Rules
If you have any questions about rules or the event, you may post questions on the forum or email them to savage@wpi.edu. All questions will be publicly posted on the forum. All responses will be publicly dispersed on the website under the Updates link (coming soon). Please read the rules and Updates page before asking questions as they may already be answered.
Alternatives for game play for remote competitions with fewer than 12 teams are located at the end of the rules.
Important Dates:
Kickoff Event:
When: Saturday, November 11th, 2006
Seminar Times: 9:00AM - 10:00AM and 10:00AM - 11:00AM
Time: 11:00AM - Noon
Where: WPI Campus - Salisbury Laboratories 104
Competition Event:
When: Saturday, December 9th, 2006
Snow Date: Sunday, December 10th, 2006
Time: 8 a.m. - 5 p.m. - Schedule
Where: WPI Campus - Salisbury Labs: Kinnicut Hall
1. Objective
To design and build a radio and autonomously-controlled robot that will defeat your opponents in competition.
The winner is the coalition that wins the finals at the end of the tournament.
2. The Game
- 2.1 Definitions:
- 2.1.1 Coalition: Two teams working together for the common goal of playing a match.
- 2.1.2 Coalition Colonels: The top-ranked teams at the end of the qualifying matches.
- 2.1.3 Starting Zone: Areas of the field, indicated with colored tape, where all coalition robots must be placed at the start of the match.
- 2.1.4 Super Dumpers: The platforms located on either end of the field which drop balls onto the field when activated by the Drop Pins.
- 2.1.5 Drop Pins: Pins below each Super Dumper which, when pulled, dump the contents of their respective platform onto the field.
- 2.1.6 Bonus Ball Buttons (B3) - Buttons on the side wall of the S.T.A.I.R.S. which give bonus balls when pressed in autonomous mode.
- 2.1.7 Ball Wall: Area on the field where coalitions may deposit balls to raise or lower the flags.
- 2.1.8 Steps To An Interesting Resource of Spheres (S.T.A.I.R.S.): The stairs on the side of the field where the Drop Pins are located.
- 2.1.9 Limbo Bar: The bar which goes across the entrance to the S.T.A.I.R.S.
- 2.1.10 Scoring Plateau: The ramp and platform in front of the Ball Wall
- 2.1.11 Step to Ramp Pin (StR Pin): Objects which, when activated, cause the top step of the S.T.A.I.R.S. to become a partial ramp.
- 2.1.12 Pillars of Winning (POW): The indication by the flags of "how winning a team is." Teams can win by a little, win, or win by a lot.
- 2.1.13 Inflated Pillars of Winning (iPOW): The adjusted POW which is calculated based off of your POW and the other teams POW during the match for rankings.
- 2.2 Field Description
- 2.2.1 The field is 8' x 12'. The outer boundaries of the playing area are formed by a wooden frame that is approximately 3" high and 3/4" thick. An additional wall is added next to the S.T.A.I.R.S.
- 2.2.2 The surface of the playing area is gray, "high-traffic" carpet that may have minor bumps and surface irregularities.
- 2.2.3 Robots will begin the match in the starting area for their coalition. Teams will be designated as either "Red" or "Blue" on a match-by-match basis as noted on the Match List. The starting areas will be marked by colored tape.
- 2.2.4 Two types of scoring objects are located throughout the playing field:
- 2.2.4.1 Tennis Balls: There will be 16 regulation tennis balls on the playing field at the start of each match. Eight balls will be lined up on the side of the field opposite the ball wall. Four balls will also each be placed in square formations in the corner of the field at the foot of each set of S.T.A.I.R.S.
- 2.2.4.2 Golf Balls: 3 regulation golf balls will be placed in each Super Dumper at the beginning of the match. Three golf balls will be placed at the top of each S.T.A.I.R.S. There are also two golf balls on the scoring plateau at the start of the match.
- 2.2.5 All field dimensions should be considered to be +/- .5"
- 2.3 Match Scoring & Ranking
- 2.3.1 All judgments of winning will occur at the end of each two minute and twenty seconds match, after the flags and all robots have come to rest.
- 2.3.2 The outcome of the match is determined by the flag height at the end of the match. If red's flag is higher, red wins. If blue's flag is higher, blue wins. If the flags are dead even, nobody wins.
- 2.3.3 The Super Dumpers will only have balls available during autonomous.
- 2.3.4 There are three B3's along the S.T.A.I.R.S.' inner walls which each coalition may activate during autonomous mode. If a coalition presses only one of these then their flag will raise equivalent to putting a tennis ball in the lower scoring area. If the coalition activates two of their B3's during autonomous mode, then their flag will raise as if they scored in the middle opening of the Ball Wall. If a coalition presses all three of their B3's in autonomous, then their flag raises as if a ball were placed in the highest scoring opening. B3 effects are not cumulative, and are scored only at the end of autonomous based on the total number of buttons pressed.
- 2.3.5 Activating the StR Pin during autonomous mode scores that coalition one tennis ball in their middle hole.
- 2.4 Match Schedule & Ranking
- 2.4.1 The competition will consist of Qualifying Matches followed by Elimination Matches.
- 2.4.2 Qualifying Matches
- 2.4.2.1 All teams will play in the same number of Qualifying Matches. The number of qualifying matches at each event will be determined by the length of the event and the number of teams competing.
- 2.4.2.2 Teams will be given their schedule of qualification matches no later than the start of the first match of that day's event.
- 2.4.2.3 Teams will be randomly assigned to coalitions during qualifying matches. The qualification match schedule will show the match number, the four teams competing in each match, and the color they are assigned for that match.
- 2.4.2.4 At the end of each qualifying match, the height of the flags will determine the winner of the match and how winning they are. Both members of the coalition will receive the same judgment unless disqualifications have occurred.
- 2.4.2.4.1 Your coalition will receive POW based on the region your coalition's flag is at the end of the match. A team will receive 1, 2, or 3 POW, 1 for the lowest region, 2 for the middle region, and 3 for the highest.
- 2.4.2.4.2 Every team will receive iPOW based on their POW, their opponent's POW, and whether they won or lost.
- If you win your team's iPOW will be twice the loser's POW plus your POW.
- If you lose your team's iPOW will be your POW
- If there is a tie your team's iPOW will be twice your POW.
- If your team is disqualified you will receive 0 iPOW.
- 2.4.3 Ranking: At the end of the qualifying matches, teams will be ranked from 1 to N (N being the total number of teams present) based on the following:
- Greatest number of wins (a tie is considered half a win), then
- Average iPOW, then
- Average POW, then
- Flip of a coin (or electronic substitute), heads and tails to be determined by the head referee.
- 2.4.4 Elimination Matches
- 2.4.4.1 The number of coalitions participating in elimination matches will be no less than four, but may be increased prior to the start of the event based on the number of teams participating.
- 2.4.4.2 Coalition Drafting
- 2.4.4.2.1 At the conclusion of the qualifying matches, the top-ranked four (or the number of elimination alliances set by the tournament director) teams will be designated as Coalition Colonels. In order of their ranking, they will draft another team to be their coalition member for the remainder of the competition.
- 2.4.4.2.2 Coalition Colonels may not draft other teams designated as Coalition Colonels or those already drafted into service for other coalitions.
- 2.4.4.2.3 If teams decline the draft of any Coalition Colonel, they WILL NOT be allowed to play in the elimination matches.
- 2.4.4.3 During elimination matches, the #1 ranked coalition will play the lowest ranked coalition entering the elimination matches (i.e. if there are eight coalitions, #1 will play #8). The #2 coalition will play the second-to-lowest ranked coalition and so on.
- 2.4.4.4 Elimination matches will be a best 2-of-3 format.
- 2.4.4.5 There are no Pillars of Winning during elimination matches.
- 2.4.4.6 Ties in elimination matches will be replayed.
- 2.5 Driver Rotation
- 2.5.1 During each match, teams will be required to switch their drivers halfway through the driver control period as indicated in Section 2.6. There will be a ten-second period during which the drivers must complete the switch or power will be shut off for the duration of the match.
- 2.5.2 Teams may choose to have another student operating other functions of the robot during the match who is not required to switch their position through the match.
- 2.5.3 An ordered list of drivers must be submitted by a team mentor prior to the start of the first match of the competition. Team members must drive according to this list.
- 2.5.4 Teams must have at least four different students to rotate through the driver position. In the event that a student team member does not show up for the event, teams must still place that student in the ordered list and forfeit their driving time during that portion of the match.
- 2.5.5 All four student participants of the team must drive the robot within the first two official matches in which the team places a robot on the field. Once the required team members (per 2.5.4) have driven the robot, teams must continue switching drivers during the match but don't have to continue in the order or play the same people on the list in 2.5.3.
- 2.6 Match Sequence
- Each match is two minutes and twenty seconds long
- 0-20 seconds - Robots enabled under Autonomous Control
- 20-75 seconds - Robot under first Driver Control
- 75-85 seconds - Driver switch period
- 85-140 seconds - Robot under second Driver Control
- 140 seconds - Match ends, robots disabled
- 2.7. General Rules
All referee decisions regarding rules of play and judgments are final.
- 2.7.1 Definitions
- 2.7.1.1 Disqualification: Robots may be disqualified based on their actions which violate the rules of the game. If a referee calls for a disqualification during a match, power will be shut off to the offending robot and they will automatically lose and receive no iPOW. If disqualification is not determined until the completion of the match, the offending robot will receive a loss and zero iPOW. In both situations, the rest of the members of both coalitions will receive the win/loss and iPOW. If a team is disqualified during an elimination match then the coalition will receive a loss.
- 2.7.1.2 Pinning: When an opposing robot is held against a field obstacle and cannot move, either forward or backward, because of your robot's presence. Pinning will be visibly counted out by the closest referee.
- 2.7.2 Robot's may not intentionally flip the opposing team's robot. The flipping robot will be disqualified from the match if in the referee's opinion they initiated a lifting action which results in flipping. In incidents where the flipped robot initiates action or both robots are in motion, disqualification may not occur and will be at the discretion of the referees.
- 2.7.3 Robots may not extend into the scoring holes; any infraction on this rule will automatically result in a disqualification.
- 2.7.4 At the start of the match, teams may place their robot anywhere within the starting position corresponding to their coalition color. The starting area is defined by the outer boundary of the tape.
- 2.7.5 Any object which leaves the playing area during a match will not be returned to the field and is ineligible to be scored.
- 2.7.6 Referees will disqualify any robot they deem to be a safety hazard.
- 2.7.7 Team members may interact with their robot during a match only through the operation of the radio-controller. Only designated Drivers or Operators may be in contact with the controls during the match.
- 2.7.8 Damage to the playing field, the objects, or the control system may result in disqualification at the discretion of the referees.
- 2.7.9 Referees may request that teams alter any portion of their robots that are considered safety hazards or damaging to the playing field or scoring objects at any point during the competition. It is the right of the referees to prevent teams from playing in matches until such changes are made to the robot.
- 2.7.10 Strategies aimed solely at the destruction of or damage to an opponent's robot or the field are not in the spirit of the competition and will not be allowed.
- 2.7.11 If a team is pinned for 5 seconds, the pinning team must back off at least 12 inches before they can resume. Failure to do so will result in the disqualification.
- 2.7.12 All parts of the robot must remain attached to the robot for the duration of the match and must not cause any hazard of entanglement to the other robots, or else teams run the risk of disqualification. Minor pieces which unintentionally become detached from the robot, do not affect the outcome of the match, or are the result of improper design/construction will not cause a disqualification.
- 2.7.13 Teams are allowed to modify their robots between matches as long as the robot remains compliant with all specifications and rules after the modification. Any modification should be brought to the attention of the referees or head inspector prior to the start of the team's next match. Teams may be subject to re-inspection at the discretion of the referees/head inspector.
- 2.7.14 Teams must have their assigned team number clearly marked on their robot such that it is visible from 15ft away. The numbers should be at least 3 inches high. Team numbers will be assigned via the Savage Soccer Web site team list.
- 2.7.15 Teams must have an area on their robot where a 1"x 1" piece of Velcro can be attached by the inspectors. This Velcro will hold either a Red or Blue 2" x 2" card (provided by the Staff). Prior to each match, teams must place the correct color card on their robot, as indicated on the match list.
- 2.7.16 All questions or requests for rules clarifications should be submitted via the web forum located on the event website (http://users.wpi.edu/~savage/Forum). Questions and answers will be publicly posted on the event website.
- 2.7.17 Teams will not be permitted to block the opposing coalition's Ball Wall scoring holes. However, teams will be permitted to block the descoring holes.
- 2.7.1 Definitions
3. The Robot
- 3.1 Size Restriction
- 3.1.1 At the start of each match, every part of the robot must fit, unconstrained, in a stable position, within a box 15" x 12.5"x 15" The robot must be fully self-supported, in contact only with the horizontal, carpeted (or taped) surface of the playing field when started.
- 3.2 Weight Restriction
- 3.2.1 Each robot's weight must not exceed 8 lbs.
- 3.2.2 The battery weight is not included in the robot's weight.
- 3.3 Controls
- 3.3.1 Teams will each bring and provide their own controls to the competition. Crystals will be provided at the competition at the start of each match.
- 3.4 Construction Rules
- 3.4.1 A robot must be designed to operate by reacting only against features within the confines of the playing field boundaries and may not interact with anything outside the boundaries of the playing field.
- 3.4.2 Gaining traction by use of adhesives or by abrading or breaking the surface of the playing field is not allowed and will be considered to be damaging the playing field and subject to disqualification.
- 3.4.3 A robot may not intentionally contaminate the playing field or an opponent's robot with lubricants or other debris.
- 3.5 Building Constraints
- 3.5.1 Each team will be expected to use parts only from the Vex Kit or the Innovation FIRST Robovation Kit (IFI) unless specified on the additional materials list below.
- 3.5.2 Modifications are permitted to the mechanical parts of the kit. Teams may opt to buy their own replacement or spare parts from Vex. Teams may NOT intentionally modify any of the kit electronics or motors. Modification of items on the additional materials list is permitted.
- 3.5.3 The complete parts list from the Vex Kit can be found at http://www.vexlabs.com/vex-robotics-design-system.shtml
- 3.5.4 Teams may use any 7.2V battery, but only one battery may be used on the robot at a time.
- 3.5.5 Robots may use any VEX or Robovation parts that come in a single standard base kit, any additional publicly available VEX or Robovation mechanical parts (metal, wheels, treads, hardware, etc.), and any items on the additional materials list. Motors, servos, pneumatics, and sensors are not considered mechanical parts. The total retail cost of items used on the robot which are from the Additional Materials list or which are non-mechanical VEX or Robovation parts must not exceed $250. This $250 does not include the price of one base kit, batteries, and crystals.
- 3.5.6 Teams may purchase pneumatics kits, provided it is equivalent to any shown at http://www.vexlabs.com/vex-robotics-pneumatic-parts.shtml and are within the robot budget per rule 3.5.5.
- 3.6 Materials
- 3.6.1 Any amount of materials in the Additional Materials List will be allowed provided the total costs of all items on the robot is within the budget specified in 3.5.5.
- 3.6.2 Additional Materials List
- 3.6.2.1 Polycarbonate or acrylic sheet, up to one-quarter inch nominal thickness
- 3.6.2.2 Aluminum or steel sheet, up to one-eighth inch thickness
- 3.6.2.3 Any aluminum, steel, or plastic round shaft, PVC, or tubing up to one-half inch diameter
- 3.6.2.4 Any bearings
- 3.6.2.5 Plywood or wood up to one-half inch thickness
- 3.6.2.6 Cardboard or foam-board
- 3.6.2.7 String or twine
- 3.6.2.8 Any springs or elastic bands (must be designed to release energy no faster than it was input)
- 3.6.2.9 Fasteners, washers, and adhesives (used as such). You may not use adhesive tape (duct tape, electrical tape, etc) as a fastener or structural material
- 3.6.2.10 Lubricants used to reduce friction within parts of your robot
- 3.6.2.11 Non-functional decorations
- 3.6.2.12 Paper, saran-wrap, aluminum foil, fabric or any paper or cloth-like material
- 3.6.2.13 Any sensors
- 3.6.2.14 Any Vex or Robovation motors, servos, or pneumatic components.
- 3.6.2.15 Any other materials requested from and approved by the Savage Soccer staff by submitting a question via the forum located on the event website (http://www.wpi.edu/~savage/Forum) provided it is readily available or accessible by other teams.
- 3.7 Energy Sources
- 3.7.1 The energy used by the devices in the competition must come solely from:
- 3.7.1.1 A change in altitude of the center of gravity of the device
- 3.7.1.2 Energy stored by deformation of any springs on the additional materials list.
- 3.7.1.3 Electrical energy delivered by the battery to the electronics and motors provided with the kit.
- 3.7.1.4 Pressure stored in the pneumatics system not to exceed 100 psi.
- 3.7.1 The energy used by the devices in the competition must come solely from:
- 3.8 Electronics
- 3.8.1 Teams must keep clear and easy access to the crystals in their robot receiver. Crystals will need to be exchanged quickly prior to each match. Inspectors or referees may request a team move the receiver to provide easier access before they are allowed to play.
- 3.8.2 Crystals will not be allowed for use in the pit. Teams wishing to operate their robot in the pit must do so using tether only. Tethers for VEX are the telephone cables which connect the handset to the base.
- 3.8.3 Prior to each match, teams will go to the Field Captain to receive a crystal set; it must be returned before the team leaves the field at the end of the match.
- 3.8.3.1 Teams not returning the crystals will be subject to disqualification for repeat offenses.
- 3.8.4 Teams will need to program in an autonomous section. Details to be provided.
4. Alternatives for Game Play (for events with less than 12 teams)
- 4.1 Play the game without coalitions in a one vs. one format.
- 4.2 Reduce the golf balls to one per super dumper.
- 4.3 Competitions not using autonomous modes may choose to leave the drop pins active for the entire match, or deactivate them after the driver change period
- 4.4 Instead of automating the field, eliminate the flag raising and instead make the game worth points in the following manner:
- Top hole: 7pts
- Middle hole: 3pts
- Bottom hole: 1pt
- Win: Twice losing coalition score plus your own
- Lose: Your score
- Tie: twice your score
Last modified: Jul 02, 2007, 20:18 EDT


