2024GameManual Desbloqueado
2024GameManual Desbloqueado
2024GameManual Desbloqueado
Game Manual
A remix of Storm Surge from 1678 Citrus Circuits and Operation Radiation from 3061 Huskie Robotics.
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Contents
1 Introduction ................................................................................................................................................ 7
1.1 About FIRST® ...................................................................................................................................... 7
1.2 In Memoriam ...................................................................................................................................... 7
1.3 FIRST® Robotics Competition ........................................................................................................... 7
1.4 Gracious Professionalism®, a FIRST Credo....................................................................................... 8
1.5 Coopertition® ...................................................................................................................................... 9
1.6 Spirit of Volunteering ....................................................................................................................... 10
1.7 This Document & Its Conventions .................................................................................................. 11
1.8 Translations & Other Versions ........................................................................................................ 13
1.9 Team Updates .................................................................................................................................. 13
1.10 Question and Answer System ......................................................................................................... 13
2 FIRST Season Overview ........................................................................................................................... 15
3 Game Sponsor Recognition .................................................................................................................... 17
4 Game Overview ........................................................................................................................................ 19
5 ARENA ...................................................................................................................................................... 21
5.1 FIELD ................................................................................................................................................. 21
5.2 Areas, Zones, & Markings................................................................................................................ 23
5.3 AMP .................................................................................................................................................. 25
5.4 SOURCE ............................................................................................................................................ 26
5.5 STAGE ............................................................................................................................................... 27
5.6 ALLIANCE WALLS ............................................................................................................................ 30
5.6.1 SPEAKER................................................................................................................................... 31
5.6.2 DRIVER STATIONS ................................................................................................................... 32
5.7 GAME PIECES .................................................................................................................................. 34
5.8 AprilTags .......................................................................................................................................... 35
5.9 The FIELD Management System .................................................................................................... 39
5.10 FIELD STAFF .................................................................................................................................... 40
6 Game Details ............................................................................................................................................ 41
6.1 MATCH Overview ............................................................................................................................. 41
6.2 DRIVE TEAM ..................................................................................................................................... 42
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6.3 Setup ................................................................................................................................................. 43
6.3.1 DRIVE TEAMS ........................................................................................................................... 43
6.3.2 OPERATOR CONSOLES ........................................................................................................... 43
6.3.3 ROBOTS .................................................................................................................................... 44
6.3.4 GAME PIECES ........................................................................................................................... 45
6.4 MATCH Phases ................................................................................................................................ 45
6.5 Scoring.............................................................................................................................................. 46
6.5.1 NOTE Scoring Criteria .............................................................................................................. 46
6.5.2 ROBOT Scoring Criteria ........................................................................................................... 46
6.5.3 AMPLIFICATION ....................................................................................................................... 47
6.5.4 SPOTLIGHTING ........................................................................................................................ 47
6.5.5 Coopertition Bonus ................................................................................................................... 48
6.5.6 Point Values ............................................................................................................................. 48
6.6 Violations.......................................................................................................................................... 48
6.6.1 YELLOW and RED CARDS ........................................................................................................ 49
6.6.2 YELLOW and RED CARD application ...................................................................................... 50
6.6.3 YELLOW and RED CARDS during Playoff MATCHES............................................................. 50
6.6.4 Violation Details ....................................................................................................................... 50
6.7 Head REFEREE and FTA Interaction ............................................................................................... 51
6.7.1 Question Box ............................................................................................................................ 51
6.8 Other Logistics ................................................................................................................................. 52
7 Game Rules .............................................................................................................................................. 53
7.1 Personal Safety ................................................................................................................................ 53
7.2 Conduct ............................................................................................................................................ 54
7.3 Pre-MATCH ...................................................................................................................................... 58
7.4 In-MATCH ......................................................................................................................................... 61
7.4.1 AUTO ......................................................................................................................................... 61
7.4.2 GAME PIECES ........................................................................................................................... 62
7.4.3 ROBOT....................................................................................................................................... 63
7.4.4 Opponent Interaction ............................................................................................................... 66
7.4.5 Human ...................................................................................................................................... 69
7.5 Post-MATCH .................................................................................................................................... 70
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8 ROBOT Construction Rules ..................................................................................................................... 71
8.1 General ROBOT Design.................................................................................................................... 73
8.2 ROBOT Safety & Damage Prevention ............................................................................................. 75
8.3 Budget Constraints & Fabrication Schedule .................................................................................. 76
8.4 BUMPER Rules ................................................................................................................................. 80
8.5 Motors & Actuators ......................................................................................................................... 86
8.6 Power Distribution ........................................................................................................................... 91
8.7 Control, Command & Signals System ............................................................................................ 98
8.8 Pneumatic System ......................................................................................................................... 103
8.9 OPERATOR CONSOLE ................................................................................................................... 106
9 Inspection & Eligibility ........................................................................................................................... 109
9.1 Rules ............................................................................................................................................... 109
10 Tournaments...................................................................................................................................... 113
10.1 MATCH Schedules ......................................................................................................................... 113
10.2 MATCH Replays ............................................................................................................................. 113
10.3 Measurement ................................................................................................................................. 114
10.4 Practice MATCHES ........................................................................................................................ 114
10.4.1 Filler Line................................................................................................................................. 115
10.5 Qualification MATCHES ................................................................................................................ 115
10.5.1 Schedule ................................................................................................................................. 115
10.5.2 MATCH Assignment .............................................................................................................. 115
10.5.3 Qualification Ranking ............................................................................................................. 116
10.6 Playoff MATCHES .......................................................................................................................... 116
10.6.1 ALLIANCE Selection Process ................................................................................................ 117
10.6.2 Playoff MATCH Bracket ......................................................................................................... 117
10.6.3 BACKUP TEAMS ..................................................................................................................... 120
10.6.4 LINEUPS .................................................................................................................................. 122
10.6.5 Pit Crews ................................................................................................................................. 122
10.6.6 Small Event Exceptions ......................................................................................................... 123
11 District Tournaments ........................................................................................................................ 125
11.1 District Events ................................................................................................................................ 125
11.1.1 Qualification Round Performance......................................................................................... 126
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11.1.2 ALLIANCE Selection Results ................................................................................................. 127
11.1.3 Playoff Performance .............................................................................................................. 127
11.1.4 Awards .................................................................................................................................... 128
11.1.5 Team Age................................................................................................................................ 128
11.1.6 Regional Participation............................................................................................................ 128
11.2 District Championship Eligibility ................................................................................................... 128
11.3 District Championships with Multiple Divisions .......................................................................... 129
11.4 District Championship Playoffs .................................................................................................... 130
12 FIRST Championship Tournament ................................................................................................... 133
12.1 Advancement to the FIRST Championship .................................................................................. 133
12.2 4-ROBOT ALLIANCES .................................................................................................................... 133
12.3 FIRST Championship Pit Crews .................................................................................................... 133
12.4 FIRST Championship Playoffs ...................................................................................................... 134
13 Event Rules......................................................................................................................................... 135
13.1 General Rules ................................................................................................................................. 135
13.2 Machine Shops .............................................................................................................................. 138
13.3 Wireless Rules ................................................................................................................................ 138
13.4 Load-In ............................................................................................................................................ 139
13.5 Pits .................................................................................................................................................. 140
13.6 ROBOT Carts .................................................................................................................................. 141
13.7 Ceremonies .................................................................................................................................... 141
13.8 In the Stands .................................................................................................................................. 142
14 Glossary ............................................................................................................................................. 143
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4 Game Overview
In CRESCENDOSM presented by Haas, two competing alliances are invited to score notes, amplify their speaker,
harmonize onstage, and take the spotlight before time runs out. Alliances earn additional rewards for meeting
specific scoring thresholds and for cooperating with their opponents.
During the first 15 seconds of the match, robots are autonomous. Without guidance from their drivers, robots
leave their starting zone, score notes in their speaker or amp, and collect and score additional notes.
During the remaining 2 minutes and 15 seconds, drivers control their robots. Robots collect notes from human
players at their source and score them in their amp and speaker. Each time an alliance gets 2 notes in their
amp, the human player can amplify their speaker for 10 seconds. Notes scored in an amplified speaker are
worth more points than those scored in an unamplified speaker.
A human player may choose to repurpose a note scored in their amp in cooperation with their opponent. If
each alliance repurposes a note by hitting their Coopertition button in the first 45 seconds of teleop, all teams
in the match receive a Coopertition point (which influences their rank in the tournament), and the number of
notes needed for the melody bonus is reduced.
As time runs out, robots race to get onstage and deliver notes to their traps. Harmonizing robots, i.e. robots
sharing a chain, earn an added bonus. Robots earn even more points if a human player spotlights robots on a
chain by scoring a note on the chain’s microphone.
The alliance that earns the most points wins the match!
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4 Game Overview V0 19 of 149
5 ARENA
The ARENA includes all elements of the game infrastructure that are required to play CRESCENDOSM presented
by Haas: the FIELD, GAME PIECES, queue area, team media area, designated TECHNICIAN area, and all
equipment needed for FIELD control, ROBOT control, and scorekeeping.
Figure 5-1 CRESCENDO ARENA (queue area, TECHNICIAN area, and media area not pictured)
The ARENA is modular and assembled, used, disassembled, and shipped many times during the competition
season. It undergoes wear and tear. The ARENA is designed to withstand rigorous play and frequent shipping.
Every effort is made to ensure that ARENAS are consistent from event to event. However, ARENAS are
assembled in different venues by different event staff and some small variations occur. For details regarding
assembly tolerances, please refer to the 2024 ARENA Layout and Marking Diagram. Successful teams will
design ROBOTS that are insensitive to these variations.
Illustrations included in this section are for a general visual understanding of the CRESCENDO ARENA, and
dimensions included in the manual are nominal. Please refer to the official drawings for exact dimensions,
tolerances, and construction details. The official drawings, CAD models, and drawings for low-cost versions of
important elements of the CRESCENDO FIELD are posted on the CRESCENDO Playing FIELD web page on the
FIRST website.
5.1 FIELD
Each FIELD for CRESCENDO is an approximately 26 ft. 11¼ in. (~802 cm) by 54 ft. 3¼ in. (~1654 cm) carpeted
area bounded by inward facing surfaces of the ALLIANCE WALLS, SOURCES, AMPS and AMP pocket walls,
and guardrails.
There are 2 versions of guardrails and DRIVER STATIONS used for competitions. 1 design is reflected in the
2024 Official FIRST FIELD Drawings & Models. The other is designed and sold by AndyMark. While the designs
are slightly different, the critical dimensions, performance, and expected user experience between them are the
same unless otherwise noted. Detailed drawings for the AndyMark design are posted on the AndyMark
website. All illustrations in this manual show the traditional FIELD design.
ALLIANCE AREA: a 26 ft. 11⅛ in. wide by 9 ft. 10¼ in. deep (~821 cm by ~300 cm) infinitely tall volume
formed by, and including the ALLIANCE WALL, the edge of the carpet, ALLIANCE colored tape,
guardrail, and the AMP wall.
AMP ZONE: a 10 ft. 10 in. long by 1 ft. 5¾ in. wide (~330 cm by ~45 cm) infinitely tall volume defined
by the AMP wall, guardrail, ALLIANCE WALL, and ALLIANCE-colored tape. The AMP ZONE includes the
tape.
CENTER LINE: a white line that bisects the length of the FIELD
COACH LINE: a black line in the ALLIANCE AREA that extends from the end of the ALLIANCE WALL
(AMP side) to the edge of the ALLIANCE AREA
ROBOT STARTING ZONE: a 6 ft. 4⅛ in.-wide by 23 ft. 8⅛ in.-long (~193 cm by ~721 cm) infinitely tall
volume bounded by the ALLIANCE WALL, AMP ZONE, opponent’s SOURCE ZONE, and black tape. The
ROBOT STARTING ZONE includes the black tape and excludes the AMP ZONE and SOURCE ZONE tape.
SOURCE AREA: a 5 ft. ¾ in. wide by 15 ft. 10½ in. long (~154 cm by ~484 cm) infinitely tall volume
bounded by the SOURCE wall, the edge of the carpet, and ALLIANCE-colored tape. The SOURCE AREA
includes the tape.
SOURCE ZONE: a infinitely tall parallelogram shaped volume bounded by the SOURCE wall, the
opponent’s ALLIANCE WALL, and ALLIANCE-colored tape. The SOURCE ZONE is 1 ft. 6¾ in. deep (~48
cm) with respect to the SOURCE wall and includes the ALLIANCE-colored tape.
SPIKE MARK: 1 of 11 marks used to identify placement of NOTES before the MATCH. The 3 marks in
front of each SPEAKER are made with black tape, and the 5 marks along the CENTER LINE are made
with black marker (see Figure 6-2).
STARTING LINE: a white line spanning the ALLIANCE AREA and adjacent SOURCE AREA that is parallel
to and located 2 ft. (~61 cm) from the bottom square tube of the ALLIANCE WALL to the near edge of
the tape.
WING: an infinitely tall volume bounded by the ALLIANCE WALL, opponent’s SOURCE wall, guardrail, the
ALLIANCE colored line that spans the width of the FIELD, and AMP wall..
5.3 AMP
Figure 5-6 AMP
An AMP is a structure used by ROBOTS to pass NOTES to the ALLIANCE AREA. There is 1 AMP per ALLIANCE.
Each AMP has a vertical pocket that is 3⅞ in. deep (~10 cm), 1 ft. 6 in. tall (~46 cm), and 2 ft. wide (~61 cm).
5.4 SOURCE
Figure 5-7 SOURCE
A SOURCE is an assembly through which HUMAN PLAYERS feed NOTES into the FIELD. The SOURCE wall, the
FIELD-facing side of the SOURCE, separates the SOURCE ZONE from the SOURCE AREA. Each SOURCE has a 6
ft. 3 ¼ in. wide by 6 in. tall (~191 cm by ~15 cm) opening through which NOTES pass to the FIELD; the bottom
of the opening is 3 ft. ¾ in. (~93 cm) from the carpet. A 50° sloped tunnel, called the CHUTE, leads to the
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opening in the SOURCE wall. The CHUTE extends into the SOURCE AREA such that the bottom edge of its
SOURCE AREA opening is 4 ft. 4¾ in. (~134 cm) above the carpet.
5.5 STAGE
Figure 5-8 STAGE
Each STAGE is a 3-legged structure and 10 ft. 1 in. (~307 cm) from its corresponding ALLIANCE WALL. Each
STAGE consists of truss feet, truss segments, truss junctions, aluminum framing, and polycarbonate sheets.
The center core of the structure suspends from the truss such that aluminum surfaces are 2 ft. 4¼ in. (~72
cm) above the carpet, however certain features decrease the effective clearance under the core of the STAGE.
The least amount of clearance is where polycarbonate gusset plates are above truss feet resulting in an actual
clearance of 2 ft. 3⅞ in (~71 cm).
3 chains, designated STAGE Left, STAGE Right, and Center STAGE, as shown in Figure 5-9, span the space
between each STAGE truss leg. Chains attach to each leg via a carabiner, eye bolt, and mounting gusset 4 ft.
(~122 cm) above the carpet. Chains droop such that their lowest points are 2 ft. 4¼ in. (~72 cm) from the
carpet, and the chain rests 1 ft. 4⅝ in. (~42 cm) from the face of the STAGE core. The chain is ¼-in. Grade 43
zinc plated chain.
The core structure of the STAGE is a 6-sided column covered by polycarbonate walls. Each of the 3 wider walls
have an opening, covered by a flap, which leads to a TRAP. The bottom of each opening is 4 ft. 8½ in. (~144
cm) above the carpet. The TRAP is the volume bounded by the 4 square tube segments highlighted in Figure
5-10 and the plastic panels covering the volume’s front and back.
Figure 5-10 TRAP highlighted in green
A PODIUM is an ALLIANCE colored HDPE panel attached to the STAGE leg facing the ALLIANCE WALL. Each
PODIUM is 1 ft. 5¾ in. tall by 10 in. wide (~45 cm by ~25 cm) and mounted just above the top of the truss foot.
Figure 5-12 PODIUM
The ALLIANCE WALL separates ROBOTS from DRIVE TEAM members in the ALLIANCE AREA. It consists of 3
DRIVER STATIONS and the vertical surfaces behind the SUBWOOFER.
A SPEAKER consists of a SUBWOOFER and all elements above and behind the ALLIANCE WALL. The SPEAKER
features an opening through which ROBOTS score NOTES. The opening is bounded by SPEAKER components
and the top of the ALLIANCE WALL. The lowest edge of the SPEAKER opening is 6 ft. 6 in. (~198 cm) from the
carpet, and the highest edge of the opening is 6 ft. 10⅞ in. (~211 cm) above the carpet. The opening is 3 ft. 5⅜
in. (~105 cm) wide and extends 1 ft. 16 in. (~46 cm) into the FIELD. The plane of the opening is at a 14°
upward angle relative to the carpet. The roof inside SPEAKER forms a concave surface against which NOTES
bounce.
The SUBWOOFER is a 6-faced element centered below each SPEAKER and positioned against the ALLIANCE
WALL. The SUBWOOFER is 3 ft. 1 in. (~94 cm) tall and the vertical panels are 8⅜ in. (~21 cm) tall. The
SUBWOOFER extends 3 ft. ⅛ in. (~92 cm) from the ALLIANCE WALL. Vertical faces are black HDPE, the side
inclined faces are ALLIANCE-colored HDPE, and the center inclined panels are vinyl-coated polycarbonate.
Lights indicate if the SPEAKER is AMPLIFIED and if so, how much AMPLIFICATION time remains. Light strings
in the top of the SPEAKER match the ALLIANCE color and turn on if the SPEAKER is AMPLIFIED. ALLIANCE
colored lights in the SUBWOOFER turn on when AMPLIFICATION starts and recede, second by second, as
AMPLIFICATION progresses.
A DRIVER STATION is 1 of 3 assemblies within an ALLIANCE WALL behind which a DRIVE TEAM operates their
ROBOT. Each DRIVER STATION is made from a 3 ft. ¾ in. (~93 cm) tall diamond plate base topped with a 3 ft.
A NOTE is an orange foam torus with a 10 in. (~25 cm) inside diameter, 1 ft. 2 in. (~36 cm) outside diameter,
and 2-in. (~5 cm) thickness. A NOTE weighs 8.3 ± 0.2 oz (~235.3 ± 6g). NOTES are available for purchase from
AndyMark, am-4999.
A HIGH NOTE is the same size, shape, and material as a NOTE but also has 3 equidistant pieces of white
gaffers tape that wrap around the circular cross-section.
Figure 5-18 HIGH NOTE
All markers are from the 36h11 tag family, IDs 1-16. AprilTags 1-10 are mounted to and centered on a 10½ in.
(~27 cm) square polycarbonate panel; AprilTags 11-16 are mounted to an aluminum plate. Each marker has an
identifying text label. If AprilTags experience wear and marking during MATCHES, they are repaired with
gaffers tape.
SPEAKER AprilTags (IDs 3, 4, 7, and 8) are mounted to the ALLIANCE WALL. The bottom of each tag’s panel is
4 ft. 3⅞ in. (~132 cm) above the carpet. 1 tag (IDs 4 and 7) is vertically centered above each SUBWOOFER. The
2nd tag (IDs 3 and 8) is shifted toward DRIVER STATION 2 and the edge of its panel is 1 ft. 5 in. (~43 cm) from
the vertical center of the SPEAKER ALLIANCE WALL plastic.
AMP AprilTag panels (IDs 5 and 6) are 4 ft. ⅛ in. (~122 cm) above the carpet and centered vertically above the
AMP wall.
Figure 5-23 AMP AprilTag
For further marker locating information please refer to the 2024 ARENA Layout and Marking Diagram. Printable
versions of the markers are available on the 2024 Playing FIELD webpage.
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Max./
Role Description Criteria
DRIVE TEAM
A STUDENT is a person who has not completed high-school, secondary school, or the comparable level as of
September 1 prior to Kickoff.
The TECHNICIAN provides teams with a technical resource for pre-MATCH setup, ROBOT connectivity,
OPERATOR CONSOLE troubleshooting, and post-MATCH removal of the ROBOT. Some pre-MATCH
responsibilities for the TECHNICIAN may include, but are not limited to:
location of the ROBOT radio, its power connection, and understanding of its indicator lights
location of the roboRIO and understanding of its indicator lights
username and password for the OPERATOR CONSOLE
6.3 Setup
Before each MATCH begins, FIELD STAFF stage GAME PIECES as described in Section 6.3.4 GAME PIECES.
DRIVE TEAMS stage their ROBOTS (as described in Section 6.3.3 ROBOTS) and OPERATOR CONSOLES (as
described in Section 6.3.2 OPERATOR CONSOLES). Then, DRIVE TEAMS take their places as described in
Section 6.3.1 DRIVE TEAMS.
6.3.3 ROBOTS
DRIVE TEAMS stage their ROBOT in accordance with G303. A DRIVE TEAM obstructing or delaying ROBOT
setup requirements is at risk of violating G301.
If order of placement matters to either or both ALLIANCES, the ALLIANCE notifies the Head REFEREE during
setup for that MATCH, and the Head REFEREE instructs ALLIANCES to alternate placement of ROBOTS. In a
Qualification MATCH, REFEREE instructions are that ROBOTS are placed in the following order:
1. red DRIVER STATION 1 ROBOT
2. blue DRIVER STATION 1 ROBOT
3. red DRIVER STATION 2 ROBOT
4. blue DRIVER STATION 2 ROBOT
5. red DRIVER STATION 3 ROBOT
6. blue DRIVER STATION 3 ROBOT
In an intra-Division Playoff MATCH, the same pattern is applied, but instead of blue ALLIANCE placing last, the
higher seeded ALLIANCE (regardless of color) places last. For inter-Division Playoff MATCHES, the ALLIANCE
that places last is determined by a (real or virtual) coin flip facilitated by the Head REFEREE where a “heads”
result invites the red ALLIANCE to place last.
An ALLIANCE achieves HARMONY if more than 1 ROBOT is ONSTAGE via direct or transitive support from a
single chain. HARMONY points, as specified in Table 6-2 are awarded per additional ROBOT.
LEAVE and STAGE points are evaluated and scored by human REFEREES. Teams
are encouraged to make sure that it is obvious and unambiguous that a ROBOT
has met the criteria.
6.5.3 AMPLIFICATION
AMPLIFICATION increases the number of MATCH points awarded for NOTES scored in a SPEAKER per Table
6-2. To AMPLIFY, an ALLIANCE must have at least 2 NOTES through their AMP. Once this criterion is met, the
HUMAN PLAYER may press the AMP button which AMPLIFIES their SPEAKER for 10 seconds. Due to NOTE
transit time from the SPEAKER opening to the sensor array, there is a 3-second extension on the end of the
nominal AMPLIFICATION time in account for NOTES that entered the SPEAKER within 10 seconds of the AMP
button being pressed but haven’t yet been processed. An ALLIANCE must collect another 2 NOTES through
their AMP after AMPLIFICATION ends before they are able to AMPLIFY their SPEAKER again. While NOTES
delivered through the AMP during AMPLIFICATION do not contribute to the next AMPLIFICATION, they do earn
MATCH points.
6.5.4 SPOTLIGHTING
ALLIANCES may SPOTLIGHT ROBOTS by scoring a HIGH NOTE on a MICROPHONE. Once a HIGH NOTE is
scored on a MICROPHONE, ONSTAGE ROBOTS paired with (i.e. below) the MICROPHONE on which the HIGH
NOTE was scored are awarded a greater number of points per Table 6-2.
6.6 Violations
Upon any instance of a rule violation, unless otherwise noted, 1 or more of the penalties listed in Table 6-3 are
assessed.
Table 6-3 Rule violations
Penalty Description
TECH FOUL a credit of 5 points towards the opponent’s MATCH point total
All YELLOW CARDS are cleared in FMS at the conclusion of Practice, Qualification, and division Playoff
MATCHES. Verbal warnings are cleared after Practice MATCHES and persist from Qualification MATCHES
through subsequent tournament phases. The Head REFEREE may opt to perpetuate a verbal warning or
Please see examples of the application of YELLOW and RED CARDS as shown in
Section 6.6.4 Violation Details.
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Section 6 Game Details V0 52 of 149
7 Game Rules
7.1 Personal Safety
G101 *Humans, stay off the FIELD until green. Team members may only enter the FIELD if FIELD lighting
(SUBWOOFER and FIELD facing side of the team signs and timers) is green, unless explicitly instructed
by a REFEREE or an FTA.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
Violations of this rule apply to the entire team, not specifically to any 1 individual.
For example, a member of Team 9999 enters the FIELD prior to lights going
green after MATCH 3, and a different member enters the FIELD prior to lights
going green after MATCH 25. The team receives a verbal warning for the first
violation and a YELLOW CARD for the second.
G102 *Never step over the guardrail. Team members may only enter or exit the FIELD through open gates.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
Teams are encouraged to ensure that all members of their DRIVE TEAM are
aware of this rule. It’s easy to violate, particularly when teams are doing their
best to move on and off the FIELD quickly. The violations of this rule are intended
to avoid nuisance penalties, but still enforce safety requirements around the
FIELD. There is the potential for injury when stepping over the guardrail.
Violations of this rule apply to the entire team, not specifically to any 1 individual.
For example, a member of Team 9999 steps over the guardrail prior to MATCH 3,
and a different member steps over the guardrail prior to MATCH 25. The team
receives a verbal warning for the first violation and a YELLOW CARD for the
second.
G103 *Be careful what you interact with. Team members are prohibited from the following actions with
regards to interaction with ARENA elements.
A. climbing on or inside,
B. hanging from,
C. manipulating such that it doesn’t return to its original shape without human intervention, and
D. damaging.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
G104 *Teams may not enable their ROBOTS on the FIELD. Teams may not tether to the ROBOT while on the
FIELD except in special circumstances (e.g. after Opening Ceremonies, before an immediate MATCH
replay, etc.) and with the express permission from the FTA or a REFEREE.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
Teams are encouraged to consider this rule when developing their ROBOTS.
FMS will not enable ROBOTS after the conclusion of the MATCH.
Tethering includes any wired or wireless connection used to electrically energize
and/or control elements on the ROBOT. The safety of teams and volunteers in
close proximity to ROBOTS and ARENA elements on the FIELD is of the utmost
7.2 Conduct
G201 *Be a good person. All teams must be civil toward everyone and respectful of team and event
equipment while at a FIRST Robotics Competition event.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
Examples of inappropriate behavior include, but are not limited to, the use of
offensive language or other uncivil conduct.
Examples of particularly contemptible behavior that is likely to result in ARENA
ejection include, but are not limited to, the following:
A. assault, e.g. throwing something that hits another person (even if
unintended),
B. threat, e.g. saying something like “if you don’t reverse that call, I’ll make you
regret it,”
C. harassment, e.g. badgering someone with no new information after a
decision’s been made or a question’s been answered,
D. bullying, e.g. using body or verbal language to cause another person to feel
inadequate,
E. insulting, e.g. telling someone they don’t deserve to be on a DRIVE TEAM,
F. swearing at another person (versus swearing under one’s breath or at
oneself), and
G. yelling at another person(s) in anger or frustration.
G202 *Don’t bang on the glass. Team members may never strike or hit the DRIVER STATION plastic
windows.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
G203 *Asking other teams to throw a MATCH – not cool. A team may not encourage an ALLIANCE of which
it is not a member to play beneath its ability.
NOTE: This rule is not intended to prevent an ALLIANCE from planning and/or executing its own
strategy in a specific MATCH in which all the teams are members of the ALLIANCE.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations during the event.
Example 1: A MATCH is being played by Teams A, B, and C, in which Team C is
encouraged by Team D to not get ONSTAGE at the end of the MATCH, resulting
in Teams A, B, and C not earning a Ranking Point. Team D’s motivation for this
behavior is to prevent Team A from rising in the Tournament rankings and
negatively affecting Team D’s ranking. Team D has violated this rule.
Example 2: A MATCH is being played by Teams A, B, and C, in which Team A is
assigned to participate as a SURROGATE. Team D encourages Team A to not
participate in the MATCH so that Team D gains ranking position over Teams B
and C. Team D has violated this rule.
The team should inform the Lead Queuer if the team’s ROBOT is not able to
participate.
G209 *Enter only 1 ROBOT. Each registered FIRST Robotics Competition team may enter only 1 ROBOT (or
“robot,” a ROBOT-like assembly equipped with most of its drive base, i.e. its MAJOR MECHANISM that
enables it to move around a FIELD) into a 2024 FIRST Robotics Competition Event.
“Entering” a ROBOT (or robot) into a FIRST Robotics Competition means bringing
it to or using it at the event such that it’s an aid to your team (e.g. for spare parts,
judging material, or for practice).
While “most of its drive base” is a subjective assessment, for the purposes of
this rule, an assembly whose drive base is missing all wheels/treads, gearboxes,
7.3 Pre-MATCH
G301 *Be prompt. DRIVE TEAMS may not cause significant delays to the start of their MATCH. Causing a
significant delay requires both of the following to be true:
A. The expected MATCH start time has passed, and
Event volunteers communicate schedule delays with teams to the best of their
ability. The Pit Display (which is typically located near the Pit Administration
desk) shows any event timing delay. Announcements on the FIELD and in the pits
also provide information on delays, and any team uncertain of when to queue for
a MATCH should communicate with queuing volunteers.
During Qualification MATCHES, the expected start time of the MATCH is the time
indicated on the MATCH schedule or ~4 minutes from the end of the previous
MATCH (which is reflected on the schedule on the Pit Display), whichever is later.
During Playoff MATCHES, the expected start time of the MATCH is the time
indicated on the MATCH schedule or 15 minutes from either ALLIANCE’S
previous MATCH, whichever is later.
B. The DRIVE TEAM has access to the FIELD and is neither MATCH ready nor making a good faith
effort, as perceived by the Head REFEREE, to quickly become MATCH ready.
Teams that have violated G208 or have 1 DRIVE TEAM member present and have
informed event staff that their ROBOT will not be participating in the MATCH are
considered MATCH ready and not in violation of this rule.
Violation: Verbal warning, or if a subsequent violation within the tournament phase (i.e. Qualifications or
Playoffs), TECH FOUL applied to their upcoming MATCH. If the DRIVE TEAM is not MATCH ready within 2
minutes of the verbal warning/TECH FOUL and the Head REFEREE perceives no good faith effort by the
DRIVE TEAM to quickly become MATCH ready, DISABLED.
The intent of this rule is to provide an equitable amount of time for both
ALLIANCES to prepare for each MATCH and give DRIVE TEAMS grace given
extenuating circumstances that cause them to be late.
Section 7 Game Rules V0 58 of 149
Once a verbal warning/TECH FOUL is issued, the Head REFEREE starts a 2-
minute timer and makes a good faith effort to share the timer’s status with the
delaying DRIVE TEAM.
Being “MATCH ready” requires that the ROBOT is on the FIELD, in its STARTING
CONFIGURATION, and turned on. Additionally, the DRIVE TEAM members must
be in their starting positions.
In general, good faith efforts to quickly become MATCH ready are entirely for the
purposes of transitioning the ROBOT into a MATCH ready state (i.e. not attempts
to significantly alter a ROBOT’s capabilities.) Examples of good faith efforts to
quickly become MATCH ready include but are not limited to:
A. walking safely towards the FIELD with a ROBOT that a team is not actively
modifying,
B. applying quick fixes such as tape or cable ties to make the ROBOT compliant
with STARTING CONFIGURATION requirements,
C. waiting for an OPERATOR CONSOLE computer to boot, and
D. working with FIELD STAFF to get the ROBOT connected to the FIELD.
Examples that are not considered good faith efforts to quickly become MATCH
ready include but are not limited to:
E. a ROBOT not moving to the FIELD,
F. a ROBOT moving to the FIELD but being actively modified while doing so,
G. a DRIVE TEAM member remaining on the FIELD once a MATCH is ready to
begin (indicated by the green LEDs having turned off),
H. installing BUMPERS, charging pneumatic systems, or any other ROBOT
maintenance not considered a quick fix as described in item B above once on
the FIELD,
I. time-consuming use of alignment devices that are external to the ROBOT
(e.g. a DRIVE TEAM could bring and use a measuring tape, as long as there is
no delay to the MATCH by doing so), and
J. repairs more substantial than those described in B.
There are no rules that prohibit use of hand tools (including battery operated
tools) while setting up ROBOTS from the FIELD, provided they do not cause
significant delay or cause safety concerns.
G302 *You can’t bring/use anything you want. The only equipment that may be brought to the ARENA for a
MATCH is listed below. Regardless of if equipment fits criteria below, it may not be employed in a way
that breaks any other rules, introduces a safety hazard, blocks visibility for FIELD STAFF or audience
members, or jams or interferes with the remote sensing capabilities of another team or the FIELD.
A. the OPERATOR CONSOLE,
B. non-powered signaling devices,
C. reasonable decorative items,
D. special clothing and/or equipment required due to a disability,
E. devices used solely for planning, tracking, and communicating strategy within the same
designated area (e.g. ALLIANCE AREA),
F. devices used solely to record gameplay, and
G. non-powered Personal Protective Equipment (examples include, but aren’t limited to, gloves, eye
protection, and hearing protection)
Items brought to the ARENA under allowances B-G must meet all following conditions:
7.4 In-MATCH
Rules in this section pertain to game play once a MATCH begins.
7.4.1 AUTO
The AUTO period is the first 15 seconds of the MATCH, and the FMS blocks any DRIVER control, so ROBOTS
operate with only their pre-programmed instructions. Rules in this section apply only during the AUTO period.
G401 *Behind the lines. In AUTO, DRIVE TEAM members staged behind a STARTING LINE may not contact
anything in front of that STARTING LINE, unless for personal or equipment safety, to press the E-Stop or
A-Stop, or granted permission by a Head REFEREE or FTA.
Violation: FOUL
Pointing, gesturing, or otherwise extending across the STARTING LINE such that
contact is not made with carpet or other ARENA elements is not a violation of
this rule.
An example of an exception for equipment safety is if an OPERATOR CONSOLE
starts to fall from, or has already fallen off of, the DRIVER STATION shelf. In that
circumstance, DRIVE TEAM members may step forward to catch it or pick it up
off the ground and return it to the shelf.
G402 *Let the ROBOT do its thing. In AUTO, DRIVE TEAMS may not directly or indirectly interact with
ROBOTS or OPERATOR CONSOLES unless for personal safety, OPERATOR CONSOLE safety, or
pressing an E-Stop or A-Stop.
Violation: FOUL and YELLOW CARD
G403 1 NOTE at a time. In AUTO, ROBOTS may not CONTROL more than 1 NOTE at a time, either directly or
transitively through other objects.
A ROBOT is in CONTROL of a NOTE if:
A. the NOTE is fully supported by the ROBOT or
B. it intentionally pushes a NOTE to a desired location or in a preferred direction (i.e. herding).
Examples of interaction with a NOTE that are not “CONTROL” include, but are not
limited to:
A. “bulldozing” (inadvertent contact with a NOTE while in the path of the ROBOT
moving about the FIELD)
B. “deflecting” (being hit by a NOTE that bounces into or off a ROBOT).
If a NOTE becomes lodged in or on a ROBOT, it is considered CONTROLLED by
the ROBOT. It is important to design your ROBOT so that it is impossible to
inadvertently or unintentionally CONTROL more than the limit.
A ROBOT that pushes a NOTE from its staged location as described in Section
6.3.4 GAME PIECES may be considered herding that NOTE per G403-B. A ROBOT
that pushes a NOTE that is no longer in its staged location is likely considered
having bulldozed the NOTE per part A of this Blue Box.
Violation: TECH FOUL per additional NOTE.
G405 Limited AUTO opponent interaction. In AUTO, a ROBOT whose BUMPERS have completely crossed the
CENTER LINE (i.e. to the opposite side of the CENTER LINE from its ROBOT STARTING ZONE) may
contact neither an opponent ROBOT nor NOTES staged in the opponent’s WING.
Violation: TECH FOUL.
7.4.3 ROBOT
G411 *ROBOTS must be safe. A ROBOT may not pose undue hazards to humans, ARENA elements, or other
ROBOTS in the following ways:
A. the ROBOT or anything it CONTROLS, e.g. a NOTE, contacts anything outside the FIELD (except
for MOMENTARY contact inside the CHUTE),
B. its BUMPERS fail such that a segment completely detaches,
C. a corner (as defined in R401) of its FRAME PERIMETER is exposed,
D. its team number or ALLIANCE color are indeterminate,
E. its BUMPERS leave the BUMPER ZONE REPEATEDLY or for more than a MOMENTARY amount
of time, or
F. its operation or design is dangerous or unsafe.
Violation: DISABLED.
Examples of dangerous operation or designs that likely pose undue hazards
include, but are not limited to:
A. uncontrolled motion that cannot be stopped by the DRIVE TEAM,
B. ROBOT parts “flailing” outside of the FIELD,
C. ROBOTS dragging their battery, and
D. ROBOTS that consistently extend outside the FIELD.
Please be conscious of REFEREES and FIELD STAFF working around the ARENA
who may be in close proximity to your ROBOT.
G412 *Keep your BUMPERS low. BUMPERS must be in the BUMPER ZONE (see R402).
Violation: FOUL.
G414 No full-court shots. A ROBOT with any part of its BUMPERS in their opponent’s WING may not cause
NOTES to travel into or through their WING.
Violation: FOUL, plus TECH FOUL for subsequent violations in the MATCH.
Figure 7-5 NOTE movement limitations in TELEOP
7.4.5 Human
G425 *No wandering. DRIVE TEAMS must remain in their designated areas as follows:
A. DRIVERS may not contact anything outside the area in which they started the MATCH (i.e. the
ALLIANCE AREA or SOURCE AREA),
B. DRIVERS must use the OPERATOR CONSOLE in the DRIVER STATION to which they are
assigned, as indicated on the team sign,
C. HUMAN PLAYERS may not contact anything outside the area in which they started the MATCH
(i.e. the ALLIANCE AREA or SOURCE AREA),
D. COACHES may not contact anything outside the ALLIANCE AREA or in front of their COACH
LINE, and
E. TECHNICIANS may not contact anything outside their designated area.
Exceptions are granted in cases concerning safety and for actions that are inadvertent, MOMENTARY,
and inconsequential.
Violation: FOUL
An intent of item B is to prevent unsafe situations where long tethers to
OPERATOR CONSOLE devices increase tripping hazards as the operator moves
about the ALLIANCE AREA. In the interest of avoiding nuisance penalties
associated with a DRIVE TEAM member stepping outside of a prescribed area,
we prefer to offer a general guideline as to what it means to use the OPERATOR
CONSOLE in the ALLIANCE AREA. Provided the DRIVE TEAM member is within
close proximity of their DRIVER STATION, there will be no repercussions.
However, a DRIVE TEAM member located more than approximately half a
DRIVER STATION width away from their own DRIVER STATION while using their
OPERATOR CONSOLE is likely violating this rule.
G426 *COACHES and other teams: hands off the controls. A ROBOT shall be operated only by the DRIVERS
and/or HUMAN PLAYERS of that team.
7.5 Post-MATCH
G501 *Leave promptly. DRIVE TEAMS may not cause significant or multiple delays to the start of a
subsequent MATCH, scheduled break content, or other FIELD activities.
Violation: Verbal warning plus YELLOW CARD if subsequent violations at any point during the event.
<
R402 *BUMPERS must stay low. BUMPERS must be located entirely within the BUMPER ZONE, which is the
volume contained between the floor and a virtual horizontal plane 7½ in. (~19 cm) above the floor in
reference to the ROBOT standing normally on a flat floor. BUMPERS do not have to be parallel to the
floor.
This measurement is intended to be made as if the ROBOT is resting on a flat
floor (without changing the ROBOT configuration), not relative to the height of the
ROBOT from the FIELD carpet. Examples include:
Example 1: A ROBOT that is at an angle while navigating the FIELD has its
BUMPERS outside the BUMPER ZONE. If this ROBOT were virtually transposed
onto a flat floor, and its BUMPERS are in the BUMPER ZONE, it meets the
requirements of this rule.
Example 2: A ROBOT deploys a MECHANISM which lifts the BUMPERS outside
the BUMPER ZONE (when virtually transposed onto a flat floor). This violates this
rule.
R403 *BUMPERS shouldn’t move. BUMPERS must not be articulated, relative to the FRAME PERIMETER.
R404 *BUMPERS must come off. BUMPERS must be designed for quick and easy installation and removal to
facilitate inspection and weighing.
As a guideline, BUMPERS should be able to be installed or removed by 2 people
in fewer than 5 minutes.
R405 *BUMPERS indicate your ALLIANCE. Each ROBOT must be able to display red or blue BUMPERS to
reflect their ALLIANCE color, as assigned in the MATCH schedule distributed at the event (as described
in Section 10.1 MATCH Schedules). BUMPER markings visible when installed on the ROBOT, other than
the following, are prohibited:
A. those required per R406,
Section 8 ROBOT Construction Rules V0 81 of 149
B. hook-and-loop tape, snap fasteners, or functional equivalents backed by the hard parts of the
BUMPER,
C. solid white FIRST logos between 4¾ in. (~12 cm) and 5¼ in. wide (~13 cm) (i.e. comparable to
those available in the CRESCENDO Virtual Kit), and
D. narrow areas of underlying fabric exposed at seams, corners, or folds.
The FRAME PERIMETER facing surfaces of BUMPERS are not “displayed” and
thus this rule does not apply.
R406 *Team number on BUMPERS. Team numbers must be displayed and positioned on the BUMPERS such
that an observer walking around the perimeter of the ROBOT can unambiguously tell the team’s number
from any point of view, from as far as approximately 60 ft. (1829 mm), and meet the following
additional criteria:
A. consist of only white Arabic numerals at least 4 in. (~11 cm) high, at least ½ in. (~13 mm) in
stroke width,
The ½ in. (~13 mm) stroke width requirement applies to the majority of the
stroke. Font elements less than ½ in. (~13 mm) such as serifs, rounded edges,
small hairlines or gaps, etc. are permitted as long as the majority of the stroke
meets the sizing requirement and the numbers are unambiguous.
B. must not wrap around sharp corners (less than 160°) of the FRAME PERIMETER,
C. must not split individual digits by more than 2 in. (~5 cm), and
D. may not substitute logos or icons for numerals.
There is no prohibition against splitting team numbers onto different sections of
BUMPER. The intent is that the team’s number is clearly visible and unambiguous
so that Judges, REFEREES, Announcers, and other teams can easily identify
competing ROBOTS.
This marking is intended to display the team number only, not to intentionally
change the surface characteristics of the BUMPER. Excessive material usage as
part of any team number marking will invite close scrutiny.
R407 *BUMPER weight limit. Each set of BUMPERS (including any fasteners and/or structures that attach
them to the ROBOT) must weigh no more than 15 lbs. (~6 kg).
If a multi-part attachment system is utilized (e.g. interlocking brackets on the
ROBOT and the BUMPER), then the elements permanently attached to the ROBOT
will be considered part of the ROBOT, and the elements attached to the
BUMPERS will be considered part of the BUMPER. Each element must satisfy all
applicable rules for the relevant system.
R408 *BUMPER construction. BUMPERS must be constructed as follows, such that the cross section
resembles Figure 8-6:
A. be backed by ¾ in. thick (nominal, ~19mm) by 5 in. ± ½ in. (~127 mm ± 12.7 mm) tall plywood,
Oriented Strand Board (OSB) or solid wood (with the exception of balsa). Small clearance
pockets to accommodate minor protrusions permitted per R101 and/or holes needed to access
or recess mounting hardware in the wood backing are permitted, as long as they do not
significantly affect the structural integrity of the BUMPER.
C. use a stacked pair of 2½ in. (~63 mm) round, petal, or hex “pool noodles” (solid or hollow) as
the BUMPER cushion material (see Figure 8-6). All pool noodles used in a BUMPER set (e.g. red
set of BUMPERS) may not be modified (with the exception of cutting to length or cutting to
facilitate mating pool noodles at the corners as required by R409) or deformed and must be the
same diameter, cross section, and density (e.g. all round hollow or all hex solid). Per R409
cushion material may extend beyond the end of the plywood in order to fill a corner (see Figure
8-7). To assist in applying the fabric covering, soft fasteners may be used to attach the pool
noodles to the wood backing, so long as the cross section in Figure 8-6 is not significantly
altered (e.g. tape compressing the pool noodles).
“2½ in. (~63 mm) pool noodles” are pool noodles either sold as 2½ in. (~63 mm)
diameter or that measure between 2⅛ in. (~54 mm) pool noodles and 2¾ in.
(~70 mm) diameter.
All pool noodles used on a ROBOT must be the same in order to maintain the
desired interaction between ROBOTS in the cases of BUMPER-to-BUMPER
contact. BUMPERS containing pool noodles of vastly different construction may
cause a “ramp” effect when interacting with other BUMPERS.
G. must attach to the FRAME PERIMETER of the ROBOT with a rigid fastening system to form a
tight, robust connection to the main structure/frame (e.g. not attached with hook-and-loop tape,
tape, or cable ties). The attachment system must be designed to withstand vigorous game play.
All removable fasteners (e.g. bolts, locking pins, pip-pins, etc.) will be considered part of the
BUMPERS.
R409 *Fill BUMPER corners. Corner joints between BUMPERS must be filled with pool noodle material.
Examples of implementation are shown in Figure 8-7.
Figure 8-7 Soft parts of BUMPER corners
R410 *BUMPERS must be supported. BUMPERS must be supported by the structure/frame of the ROBOT
(see Figure 8-8). To be considered supported, a minimum of ½ in. (~13 mm) at each end of each
BUMPER wood segment must be backed by the FRAME PERIMETER (≤¼ in. gap, ~6mm). “Ends”
exclude hard BUMPER parts which extend past the FRAME PERIMETER permitted by R408-B.
Additionally, any gap between the backing material and the frame:
Section 8 ROBOT Construction Rules V0 85 of 149
A. must not be greater than ¼ in. (~6 mm) deep or
B. not more than 8 in. (~20 cm) wide
Figure 8-8 BUMPER support examples
The intent of this rule is to make sure the BUMPER wood is properly supported to
minimize the likelihood of breakage on impact. Flexible ROBOT elements, such
as thin plastic, do not accomplish this intent and are not considered
“structure/frame” of the ROBOT.
For servos, note that the roboRIO is limited to a max current output of 2.2A on
the 6V rail (12.4W of electrical input power). Teams should make sure that their
total servo power usage remains below this limit at all times.
Given the extensive amount of motors allowed on the ROBOT, teams are
encouraged to consider the total power available from the ROBOT battery during
the design and build of the ROBOT. Drawing large amounts of current from many
motors at the same time could lead to drops in ROBOT battery voltage that may
result in tripping the main breaker or trigger the brownout protection of the
roboRIO. For more information about the roboRIO brownout protection and
measuring current draw using the PDP/PDH, see roboRIO Brownout and
Understanding Current Draw.
AndyMark PG Gearmotors are sold with labeling based on the entire assembly.
Assemblies labeled am-3651 through am-3656 contain legal motors specified in
Table 8-1. These motors may be used with or without the provided gearbox.
R502 *Only 4 propulsion motors. A ROBOT may not have more than 4 propulsion motors. A propulsion motor
is a motor that enables the ROBOT to move around the FIELD surface. Motors that generate small
amounts of thrust as a secondary or incidental feature are not considered propulsion motors.
Examples that are not considered propulsion motors include:
A. motors that primarily alter the alignment of a wheel in contact with the FIELD
surface (such as a swerve steering motor),
B. motors that run MECHANISM wheels (e.g. for NOTE manipulation) that
occasionally happen to contact the carpet, but without enough force to
generate significant thrust, and
C. motors that change the speed of the drive wheels using a shifting
MECHANISM without significantly contributing to propulsion.
R503 *Don’t modify motors (mostly). The integral mechanical and electrical system of any motor must not
be modified. Motors, servos, and electric solenoids used on the ROBOT shall not be modified in any
way, except as follows:
A. The mounting brackets and/or output shaft/interface may be modified to facilitate the physical
connection of the motor to the ROBOT and actuated part.
B. The electrical leads may be trimmed to length as necessary and connectors or splices to
additional wiring may be added.
C. The locking pins on the window motors (P/N 262100-3030 and 262100-3040) may be removed.
D. The connector housings on KOP automotive motors listed in Table 8-1 may be modified to
facilitate lead connections.
E. Servos may be modified as specified by the manufacturer (e.g. re-programming or modification
for continuous rotation).
F. The wiring harness of the Nidec Dynamo BLDC Motor may be modified as documented by FIRST
in Nidec Dynamo BLDC Motor with Controller.
G. Minimal labeling may be applied to indicate device purpose, connectivity, functional
performance, etc.
Section 8 ROBOT Construction Rules V0 88 of 149
H. Any number of #10-32 plug screws may be removed from the Falcon 500.
I. Insulation may be applied to electrical terminals.
J. Repairs, provided the original performance and specifications are unchanged.
K. Maintenance recommended by the manufacturer.
The intent of this rule is to allow teams to modify mounting tabs and the like, not
to gain a weight reduction by potentially compromising the structural integrity of
any motor.
R504 *Power (most) actuators off of approved devices. With the exception of servos, fans, or motors
integral to sensors of COTS computing devices permitted in R501, each actuator must be controlled by
a power regulating device. The only power regulating devices for actuators permitted on the ROBOT
include:
A. motor controllers:
a. DMC 60/DMC 60c Motor Controller (P/N 410-334-1, 410-334-2),
b. Jaguar Motor Controller (P/N MDL-BDC, MDL-BDC24, and 217-3367) connected to PWM
only,
c. Nidec Dynamo, BLDC Motor with Controller to control integral actuator only (P/N
840205-000, am-3740)
d. SD540 Motor Controller (P/N SD540x1, SD540x2, SD540x4, SD540Bx1, SD540Bx2,
SD540Bx4, SD540C),
e. Spark Flex Motor Controller (P/N REV-11-2159, am-5276)
f. Spark Motor Controller (P/N REV-11-1200, am-4260),
g. Spark MAX Motor Controller (P/N REV-11-2158, am-4261),
h. Talon FX Motor Controller (P/N 217-6515, 19-708850, am-6515, am-6515_Short, WCP-
0940) for controlling integral Falcon 500 or Kraken X60 only,
i. Talon Motor Controller (P/N CTRE_Talon, CTRE_Talon_SR, and am-2195),
j. Talon SRX Motor Controller (P/N 217-8080, am-2854, 14-838288),
k. Venom Motor with Controller (P/N BDC-10001) for controlling integral motor only,
l. Victor 884 Motor Controller (P/N VICTOR-884-12/12),
m. Victor 888 Motor Controller (P/N 217-2769),
n. Victor SP Motor Controller (P/N 217-9090, am-2855, 14-868380), and
o. Victor SPX Motor Controller (P/N 217-9191, 17-868388, am-3748),
B. relay modules,
a. Spike H-Bridge Relay (P/N 217-0220 and SPIKE-RELAY-H),
b. Automation Direct Relay (P/N AD-SSR6M12-DC-200D, AD-SSRM6M25-DC-200D, AD-
SSR6M40-DC-200D), and
c. Power Distribution Hub (PDH) switched channel (P/N REV-11-1850) for controlling non-
actuator CUSTOM CIRCUITS only,
C. pneumatics controllers,
a. Pneumatics Control Module (P/N am-2858, 217-4243) and
b. Pneumatic Hub (P/N REV-11-1852).
Note: The Automation Direct Relays are single directional. Per R504 they may not
be wired together in an attempt to provide bi-directional control.
R505 *Don’t overload controllers. Each power regulating device may control electrical loads per Table 8-2.
Unless otherwise noted, each power regulating device shall control 1 and only 1 electrical load.
AndyMark PG
KOP Automotive Motors
Yes
NeveRest (up to 2 per Yes No
controller)
Snow Blower Motor
REV Robotics HD Hex
Yes Yes
Pneumatic Solenoid Valves No
(multiple) (1 per channel)
R506 *Control servos safely. Servos must be connected to, and only to, 1 of the following:
B. the terminals of 1 of the non-switchable fused channels on the PDH (20,21,22) with a 10A fuse
installed in the associated fuse holder.
Figure 8-11 roboRIO power source on a PDH
R616 *Power radio as specified – Part 1. The wireless bridge (radio) power must be supplied by either:
A. the 12V 2A output of a CTR Electronics Voltage Regulator Module (VRM) (P/N am-2857, 217-
4245), as shown in Figure 8-12, and must be the only load connected to those terminals or
Figure 8-12 Radio power source from a VRM
B. using an Ethernet cable between a REV Radio Power Module (RPM) (P/N REV-11-1856) and the
“18-24v POE” Ethernet port on the wireless bridge.
B. the terminals of 1 of the non-switchable fused channels on the PDH (20,21,22) with a 10A fuse
installed in the associated fuse holder. No other electrical load shall be connected to that
channel.
Figure 8-14 VRM and RPM power source on a PDH
Please reference How to Wire an FRC ROBOT for wireless bridge wiring
information.
R618 *Use PDP/PDH terminals as designed. Only 1 wire shall be connected to each terminal on the
PDP/PDH.
If multi-point distribution of circuit power is needed (e.g. to provide power to
multiple PCMs and/or VRMs from 1 20A circuit), then all incoming wires may be
Circuit Quantity
Branch Circuit Breaker Allowed Per
Value Breaker
This rule does not prohibit the use of smaller value breakers in the PDP/PDH or
any fuses or breakers within CUSTOM CIRCUITS for additional protection.
12 AWG
31 – 40A breaker protected circuit
(13 SWG or 4 mm2)
14 AWG
21 – 30A breaker protected circuit
(16 SWG or 2.5 mm2)
24 AWG
VRM 2A circuits
(24 SWG or .25 mm2)
26 AWG
roboRIO PWM port outputs (27 SWG or 0.14
mm2)
Wires that are recommended by the device manufacturer or originally attached to legal devices are
considered part of the device and by default legal. Such wires are exempt from this rule.
In order to show compliance with these rules, teams should use wire with clearly
labeled sizes if possible. If unlabeled wiring is used, teams should be prepared to
UDP/TCP 5800-
Team use Yes
5810
Teams may use these ports as they wish if they do not employ them as outlined above (i.e. TCP 1180
can be used to pass data back and forth between the ROBOT and the Driver Station Software if the
team chooses not to use the camera on USB).
Note that the 4 Mbit limit will be strictly enforced by the wireless bridge.
The FMS Whitepaper has more details on how to check and optimize bandwidth
usage.
While FIRST makes every effort to provide a wireless environment that allows
teams access to a full 4 Mbits/second data rate (with about 100 Kbit used for
ROBOT control and status), at some events wireless conditions may not
accommodate this.
R710 *Only specified modifications to control system devices permitted. The Driver Station Software,
roboRIO, PDP/PDH, PCM(s)/PH(s), VRM(s)/RPM(s), RSL, 120A breaker, motor controllers, MXP devices
used to control actuators per R713-C, relay modules (per R504-B), wireless bridge, PDH/PDP breakers
and fuses, and batteries shall not be tampered with, modified, or adjusted in any way (tampering
includes drilling, cutting, machining, rewiring, disassembling, painting, etc.), with the following
exceptions:
R806 *Compressed air from ROBOT compressor only. Throughout an event, compressed air on the ROBOT
must be provided by its 1 onboard compressor only. Compressor specifications must not exceed
nominal 1.1 cfm (~519 cm3/s) flow rate @ 12VDC at any pressure.
A ROBOT’S compressor may be substituted by another compressor, but a ROBOT
may only have 1 designated compressor at a time, and all compressed air on the
ROBOT must be sourced from a single compressor.
Note: Viair C-series compressors, which have a max working pressure of 120 PSI,
are rated for intermittent pressures greater than 125 PSI and therefore meet the
requirements of this rule.
R807 *Air storage pressure limit. Stored air pressure on the ROBOT must be no greater than 120 psi (~827
kPa, 8.2 Bar). No stored air pressure intended for the ROBOT may be located off-board the ROBOT.
R808 *Working air pressure limit. Working air pressure (air pressure used to actuate devices) on the ROBOT
must be no greater than 60 psi (~413 kPa, 4.1 Bar) and must be provided through a single primary
adjustable, relieving, pressure regulator. Additional regulators may be located downstream of the single
primary regulator.
Examples of acceptable valves include Norgren regulator P/N R07-100-RNEA and
Monnier P/N 101-3002-1.
R809 *Limited devices at high pressure. Only the compressor, relief valve, pressure switch, pressure vent
plug, pressure gauge, storage tanks, tubing, pressure transducers, filters, and connecting fittings may
be in the high-pressure pneumatic circuit upstream from the regulator.
It is recommended that all COMPONENTS in the high-pressure pneumatic circuit
upstream from the regulator be rated for at least 115 psi (~793 kPa, 7.9 Bar)
working pressure.
<
Section 8 ROBOT Construction Rules V0 107 of 149
9 Inspection & Eligibility
This section describes the rules governing MATCH participation. A team has participated in a MATCH if any
member of their DRIVE TEAM is in the ALLIANCE AREA, with or without the ROBOT on the FIELD, at the start of
the MATCH.
At each event, the Lead ROBOT INSPECTOR (LRI) has final authority on the legality of any COMPONENT,
MECHANISM, or ROBOT. INSPECTORS may re-inspect ROBOTS at any time to ensure compliance with the
rules. Teams are encouraged to consult with INSPECTORS or the LRI if they have any questions regarding the
legality of a ROBOT or about how to make a ROBOT legal.
The inspection process may progress in blocks, i.e. it may pause for a team’s Practice MATCH, slot on the
practice field, lunch break, etc. The process may employ various INSPECTORS throughout the process based
on availability. At the team’s discretion, they may request a different INSPECTOR or invite the Lead ROBOT
INSPECTOR to participate in their ROBOT’S inspection.
While there is no specific defined procedure in place for teams to be re-inspected prior to Playoff MATCHES, it
is typical for INSPECTORS to use the re-inspection discretion described above to do a limited re-inspection on
all ROBOTS near the end of QUALIFICATIONS or beginning of Playoff MATCHES to help identify any
modifications that should be re-inspected per I104.
ROBOTS are permitted to participate in scheduled Practice MATCHES prior to passing inspection. However,
the FTA, LRI, or Head REFEREE may determine at any time that the ROBOT is unsafe and may prohibit further
participation in Practice MATCHES until the condition is corrected and/or the ROBOT passes inspection. A
safe ROBOT has functional BUMPERS that approximately meet the required coverage (R401), height (R402),
and cross section (R408) requirements.
Prior to the start of a MATCH, any ROBOT which is unable or ineligible to participate in that MATCH, as
determined by the FTA, LRI, or Head REFEREE, is declared to be BYPASSED and is DISABLED. A team whose
ROBOT is BYPASSED remains eligible to receive Qualification Ranking Points or Playoff MATCH points
provided that its ROBOT has passed inspection, per I102.
An Inspection Checklist (not yet published) is available to help teams self-inspect
their ROBOT before their event. Teams are strongly encouraged to self-inspect
prior to their event.
9.1 Rules
I101 *It’s your team’s ROBOT. The ROBOT and its MAJOR MECHANISMS must be built by the FIRST
Robotics Competition team.
A MAJOR MECHANISM is a group of COMPONENTS and/or MECHANISMS assembled together to
address at least 1 game challenge: ROBOT movement, NOTE manipulation, FIELD element
manipulation, or performance of a scorable task without the assistance of another ROBOT.
This rule requires that the ROBOT and its MAJOR MECHANISMS were built by its
team, but isn’t intended to prohibit or discourage assistance from other teams
(e.g. fabricating elements, supporting construction, writing software, developing
game strategy, contributing COMPONENTS and/or MECHANISMS, etc.)
Examples of MAJOR MECHANISMS include, but are not limited to, assemblies
used to:
A. manipulate NOTES,
Section 9 Inspection & Eligibility V0 109 of 149
B. manipulate a FIELD element, and
C. move the ROBOT around the FIELD.
Neither this rule nor the language in this blue box define specific thresholds for
how much of a MAJOR MECHANISM must be the result of the team’s effort. This
rule expects and requires the team’s honest assessment of whether they built the
MAJOR MECHANISMS of their ROBOT.
Attempts to exploit loopholes in the definition of MAJOR MECHANISM in order to
bypass this requirement are in the spirit of neither this rule nor the FIRST
Robotics Competition. Examples of exploitation include:
A. assembling pieces of a MAJOR MECHANISM provided by another team,
except COTS kits and
B. receiving a mostly complete MAJOR MECHANISM from another team
and providing a small piece.
I102 *Get inspected before playing a Qualification/Playoff MATCH. A team is only permitted to participate
in a Qualification or Playoff MATCH and receive Ranking or MATCH Points if their ROBOT has passed
an initial, complete inspection.
Violation: If prior to the start of the MATCH, the team is DISQUALIFIED and not eligible to participate in the
MATCH. If after the start of the MATCH, the entire ALLIANCE receives a RED CARD for that MATCH.
Please take note of this rule. It is important that FIRST Robotics Competition
teams ensure their ALLIANCE partners have passed inspection. Allowing a
partner that has not passed inspection to play puts the ALLIANCE at risk of RED
CARDS. Teams should check with their ALLIANCE partners early and help them
pass inspection before competing.
I103 *Bring it all to inspection. At the time of inspection, the OPERATOR CONSOLE and the ROBOT must be
presented with all MECHANISMS (including all COMPONENTS of each MECHANISM), configurations,
and decorations that will be used on the ROBOT in MATCHES without re-inspection (per I104) and may
not exceed 150 lbs. (~68 kg) (note that while up to 150 lbs. (~68 kg) of ROBOT MECHANISMS may be
inspected together, the ROBOT configuration used in a MATCH may not violate R103). The OPERATOR
CONSOLE and exceptions listed in R103 are not included in this weight.
I104 *Unless the change is listed below, any change to a ROBOT must get re-inspected. A ROBOT may play
MATCHES with a subset of the MECHANISMS that were present during inspection provided the
reconfigured ROBOT still complies with all ROBOT Construction Rules. Only MECHANISMS that were
present during the inspection may be added, removed, or reconfigured between MATCHES without re-
inspection per this rule. If a ROBOT is modified after its most recent passed inspection, it must be re-
inspected before it is eligible to participate in a MATCH.
I106 *ROBOTS are off for inspection (mostly). For the safety of all those involved, ROBOTS, must be
presented for inspection with the ROBOT powered off, pneumatics unpressurized, and springs or other
stored energy devices in their lowest potential energy states (e.g. battery removed).
Power and air pressure should only be enabled on the ROBOT during those portions of the inspection
process where it is absolutely required to validate certain system functionality and compliance with
specific rules (firmware check, etc.). INSPECTORS may allow the ROBOT to be powered beyond the
parameters above if both criteria below are met:
I107 *No STUDENT, no inspection. At least 1 STUDENT team member must accompany the ROBOT for any
inspection efforts.
Exceptions may be made for major conflicts, e.g. religious holidays, major
testing, transportation issues, etc.
<
10.3 Measurement
At each event, the ARENA will be open for at least 30 minutes prior to the start of Qualification MATCHES,
during which time teams may survey and/or measure the ARENA and bring ROBOTS on the FIELD to perform
sensor calibration. The specific time that the FIELD is open will be communicated to teams at the event.
Teams may bring specific questions or comments to the FTA.
T301 *Freeze, ROBOT. During the period when the ARENA is open for measurement, ROBOTS can be
enabled, but may neither drive, extend outside their FRAME PERIMETER, nor interact with (e.g. score,
push, pickup, etc.) NOTES, the STAGE, SUBWOOFER, AMP, or other FIELD elements.
Violation: Verbal warning, plus YELLOW CARD if subsequent violations at any point during the event or
egregious.
3rd Average ALLIANCE MATCH points, not including FOULS and TECH FOULS
As shown in Figure 10-2 and Table 10-2, Playoff MATCHES consist of 6 rounds with breaks between later
rounds and between Finals MATCHES. Breaks begin after the FIELD has been cleared from the previous
MATCH. The Blue and Red Gap columns indicate the approximate time between each ALLIANCE’S MATCHES.
The expected start time of the scheduled MATCH is the time indicated on the MATCH schedule or 15 minutes
from the end of either ALLIANCE’S previous MATCH, whichever is later.
If a Playoff MATCH needs to be replayed as described in Section 10.2 MATCH Replays, teams are notified of
when the replay will occur. A minimum 10-minute delay is provided for teams to reset their ROBOTS prior to
the replay unless all teams are ready sooner. The affected MATCH must be replayed before the next round
begins.
Upper/
Lower Blue Red Blue Red Winner Loser
1 Upper 8 1 M7 (R) M5 (R)
2 Upper 5 4 M7 (B) M5 (B)
1
3 Upper 7 2 M8 (R) M6 (R)
4 Upper 6 3 M8 (B) M6 (B)
5 Lower L2 L1 0:24 0:33 M10 (B)
6 Lower L4 L3 0:15 0:24 M9 (B)
2
7 Upper W2 W1 0:42 0:51 M11 (R) M9 (R)
8 Upper W4 W3 0:33 0:42 M11 (B) M10 (R)
9 Lower W6 L7 0:24 0:15 M12 (B)
3
10 Lower W5 L8 0:42 0:15 M12 (R)
6-minute break
11 Upper W8 W7 0:27 0:36 M14 (R) M13 (R)
4
12 Lower W9 W10 0:27 0:18 M13 (B)
15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rookie
Inspiration
5 13 Lower W12 L11 0:18 0:27 M14 (B)
15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design
Finals 14 W13 W11 0:18 0:48 M15 M15
15-minute awards break: Innovation in Control, Excellence in Engineering, Team
Sustainability, Judges
Finals 15 W13 W11 0:18 0:18 M16* M16*
15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**
Finals 16* W13 W11 0:18 0:18
Awards: Remaining awards, Finalists, Winners, and FIRST Impact Award
* if required
** Program Delivery Partners may choose to hold these awards until after all MATCHES are complete.
<
Category Points
𝑸𝒖𝒂𝒍𝒊𝒇𝒊𝒄𝒂𝒕𝒊𝒐𝒏𝑷𝒐𝒊𝒏𝒕𝒔(𝑹, 𝑵, 𝜶) =
𝑵 − 𝟐𝑹 + 𝟐 𝟏𝟎
𝑰𝒏𝒗𝑬𝑹𝑭 + 𝟏𝟐
Qualification Round 𝜶𝑵 𝑰𝒏𝒗𝑬𝑹𝑭
𝟏
Performance 𝜶
(For a typically sized District event, this will result in a minimum of 4 points being
awarded for Qualification round performance. For events of all sizes, a maximum of
22 points will be awarded.)
ALLIANCE Equal to 17 minus the ALLIANCE CAPTAIN number (e.g. 14 points for ALLIANCE #3
CAPTAINS Captain)
Draft Order Equal to 17 minus the Draft Order Acceptance Number (e.g. 12 points for the team
Acceptance that is fifth to accept an invitation)
Playoff Points awarded based on team participation in individual playoff rounds, and whether
Advancement or not the ALLIANCE advances. See Section 11.1.3 Playoff Performance for details.
Points earned at District Championships are multiplied by 3 and then added to points earned at District events,
to determine the final season point total for the team.
If there is a tie in the season point total between teams, those items are broken using the following sorting
criteria:
Order
Criteria
Sort
Highest Qualification Round Seed or Draft Order Acceptance (i.e. Highest ALLIANCE Selection
4th
points at a single event)
Highest Individual MATCH Score, regardless of whether that score occurred in a Qualification or
6th
Playoff MATCH
Second highest Individual MATCH Score, regardless of whether that score occurred in a
7th
Qualification or Playoff MATCH
Third highest Individual MATCH Score, regardless of whether that score occurred in a
8th
Qualification or Playoff MATCH
Rank 1 2 3 4 … 19 20 21 … 37 38 39 40
Points 22 21 20 19 … 13 13 12 … 6 6 5 4
Finalist 20
In most cases, unless a BACKUP is recruited, a team plays in 100% of the Playoff MATCHES won by their
ALLIANCE, thus their Playoff Performance points simply equals their ALLIANCE Advancement points. If a team
does not play 100% of the Playoff MATCHES won by their ALLIANCE, their Playoff Performance points equals
their ALLIANCE Advancement points earned during the double-elimination portion of the Playoffs (i.e.
MATCHES 1-13) multiplied by the percentage of Playoff MATCHES won by their ALLIANCE in which that team
was a participant, plus points earned per Finals MATCH win. For example, if Team X’s ALLIANCE wins the
event, but Team X only played in 2 MATCHES won by their ALLIANCE, MATCH 13 and Final 1, Team X’s Playoff
Performance points are 20 * (1/5) + 5 = 9 points. If the result is not a whole number, the value is rounded up to
the nearest integer. The maximum ALLIANCE Advancement points a team can earn is 30 (20 points from the
double-elimination tournament + 10 in Finals MATCHES).
2 divisions 4 divisions
Average strength 1 2
6. If all 3 criteria met, event organizers publish the assignments. If any of the 3 criteria are not met,
assignments are rejected, and the process returns to Step 3.
Upper/
Lower Blue Red Blue Red Winner Loser
1 Upper B A M3 (R) M4 (R)
1
2 Upper D C M3 (B) M4 (B)
15-minute break
3 Upper W2 W1 17m 24m M6 (R) M5 (R)
2
4 Lower L2 L1 24m 31m M5 (B)
15-minute break
3 5 Lower W4 L3 17m 24m M6 (B)
15-minute break
Finals 6 W5 W3 17m 44m M7 M7
15-minute break
Finals 7 W5 W3 17m 17m M8* M8*
15-minute break
Finals 8* W5 W3 17m 17m
* if required
Each team on a Champion ALLIANCE of a 2-Division District Championship Playoff tournament earns
10 points.
For a 4-Division District Championship Playoff tournament, each team on a Champion ALLIANCE earns
20 points and each team on a Finalist ALLIANCE receives 10 points.
If any of these ALLIANCES has recruited a BACKUP TEAM, these points are divided amongst the teams
as described in Section 11.1.3 Playoff Performance.
If an ALLIANCE in a District Championship Playoff has not yet recruited a BACKUP TEAM per Section
10.6.3 BACKUP TEAMS, the ALLIANCE CAPTAIN may bring in only the highest ranked team from their
division’s BACKUP POOL to join its ALLIANCE.
<
During the Einstein Finals, if the MATCH score of each ALLIANCE is equal, the MATCH is replayed. In this
circumstance, the LINEUP may be changed.
<
E102 *Be nice. All participants must be gracious and professional at all times while attending FIRST Robotics
Competition events. Uncivil behavior toward any participants is not tolerated.
Examples of inappropriate behavior include, but are not limited to
A. use of offensive language or other uncivil conduct,
B. intentionally blocking the view of other participants or spectators for an
extended period (team members momentarily holding up team signs while
directly supporting their team is not considered a violation of this rule.), and
E103 *Children with adults, please. Children under 12 must be accompanied in the pits by an adult at all
times.
E104 *Respect the venue. Teams may not damage the venue, including but not limited to bleachers, floors,
walls, railings, etc., in any way.
E105 *Teams must check in. An adult team member must check in at the Pit Administration station no later
than 90 minutes before Qualification MATCHES are scheduled to start.
Violation: Teams will be contacted in their pit. Failure to Check-In may result in a team not participating in
the event.
Event check-in takes place at the Pit Administration station the evening before
and/or the first morning of each event.
Once a team’s consent and release forms are submitted at Pit Administration,
each team will receive their DRIVE TEAM & Safety Captain buttons.
E106 *Some event resources for event teams only. Only teams registered for an event may use that event’s
Competition FIELD, Practice Field, Spare Parts, Machine Shop, and Inspection. Host teams supplying
Practice Field elements and/or Machine Shop resources may use them, however teams registered for
that event must be granted priority.
E107 *Practice only when/where permitted. Teams may only practice with their ROBOT in their pit space, in
the designated event practice areas, or while in a Practice MATCH.
Teams may not set up their own practice equipment outside their pit. When
practicing in their pit, safety must remain the top priority. If Event Management
E108 *Work in designated areas only. At the event venue, teams may only produce FABRICATED ITEMS as
follows:
A. in their pit area,
B. in another team’s pit area with permission from that team,
C. while queued for a MATCH or Practice Field (given space constraints, extra scrutiny regarding
safety is required),
D. any area designated by Event Staff (e.g. Playoff Pit Area, etc.), or
E. as permitted at provided machine shops that are available to all teams.
E109 *Some things don’t belong at events. Do not bring or use the following:
A. skateboards
B. ‘hoverboards’
C. drones
D. bottled gas tanks (e.g. helium)
E. noisy devices or noisemakers, such as floor stompers, whistles and/or air horns
F. walkie-talkies
G. scooters, except for those used for accommodations
E110 *Don’t arrange for additional utilities. Do not arrange for power, internet access, or phone lines from
venue service providers or attempt to use venue internet connections reserved for event purposes (e.g.
the FIELD Management System or web casting).
E111 *Don’t sell stuff. Teams may not conduct sales at an event. This includes, but is not limited to, raffle
tickets, food, hats, shirts, candy, water, soft drinks, fruit, or any promotional products.
E112 *Don’t give out food. Teams may not distribute food to others at an event.
E113 *Make FIRST loud, but with restrictions. Do not invite or bring live bands to play in the audience. Do not
play loud music.
E114 *Hang banners with care. Be respectful when hanging your banners.
A. Do not cover or move other team or sponsor signs already in place.
B. Share the available space fairly with other teams.
C. Do not obstruct the view of spectators.
D. Get permission from the Event Coordinator before hanging banners outside of your pit.
E. Hang signs and banners in a safe manner.
F. Banners hung outside team pits must not be larger than 25 ft.2 (2.3 m2).
We encourage teams to bring team flags and/or signs for display in their pits
and/or the playing FIELD area.
To find your Event Coordinator, inquire at the Pit Administration desk.
Respect venue-specific rules regarding sign location and hanging methods. At
the end of the event, safely remove all signs and anything used to hang the signs
(tape, string, etc.).
E115 *Limit flag and flagpole size. Flags and flagpoles may not be of unreasonable size and weight.
E116 *No firearms. Firearms are prohibited at all FIRST events for all FIRST programs, including without
limitation, all official FIRST Events posted here. This policy does not apply to law enforcement or venue
security personnel.
E117 *Inspection for Practice Fields. A team may only use a Practice Field with a ROBOT that has passed an
initial, complete inspection.
E302 *Don’t interfere with wireless networks. Participants may not interfere, attempt to interfere, or attempt
to connect with any other team or FIRST wireless communication except as expressly allowed for
purposes of communicating with their team’s ROBOT on the FIELD or Practice Field.
Teams are encouraged to report suspected wireless security vulnerabilities to
the FIRST Technical Advisor (FTA) if at the event or to FIRST via
firstroboticscompetition@firstinspires.org.
Violation: Subsequent violations may lead to dismissal from event and/or legal action based on applicable
laws.
13.4 Load-In
Events set specific time frames, published on the event’s schedule, in which teams are invited to load their
ROBOT and equipment into their pit areas before pits officially open.
Load-In can be stressful for teams and volunteers, which can be mitigated by preparation and planning.
Unanticipated factors, like traffic or weather, can change a team’s scheduled arrival time, making the process
difficult. The most important things a team should remember are to be safe, gracious, and professional.
Teams who experience smooth and easy Load-Ins are encouraged to check with others to see if they can help
and make their experience as positive as possible.
E401 *Load in during Load-In. Teams may not bring the ROBOT or ROBOT elements into the event after the
designated Load-In period. Exceptions are as follows:
A. exceptions listed in R302
B. raw stock
C. COTS items
D. gearboxes attached to associated motor(s)
E. assembled wheels
F. exceptional circumstances that result in a team not being able to make the Load-In time and
has made arrangements with Event Management.
There are no rules that explicitly restrict items that may be brought into the venue
during the designated Load-In period.
If an event does not have a designated Load-In period on its Public Schedule, the
designated Load-In period begins when pits open and ends when opening
ceremonies start.
During Load-In, teams are not limited to a single trip, and are encouraged to be as
efficient and safe as possible.
Violation: Item will not be permitted into venue.
E402 *Load-In person limit is 5. Only 5 team members (one of which must be an adult) may be in the pit area
during any Load-In period prior to pits opening.
Violation: Extra team members must leave the venue.
E403 *Load-In to your pit only. Teams may only bring materials to and leave materials in their pit area.
Violation: Teams will be asked to leave the pit area.
E404 *Pit must be left in a safe state. Teams must have their pits in a safe state by the time pits close (even
if some tasks are left undone).
E405 *Once done, head out. Unless assisting other teams per the introductory language in this section,
teams must leave the venue once finished delivering materials (or, in the case of Early Pit Setup, when
setup is complete).
13.5 Pits
A team pit is the designated space, usually 10 ft. by 10 ft. by 10 ft. (~3 m x 3 m x 3 m), where a team may work
on their ROBOT. Each team is assigned a pit space marked with their team number. This helps team members,
judges, and visitors find teams easily. Each team pit has a table and power outlet.
Teams, volunteers, FIRST staff, and guests spend a lot of time in the pits. Get to know other teams and help
each other when you can. Time is short and help is very often right "next door" in the adjacent team pits.
Small, bench-top machinery, with appropriate guards, is permitted in team pits. ‘Small’ machinery is machinery
that can be easily lifted by one person and examples include, but are not limited to, small band saws, drill
presses, desktop CNC mills, and sanders.
E501 *Pits are unavailable if closed. Teams may not be in their team pit outside the designated pit hours.
E502 *Stay in your pit. Teams may neither allow their materials to expand beyond their team pit (including
running power or internet lines from their team pit to any other area), swap team pits with other teams,
nor move themselves to empty team pits.
E503 *Keep aisles clear. Aisles must be kept clear.
E504 *No sparks. Tools that throw sparks or produce open flames are prohibited.
Examples of tools that violate this rule include, but are not limited to, welders,
bench and angle grinders, gas torches, etc.
E505 *Nothing too big. Floor standing power tools are prohibited.
Examples include but are not limited to full-size drill presses, band saws, and
table saws.
Violation: Teams will be asked to remove or not bring in floor standing power tools. Any items that are
deemed unsafe or outside specifications by FIRST personnel, event management, and/or local committee
members must be removed.
E506 *No brazing or welding. Brazing/welding is prohibited.
Violation: Teams will be asked to remove or not bring in brazing/welding tools. Any items that are deemed
unsafe or outside specifications by FIRST personnel, event management, and/or local committee
members must be removed.
E507 *Solder with specific tools only. Soldering may be done using an electric iron/gun only.
Violation: Any items that are deemed unsafe or outside specifications by FIRST personnel, event
management, and/or local committee members must be removed.
E508 *Structures must be safe. Teams may not build any structure that supports people or stores items
overhead.
Violation: Any pit structures that is deemed unsafe or outside specifications by FIRST personnel, event
management, and/or local committee members must be removed.
13.7 Ceremonies
At every event, there are Opening and Closing Ceremonies to show honor and respect for represented
countries, sponsors, teams, mentors, volunteers, and award winners. Ceremonies provide everyone with the
opportunity to collectively applaud the successes of all participants. They also give teams a chance to "meet"
the volunteers and other people and sponsors involved with the event. Closing Ceremony elements at the end
of the event are integrated into and presented between Playoff Matches.
At the Awards Ceremony, FIRST presents trophies and medallions to outstanding teams. All team members
are encouraged to attend the ceremonies, be punctual, and show appreciation to volunteers that staffed the
event.
E701 *If in the pits during Ceremonies, shhhhhh. During Ceremonies outside of Playoff MATCHES, team
members may not:
A. use power tools
B. use loud hand tools (hammers, saws, etc.)
C. shout, yell, or use loud voices, unless as a demonstration of approval during a ceremonial
activity.
E702 *Pit person limit during Ceremonies is 5. No more than 5 team members may be in the pits during
Ceremonies outside of Playoff MATCHES.
E802 *Don’t throw items from the stands. Items may not be thrown from audience seating.
<
Term Definition
a 26 ft. 11⅛ in. wide by 9 ft. 10¼ in. deep (~821 cm by ~300 cm)
infinitely tall volume formed by, and including the ALLIANCE WALL,
ALLIANCE AREA
the edge of the carpet, ALLIANCE colored tape, guardrail, and the
AMP wall
ALLIANCE CAPTAIN The designated STUDENT representative from each ALLIANCE Lead
a 10 ft. 10 in. long by 1 ft. 5¾ in. wide (~330 cm by ~45 cm) infinitely
AMP ZONE tall volume defined by the AMP wall, guardrail, ALLIANCE WALL, and
ALLIANCE-colored tape. The AMP ZONE includes the tape.
the first 15 seconds of the MATCH, and the FMS blocks any DRIVER
AUTO control, so ROBOTS operate with only their pre-programmed
instructions
the group of teams willing and able to join an ALLIANCE during the
BACKUP POOL
Playoff MATCHES, if needed
The team whose ROBOT and DRIVE TEAM replaces another ROBOT
BACKUP TEAM
and DRIVE TEAM on an ALLIANCE during the Playoff MATCHES
the volume contained between the floor and a virtual horizontal plane
BUMPER ZONE 7½ in. (~19 cm) above the floor in reference to the ROBOT standing
normally on a flat floor.
CENTER LINE a white line that bisects the length of the FIELD
a black line in the ALLIANCE AREA that extends from the end of the
COACH LINE
ALLIANCE WALL (AMP side) to the edge of the ALLIANCE AREA
an approximately 26 ft. 11¼ in. (~802 cm) by 54 ft. 3¼ in. (~1654 cm)
FIELD carpeted area bounded by inward facing surfaces of the ALLIANCE
WALLS, SOURCES, AMPS and AMP pocket walls, and guardrails
HARMONY a state when more than 1 ROBOT is ONSTAGE via the same chain
the same size, shape, and material as a NOTE but also has 3
HIGH NOTE equidistant pieces of white gaffers tape that wrap around the circular
cross-section
an orange foam torus with a 10 in. (~25 cm) inside diameter, 1 ft. 2 in.
NOTE
(~36 cm) outside diameter, and 2-in. (~5 cm) thickness
PH Pneumatic Hub
REPEATED describes actions that happen more than once within a MATCH
RP Ranking Points
RS Ranking Score
SOURCE AREA a 5 ft. ¾ in. wide by 15 ft. 10½ in. long (~154 cm by ~484 cm)
infinitely tall volume bounded by the SOURCE wall, the edge of the
Section 14 Glossary V0 147 of 149
Term Definition
carpet, and ALLIANCE-colored tape. The SOURCE AREA includes the
tape.
a 3-legged structure and 10 ft. 1 in. (~307 cm) from its corresponding
STAGE ALLIANCE WALL. Each STAGE consists of truss feet, truss segments,
truss junctions, aluminum framing, and polycarbonate sheets.
TECH FOUL a credit of 5 points towards the opponent’s MATCH point total
<