software. Temporarily removing the cable to assist with mid-Match troubleshooting, with an Event
Partner or other event technical staff present and assisting, would not be considered a violation.
<G9> Hands out of the field. Drive Team Members may only touch the Team’s controls and Robot
at specified times during a Match as per <G9a>. Drive Team Members are prohibited from making
intentional contact with any Scoring Objects, Field Elements, or Robots during a Match, apart from the
contact specified in <G9a>.
a. During the Driver Controlled Period, Drive Team Members may only touch their own Robot if the
Robot has not moved at all during the Match. Touching the Robot in this case is permitted only for
the following reasons:
i. Turning the Robot on or off.
ii. Plugging in a battery.
iii. Plugging in a V5 Robot Radio.
iv. Touching the V5 Robot Brain screen, such as to start a program.
b. Drive Team Members are not permitted to break the plane of the field perimeter at any time during
the Match, apart from the actions described in <G9a>, and when introducing Match Load Rings, per
<SG8>.
c. Transitive contact, such as contact with the field perimeter that causes the field perimeter to
contact Field Elements or Scoring Objects inside of the field, would be considered a violation of this
rule.
Minor violations of these rules that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
Note: Any concerns regarding Field Element or Scoring Object starting positions should be raised with
the Head Referee prior to the Match; Team members may never adjust the Scoring Objects or Field
Elements themselves.
<G10> Autonomous means “no humans”. During the Autonomous Period, Drive Team Members are
not permitted to interact with the Robots in any way, directly or indirectly. This could include, but is not
limited to:
Minor violations of this rule will result in a Warning. Violations of this rule that affect the outcome of
the Autonomous Period winner, or disrupt the autonomous routine of their opponent, will result in the
Autonomous Bonus being awarded to the opposing Alliance. Teams that receive multiple warnings may
also receive a Disqualification at the Head Referee’s discretion.
<G11> All rules still apply in the Autonomous Period. Any infractions committed during the Auton-
omous Period that are not Match Affecting, but do affect the outcome of the Autonomous Bonus, will
result in the Autonomous Bonus being automatically awarded to the opposing Alliance.
a. Teams are responsible for the actions of their Robots at all times, including during the Autonomous
Period. Any infractions committed during the Autonomous Period that are Match Affecting can
result in a Disqualification, if warranted by the rule.
b. If both Alliances cause infractions during the Autonomous Period that would have affected the
outcome of the Autonomous Bonus, then no Autonomous Bonus will be awarded.
<G12> Don’t destroy other Robots. But, be prepared to encounter defense. Strategies aimed solely
at the destruction, damage, tipping over, or Entanglement of opposing Robots are not part of the ethos
of the VEX Robotics Competition and are not allowed. If the tipping, Entanglement, or damage is ruled
to be intentional or egregious, the offending Team may be Disqualified from that Match. Repeated
offenses could result in Disqualification from the entirety of the competition.
a. VRC Tipping Point is intended to be an offensive game. Teams that partake in solely defensive or
destructive strategies will not have the protections implied by <G12> (see <G13>). However, defen-
sive play which does not involve destructive or illegal strategies is still within the spirit of this rule.
b. VRC Tipping Point is also intended to be an interactive game. Some incidental tipping, Entangle-
ment, and damage may occur as a part of normal gameplay without violation. It will be up to the
Head Referee’s discretion whether the interaction was incidental or intentional.
c. A Team is responsible for the actions of its Robot at all times, including the Autonomous Period. This
applies both to Teams that are driving recklessly or potentially causing damage, and to Teams that
drive around with a small wheel base. A Team should design its Robot such that it is not easily tipped
over or damaged by minor contact.
Note: Incidental damage that occurs due to interaction with a Robot in Possession of a Neutral Mobile
Goal will, in most cases, not be considered a violation of <G12>. Intentional damage, tipping, or dan-
gerous mechanisms may still be considered a violation of <R3>, <S1>, or <G1> at the Head Referee’s
discretion.
VRC Tipping Point is intended to be an offensive, interactive game. Robots interacting with Neutral
Mobile Goals should expect vigorous interactions from opponent Robots, especially if attempting to
interact with multiple Mobile Goals at once.
<G13> Offensive Robots get the “benefit of the doubt”. In the case where Head Referees are forced
to make a judgment call regarding a destructive interaction between a defensive and offensive Robot,
or an interaction which results in a questionable rules violation, the referees will err on the side of the
offensive Robot.
The following “rules of thumb” apply when determining offensive / defensive roles in the context of rule
<G13>:
• A Robot in Possession of its own Alliance Mobile Goal is generally playing an offensive role.
• A Robot in Possession of an opponent’s Alliance Mobile Goal is generally playing a defensive role.
• A Robot in Possession of a Neutral Mobile Goal is generally neither playing a defensive or offensive
role. In the case of a destructive interaction between two Robots competing for the same Neutral
Mobile Goal, the Note from <G12> will apply.
<G14> You can’t force an opponent into a penalty. Intentional strategies that cause an opponent to
violate a rule are not permitted, and will not result in an infraction on the opposing Alliance.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
<G3> should be used when enforcing this rule. In most cases, if a Team causes their opponent to
break a rule, the Head Referee will simply not enforce the penalty on that opponent. Only in extreme
cases, where the act of forcing the opponent into breaking a rule changes the outcome of the Match
for the benefit of the Team, should that Team who caused the opponent to break a rule receive a
Disqualification.
<G15> No Trapping for more than 5 seconds. A Robot may not Trap an opposing Robot for more than
five seconds (0:05) during the Driver Controlled Period. A Trap is officially over once the Trapping Robot
has moved away and the Robots are separated by at least two (2) feet (approximately one [1] foam tile).
After ending a Trap, a Robot may not Trap the same Robot again for a duration of five seconds (0:05). If
a Team does Trap the same Robot again, the count will resume from where it left off when the Trapping
Robot initially backed off.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
<G16> Don’t clamp your Robot to the field. Robots may not intentionally grasp, grapple or attach to
any Field Elements. Strategies with mechanisms that react against multiple sides of a Field Element in
an effort to latch or clamp onto said Field Element are prohibited. The intent of this rule is to prevent
Teams from both unintentionally damaging the field and / or from anchoring themselves to the field.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
<G17> Let go of Scoring Objects after the Match. Robots must be designed to permit easy removal of
Scoring Objects from any mechanism without requiring the Robot to have power after a Match.
<G18> It’s not over until it’s over. Scores will be calculated for all Matches immediately after the Match
ends, once all Scoring Objects, Field Elements, and Robots on the field come to rest.
a. The determination of the Autonomous Bonus and Autonomous Win Point(s) will occur for all
Matches immediately after the Autonomous Period ends, after all Scoring Objects, Field Elements,
and Robots come to rest.
<G19> Be prepared for minor field variance. Field Element tolerances may vary from nominal by ±1.0”,
unless otherwise specified. Ring weights may vary from nominal to ±5 grams. Mobile Goal weights may
vary from nominal to ±65 grams respectively. Teams are encouraged to design their Robots according-
ly. Please make sure to check Appendix A for more specific nominal dimensions and tolerances.
a. Scoring Object placement at the beginning of Matches may vary from nominal to ±1.5”.
b. The rotation of Scoring Objects may vary from nominal to ±20°. Rings should always be oriented
such that the “raised” portions are parallel to the Platforms. Mobile Goals should always be oriented
such that the vision target found on the “point” of the heptagon Base resembles Figure 22.
<G20> Match replays are allowed, but rare. Match replays, i.e. playing a Match over again from its
start, are at the discretion of the Event Partner and Head Referee, and will only be issued in the most
extreme circumstances. Some example situations that may warrant a Match replay are as follows:
<G21> This manual will have scheduled updates. This manual will have a series of “major” and “minor”
updates. Each version is official and must be used in official VRC events until the release of the next
version, when the previous version becomes void.
All updates may include clarifications that have been made in response to questions posted in the
official Q&A system. Additionally, the three “major” updates, released in June, August, and April, may
include gameplay or rule changes to resolve critical issues, if needed. Teams must be familiar with the
information included in each major update, as there will be no “grace period” if a rule is changed that
prohibits a previously-legal part, mechanism, or strategy.
Note: Multi-week league events that “cross over” a major update, and encounter a rule change that
impacts their event, should contact their REC Foundation Representative. Cases will be reviewed indi-
vidually depending on the context of the event and the rule that has changed. This is the only possible
“grace period” exception.
<G22> The Q&A system is an extension of this Game Manual. All Teams must adhere to all VEX
Robotics Competition rules as written in this Game Manual, and must abide by any stated intent of
these rules. Officially registered Teams have the opportunity to ask for official rule interpretations in the
VEX Robotics Competition Question & Answer system. All responses in this system must be treated as
official rulings from the VEX Robotics Competition Game Design Committee (GDC), and they represent
the correct and official interpretation of the VEX Robotics Competition Rules.
Previous Definitions, Rules and Rulings found in documents and Q&A’s from previous seasons do not
apply to the current game. If clarification is needed, the question should be asked on the current Q&A.
The 2021-22 Q&A is the ONLY official source for rulings besides the Game Manual. If there are any
conflicts between the Game Manual and other supplemental materials (e.g. Referee Training videos,
VRC Hub app, etc), the most current version of the Game Manual takes precedent.
a. Contacting at least one (1) of the gray foam field tiles directly in front of their Alliance Station, i.e. the
row of gray foam field tiles that contains their Alliance’s Platform.
b. Not contacting any other gray foam field tiles, i.e. those in contact with the white tape lines that
define the Alliance Home Zone.
c. Not contacting any Scoring Objects other than the Preloads.
d. Not contacting another Robot.
e. Not contacting the Platform.
f. Contacting no more than three (3) Preloads.
i. No Preloads may be contacting more than one (1) Robot.
ii. All Preloads must be fully within the field perimeter.
iii. All Preloads must not be in any positions that would be considered Scored if the Robot were not
present. See Figure 23 for examples of legal Preloads.
iv. If a Team does not wish to use their three (3) Preloads at the start of the Match, they may be used
as Match Load Rings at any point during the Match, in accordance with <SG8>.
Note: If a Robot is not present for their Match, then their Preloads will be randomly placed in the corner
foam tile that is on the opposite side of the Platform from the placed Robot. See Figure 23 for an
example. In this scenario, point “iv” above would not apply, i.e. the Team who is present for the Match
may not elect to use these Preloads as Match Load Rings.
Figure 23: The proper starting configuration for Preloads in the event of a no-show.
<SG2> Robot expansion is limited once the Match begins. Per <G4>, at the beginning of a Match,
each Robot must be smaller than a volume of 18” (457.2 mm) long by 18” (457.2 mm) wide by 18” (457.2
mm) tall. Once the Match begins, Robots may expand, but no horizontal dimension can exceed 36”
(914.4 mm) at any point during the Match. See Figure 24.
Note: This is intended to be a linear, horizontal, “point-to-point” limit, measured across an expanded
Robot. It is not a 3D volume, and it does not “rotate” with the Robot.
Note 2: If a Head Referee is uncertain whether a Robot has momentarily expanded beyond this limit,
they may ask the Team after the Match to replicate the Robot’s state and check for compliance using a
tape measure, VRC Expanded Sizing Tool, or other linear measuring device.
Minor violations of this rule that do not affect or interfere with the Match will result in a warning. Match
Affecting offenses will result in a Disqualification. Teams that receive multiple warnings may also receive
a Disqualification at the Head Referee’s discretion.
<SG3> Platforms are “safe” during the endgame. During the last thirty (30) seconds, Robots may not
contact the opposing Alliance’s Platform.
a. For the purposes of this rule, contact is considered “transitive” through other Robots and Scoring
Objects. For example, contacting an opposing Robot who is contacting their own Platform would be
considered a violation of this rule.
b. For the purposes of this rule, <G13> supersedes rule <G14>. Any Robot which is contacting its
own Platform during the last thirty (30) seconds, provided that no other rules are being violated,
will automatically receive the “benefit of the doubt”. Therefore, any contact with this Robot will be
considered a violation, regardless of intent.
c. Per <SG10>, using a Scoring Object to contact the opposing Alliance’s Platform during the last
thirty (30) seconds would be considered a violation of this rule. Placing a Scoring Object underneath
the opposing Alliance’s Platform, such that it inhibits the opposing Alliance’s ability to utilize the
Platform during the last thirty (30) seconds, would also be considered a violation of this rule.
Violations of this rule which do not interfere with gameplay, such as bumping into the Platform and then
driving away, will result in the opposing Alliance receiving credit for one additional Elevated Robot at the
end of the Match. (Alliances may still only receive points for a maximum of two Elevated Robots).
Violations of this rule which do interfere with gameplay, such as preventing a Platform from becoming
Balanced, will result in a Disqualification, regardless of whether the interference was Match Affecting or
not.
The intent of <SG3> is to prohibit Alliances from directly inhibiting their opponents’ ability to utilize the
Platform at the end of a Match. Teams partaking in any gameplay near their opponent’s Platform, espe-
cially if manipulating Scoring Objects, should be cognizant of this risk and may receive verbal warnings
for doing so. Conversely, Teams attempting to invoke an edge-case <SG3> call on their opponents
should also be cognizant that it is not feasible for a Head Referee to track the exact movement of every
Scoring Object throughout an entire Match. If a single Ring has incidentally found its way underneath
a Platform during standard Match gameplay, it will be at the Head Referee’s discretion to determine
whether a violation of <SG3> has occurred or not.
<SG4> Stay out of the opponent’s Home Zone during Autonomous. During the Autonomous Period,
Robots may not contact the foam tiles, Scoring Objects, Robots, or Platforms which are fully contained
in the opposing Alliance Home Zone.
Violations of this rule will result in the Autonomous Bonus being awarded to the opposing Alliance. The
opposing Alliance will also receive an Autonomous Win Point, regardless of whether they completed the
Autonomous Win Point tasks. Intentional, strategic, or egregious violations, such as intentional contact
with an opposing Robot completely within their Alliance Home Zone, will result in a Disqualification.
<SG5> Enter the Neutral Zone during Autonomous at your own risk. Any Robot who engages with the
Neutral Zone during the Autonomous Period should be aware that opponent Robots may also choose to
do the same. Per <G11> and <G12>, Teams are responsible for the actions of their Robots at all times.
a. For the purposes of this rule, “engages with” means any combination of:
i. Contacting foam tiles within the Neutral Zone
ii. Contacting Neutral Mobile Goals
iii. Contacting Rings that begin the Match on the double white tape line in the center of the Neutral
Zone
b. If opposing Robots contact one another while both engaging with the Neutral Zone, and a possible
<G12> violation results (i.e. damage, Entanglement, or tipping over), then a judgment call will
be made by the Head Referee within the context of <G12> just as it would if the interaction had
occurred during the Driver Controlled Period.
c. If opposing Robots contact one another while both engaging with the Neutral Zone, and an inciden-
tal violation of <SG4> occurs, no penalty will be assessed on either Alliance.
d. <G15> does not apply during the Autonomous Period.
e. Intentional, strategic, repeated, or egregious offenses of points “b” or “c” may still be deemed a
violation of <SG4>, <G12>, <G13>, <G14>, <G1>, and / or <S1> at the Head Referee’s discretion.
The Neutral Zone is intended to be a zone that Robots from both Alliances can utilize during the Auton-
omous Period. This will inevitably result in Robot-on-Robot interactions, both incidental and intentional.
The overarching intent of <SG5> is for the vast majority of these interactions to result in no rule viola-
tions and / or penalties for either Alliance, just as no rules violations occur in 99% of Driver Controlled
interactions.
Teams are responsible for the actions of their Robots at all times. A Robot with a small wheel base, who
tips over every time they enter the Neutral Zone and contacts an opponent, should not attempt to claim
a <G12> violation on their opponent.
With that being said, this is a Neutral Zone, not a “free-for-all” zone. The intent of point “e” is to provide
Head Referees with the leeway to still make a judgment call, if needed, when a Team has chosen to
exploit this rule beyond its intent. Reckless or unsafe strategies aimed solely at the destruction,
damage, tipping over, Entanglement, Trapping, or forcing of an opponent into a penalty are still prohibit-
ed in the VEX Robotics Competition.
<SG6> Rings on the Alliance Mobile Goal are “safe”. Strategies intended to remove Rings which are
Scored on or in an opposing Alliance Mobile Goal are prohibited. Examples of “intentional strategies”
could include, but are not limited to:
• Robot mechanisms or actions solely intended to “lift off” Rings from Mobile Goal Branches.
• Robot mechanisms or actions solely intended to “scoop out” Rings from Mobile Goal Bases.
• “Knocking over” or otherwise forcefully manipulating an Alliance Mobile Goal such that Rings
become removed.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
<SG7> Hoarding of Mobile Goals is limited. Robots may not Hoard more than one (1) Mobile Goal at
once.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
Note: Hoarding is not a time-based activity (i.e. a 5 second count, like Trapping). As soon as a Robot
places multiple Mobile Goals in the corner of an Alliance Home Zone, they are at risk of causing a
Hoarding violation.
The intent of this rule is to prohibit one Alliance from actively stifling gameplay by “locking down” Mobile
Goals in corners of the field. Its intent is not to make the corners of the field an area of edge-case
accidental violations, just as it is not to prohibit Robots from Possessing multiple Mobile Goals while
playing the game offensively. In general, unless a Robot or Alliance is intentionally and blatantly utilizing
a Hoarding strategy, violations of this rule should be rare.
<SG8> Each Alliance may introduce their Match Load Rings at any point during the Match. This
action must abide by the following criteria:
a. Match Load Rings must be gently placed onto one of the gray foam tiles directly in front of the
Alliance Station, i.e. the tiles coincident with the field perimeter wall. See Figure 24.
b. Match Load Rings may not be placed into a Scored position on a Mobile Goal.
c. Match Load Rings may not be placed such that they are contacting a Robot (from either Alliance)
while still in contact with a Drive Team Member.
d. Match Load Rings must be gently placed directly onto the foam tile. “Throwing”, “rolling”, or other-
wise imparting energy upon the Rings such that they leave the intended tile, or violate one of the
other points in this rule, is not permitted.
e. Match Load Rings may only be introduced during the Autonomous Period or the Driver Controlled
Period, i.e. they may not be introduced during the pause between the two periods, or prior to the
Match.
Copyright 2021, VEX Robotics Inc.
32
Version 2.1 - Released October 6, 2021
VEX Robotics Competition Tipping Point - Game Manual
f. It is expected that Drive Team Members may momentarily break the plane of the field perimeter
while legally introducing Match Load Rings. This action should be kept as brief as possible, and
Teams from both Alliances should be very mindful of <S1> when Match Load Rings are being
entered into the field.
i. Any human contact with Robots from either Alliance during this interaction may be considered a
violation of <G9> and / or <S1> at the Head Referee’s discretion.
Note: There is no requirement for Alliances to introduce their Match Load Rings, if they do not wish to
do so.
Figure 25: The tiles in which Match Load Rings can be introduced.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses, or violations of <S1>, will result in a Disqualification as applicable. Teams that receive multiple
warnings may also receive a Disqualification at the Head Referee’s discretion.
The intent of this rule is to keep Drive Team Member hands away from any Robots during this interac-
tion. There is no explicit requirement for an amount of time before a Robot may contact the Ring, or
minimum distance away from other Robots; Teams are advised to bear <G3> in mind when introducing
Match Load Rings, and avoid scenarios that may require a Head Referee judgment call as to whether a
portion of this rule, <G9>, or <S1> has been violated.
For example - if an opposing Robot is on a particular tile, try introducing Match Load Rings on a different
tile.
<SG9> Keep Scoring Objects in the field. Teams may not intentionally remove Scoring Objects from
the field. While Scoring Objects may accidentally leave the field, doing so intentionally or repeatedly
would be a violation of this rule. Scoring Objects that leave the field during Match play, intentionally
or unintentionally, will be returned to the field at the location nearest the point at which they exited.
Referees will return the Scoring Object to the field when it is deemed safe to do so, at the leisure of the
referee.
Minor violations of this rule that do not affect the Match will result in a warning. Match Affecting
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Dis-
qualification at the Head Referee’s discretion.
If a Mobile Goal leaves the field, any Rings that were Scored in the Mobile Goal Base, or on Mobile Goal
Branches, will be returned to the field in a non-Scored state, on the field tile closest to where they
exited.
<SG10> Use Scoring Objects to play the game. Scoring Objects may not be used to accomplish
actions that would be otherwise illegal if they were attempted by Robot mechanisms (e.g., Interfering
with an opponent’s Autonomous routine per <SG4>.)
The intent of this rule is to prohibit teams from using game objects as “gloves” to loophole any rule that
states “a Robot may not [do some action]”. This rule is not intended to be taken in its most extreme
literal interpretation, where any interaction between a Scoring Object and a Robot needs to be scruti-
nized with the same intensity as if it were a Robot.
Section 3
The Robot
Overview
This section provides rules and requirements for the design and construction of your Robot. A VEX
Robotics Competition Robot is a remotely operated and / or autonomous vehicle designed and built
by a registered VEX Robotics Competition Team to perform specific tasks when competing in VEX
Robotics Competition Tipping Point. Prior to competing at each event, all Robots will have to pass
an inspection.
There are specific rules and limitations that apply to the design and construction of your Robot.
Please ensure that you are familiar with these Robot rules before beginning your Robot design.
Inspection Rules
<R1> One Robot per Team. Only one (1) Robot will be allowed to compete per Team in the VEX Robotics
Competition. Though it is expected that Teams will make changes to their Robot at the competition, a
Team is limited to only one (1) Robot. As such, a VEX Robot, for the purposes of the VEX Robotics Com-
petition, has the following subsystems:
• Subsystem 1: Mobile robotic base including wheels, tracks, legs, or any other mechanism that allows
the Robot to navigate the majority of the flat playing field surface. For a stationary Robot, the robotic
base without wheels would be considered Subsystem 1.
• Subsystem 2: Power and control system that includes a legal VEX battery, a legal VEX control
system, and associated motors for the mobile robotic base.
• Subsystem 3: Additional mechanisms (and associated motors) that allow manipulation of Scoring
Objects or navigation of field obstacles.
Given the above definitions, a minimum Robot for use in any VEX Robotics Competition event (including
Skills Challenges) must consist of 1 and 2 above. Thus, if you are swapping out an entire subsystem of
either item 1 or 2, you have now created a second Robot and are no longer legal.
a. Teams may not compete with one Robot while a second is being modified or assembled.
b. Teams may not have an assembled second Robot to be used to repair or swap parts to the first
Robot.
c. Teams may not switch back and forth between multiple Robots during a competition. This includes
using different Robots for Skills Challenge, Qualification and / or Elimination Matches.
d. Multiple Teams may not use the same Robot. Once a Robot has competed under a given Team
number at an event, it is “their” Robot - no other Teams may compete with it for the duration of the
competition season.
The intent of <R1a>, <R1b>, and <R1c> are to ensure an unambiguous level playing field for all Teams.
Teams are welcome (and encouraged) to improve or modify their Robots between events, or to collabo-
rate with other Teams to develop the best possible game solution.
However, a Team who brings and / or competes with two separate Robots at the same tournament has
diminished the efforts of a Team who spent extra design time making sure that their one Robot can
accomplish all of the game’s tasks. A multi-Team organization that shares a single Robot has dimin-
ished the efforts of a multi-Team organization who puts in the time, effort, and resources to undergo
separate individual design processes and develop their own Robots.
To help determine if a Robot is a “separate Robot” or not, use the Subsystem definitions found in <R1>.
Above that, use common sense as referenced in <G3>. If you can place two Robots on a table next to
each other, and they look like two separate legal / complete Robots (i.e. each have the 3 Subsystems
defined by <R1>), then they are two Robots. Trying to decide if changing a screw, a wheel, or a micro-
controller constitutes a separate Robot is missing the intent and spirit of this rule.
<R2> Robots must be a representation of the skill level of the team. The Robot must be designed,
built and programmed by members of the Team. Adults are expected to mentor and teach design,
building and programming skills to the Students on the Team, but may not design, build or program that
Team’s Robot.
In VRC, we expect Adults to teach different linkages, drive-trains, and manipulator applications to the
Students, then allow the Students to determine which designs to implement and build on their Robot.
Adults are encouraged to teach the Students how to code various functions involving applicable
sensors, then have the Students program the Robot from what they have learned.
<R3> Robots must pass inspection. Every Robot will be required to pass a full inspection before being
cleared to compete. This inspection will ensure that all Robot rules and regulations are met. Initial
inspections will take place during team registration / practice time.
a. Significant changes to a Robot, such as a partial or full swap of Subsystem 3, must be re-inspected
before the Robot may compete again.
b. All possible functional Robot configurations must be inspected before being used in competition.
c. Teams may be requested to submit to random spot-inspections by event personnel. Refusal to
submit will result in Disqualification.
d. Robots which have not passed inspection (i.e. who are in violation of one or more Robot rules) will
not be permitted to play in any Matches until they have done so. <T3> will apply to any Matches that
occur until the Robot has passed inspection.
e. If a Robot has passed inspection, but is later found to be in violation of a Robot rule during a Match,
then they will be Disqualified from that Match and <R3d> will apply until the violation is remedied and
the Team is re-inspected.
The intent of this rule is to ensure that Teams play Matches with legal Robots. If a Robot is determined to
not be legal before the Match starts, the Robot will be removed from the field and a Drive Team Member
must remain so that the Team does not get assessed a “no-show”. If the Match is played with an illegal
Robot on the Field, that Team will receive a Disqualification for the Match (see <T11>).
<R4> Robots must be safe. The following types of mechanisms and components are NOT allowed:
<R5> Robots must fit in a sizing box. At the beginning of any Match, Robots must be smaller than 18”
(457.2 mm) long by 18” (457.2 mm) wide by 18” (457.2 mm) tall.
a. Per <SG2>, Robots may expand beyond their starting size constraints after the start of a Match.
b. Any restraints used to maintain starting size (i.e. zip ties, rubber bands, etc.) MUST remain attached
to the Robot for the duration of the Match.
It is at the Event Partner’s discretion how size will be inspected at a given event. Possible methods
may include the Robot being placed in a “sizing box” with interior dimensions matching the above size
constraints, or by using the VEX Robotics Competition Robot Sizing Tool while the Robot is placed on
a flat surface. A Robot may not touch the box walls or ceiling or the Robot Sizing Tool sides when being
measured.
There are two VEX Robotics Competition Robot Sizing Tools that may be used: https://www.vexrobotics.
com/276-2086.html and https://www.vexrobotics.com/276-5942.html
<R6> Robots are built from the VEX V5 system. Robots may be built ONLY using official VEX V5 com-
ponents, unless otherwise specifically noted within these rules. Teams are responsible for providing
documentation proving a part’s legality in the event of a question. Examples of documentation include
receipts, part numbers, official VEX websites, or other printed documentation.
a. Products from the VEXpro, VEX IQ, VEX GO, VEX 123 or VEX Robotics by HEXBUG product line
cannot be used for Robot construction, unless specifically allowed by a clause of <R8> or cross-list-
ed as part of the VEX V5 Product lines. For example, the Shaft Base Pack (228-3506) is a VEX IQ
component that can be found on the VEX “Drive Shafts” page, and is thus legal: https://www.vexro-
botics.com/drive-shafts.html
b. Electronics from the VEX Cortex control system are not permitted. This includes the VEXnet
Joystick, VEXnet Partner Joystick, VEX ARM® Cortex-based Microcontroller, VEXnet Key 1.0 and
2.0, 2-Wire Motor 393, and any other electronic components which are not compatible with the VEX
V5 system
c. VEX IQ pins used solely for the purpose of attaching VEX Team Identification Number Plates are
permitted.
d. Components obtained from the V5 beta program, including V5 beta firmware, are not legal for
competition use.
i. All V5 beta hardware can be identified by its lighter gray pre-production color. Robot Brains,
Robot Batteries, Controllers, and Vision Sensors from the V5 beta have a “BETA TEST” stamp on
them. Smart Motors and Radios do not have this stamp, but can still be identified by color.
e. Components from the VEXplorer kit that are not found in modern VEX V5 kits are not permitted.
These include (but may not be limited to) electronics, wheels, non-standard gears, or plastic
connectors.
Using VEX apparel, competition support materials, packaging, or other non-Robot products on a VEX
Robotics Competition Robot goes against the spirit of this rule and is not permitted.
<R7> VEX products come from VEX Robotics or VEX Robotics Resellers. Official VEX products are
ONLY available from VEX Robotics & official VEX Resellers. To determine whether a product is “official”
or not, consult www.vexrobotics.com. A complete list of authorized VEX Resellers can be found at
https://www.vexrobotics.com/contact-us.
<R8> Certain non-VEX components are allowed. Robots are allowed the following additional “non-
VEX” components:
a. Any material strictly used as a color filter or a color marker for a legal sensor, such as the VEX Light
Sensor or the VEX V5 Vision Sensor.
b. Any non-aerosol based grease or lubricating compound, when used in extreme moderation on
surfaces and locations that do NOT contact the playing field walls, foam field surface, Scoring
Objects, or other Robots.
c. Anti-static compound, when used in extreme moderation (i.e. such that it does not leave residue on
playing field walls, the foam field surface, Scoring Objects, or other Robots).
d. Hot glue when used to secure cable connections.
e. An unlimited amount of rope / string, no thicker than 1/4” (6.35mm).
f. Commercially available items used solely for bundling or wrapping of 2-wire, 3-wire, 4-wire, or V5
Smart Cables, and pneumatic tubing are allowed. These items must solely be used for the purposes
of cable protection, organization, or management. This includes but is not limited to electrical tape,
cable carrier, cable track, etc. It is up to inspectors to determine whether a component is serving a
function beyond protecting and managing cables.
g. Non-functional 3D printed license plates, per <R13> and <R26>, are permitted. This includes any
supporting structures whose sole purpose is to hold, mount, or display an official license plate.
h. Rubber bands that are identical in length and thickness to those included in the VEX V5 product line
(#32 and #64)
i. Pneumatic components with identical SMC manufacturer part numbers to those listed on the VEX
website
<R9> Give the radio some space. The V5 Radio must be mounted such that no metal surrounds the
radio symbol on the V5 Radio.
It is fine to loosely encapsulate the V5 Radio in Robot structure. The intent of this rule is to minimize
radio connection issues by minimizing obstructions between VEXnet devices. If a radio is buried in a
Robot, VEXnet is not able to connect as well and may result in Robot communication issues.
<R10> A limited amount of custom plastic is allowed. Robots may use non-shattering plastic from
the following list; polycarbonate (Lexan), acetal monopolymer (Delrin), acetal copolymer (Acetron GP),
POM (acetal), ABS, PEEK, PET, HDPE, LDPE, Nylon (all grades), Polypropylene, FEP; as cut from a single
12” x 24” sheet up to 0.070” thick.
a. Shattering plastic, such as PMMA (also called Plexiglass, Acrylic, or Perspex), is prohibited.
b. Plastic may be mechanically altered by cutting, drilling, bending etc. It cannot be chemically treated,
melted, or cast. Heating polycarbonate to aid in bending is acceptable.
<R11> A limited amount of tape is allowed. Robots may use a small amount of tape when used for the
following purposes:
a. For the sole purpose of securing any connection between the ends of two (2) VEX cables.
b. For labeling wires and motors.
c. For covering the back of License Plates (i.e. the “wrong color”).
d. For the purposes of preventing leaks on the threaded portions of pneumatic fittings. This is the only
acceptable use of Teflon tape.
e. In any other application that would be considered a “non-functional decoration” per <R13>.
<R12> Certain non-VEX screws, nuts, and washers are allowed. Robots may use any commercially
available #4, #6, #8, M3, M3.5, or M4 screw up to 2.5” (63.5mm) long (nominal), and any commercially
available nut, washer, and / or non-threaded spacer (up to 2.5” (63.5mm) long) to fit these screws.
The intent of the rule is to allow Teams to purchase their own commodity hardware without introduc-
ing additional functionality not found in standard VEX equipment. It is up to inspectors to determine
whether the non-VEX hardware has introduced additional functionality or not.
<R13> Decorations are allowed. Teams may add non-functional decorations, provided that they do not
affect Robot performance in any significant way or affect the outcome of the Match. These decorations
must be in the spirit of the competition. Inspectors will have final say in what is considered “non-func-
tional”. Unless otherwise specified below, non-functional decorations are governed by all standard
Robot rules.
In order to be “non-functional,” any guards, decals, or other decorations must be backed by legal
materials that provide the same functionality. For example, if your Robot has a giant decal that prevents
Scoring Objects from falling out of the Robot, the decal must be backed by VEX material that would also
prevent the Scoring Objects from falling out.
g. Decorations which provide visual feedback to Drive Team Members (e.g. decorative lighting) are
permitted, provided that they do not violate any other rules and serve no other function (e.g. struc-
tural support).
<R14> No Wi-Fi. The Vision Sensor must have its wireless transmitting functionality disabled.
<R15> New VEX parts are legal. Additional VEX components released during the competition season
on www.vexrobotics.com are considered legal for use.
Some “new” components may have certain restrictions placed on them upon their release. These
restrictions will be documented in the official Q&A forums, in a Game Manual Update, or on their respec-
tive product web pages.
<R16> Robots have one microcontroller. Robots must ONLY use one (1) VEX V5 Robot Brain (276-
4810).
a. Any other microcontrollers or processing devices are not allowed, even as non-functional deco-
rations. This includes microcontrollers that are part of other VEX product lines, such as Cortex,
VEXpro, VEX RCR, VEX IQ, VEX GO, or VEX Robotics by HEXBUG; this also includes devices that are
unrelated to VEX, such as Raspberry Pi or Arduino devices.
<R17> Robots use VEXnet. Robots must ONLY utilize the VEXnet system for all Robot communication.
a. Electronics from the Cortex, VEXpro, VEX RCR, VEXplorer, VEX IQ, VEX GO, or VEX Robotics by
HEXBUG product line are prohibited.
b. A V5 Controller(s) may only be used in conjunction with a V5 Robot Brain.
c. Teams are permitted to use the Bluetooth® capabilities of the V5 Robot Brain and / or V5 Controller
in team pits or outside of Matches. However, VEXnet must be used for wireless communication
during Matches.
<R18> Robots use one control system. Robots may use a V5 Robot Brain, up to eight (8) V5 Smart
Motors, and a legal VRC pneumatic system.
a. V5 Smart Motors, connected to Smart Ports, are the only motors that may be used with a V5 Robot
Brain. The 3-wire ports may not be used to control motors of any kind.
b. The 5.5W V5 Smart Motor, found in the V5 Workcell system, is not legal for use.
<R19> Electrical power comes from VEX batteries only. The only allowable source(s) of electrical
power are as follows:
2. Some events may choose to provide field power for V5 Wireless Controllers. If this is
provided for all Teams at the event, then this is a legal power source for the wireless remotes.
V5 Robot Brain
<R20> One or two controllers per Robot. No more than two (2) VEX V5 Controllers may control a single
Robot during the tournament.
Note: This rule does not prohibit objects that are attached to the controller to assist the Drive Team
Member in holding the controller or manipulating buttons / joysticks on the V5 Controller.
<R21> No modifications to electronic components are allowed. Motors (including the internal PTC or
Smart Motor firmware), microcontrollers (including V5 Robot Brain firmware), extension cords, sensors,
controllers, battery packs, reservoirs, solenoids, pneumatic cylinders, and any other electrical compo-
nent or pneumatics component of the VEX platform may NOT be altered from their original state in ANY
way.
a. External wires on VEX electrical components may be repaired by soldering, using twist / crimp con-
nectors, electrical tape or shrink tubing such that the original functionality / length is not modified in
any way. Wire used in repairs must be identical to VEX wire. Teams may make these repairs at their
own risk; incorrect wiring may have undesired results.
b. Teams must use the latest official VEXos firmware updates, found at www.vexrobotics.com. Custom
firmware modifications are not permitted.
c. Teams may make the following modifications to the V5 Smart Motor’s user-serviceable features. No
other modifications are permitted.
i. Changing or replacing the gear cartridge with other official replacement cartridges.
ii. Replacing the V5 Smart Motor Cap (276-6780).
iii. Replacing the threaded mounting inserts (276-6781).
<R22> Most modifications and repairs to non-electrical components are allowed. Physical modifi-
cations such as bending or cutting are permitted and may be done to legal VEX Robotics Competition
metal structure or plastic components.
a. Physical modifications to electrical components such as a legal microcontroller or radio is prohibit-
ed unless otherwise explicitly permitted, per <R21>.
b. Internal or external mechanical repairs of VEX Limit and Bumper switches are permitted. Modifying
the metal arm on the Limit Switch is permitted. Using components from these devices in other
applications is prohibited.
c. Metallurgical modifications that change fundamental material properties, such as heat treating, are
not permitted.
d. Teams may cut pneumatic tubing to a desired length.
e. Teams are permitted to fuse / melt the end of the 1/8” nylon rope to prevent fraying.
f. Welding, soldering, brazing, gluing, or attaching in any way that is not provided within the VEX
platform is NOT permitted.
<R23> Custom V5 Smart Cables are allowed. Teams must use official V5 Smart Cable Stock but may
use commodity 4P4C connectors and 4P4C crimping tools. Teams who create custom cables acknowl-
edge that incorrect wiring may have undesired results.
<R24> Keep the power switch accessible. The Robot on / off switch or button must be accessible
without moving or lifting the Robot. All microcontroller lights and / or screens must also be easily visible
by competition personnel to assist in diagnosing Robot problems.
<R25> Pneumatics are limited. Pneumatic devices may only be charged to a maximum of 100 psi.
Teams may only use a maximum of two (2) legal VEX pneumatic air reservoirs on a Robot.
The intent of this rule is to limit Robots to the air pressure stored in two reservoir tanks, as well as the
normal working air pressure contained in their pneumatic cylinders and tubing on the Robot. Teams
may not use other elements (e.g. surgical tubing) for the purposes of storing or generating air pressure.
Teams who use cylinders and additional pneumatic tubing for no purpose other than additional storage
are in violation of the spirit of this rule and will fail inspection.
<R26> Only registered Teams may compete in the VEX Robotics Competition. To participate in an
official VEX Robotics Competition (VRC) event, a Team must first register on robotevents.com. Upon
registering they will receive their VRC Team Number and four (4) VRC License Plates. Teams may
choose to use the VRC License Plate Kit that comes in the VRC Team Welcome Kit, or may create their
own, including one made from 3D printed parts. Plates must follow the following requirements:
a. Robots must use the colored plates that match their Alliance color for each Match (i.e. red Alliance
Robots must have their red plates on for the Match). It must be abundantly clear which color Alliance
the Robot belongs to.
Note: If the plates are attached to opposite-color plates, then the incorrect color must be covered,
taped over, or otherwise obscured to ensure that the correct Alliance color is abundantly clear to the
Head Referee during a Match. Since License Plates are considered non-functional decorations, this is a
legal non-functional use of tape.
b. License Plates must fulfill all Robot rules (i.e. they must fit within the 18” cube per <R5>, they cannot
functionally change the stability of rigidity of the Robot, cause entanglement, etc.)
c. Team numbers must be in white font.
d. Plates must be at least 2.48 inches (63.2mm) tall and 4.48 inches (114mm) wide, i.e. at least the size
of the plates in the VRC License Plate Kit ignoring thickness.
The intent of this rule is to make it very easy for Head Referees to know which Alliance and which Team
each Robot belongs to. Being able to “see through” a Robot arm to the wrong color License Plate on the
opposite side of the Robot would be considered a violation of <R26a>.
It will be at the full discretion of the Head Referee and inspector at a given event to determine whether a
given custom license plate satisfies the criteria listed in <R26>. Teams wishing to utilize custom plates
should be prepared for the possibility of this judgment, and ensure that they are prepared to replace
any custom parts with official VEX License Plates if requested. Not bringing official replacement plates
to an event will not be an acceptable reason for overlooking a violation of one or more points in <R26>.
<R27> Use the “Competition Template” for programming. The Robot must be programmed to follow
control directions provided by the VEXnet Field Controllers.
During the Autonomous Period, Drive Team Members will not be allowed to use their hand-held control-
lers. As such, Teams are responsible for programming their Robot with custom software if they want to
perform in the Autonomous Period. Robots must be programmed to follow control directions provided
by the VEXnet Field Controllers (i.e. ignore wireless input during the Autonomous Period, disable at the
end of the Driver Controlled Period, etc).
Teams must use a provided “competition template”, or functional equivalent, to accomplish this. All
Robots will be required to pass a functional enable / disable test as part of inspection. For more
information on this, Teams should consult the help guides produced by the developers of their chosen
programming software.
<R28> There is a difference between accidentally and willfully violating a Robot rule. Any violation
of Robot rules will result in a Team being unable to play until they pass inspection (per <R3d>). In
addition, Teams who intentionally or knowingly circumvent or violate rules to gain an advantage over
their fellow competitors are in violation of the spirit and ethos of the competition. Any violation of this
sort may be considered a violation of <G1> and / or the REC Foundation Code of Conduct.
Section 4
The Tournament
Overview
The main challenge of the VEX Robotics Competition will be played in a tournament format. Each
tournament consists of Qualification Matches and Elimination Matches and may also include
Practice Matches. After the Qualification Matches, Teams are ranked based on their WP, AP, and
SP. The top ranked Teams will then participate in Elimination Matches to determine the tournament
champions.
Tournament Definitions
Alliance Captain - The Team Representative of the highest ranked Team in an Alliance during
Elimination Matches. The Alliance Captain invites available Teams to join his or her Alliance until the
Alliance is formed.
Alliance Selection - The process of choosing the permanent Alliances for the Elimination Matches.
Alliance Selection proceeds as follows:
1. The highest ranked Team at the end of Qualification Matches becomes the first Alliance Captain
2. The Alliance Captain invites another Team to join their Alliance
3. The invited Team Representative either accepts or declines as outlined in <T13>
4. The next highest ranked Team at the end of Qualification Matches becomes the next Alliance
Captain
Alliance Captains continue to select their Alliances in this order until all Alliances are formed for the
Elimination Matches
Autonomous Points (AP) - The second basis of ranking Teams. An Alliance who wins the Autono-
mous Bonus during a Qualification Match earns six (6) Autonomous Points. In the event of a tie, both
Alliances will receive three (3) Autonomous Points.
Autonomous Win Point - One (1) Win Point (WP) given to an Alliance that has Cleared their AWP
Line, and Scored at least one Ring on or in each Alliance Mobile Goal, at the end of the Autonomous
Period. Both Alliances can earn this WP if both Alliances accomplish this task.
Elimination Bracket - A schedule of Elimination Matches. Between eight (8) and sixteen (16) Allianc-
es are used to fill the Elimination Bracket. The exact quantity of Alliances in an Elimination Bracket is
determined by the Event Partner per <T16>.
If an event is run with fewer than sixteen (16) Alliances, then they will use the bracket shown above, with
byes awarded when there is no applicable Alliance. For example, in a tournament with fourteen (14)
Alliances, Alliances 1 and 2 would automatically advance.
Elimination Match - A Match used in the process of determining the champion Alliance. Alliances of
two (2) Teams face off according to the Elimination Bracket; the winning Alliance moves on to the next
round.
Event Partner - The VEX Robotics Competition tournament coordinator who serves as an overall
manager for the volunteers, venue, event materials, and all other event considerations. Event Partners
serve as the official liaison between the REC Foundation, the event volunteers, and event attendees.
Head Referee - An impartial volunteer responsible for enforcing the rules in this manual as written,
and has completed the REC Foundation Head Referee certification course. Head Referees are the only
individuals who may discuss ruling interpretations or scoring questions with Teams at an event.
Practice Match - A Match used to provide time for Teams and volunteers to get acquainted with the
official playing field. Practice Matches earn Teams zero (0) WP, AP, SP.
Qualification Match - A Match used to determine the rankings for the Alliance Selection. Alliances
compete to earn Win Points, Autonomous Points, and Strength of Schedule Points.
Strength of Schedule Points (SP) - The third basis of ranking Teams. Strength of Schedule Points are
equivalent to the score of the losing Alliance in a Qualification Match. In the event of a tie, both Alliances
receive SP’s equal to the tie score. If both Teams on an Alliance are Disqualified, the Teams on the not
Disqualified Alliance will receive their own score as SP’s for that Match.
Time Out - A single break period no greater than three minutes (3:00) allotted for each Alliance during
Elimination Matches. See <T14>.
Team Representative - A Student chosen to represent his or her Team during Alliance Selection for
Elimination Matches.
Win Points (WP) - The first basis of ranking Teams. Teams will receive zero (0), one (1), two (2) or three (3)
Win Points for each Qualification Match.
• One (1) WP is awarded at the end of the Autonomous Period for any Team in an Alliance earning the
Autonomous Win Point.
• Two (2) WP’s are awarded for winning a Qualification Match.
• One (1) WP is awarded for tying a Qualification Match.
• Zero (0) WP are awarded for losing a Qualification Match.
Win Percentage (WP) - Replaces Win Points in a league event. Win Percentage is calculated by the
number of wins divided by the number of Qualification Matches the team plays. In cases of a tie, the
Team is given a 0.5 number of wins for that match. Also, in Leagues only, the Autonomous Win Point is
given a value of 0.5 and is added to the total number of wins.
Tournament Rules
<T1> The Head Referee has ultimate authority on ruling decisions during the competition.
Violations of the REC Foundation Code of Conduct may involve additional escalation beyond the Head
Referee’s initial ruling, including (but not limited to) investigation by an REC Foundation representative.
Rules <S1>, <G1>, and <G2> are the only rules for which this escalation may be required.
Note: Scorekeeper Referees score the Match, serve as observers for the Head Referees and advise
the Head Referee, but may not communicate any rules or infractions directly to the teams. Scorekeeper
Referees must be at least 15 years of age.
<T2> The Drive Team is permitted to immediately appeal the Head Referee’s ruling. If Drive Team
Members wish to dispute a score or ruling, they must stay in the Alliance Station until the Head Referee
talks with them. Time permitting, the Head Referee may choose to meet with the Drive Team Members
at another location and / or at a later time so that the Head Referee has time to reference materials
or resources to help with the decision. Once the Head Referee announces that his or her decision
has been made final, the issue is over and no more appeals may be made. The Event Partner may not
overrule the Head Referee’s decision.
Violations of this rule may result in the team being disqualified from the match in question and / or the
event and is up to the discretion of the Head Referee.
Communication and conflict resolution skills are an important life skill for Students to practice and
learn. In VEX Robotics Competitions, we expect Students to practice proper conflict resolution using
the proper chain of command. See <G1>.
<T3> The Team’s Robot or a Drive Team Member should attend every Match. A Robot or a Student
member of the Team must report to the field for the Team’s assigned Match. If no Student Team
members report to the field, the Team will be considered a “no-show” and receive zero (0) WP’s, AP’s,
and SP’s.
Copyright 2021, VEX Robotics Inc.
47
Version 2.1 - Released October 6, 2021
VEX Robotics Competition Tipping Point - Game Manual
<T4> Robots at the field must be ready to play. Teams must bring their Robots to the field prepared to
play. Teams who use VEX pneumatics must have their systems charged before they place the Robot on
the field.
a. Robots must be placed on the field promptly. Repeated failure to do so could result in a violation of
<G1>.
The exact definition of the term “promptly” is at the discretion of the Head Referee and the Event
Partner, who will consider event schedule, previous warnings or delays, etc.
<T5> Practice Matches may be run at some events. If Practice Matches are run, they will be conduct-
ed on a first-come, first-served basis with every effort made to equalize Practice Match time for all
Teams.
<T6> The red Alliance places last. The red Alliance has the right to place its Robots on the field last in
both Qualification Matches and Elimination Matches. Once a Team has placed its Robot on the field, its
position cannot be readjusted prior to the Match. If a Team violates this rule, the opposing Alliance will
be given the opportunity to reposition their Robots promptly.
<T7> Qualification Matches follow the Qualification Match schedule. A Qualification Match schedule
will be available on the day of competition. The Qualification Match schedule will indicate Alliance
partners, Match pairings, and Alliance color. For tournaments with multiple fields, the schedule will
indicate which field the Match will take place on.
Note: The official Match schedule is subject to changes at the Event Partner’s discretion.
a. When in a tournament, the tournament must have a minimum of four (4) Qualification Matches per
Team. The suggested amount of Qualification Matches per Team for a standard tournament is six (6)
and up to ten (10) for a championship event.
b. When in a league, there must be at least three (3) league ranking sessions and each session must
have a minimum of two (2) Qualification Matches per Team. The suggested amount of Qualification
Matches per Team for a standard league ranking session is four (4). Leagues will have a champion-
ship session where elimination rounds will be played. Event Partners may choose to have Qualifica-
tion Matches as part of their championship session.
<T9> Team rankings are determined during Qualification Matches as outlined below.
a. When in a tournament, every Team will be ranked based on the same number of Qualification
Matches.
b. When in a league, every Team will be ranked based on the number of Matches played. Teams that
participate at least 60% of the total Matches available will be ranked above Teams that participate
in less than 60% of the total Matches available, e.g. if the league offers 3 ranking sessions with 4
Qualification Matches per Team, teams that participate in 8 or more matches will be ranked higher
than Teams who participate in 7 or fewer Matches. Being a no-show to a Match that a Team is sched-
uled in still constitutes participation for these calculations.
Copyright 2021, VEX Robotics Inc.
48
Version 2.1 - Released October 6, 2021
VEX Robotics Competition Tipping Point - Game Manual
c. In some cases, a Team will be asked to play an additional Qualification Match. The extra Match will be
identified on the Match Schedule with an asterisk and will not impact the Team’s ranking, WP,’s AP’s
or SP’s for that Qualification Match (and will not affect participation percentage for leagues). Teams
are reminded that <G1> is always in effect and Teams are expected to behave as if the additional
Qualification Match counted. In Leagues, Teams may have a different number of Qualification
Matches and the WP is calculated by the Win Percentage, which is the number of wins divided by the
number of Qualification Matches that Team has played.
<T10> Qualification Match tiebreakers. Team rankings are determined throughout Qualification
Matches as follows:
<T11> Disqualifications.
a. When a Team receives a Disqualification in a Qualification Match, they receive zero (0) Win Points,
Autonomous Win Points, Autonomous Points, and Strength of Schedule Points.
i. If the Team receiving the Disqualification is on the winning Alliance, then Teams on the opposing
Alliance who are not also Disqualified will receive the win for the Match and two (2) WP.
ii. If the Match was a tie, then each Team on the opposing Alliance (the Alliance that did not receive
the Disqualification) will receive the win for the Match and two (2) WP.
iii. If both Alliances have a Team receiving a Disqualification, then all non-Disqualified Teams will
receive a tie for the Match and one (1) WP.
Note: Autonomous Win Points are not given to Teams that receive a Disqualification, and are not auto-
matically awarded to the opposing Alliance.
When a Team is Disqualified in an Elimination Match, the entire Alliance is Disqualified and they receive
a loss for the Match and the opposing Alliance is awarded the win. If both Alliances receive a Disqualifi-
cation in an Elimination Match, both Alliances receive a loss and will play another Match to determine a
winner.
<T12> Send a Team Representative to Alliance Selection. Each Team must send one (1) Team Rep-
resentative to the playing field for Alliance Selection. If the Team Representative fails to report to the
playing field for Alliance Selection, their Team will be ineligible for participation in the Alliance Selection
process.
<T13> Each Team may only be invited once to join an Alliance. If a Team Representative declines an
Alliance Captain’s invitation during Alliance Selection, that Team is no longer eligible to be selected
by another Alliance Captain. However, they are still eligible to play Elimination Matches as an Alliance
Captain.
<T14> Each Alliance gets one Time Out. Each Alliance may request one (1) Time Out during the Elimina-
tion Bracket between Elimination Matches, as permitted by the Head Referee and Event Partner. Alliances
may not use their Time Out during a Match.
a. In Tournaments that do not directly qualify teams to the VEX Robotics World Championship,
i. In Tournaments that only have one division - The first Alliance to win a Match advances to the next
round of the Elimination Bracket. Any ties will result in additional Matches until one Alliance wins
and advances or wins and receives the title of “Tournament Champion.” i.e. Elimination Matches
are all Best of 1.
ii. In Tournaments that have multiple divisions -
1. In the Division Elimination Matches - Elimination Matches are all Best of 1 and the Alliance that
wins the Division Finals will be declared the “Division Champion.”
2. When the Division Champions play each other – The Finals Matches are played as a “Best of 3”
where an Alliance needs two wins to receive the title of “Tournament Champion.
b. In Tournaments that qualify teams to the VEX Robotics World Championship,
i. In Tournaments that only have one division - Elimination Matches are “Best of 1” from Round-of-16
up through the Semi-Finals Matches. The Finals Matches are played as a “Best of 3” where an
Alliance needs two wins to receive the title of “Tournament Champion.”
ii. In Tournaments that have multiple divisions -
1. In the Division Elimination Matches - Elimination Matches are “Best of 1” from Round-of-16
up through the Semi-Finals Matches. The Division Finals Matches are played as a “Best of 3”
where an Alliance needs two wins to receive the title of “Division Champion.
2. When the Division Champions play each other – The Finals Matches are played as a “Best of 3”
where an Alliance needs two wins to receive the title of “Tournament Champion.
<T16> Small tournaments may have fewer Alliances. Events or divisions within an event with 32 or
more Teams must use 16-team Alliances when starting Elimination Matches. Events with fewer than 32
Teams (i.e. the requisite amount for sixteen full Alliances) must limit the number of Alliances by dividing
the number of Teams by two, less any remainder.
<T17> Fields may be raised or on the floor. Some tournaments may choose to place the playing field
on the floor, or elevated off the floor (common heights are 12” to 24” [30.5cm to 61cm]). No Drive Team
Members may stand on any sort of object during a Match, regardless of whether the field is on the floor
or elevated.
The 2022 VEX Robotics World Championship field will be elevated 24” (61cm) from the floor.
<T18> Students must be accompanied by an Adult. No Student may attend a VRC event without a
responsible Adult supervising them. The Adult must obey all rules and be careful to not violate stu-
dent-centered policies, but must be present at the event in the case of an emergency.