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0% found this document useful (0 votes)
144 views102 pages

VRC 23 24 GameManual 0.1 Release

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 102

Copyright 2023, VEX Robotics Inc.

2023 - 2024
Game Manual
Version 0.1
VEX Robotics Competition Over Under - Game Manual

Table of Contents
Section 1
Introduction .............................................................................. 1

Section 2
The Game .................................................................................. 6
General Definitions................................................................. 8
Game-Specific Definitions................................................ 13
Scoring......................................................................................21
Safety Rules............................................................................25
General Game Rules............................................................25
Specific Game Rules............................................................33

Section 3
The Robot ...............................................................................40
Inspection Rules....................................................................40

Section 4
The Tournament ...................................................................54
Tournament Rules.................................................................57
Tournament Definitions......................................................54

Copyright 2023, VEX Robotics Inc.


Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Appendix A - Field Overview


Game Field Introduction.....................................................A1
Field Overview....................................................................... A2
Game Objects & Field Bill of Materials......................... A3
Field Specifications Introduction................................... A4

Appendix B - Robot Skills


Robot Skills Challenge Description................................B1
Robot Skills Challenge Definitions.................................B2
Robot Skills Challenge Rules............................................B3
Robot Skills Challenge Scoring...................................... B4
Skills Stop Time.....................................................................B5
Robot Skills Challenge Ranking at Events...................B6
Robot Skills Challenge Ranking Globally.....................B7
League Events.......................................................................B7

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Changelog
Version 0.1 - April 29, 2023
• Initial Release

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Quick Reference Guide


Scoring Rules (Pages 21-24)
<SC1> All scoring statuses are evaluated immediately after the Match ends
<SC2> Scoring of the Autonomous Bonus is immediately after the Autonomous Period
<SC3> Scored in a Goal criteria
<SC4> Scored in an Offensive Zone criteria
<SC5> Alliance Triballs
<SC6> Elevation Tier points
<SC7> Autonomous Win Point
Safety Rules (Page 25)
<S1> Be safe out there
<S2> Students must be accompanied by an Adult.
<S3> Stay inside the Field
<S4> Wear safety glasses
General Game Rules (Pages 25-32)
<G1> Treat everyone with respect
<G2> VRC is a Student-centered program
<G3> Use common sense
<G4> The Robot must represent the skill level of the Team
<G5> Robots begin the Match in the starting volume
<G6> Keep your Robots together
<G7> Don’t clamp your Robot to the Field
<G8> Only Drive Team Members, and only in the Alliance Station
<G9> Hands out of the Field
<G10> Controllers must stay connected to the Field
<G11> Autonomous means “no humans”
<G12> All rules still apply in the Autonomous Period
<G13> Don’t destroy other Robots. But, be prepared to encounter defense
<G14> Offensive Robots get the “benefit of the doubt”
<G15> You can’t force an opponent into a penalty
<G16> No Holding for more than 5 seconds
<G17> Use Triballs to play the game
Specific Game Rules (Pages 33-39)
<SG1> Starting a Match
<SG2> Horizontal expansion is limited
<SG3> Keep Triballs in the Field

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<SG4> Each Robot gets one Alliance Triball as a Preload


<SG5> Stay away from nets on the Goals
<SG6> Match Load Triballs may be safely introduced during the Match under certain conditions
<SG7> Possession is limited to one (1) Triball
<SG8> Stay out of your opponent’s Goal unless they are Double-Zoned
<SG9> Stay in your starting zone during the Autonomous Period
<SG10> Enter the Neutral Zone during the Autonomous Period at your own risk
<SG11> Elevated Robots are protected
Robot Rules (Pages 40-53)
<R1> One Robot per Team
<R2> Robots must represent the Team’s skill level
<R3> Robots must pass inspection
<R4> Robots must fit within an 18” x 18” x 18” volume
<R5> Robots must be safe
<R6> Robots are built from the VEX V5 system
<R7> Certain non-VEX components are allowed
<R8> Decorations are allowed
<R9> Officially registered Team numbers must be displayed on Robot License Plates
<R10> Let go of Triballs after the Match
<R11> Robots have one microcontroller
<R12> Motors are limited
<R13> Electrical power comes from VEX batteries only
<R14> No modifications to electronic components are allowed
<R15> Most modifications to non-electrical components are allowed
<R16> Robots use VEXnet
<R17> Give the radio some space
<R18> A limited amount of custom plastic is allowed
<R19> A limited amount of tape is allowed
<R20> Certain non-VEX fasteners are allowed
<R21> New VEX parts are legal
<R22> Pneumatics are limited
<R23> One or two Controllers per Robot
<R24> Custom V5 Smart Cables are allowed
<R25> Keep the power button accessible
<R26> Use a “Competition Template” for programming
<R27> There is a difference between accidentally and willfully violating a Robot rule
Tournament Rules (Pages 57-67)
<T1> Head Referees have final authority on all gameplay ruling decisions
<T2> Head Referees must be qualified

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<T3> The Drive Team is permitted to immediately appeal a Head Referee’s ruling
<T4> Event Partners have final authority regarding all non-gameplay decisions
<T5> A Team’s Robot and/or Drive Team Member should attend every Match
<T6> Robots at the field must be ready to play
<T7> Match replays are allowed, but rare
<T8> Disqualifications
<T9> Each elimination Alliance gets one Time Out
<T10> Be prepared for minor Field variance
<T11> Fields may be repaired at the Event Partner’s discretion
<T12> The red Alliance places last
<T13> Qualification Matches follow the Match Schedule
<T14> Each Team will have at least six Qualification Matches
<T15> Qualification Matches contribute to a Team’s ranking for Alliance Selection
<T16> Qualification Match tiebreakers
<T17> Send a Student representative to Alliance Selection
<T18> Each Team may only be invited once to join an Alliance
<T19> Elimination Matches follow the Elimination Bracket
<T20> Elimination Matches are a blend of “Best of 1” and “Best of 3”
<T21> The number of Alliances is determined by the size of the tournament
<T22> Fields at an event must be consistent with each other
<T23> There are three types of field control that may be used
<T24> There are two types of field perimeter that may be used
Robot Skills Challenge Rules (Pages B3-B4)
<RSC1> All rules from “The Game” section of the manual apply to the Robot Skills Challenge
<RSC2> Robots may start the Robot Skills Match in any legal starting location
<RSC3> Teams may utilize the forty-four (44) Match Load Triballs
<RSC4> Teams play as if they are on the red Alliance
<RSC5> Elevation points are awarded based on the Elevation Tier
<RSC6> Skills Challenge fields do not require the same modifications as the Head-to-Head Fields
<RSC7> Triballs which come to rest on top of the red Goal may not be retrieved

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Section 1
Introduction
Overview
This section provides an introduction to the VEX Robotics Competition (VRC) and VRC Over Under.

The VEX Robotics Competition


Our world faces a serious problem. It’s a problem that, without explicit and intentional action, will even-
tually stagnate global progress and lead to a workforce that is unmotivated and ill-equipped to solve its
future problems. As the world grows more technologically complex, the challenges we face every day
will continue to escalate along with it. A cell phone has more failure modes than a landline. The internals
of an electric vehicle are more difficult to comprehend than a V8 combustion engine. Unmanned drone
legislation is more nuanced than defining a maximum speed limit.

Dubbed “the STEM problem,” the situation is equally simple to understand, yet difficult to solve. In many
cases, the traditional methods of teaching science, technology, engineering, and math (STEM) will not
be enough to adequately prepare students for this complex world. This is often coupled with the unfor-
tunate reality that by the time they reach an age capable of grasping these critical topics, students may
have already determined that they are “not cool” or “boring.” Without the skills or passion necessary
to approach these problems in an educated manner, you cannot possibly expect to be productive in
making forward progress or even sustaining the status quo.

The VEX Robotics Competition exists to solve this problem. Through its uniquely engaging combination
of teamwork, problem solving, and scientific discovery, the study of competitive robotics encompasses
aspects of STEM. You’re not building VEX robots because your future job will involve tightening shaft
collars on a metal bar—you’re executing an engineering design and problem-solving process that
resembles the same mindset used by rocket scientists, brain surgeons, and inventors around the world.
VEX Robotics Competition Over Under is not just a game that we invented because it is fun to play—it is
a vehicle for teaching (and testing) teamwork and perseverance in the face of hardship, and provides a
methodology to approach and solve new challenges with confidence.

Contained in this manual are the rules that shape VRC Over Under. These rules are designed to simulate
the constraints that will outline any real-world project. They are intended to promote creativity without
punishing innovation. They are balanced to promote fair play while encouraging competition.

We encourage you to keep in mind that a VEX Robotics Competition game is more than just a set of
game objectives worth varying amounts of points. It is an opportunity to hone the lifelong skills that will
characterize the problem-solving leaders of tomorrow.

Good luck, and we’ll see you on the playing field!

Sincerely,

The VEX Robotics Game Design Committee, composed of members from the Robotics Education &
Competition Foundation, DWAB Technology, and VEX Robotics

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VEX Robotics Competition Over Under: A Primer


VEX Robotics Competition Over Under is played on a 12’x12’ square field, set up as illustrated in the
figures throughout.

In Head-to-Head Matches, two (2) Alliances—one (1) “red” and one (1) “blue”—composed of two (2)
Teams each, compete in Matches consisting of a fifteen (15) second Autonomous Period followed by a
one minute and forty-five second (1:45) Driver Controlled Period.

The object of the game is to attain a higher score than the opposing Alliance by Scoring Triballs in Goals
and by Elevating at the end of the Match.

An Autonomous Win Point is awarded to any Alliance that completes three (3) assigned tasks by the end
of the Autonomous Period.

An Autonomous Bonus is awarded to the Alliance that has the most points at the end of the
Autonomous Period.

Teams may also compete in Robot Skills Matches, where one (1) Robot tries to score as many points as
possible. See Appendix B for more information.

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About the Game Manual - A Note from the GDC


This Game Manual and its appendices contain everything there is to know about this season’s game,
VRC Over Under. It is intended to be a resource for all Teams, Head Referees, Event Partners, and other
members of the VRC community.

The rules contained in the following pages can be thought of as “constraints” that define this game,
just as engineers begin any design project by defining their constraints. At the beginning of a season,
“constraints” are all we have. We don’t know what the winning Robot, best strategy, or most-frequently-
violated rule will be any more than you do. Isn’t that exciting?

When exploring a new game, please approach this Game Manual with that mentality of looking at rules
as “constraints.” The Game Manual and its appendices contain the full and complete list of constraints
that are available for a competitor to strategize, design, and build their Robots.

Obviously, all Teams must adhere to these rules, and any stated intents of these rules. However,
beyond that, there is no “right” way to play. There are no hidden restrictions, assumptions, or intended
interpretations beyond what is written here. So, it is up to you, the competitor, to find the path through
these constraints that best suits your team’s goals and ambitions.

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Updates
This manual will have a series of “major” and “minor” updates over the course of the season. Each
version is official and must be used in official VRC events until the release of the next version, upon
which the previous version becomes void.

Known major release dates are as follows:

April 29, 2023 Version 0.1 Initial game release


May 16, 2023 N/A Official Q&A system opens
VEX U Appendix release, and minor typographical errors or
June 13, 2023 Version 0.2 formatting issues found in the initial release. There will be very
few rule changes, if any.
May include critical gameplay or rule changes inspired by input
June 27, 2023 Version 1.0
from the official Q&A system and the VEX community.
May include gameplay or rule changes
August 1, 2023 Version 2.0
inspired by early-season events.
October 3, 2023 Version 2.1 Clarification update only
December 5, 2023 Version 2.2 Clarification update only
May include gameplay or rule changes
January 30, 2024 Version 3.0
inspired by mid-season events.
May include critical gameplay or rule clarifications
April 2, 2024 Version 4.0
pertaining specifically to the VEX Robotics World Championship

In addition to these known major updates, there may also be unscheduled updates released throughout
the season if deemed critical by the GDC. Any unscheduled updates will always be released on a
Tuesday, no later than 5:00 PM CST (11:00 PM GMT). These updates will be announced via the VEX
Forum, automatically pushed to the VRC Hub app, and shared via VEX Robotics / REC Foundation social
media & email marketing channels.

Game Manual updates are effective immediately upon release; it is every Team’s responsibility to be
familiar with all rules and updates. There are no “grace periods” if an update prohibits a previously legal
part, mechanism, or strategy.

Note: REC Foundation Event Support Managers will contact Event Partners involved with
multi-week league events that “cross over” an unscheduled update. If a rule change impacts
their event (such as a Robot which previously passed inspection no longer being legal), these
cases will be reviewed individually depending on the context of the event and the rule that has
changed. This is the only possible “grace period” exception.

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The Q&A System


When first reviewing a new robotics game, it is natural to have questions about situations which may not
be immediately clear. Navigating the Game Manual and seeking out answers to these questions is an im-
portant part of learning a new game. In many cases, the answer may just be in a different place than you
first thought—or, if there is no rule explicitly prohibiting something, then that usually means it is legal!

However, if a Team is still unable to find an answer to their question after closely reviewing the relevant
rules, then every Team has the opportunity to ask for official rules interpretations in the VEX Robotics
Question & Answer System. These questions may be posted by a Team’s Adult representative via the
RobotEvents account that is associated with that Team.

All responses in this Q&A system should be treated as official rulings from the VEX Robotics Game
Design Committee, and they represent the correct and official interpretation of the VEX Robotics
Competition Rules. The Q&A system is the only source besides the Game Manual for official rulings and
clarifications.

The VEX Robotics Competition Question & Answer System can be found at https://www.robotevents.
com/VRC/2023-2024/QA.

Before posting on the Q&A system, be sure to review the Q&A Usage Guidelines, which can be found at
https://www.robotevents.com/VRC/2023-2024/QA/guidelines.

1. Read and search the manual before posting.


2. Read and search existing Q&As before posting.
3. Quote the applicable rule from the latest version of the manual in your question.
4. Make a separate post for each question.
5. Use specific and appropriate question titles.
6. Questions will (mostly) be answered in the order they were received.
7. This system is the only source for official rules clarifications.

If there are any conflicts between the Game Manual and other supplemental materials (e.g., Referee
Certification courses, the VRC Hub app, etc.), the most current version of the Game Manual takes
precedence.

Similarly, it can never be assumed that definitions, rules, or other materials from previous seasons apply
to the current game. Q&A responses from previous seasons are not considered official rulings for the
current game. Any relevant clarifications that are needed should always be re-asked in the current
season’s Q&A.

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Section 2
The Game
Field Overview
The VEX Robotics Competition Over Under field consists of the following:
• Sixty (60) Triballs
० Four (4) Alliance Triballs, two (2) per Alliance, that can be used as Preloads
० Forty-four (44) that are used as Match Loads, twenty-two (22) per Alliance
० Twelve (12) that begin on the field
• Two (2) sets of Elevation Bars, one (1) per Alliance
• Two (2) Goals, one (1) per Alliance
• Four (4) Match Load Bars / Match Load Zones, two (2) per Alliance

Figure 1: Top view of the field in its starting configuration, with highlighted Triballs (yellow), Red Alliance Goal (red), and Blue Alliance Goal (blue).

Note: The illustrations in this section of the Game Manual are intended to provide a general visual
understanding of the game. Teams should refer to official field specifications, found in Appendix
A, for exact field dimensions, a full field bill of materials, and exact details of field construction.

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Figure 2: Top view of the field with highlighted Elevation Bars (pink), Match Load Zones
(orange), Red Alliance Station (red) and Blue Alliance Station (blue).

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General Definitions
Adult – Anyone who is not a Student or another defined term (e.g., Head Referee).

Alliance – A pre-assigned grouping of two (2) Teams that are paired together during a given Match.

Alliance Station – The designated regions where the Drive Team Members must remain for the duration
of the Match.

Autonomous Bonus – A point bonus awarded to the Alliance that has earned the most points at the end
of the Autonomous Period. See <SC2> for more information.

Autonomous Win Point - An additional Win Point awarded to any Alliance that has completed a
defined set of tasks at the end of the Autonomous Period of a Qualification Match. See <SC7> for more
information.

Disablement – A penalty applied to a Team for a rule Violation. A Team that is Disabled is not allowed to
operate their Robot for the remainder of the Match, and the Drive Team Member(s) will be asked to place
their controller(s) on the ground.

Disqualification – A penalty applied to a Team for a rule Violation. A Team that receives a Disqualifica-
tion in a Qualification Match receives zero (0) Win Points, (0) Autonomous Win Points, (0) Autonomous
Points, and (0) Strength of Schedule Points. When a Team is Disqualified in an Elimination Match, the
entire Alliance is Disqualified and they receive a loss for the Match. At a Head Referee’s discretion,
repeated Violations and/or Disqualifications for a single Team may lead to its Disqualification for the
entire tournament (see <T8>). A Team that receives a Disqualification in a Driving Skills Match or Auton-
omous Coding Skills Match receives a score of zero (0) for that Robot Skills Match.

Drive Team Member(s) – A Student who stands in the Alliance Station during a Match. Adults are not
allowed to be Drive Team Members. See rules <G8>, <G9>, and <G10>.

Entanglement – A Robot status. A Robot is Entangled if it has grabbed, hooked, or attached to an


opposing Robot or a Field Element. See rules <G13> and <SG5>.

Field Element – The foam field tiles, field perimeter, white tape, Elevation Bars, Match Load Bars, Goals,
and all supporting structures or accessories (such as Alliance Station posts, field monitors, etc.).
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Game Design Committee (GDC) - The creators of VRC Over Under, and authors of this Game Manual.

Holding - A Robot status. A Robot is considered to be Holding if it meets any of the following criteria
during a Match:

• Trapping - Limiting the movement of an opponent Robot to a small or confined area of the field,
approximately the size of one foam field tile or less, without an avenue for escape. Note that if a
Robot is not attempting to escape, it is not considered Trapped.
• Pinning - Preventing the movement of an opponent Robot through contact with the Field Perim-
eter, a Field or Game Element, or another Robot.
• Lifting - Controlling an opponent’s movements by raising or tilting the opponent’s Robot off of
the foam tiles.

Match – A set time period, consisting of Autonomous and/or Driver Controlled Periods, during which
Teams play a defined version of Over Under to earn points. See Section 4.

• Autonomous Period – A time period during which Robots operate and react only to sensor
inputs and commands pre-programmed by the Students into the Robot control system.

• Driver Controlled Period – A time period during which Drive Team Members operate their Robot
via remote control.

Driver
Autonomous
Match Type Participants Pertinent Rules Controlled
Period (m:ss)
Period (m:ss)
Scoring (“SC”),
Two Alliances (red/blue), each
Game (“G”) and
Head-to-Head composed of two Teams, 0:15 1:45
Specific Game
with one Robot each
(“SG”) sections
Driver Skills
One Team, with one Robot Appendix B None 1:00
Match
Autonomous
Coding Skills One Team, with one Robot Appendix B 1:00 None
Match
Two Teams, (red/blue), with
VEX AI
two Robots each, utilizing the Appendix D 0:15 1:45
Competition
VEX GPS and VEX AI Camera

Note: The time periods in VAIC are referred to as the Isolation Period and the Interaction Period.
The VEX AI Challenge Appendix will be released in an upcoming Game Manual Update.

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Robot – A machine that has passed inspection, designed to execute one or more tasks autonomously
and/or by remote control from a Drive Team Member.

Student – A person is considered a Student if they meet both of the following criteria:

1. Anyone who is earning or has earned credit toward a high school diploma, certificate, or other
equivalent during the six (6) months preceding the VEX Robotics World Championship. Courses
earning credits leading up to high school would satisfy this requirement.
2. Anyone born after May 1, 2004 (i.e., who will be 19 or younger at VEX Worlds 2024). Eligibility may
also be granted based on a disability that has delayed education by at least one year.

• Middle School Student – A Student born after May 1, 2008 (i.e., who will be 15 or younger
at VEX Worlds 2024). A Middle School Student may “play up” and compete as a High School
Student.

• High School Student – Any eligible Student that is not a Middle School Student.

Team – One or more Students make up a Team.

• A Team is classified as a Middle School Team if all members are Middle School Students.
• A Team is classified as a High School Team if any of its members are High School Students, or
if the Team is made up of Middle School Students who declare themselves “playing up” as High
School Students by registering their Team as a High School Team.
• Once a Team has competed in an event as a High School Team, that Team may not change
back to a Middle School Team for the remainder of the season. Teams may be associated with
schools, community/youth organizations, or groups of neighborhood Students.

In the context of this Game Manual, Teams contain three types of Student roles related to Robot build,
design, and programming. See <G2> and <G4> for more information. Adults may not fulfill any of these
roles.

• Builder – The Student(s) on the Team who assemble(s) the Robot. Adults are permitted to teach
the Builder(s) how to use concepts or tools associated with Robot construction, but may never
work on the Robot without the Builder(s) present and actively participating.

• Designer – The Student(s) on the Team who design(s) the Robot. Adults are permitted to teach
the Designer(s) how to use concepts or tools associated with design, but may never work on the
design of the Robot without the Designer(s) present and actively participating.

• Programmer – The Student(s) on the Team who write(s) the computer code that is downloaded
onto the Robot. Adults are permitted to teach the Programmer(s) how to use concepts or tools
associated with programming, but may never work on the code that goes on the Robot without
the Programmer(s) present and actively participating.
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Violation – The act of breaking a rule in the Game Manual.

Minor Violation – A Violation which does not result in a Disqualification.

• Accidental, momentary, or otherwise non Match Affecting Violations are usually Minor
Violations.
• Minor Violations usually result in a verbal warning from the Head Referee during the Match,
which should serve to inform the Team that a rule is being Violated before it escalates to a Major
Violation.

Major Violation – A Violation which results in a Disqualification.

• Unless otherwise noted in a rule, all Match Affecting Violations are Major Violations.
• If noted in the rule, egregious or intentional Violations may also be Major Violations.
• Multiple Minor Violations within a Match or tournament may escalate to a Major Violation at the
Head Referee’s discretion.

Match Affecting – A Violation which changes the winning and losing Alliance in the Match.

• Multiple Violations within a Match can cumulatively become Match Affecting.


• When evaluating if a Violation was Match Affecting, Head Referees will focus primarily on any
Robot actions that were directly related to the Violation.
• Determining whether a Violation was Match Affecting can only be done once the Match is
complete and the scores have been calculated.

Some rules include Violation Notes in red italicized text to denote special circumstances or provide
additional clarifications. If no Violation Notes are found in a given rule, then it should be assumed that
the above “default” definitions apply.

To determine whether a Violation may have been Match Affecting, check whether the Team who com-
mitted the Violation won or lost the Match. If they did not win the Match, then the Violation could not
have been Match Affecting, and it was very likely a Minor Violation.

See the flowchart in Figure 3 for more information.

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Figure 3: The process for determining whether or not an infraction should result in a Major Violation or Minor Violation.

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Game-Specific Definitions
Alliance Triball – One of four Triballs, two per Alliance, that are Alliance-colored instead of green.
Alliance Triballs may be used as Preloads or Match Loads.

Barrier – The black structure, made up of 2” Schedule 40 PVC pipe (with a 2.375” outer diameter) PVC
pipe and associated connectors/hardware, that sits in the middle of the field. For some rules, the Barrier
is divided into one Long Barrier and two Short Barriers, but it is usually referred to collectively as just
“the Barrier.”

Figure 4: A view of the field, with the Short Barriers (yellow) and Long Barrier (green) highlighted.

Double-Zone – An Alliance status. An Alliance meets the definition of being “Double-Zoned” if both
Robots from the Alliance are in the same Offensive Zone. To be considered “in the Zone” for the
purposes of this definition, Robots must meet the following criteria:

1. Contacting the gray tiles within the Zone


2. Not contacting the Long Barrier
3. Not contacting any Elevation Bars

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Elevated – A Robot status. A Robot is considered Elevated at the end of the Match if it meets the follow-
ing criteria:
1. The Robot is contacting at least one of the following:
a. One or more of their Alliance’s Elevation Bars
b. The Barrier
c. An Alliance partner Robot which meets the requirements of points 1-3 in this definition
2. The Robot is not contacting any Field Elements other than those listed in point 1. This includes
gray field tiles, the field perimeter, Goals, the opposing Alliance’s Elevation Bar, etc.
a. Contact with (or Possession of) Triballs is irrelevant when determining a Robot’s Elevated
status.
3. The Robot is not contacting the yellow Elevation Bar Cap.

Figure 5: This Robot would be considered as Elevated, Figure 6: This Robot would be considered as Elevated,
because it meets all the criteria listed above. because it meets all the criteria listed above.

Figure 7: Both Robots would be considered as Elevated, Figure 8: This Robot would not be considered as Elevated,
because they meet all the criteria listed above. because it is in contact with the field perimeter.

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Figure 9: Red Robot 1 is in contact with Red Robot 2, Figure 10: This Robot would not be considered as Elevated,
which is still in contact with the field tiles. Therefore, because it is in contact with the Elevation Bar Cap.
neither Robot would be considered as Elevated.

Elevation Bar – The Alliance-colored PVC pipes, two red and two blue, at either end of the Barrier.

Elevation Bar Cap – The yellow plastic piece at the top of each set of Elevation Bars. The Elevation Bar
Cap is a separate field element and is not considered part of the Elevation Bar.

Figure 11: An Elevation Bar and Elevation Bar Cap.

Elevation Tier – A status that represents an Elevated Robot’s height off of the field at the end of the
Match. A Robot’s Elevation Tier is measured by placing the Height Guide vertically next to an Elevated
Robot and determining which letter-labeled segment of the Height Guide the lowest point of the Robot
falls within. See Figure 17.

Note: There are no additional Elevation Tiers above the Height Guide. Robots which end the
Match above the Height Guide will be considered to be at the maximum, Elevation Tier J.

Note 2: Robots that are not Elevated do not receive an Elevation Tier.
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Figure 12: This Robot would be considered to be in Elevation Tier E. Figure 13: This Robot would be considered to be in Elevation Tier C.

Figure 14: Even though the pink highlighted Robot is slightly higher Figure 15: The yellow highlighted Robot would be considered in
than the yellow highlighted Robot, they would both still be consid- Elevation Tier G. The pink highlighted Robot would be considered in
ered in Elevation Tier D. Elevation Tier J, as there is no higher Tier.

Goal – The Alliance-colored, netted structure on either side of the field, one red and one blue, into
which Triballs can be scored for points.

As a Field Element, the term “Goal” refers to the net and all supporting structures / hardware (e.g.
PVC pipes and plastic bases).
For the purposes of scoring, the “Goal” refers specifically to the three-dimensional volume bounded
by a vertical projection of the outermost PVC pipes onto the field and below the surface of the net.

Figure 16: A Goal. The three-dimensional outer


scoring boundaries are highlighted in green.

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Height Guide – The black PVC pipe, roughly 0.84” in diameter and 36” long, which is labeled with
white-printed lettered segments of approximately 3.6” each. The Height Guide is used by Referees
to determine Elevation Tiers at the end of a Match. The Height Guide is a tool, not a Field Element.

Figure 17: An example of how the Height Guide would be used to determine a Robot’s Elevation Tier.

Match Load Bar – The Alliance-colored structure, made up of 2” Schedule 40 PVC pipe (with a
2.375” outer diameter) and associated connectors/hardware, that connects diagonally across a
corner of the Field.

Match Load Zone – The portion of the floor tile bordered by a Match Load Bar and an inside corner
of the Field Perimeter.

Figure 18: The four (4) Match Load Zones found on a VRC Over Under Field.

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Neutral Zone – One of two areas of the field bordered by white tape lines, the Barrier, and the field
perimeter. The Neutral Zone is defined as the gray foam tiles themselves; it is not a 3-dimensional
volume.

Figure 19: A depiction of the Neutral Zone (blue) and Autonomous Line (yellow) and their boundaries.

Offensive Zone – One of two halves of the field, divided by the Barrier. See Figure 20.
• Each Alliance has an Offensive Zone. An Alliance’s Offensive Zone is on the side furthest
from their Alliance Station and closest to that Alliance’s colored Goal.
• Each Offensive Zone consists of the gray foam tiles on one side of the Barrier. It is not a
3-dimensional volume.
• The Long Barrier is not considered to be in either Offensive Zone.
• The Match Load Zones are not considered to be part of either Offensive Zone.

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Figure 20: A depiction of the two Offensive Zones and their boundaries.

Possession – A Robot / Triball status. A Robot is considered to be in Possession of a Triball if the


Robot is carrying, holding, or controlling the movement of a Triball such that if the Robot changes
direction, the Triball will move with the Robot. Therefore, pushing/plowing Triballs is not considered
Possession; however, using concave portions of a Robot to control the movement of Triballs is
considered Possession.

Preload – An Alliance Triball, when loaded into a Robot prior to a Match. See <SG4>.

Scored – A Triball status. See the Scoring section.

Starting Tile – One of the gray foam tiles along the edge of the field perimeter to the right of each
Alliance Station. See <SG1>.

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Figure 21: A depiction of the Robot Starting Tiles and their boundaries.

Triball – A green, red, or blue plastic scoring object with a slightly rounded triangular pyrami-
dal shape known as a Reuleaux triangle. Each Triball is approximately 6.18” tall with a weight of
103-138g.

Figure 22: The three (3) colors of Triballs used in a VRC Over Under Match.

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Scoring
Autonomous Bonus 8 Points
Each Triball Scored in a Goal 5 Points
Each Triball Scored in an Offensive Zone 2 Points
Elevation - Top Tier 20 Points
Elevation - 2nd Tier 15 Points
Elevation - 3rd Tier 10 Points
Elevation - 4th Tier 5 Points

<SC1> All Scoring statuses are evaluated after the Match ends. Scores are calculated once all Triballs,
Field Elements, and Robots on the field come to rest.

<SC2> Scoring of the Autonomous Bonus is evaluated immediately after the Autonomous Period ends
(i.e., once all Triballs, Field Elements, and Robots on the field come to rest).

a. Elevation Tier points are not included in the calculation of an Alliance’s score for the purposes of
determining the Autonomous Bonus.
b. If the Autonomous Period ends in a tie, including a zero-to-zero tie, each Alliance will receive an
Autonomous Bonus of four (4) points.

<SC3> A Triball is considered Scored in a Goal if it meets the following criteria:

a. The Triball is not contacting a Robot of the same color Alliance as the Goal.
b. At least two (2) corners of the Triball are within the Goal (i.e., are under the Net and have “broken
the plane” of the outer edge of the PVC pipes that define the Goal volume).

Figure 23: All of these Triballs would be considered as Scored, Figure 24: The green highlighted Triball would be considered
because two or more of the “Corners” are within the boundary as Scored, because 2 or more of the “Corners” are within the
of the Goal. boundary of the Goal. The red highlighted Triball would not be
considered as Scored, because only one “corner” is within the
boundary.
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<SC4> A Triball is considered Scored in an Offensive Zone if it meets the following criteria:

a. The Triball is not contacting a Robot of the same color Alliance as the Offensive Zone.
b. The Triball is contacting the gray foam tiles within the Offensive Zone.

Note: Offensive Zone scoring is based on contact with the gray foam tiles in each Offensive
Zone. In the case of any close calls, referees may use a “paper test” (i.e. gently slide a piece of
paper under the Triball) to determine which Offensive Zone it should be scored in. If the Triball is
contacting both Offensive Zones, then it is not considered Scored in either Zone. See Figure 23.

Figure 25: This Triball would not be considered as Scored in either Offensive Zone, because it is touching both zones.

<SC5> Alliance Triballs may be Scored in any Goal or Offensive Zone, and always count toward
the same color Alliance as the Triball. For example, a red Alliance Triball that meets the definition of
Scored in the blue Goal will count as 5 points for the red Alliance.

a. To be eligible for points, Alliance Triballs must not be contacting any Robots of the same
color Alliance as the Triball.
b. Rule <SC3a> does not apply to Alliance Triballs.

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<SC6> Elevation points are comparative, and are awarded based on the Elevation Tiers achieved
by all Robots at the end of the Match. The highest-Elevated Robot will receive the highest number of
Elevation points, followed by the second-highest, and so on. If multiple Robots are measured at the
same Elevation Tier, they will receive the same amount of points.

Example 1
Robot Elevation Tier Points
Red 1 C 2nd Tier (15)
Red 2 D Top Tier (20)
Blue 1 A 4th Tier (5)
Blue 2 B 3rd Tier (10)

Example 2
Robot Elevation Tier Points
Red 1 None 0
Red 2 F Top Tier (20)
Blue 1 F Top Tier (20)
Blue 2 C 2nd Tier (15)

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<SC7> An Autonomous Win Point is awarded to any Alliance that has completed the following tasks
at the end of the Autonomous Period:

a. Removed the Triball from the Alliance’s Match Load Zone that coincides with their Starting
Tiles. For example, in Figure 18, the red Alliance must remove the Triball that begins in the
bottom-left Match Load Zone, adjacent to Robot 1’s Starting Tiles.
b. Scored at least one Alliance Triball in the Alliance’s own Goal.
c. Ended the Autonomous Period with at least one Robot contacting their own Elevation Bar.
d. Not violated any other rules.

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Safety Rules
<S1> Be safe out there. If at any time the Robot operation or Team actions are deemed unsafe or have
damaged a Field Element or Triball, the offending Team may receive a Disablement and/or Disqualifica-
tion at the discretion of the Head Referee. The Robot will require re-inspection as described in rule <R3>
before it may take the field again.

<S2> Students must be accompanied by an Adult. No Student may attend a VRC event without a
responsible Adult supervising them. The Adult must obey all rules and be careful to not violate Stu-
dent-centered policies, but must be present at the event in the case of an emergency. Violations of this
rule may result in removal from the event.

<S3> Stay inside the field. If a Robot is completely out-of-bounds (outside the playing field), it will be
Disabled for the remainder of the Match.

Note: The intent of this rule is not to penalize Robots for having mechanisms that inadvertently
cross the field perimeter during normal game play. However, mechanisms which cross the field
perimeter intentionally and/or repeatedly while interacting with the Match Load Zone may be
considered a Violation of <S1> at the Head Referee’s discretion.

<S4> Wear safety glasses. All Drive Team Members must wear safety glasses or glasses with side
shields while in the Alliance Stations during Matches. While in the pit area, it is highly recommended that
all Team members wear safety glasses.

General Game Rules


<G1> Treat everyone with respect. All Teams are expected to conduct themselves in a respectful
and professional manner while competing in VEX Robotics Competition events. If a Team or any of its
members (Students or any Adults associated with the Team) are disrespectful or uncivil to event staff,
volunteers, or fellow competitors, they may be Disqualified from a current or upcoming Match. Team
conduct pertaining to <G1> may also impact a Team’s eligibility for judged awards. Repeated or extreme
violations of <G1> could result in a Team being Disqualified from an entire event, depending on the
severity of the situation.

We all can contribute to creating a fun and inclusive event experience for all event
attendees. Some examples include:

When dealing with difficult and stressful situations, it is…


• Okay for Teams to be gracious and supportive when your Alliance partner makes a
mistake.
• Not okay for Teams to harass, tease, or be disrespectful to your Alliance partner
when a Match does not go your way.

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When a Team does not understand a Match ruling or score, it is…


• Okay for Drive Team Members to consult with a Head Referee to discuss a ruling per
the process outlined in <T3> in a calm and respectful manner.
• Not okay for Drive Team Members to continue arguing with the Head Referees after
a decision has been finalized, or for Adults to approach a Head Referee with ruling/
scoring concerns.

When Teams are getting ready for an upcoming Match, it is…


• Okay for Teams in an Alliance to develop a game strategy that utilizes the strengths
of both Robots to cooperatively solve the game.
• Not okay for Teams in an Alliance to intentionally play beneath their abilities to ma-
nipulate the Match results.

This rule exists alongside the REC Foundation Code of Conduct. Violation of the Code of Conduct
can be considered a Major Violation of <G1> and can result in Disqualification from a current Match,
an upcoming Match, an entire event, or (in extreme cases) an entire competition season. The Code of
Conduct can be found at https://vrc-kb.recf.org/hc/en-us/articles/9653987780375-Code-of-Conduct.

Violation Notes: All Violations of <G1> are considered Major Violations and should be addressed
on a case-by-case basis. Teams at risk of a <G1> Violation due to multiple disrespectful or uncivil
behaviors will usually receive a “final warning”, although the Head Referee is not required to
provide one.

<G2> VRC is a student-centered program. Adults may assist Students in urgent situations, but Adults
may never work on or program a Robot without Students on that Team being present and actively
participating. Students must be prepared to demonstrate an active understanding of their Robot’s
construction and programming to judges or event staff.

Some amount of Adult mentorship, teaching, and/or guidance is an expected and


encouraged facet of VEX competitions. No one is born an expert in robotics! However,
obstacles should always be viewed as teaching opportunities, not tasks for an Adult to
solve without Students present and actively participating.

When a mechanism falls off, it is…


• Okay for an Adult to help a Student investigate why it failed, so it can be improved.
• Not okay for an Adult to put the Robot back together.

When a Team encounters a complex programming concept, it is…


• Okay for an Adult to guide a Student through a flowchart to understand its logic.
• Not okay for an Adult to write a premade command for that Student to copy/paste.

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During Match play, it is…


• Okay for an Adult to provide cheerful, positive encouragement as a spectator.
• Not okay for an Adult to explicitly shout step-by-step commands from the audience.

This rule operates in tandem with the REC Foundation Student Centered Policy, which is available on the
REC Foundation website for Teams to reference throughout the season:
https://vrc-kb.recf.org/hc/en-us/articles/9654578622487-Student-Centered-Policy-

Violation Notes: Potential Violations of this rule will be reviewed on a case-by-case basis. By
definition, all Violations of this rule become Match Affecting as soon as a Robot which was built
by an Adult wins a Match.

<G3> Use common sense. When reading and applying the various rules in this document, please
remember that common sense always applies in the VEX Robotics Competition.

For example…

• If there is an obvious typographical error (such as “per <T5>” instead of “per <G5>”),
this does not mean that the error should be taken literally until corrected in a future
update.
• Understand the realities of the VEX V5 Robot construction system. For example, if a
Robot could hover above the Field for a whole Match, that would create loopholes in
many of the rules. But... they can’t. So don’t worry about it.
• When in doubt, if there is no rule prohibiting an action, it is generally legal. However,
if you have to ask whether a given action would violate <S1>, <G1>, or <T1>, then
that’s probably a good indication that it is outside the spirit of the competition.
• In general, Teams will be given the “benefit of the doubt” in the case of accidental or
edge-case rules infractions. However, there is a limit to this allowance, and repeated
or strategic infractions will still be penalized.
• This rule also applies to Robot rules. If a component’s legality cannot be easily /
intuitively discerned by the Robot rules as written, then Teams should expect addi-
tional scrutiny during inspection. This especially applies to those rules which govern
non-VEX components (e.g. <R6>, <R7>, <R8>, etc). There is a difference between
“creativity” and “lawyering”.

<G4> The Robot must represent the skill level of the Team. Each Team must include Drive Team
Members, Programmer(s), Designer(s), and Builder(s). No Student may fulfill any of these roles for more
than one VEX Robotics Competition Team in a given competition season. Students may have more
than one role on the Team, e.g. the Designer may also be the Builder, the Programmer and a Drive Team
Member.

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a. Team members may move from one Team to another for non-strategic reasons outside of the
Team’s control.
i. Examples of permissible moves may include, but are not limited to, illness, changing schools,
conflicts within a Team, or combining/splitting Teams.
ii. Examples of strategic moves in Violation of this rule may include, but are not limited to, one
Programmer “switching” Teams in order to write the same program for multiple Robots, or
one Student writing the Engineering Notebook for multiple Teams.
iii. If a Student leaves a Team to join another Team, <G4> still applies to the Students remaining
on the previous Team. For example, if a Programmer leaves a Team, then that Team’s Robot
must still represent the skill level of the Team without that Programmer. One way to accom-
plish this would be to ensure that the Programmer teaches or trains a “replacement” Pro-
grammer in their absence.
b. When a Team qualifies for a Championship event (e.g., States, Nationals, Worlds, etc.) the
Students on the Team attending the Championship event are expected to be the same Students
on the Team that was awarded the spot. Students can be added as support to the Team, but may
not be added as Drive Team Members or Programmer for the Team.
i. An exception is allowed if one (1) Drive Team Member and / or one (1) Programmer on the
Team cannot attend the event. The Team can make a single substitution of a Drive Team
Member or Programmer for the Championship event with another Student, even if that
Student has competed on a different Team. This Student will now be on this new Team and
may not substitute back to the original Team.

Violation Notes: Violations of this rule will be evaluated on a case-by-case basis, in tandem with
the REC Foundation Student Centered Policy as noted in <G2>, and the REC Foundation Code of
Conduct as noted in <G1>.

Event Partners should bear in mind <G3>, and use common sense when enforcing this
rule. It is not the intent to punish a Team who may change Team members over the
course of a season due to illness, changing schools, conflicts within a Team, etc.

Event Partners and referees are not expected to keep a roster of any Student who has
ever been a Drive Team Member for one day. This rule is intended to block any instance
of loaning or sharing Team members for the sole purpose of gaining a competitive
advantage.

<G5> Robots begin the Match in the starting volume. At the beginning of a Match, each Robot must
be smaller than a volume of 18” (457.2 mm) long by 18” (457.2 mm) wide by 18” (457.2 mm) tall. Using
Field Elements, such as the field perimeter wall, to maintain starting size is only acceptable if the Robot
would still satisfy the constraints of <R4> and pass inspection without the Field Elements.

Violation Notes: Any Violation of this rule will result in the Robot being removed from the
field prior to the start of the Match, and rules <R3d> and <T5> will apply until the situation is
corrected.
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<G6> Keep your Robots together. Robots may not intentionally detach parts during the Match or leave
mechanisms on the field.
Note: Parts which become detached unintentionally and therefore a Minor Violation are no
longer considered “part of a Robot,” and should be ignored for the purposes of any rules which
involve Robot contact or location (e.g., Scoring, Double-Zone, etc.) or Robot size.

Violation Notes: Major Violations of this rule should be rare, as Robots should never be designed
to intentionally violate it. Minor Violations are usually due to Robots being damaged during
gameplay, such as a wheel falling off.

<G7> Don’t clamp your Robot to the field. Robots may not intentionally grasp, grapple, or attach to any
Field Elements other than the Elevation Bars. Strategies with mechanisms that react against multiple
sides of a Field Element in an effort to latch or clamp onto said Field Element are prohibited. The intent
of this rule is to prevent Teams from both unintentionally damaging the field and/or from anchoring
themselves to the field in locations other than the Elevation Bars.

Violation Notes: Major Violations of this rule should be rare, as Robots should never be designed
to intentionally violate it.

<G8> Only Drivers, and only in the Alliance Station. During a Match, each Team may have up to three
(3) Drive Team Members in their Alliance Station, and all Drive Team Members must remain in their
Alliance Station for the duration of the Match.

Drive Team Members are prohibited from any of the following actions during a Match:

a. Bringing/using any sort of communication devices into the Alliance Station. Devices with com-
munication features turned off (e.g., a phone in airplane mode) are allowed.
b. Standing on any sort of object during a Match, regardless of whether the field is on the floor or
elevated.
c. Bringing/using additional materials to simplify the game challenge during a Match.

<G8c> is intended to refer to non-Robot-related items that directly influence gameplay,


such as using a fan to influence opponent Triballs traveling through the air. Provided no
other rules are violated, examples such as the following are not considered violations of
<G8>:

• Materials used before or after a Match, such as a pre-Match alignment aid, or a


carrying case for Robots/Controllers
• Strategic aids, such as a whiteboard or clipboard
• Earplugs, gloves, or other personal accessories

Note: Drive Team Members are the only Team members that are allowed to be in the Alliance
Station during a Match.

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Note 2: During a Match, Robots may be operated only by the Drive Team Members and/or by
software running on the Robot’s control system, in accordance with <R26> and <G10>.
Violation Notes: Major Violations of this rule are not required to be Match Affecting, and could
invoke Violations of other rules, such as <G1>, <G2>, or <G4>.

<G9> Hands out of the field. Drive Team Members are prohibited from making intentional contact with
any Triballs, Field Elements, or Robots during a Match, apart from the contact specified in <G9a>.

a. During the Driver Controlled Period, Drive Team Members may only touch their own Robot if the
Robot has not moved at all during the Match. Touching the Robot in this case is permitted only
for the following reasons:
i. Turning the Robot on or off.
ii. Plugging in a battery.
iii. Plugging in a V5 Robot Radio.
iv. Touching the V5 Robot Brain screen, such as to start a program.
b. Drive Team Members are not permitted to break the plane of the field perimeter at any time
during the Match, apart from the actions described in <G9a>, <SG3>, and <SG6>.
c. Transitive contact, such as contact with the field perimeter that causes the field perimeter to
contact Field Elements or Triballs inside of the field, could be considered a Violation of this rule.

Note: Any concerns regarding Field Element or Triball starting positions should be raised with the
Head Referee prior to the Match. Team members may never adjust the Triballs or Field Elements
themselves.

<G10> Controllers must stay connected to the field. Prior to the beginning of each Match, Drive Team
Members must plug their V5 Controller into the field’s control system. This cable must remain plugged
in for the duration of the Match, and may not be removed until the “all-clear” has been given for Drive
Team Members to retrieve their Robots. See <T23> for more information regarding field control system
options.

Violation Notes: The intent of this rule is to ensure that Robots abide by commands sent by the
tournament software. Temporarily removing the cable to assist with mid-Match troubleshooting,
with an Event Partner or other event technical staff present and assisting, would not be consid-
ered a Violation.

<G11> Autonomous means “no humans.” During the Autonomous Period, Drive Team Members are
not permitted to interact with the Robots in any way, directly or indirectly. This could include, but is not
limited to:

• Activating any controls on their V5 Controllers


• Unplugging or otherwise manually interfering with the field connection in any way

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• Manually triggering sensors (including the Vision Sensor) in any way, even without touching them

Violation Notes: See <G12>.

<G12>All rules still apply in the Autonomous Period. Teams are responsible for the actions of their
Robots at all times, including during the Autonomous Period. Any Violations committed during the
Autonomous Period that affect the outcome of the Autonomous Bonus—whether they are Match
Affecting or not—will result in the Autonomous Bonus being automatically awarded to the opposing
Alliance.

If both Alliances commit Violations during the Autonomous Period that would have affected the
outcome of the Autonomous Bonus, then no Autonomous Bonus will be awarded.

Violation Notes: The intent of this rule is to provide retribution for Violations committed during
the Autonomous Period that are not Match Affecting, and therefore not Major Violations, but do
affect the outcome of the Autonomous Bonus.

<G13>Don’t destroy other Robots. But, be prepared to encounter defense. Strategies aimed solely
at the destruction, damage, tipping over, or Entanglement of opposing Robots are not part of the ethos
of the VEX Robotics Competition and are not allowed.
a. VRC Over Under is intended to be an offensive game. Teams that partake in solely defensive
or destructive strategies will not have the protections implied by <G13> (see <G14>). However,
defensive play which does not involve destructive or illegal strategies is still within the spirit of
this rule.
b. VRC Over Under is also intended to be an interactive game. Some incidental tipping, Entangle-
ment, and damage may occur as a part of normal gameplay without violation. It will be up to the
Head Referee’s discretion whether the interaction was incidental or intentional.
c. A Team is responsible for the actions of its Robot at all times, including the Autonomous Period.
This applies both to Teams that are driving recklessly or potentially causing damage, and to
Teams that drive around with a small wheel base. A Team should design its Robot such that it is
not easily tipped over or damaged by minor contact.

Violation Notes:

• Major Violations of this rule are not required to be Match Affecting. Intentional and/or egre-
gious tipping, Entanglement, or damage may be considered a Major Violation at the Head
Referee’s discretion.
• Repeated Violations within a Match or tournament could be considered a Violation of <G1>
and/or <S1> at the Head Referee’s discretion.

<G14> Offensive Robots get the “benefit of the doubt.” In a case where Head Referees are forced
to make a judgment call regarding a destructive interaction between a defensive and offensive Robot,
or an interaction which results in a questionable Violation, referees will err on the side of the offensive
Robot.
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<G15> You can’t force an opponent into a penalty. Intentional strategies that cause an opponent to
break a rule are not permitted, and will not result in a Violation for the opposing Alliance.

Violation Notes: In most cases, if a Team causes their opponent to break a rule, the Head Referee
will simply not enforce the penalty on that opponent, and it will be considered a Minor Violation
for the guilty Team. However, if the forced situation becomes Match Affecting in favor of the
guilty Team, it will be considered a Major Violation.

<G16> No Holding for more than a 5-count. A Robot may not Hold an opposing Robot for more than a
5-count during the Driver Controlled Period.

For the purposes of this rule, a “count” is defined as an interval of time that is approximately one second
in duration, and “counted-out” by Head Referees verbally.

A Holding count is over when at least one of the following conditions is met:

a. The two Robots are separated by at least two (2) feet (approximately one foam tile).
b. Either Robot has moved at least two (2) feet away (approximately 1 tile) from the location where
the Trapping or Pinning count began.
i. In the case of Lifting, this location is measured from where the Lifted Robot is released, not
from where the Lifting began.
c. The Holding Robot becomes Trapped or Pinned by a different Robot.
i. In this case, the original count would end, and a new count would begin for the newly Held
Robot.
d. In the case of Trapping, if an avenue of escape becomes available due to changing circumstanc-
es in the Match.
After a Holding count ends, a Robot may not resume Holding the same Robot again for another 5-count.
If a Team resumes Holding the same Robot within that 5-count, the original count will resume from
where it ended.

<G17> Use Triballs to play the game. Triballs may not be used to accomplish actions that would be
otherwise illegal if they were attempted by Robot mechanisms (e.g., interfering with an opponent’s
Autonomous routine per <SG9>.)

The intent of this rule is to prohibit Teams from using Triballs as “gloves” to loophole any
rule that states “a Robot may not [do some action]”. This rule is not intended to be taken
in its most extreme literal interpretation, where any interaction between a Triball and a
Robot needs to be scrutinized with the same intensity as if it were a Robot.

Violation Notes: If a rule is Violated through the use of Triballs instead of a Robot mechanism, it
should be evaluated as though the rule in question had been Violated by a Robot mechanism.

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Specific Game Rules


<SG1> Starting a Match. Prior to the start of each Match, the Robot must be placed such that it is:

a. Contacting at least one (1) of their Alliance’s Starting Tiles. See Figure 26.
b. Not contacting any Starting Tiles in the same Offensive Zone as their Alliance partner. One
Robot must be in the red Offensive Zone, and one must be in the blue Offensive Zone. See Figure
20.
c. Not contacting any other gray foam field tiles, including the Match Load Zones.
d. Not contacting any Triballs other than a maximum of one (1) Preload. See rule <SG4>.
e. Not contacting any other Robots.
f. Not contacting any Barriers or Elevation Bars.
i. Contact with the field perimeter and/or Match Load Bars is permitted, but not required.
g. Completely stationary (i.e., no motors or other mechanisms are in motion).

Violation Notes: The Match will not begin until the conditions in this rule are met. If a Robot
cannot meet these conditions in a timely manner, the Robot will be removed from the field and
rules <R3d> and <T5> will apply until the situation is corrected.

Figure 26: The tiles in which Robots can start a Match.

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<SG2> Horizontal expansion is limited. Once the Match begins, Robots may expand, but no hori-
zontal dimension may exceed 36” (914.4 mm) at any point during the Match.

a. This limit refers to “horizontal” expansion relative to the playing field (i.e., it does not “rotate with the
Robot”). For example, Robots which tip over during a Match or change orientation while Elevating
are still subject to a 36” horizontal limit.
b. There is no height limit on Robot expansion.

The following visual references on the field may be used by Head Referees when making
in-Match judgment calls:

• Diagonal of a single field tile (~34”)


• Distance from the Barrier to the Neutral Zone’s single white tape line (~34.5”)
• Width between Goal bases (~39.4”)

Figure 27: Visual references for a Head Referee to determine if


a Robot has exceeded the maximum expansion limit.

Violation Notes:

• The primary intent of this rule is to limit defensive horizontal expansion. As such, Robots who
choose to expand horizontally in the vicinity of opponent Goals or Match Load Bars may be
subject to rule <G14>, and will not receive the “benefit of the doubt” in the case of any Head
Referee judgment calls.
• Because Elevation is an inherently offensive action, a greater “benefit of the doubt” will be
applied to momentary/accidental Minor Violations of this rule during Elevation.

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<SG3> Keep Triballs in the field. Teams may not intentionally remove Triballs from the field.
Although Triballs may accidentally leave the field, doing so intentionally or repeatedly would be a
Violation of this rule.

Triballs that leave the field during Match play, whether intentionally or unintentionally, will be returned
to the field at a location nearest the point at which they exited. Referees will return the Triball to the
field when it is deemed safe to do so, at the leisure of the referee.

Note: Triballs which come to rest on top of a Goal may be retrieved by a Drive Team Member from
the Alliance Station adjacent to the Goal in question. The Triball is then considered a Match Load
for the Alliance who retrieved the Triball. This momentary interaction is an exception to rule <G9>.

<SG4> Each Robot gets one Alliance Triball as a Preload. Prior to the start of each Match, each
Alliance Triball/Preload that is used must be placed such that it is:

a. Contacting one Robot of the same Alliance color as the Preload.


b. Not contacting the same Robot as another Preload.
c. Fully within the field perimeter.

If a Team does not wish to use their Preloads, or if a Robot is not present for their Match, then the
Preloads may be used as Match Load Triballs in accordance with <SG6>.

Violation Notes: See <SG1>.

<SG5> Stay away from nets on the Goals. Becoming Entangled with the net on either Goal is consid-
ered a violation of <S1> and/or <G7>, and will result in a Disablement. Causing an opponent to become
Entangled with the net is considered a violation of <G15> and, at a minimum, will result in a Disablement
for both Teams.

This rule is a specific exception to <G15>. Normally, under <G15>, a Robot which is forced into breaking
a rule (such as being pushed into the net) is not penalized. However, because heavy Robot-to-Robot in-
teraction is expected around the Goals, and Entanglement carries a high risk of playing field damage, any
Robot that becomes Entangled must be Disabled regardless of fault. Robots are responsible for their
own actions and mechanism designs.

Note: Directly manipulating the net structure, such as lifting it from the field in an attempt to add
or remove Triballs, could be considered a Violation of <SG3>, <G7>, and/or <S2> at the Head
Referee’s discretion.

Violation Notes:

• Momentary or incidental contact is expected and is not considered a Violation or Disable-


ment. The rule only becomes invoked once a Robot has become Entangled with a net and the
Head Referee wishes to avoid potential field damage.
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• The Disablement associated with this rule is not considered a Major Violation. It is intended
to be an avenue for the Head Referee to prevent any potential safety concerns and/or
damage to the net.
• Intentional, strategic, or repeated Minor Violations and/or Disablements may escalate to a
Major Violation at the Head Referee’s discretion.
• Disablements last for the remainder of the match, regardless of whether the status that led to
Disablement is resolved or not.

<SG6> Match Load Triballs may be safely introduced during the Match under certain condi-
tions. For the purpose of this rule, “introduce” refers to the moment when a Match Load Triball is no
longer in contact with a human and has crossed the plane of the field perimeter.

During this action, a Drive Team Member’s hand may temporarily break the plane of the field perim-
eter. This momentary interaction is an exception to rule <G9>. Excessive, unnecessary, or unsafe
actions while introducing a Match Load may be considered a Violation of <S1> and/or <G1> at the
Head Referee’s discretion.

Match Load Triballs may be introduced by a Drive Team Member in one of two ways:

1. By placing the Match Load gently onto a Match Load Zone. This may be done at any time
during the Driver Controlled Period, provided that no other rules are Violated.
a. “Throwing,” “rolling,” or otherwise imparting enough energy onto a Triball such that it
bounces out of the Match Load Zone is not permitted.
b. Note that the Match Load Zone refers to the foam tile itself; it is not a three-dimensional
volume. There is no rules-bound limit for how many Triballs may be in the Match Load
Zone at any given time, provided that new Match Loads are placed directly onto the foam
tile without violating any other rules.
2. By placing the Match Load gently onto a Robot from the Drive Team Member’s Alliance.
a. The Robot must be contacting the Match Load Zone or the Match Load Bar.
b. Rules <S1> and <S2> still apply to this interaction; there should be no reason for a Robot
to extend outside of the field perimeter during this action.

Note: Match Load Triballs may only be introduced once the Driver Controlled Period has begun.
During the Autonomous Period, and during the time between the Autonomous and Driver Con-
trolled Periods, Match Load Triballs may not cross the plane of the field perimeter.

<SG7> Possession is limited to one (1) Triball. Robots may not have greater-than-momentary
Possession of more than one Triball at once. Robots in Violation of this rule must immediately stop
all Robot actions except for attempting to remove the excess Triball(s). This rule applies to both
intentional and accidental Possession.

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The intent of this rule is not to punish Robots for pushing Triballs that are in their way; that
is, Robots are free to incidentally drive through Triballs on the field while Possessing an
Triball.

Violation Notes:

• Any intentional Violation by an Alliance who wins the Match will be considered Match Affecting.

Examples of egregious Violations that may immediately escalate to Major Violations include, but
are not limited to:

• Continuing to play other portions of the game (e.g., defensive maneuvers, Elevating) without
attempting to remove excess Triballs for the majority of the Match
• “Accidentally” Possessing an egregious amount of Triballs

<SG8> Stay out of your opponent’s Goal unless they are Double-Zoned. During the time when an
Alliance meets the definition of Double-Zoning, opposing Robots are permitted to “break the plane” of
the Double-Zoning Alliance’s Goal, such as to remove Triballs.
a. This allowance ends once the Alliance is no longer Double-Zoning (i.e., when one or both of the
Robots has returned to the other side of the field or contacted the Long Barrier).
b. Entering an opponent’s Goal at any other time is prohibited. This includes staying inside of an
opponent’s Goal after they end their Double-Zone status.
c. This rule applies to both intentional and unintentional interactions. Teams are responsible for
the actions of their own Robots.
d. This rule only applies during the Driver Controlled Period. Entering an opponent’s Goal is not
permitted at any time during the Autonomous Period.
e. If an Alliance has only one Robot present, then that Alliance can never meet the definition of
Double-Zoning, and therefore its Goal is never open for opponent interactions.

Figure 28: One Robot from each Alliance in their respective Offen- Figure 29: Both Red Robots are in the Blue Offensive
sive Zones; Triballs in Goals are safe. Zone; Red Goal is open for de-scoring by a Blue Robot.

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Figure 30: Both Red Robots are in the Red Offensive Zone; Figure 31: A Red Robot is contacting the Long Barrier; the Red
Red Goal is open for de-scoring by a Blue Robot. Alliance is NOT Double-Zoning, therefore Triballs in Goals are safe.

Violation Notes: Attempting to remove Triballs from an opponent’s Goal is an intentional and
inherently defensive action. Therefore, <G14> will apply to these interactions, and the offensive
Alliance will always receive the “benefit of the doubt” in the case of any close judgment calls
between opposing Robots.

<SG9> Stay in your starting Zone during Autonomous. During the Autonomous Period, Robots
may not contact foam tiles, Triballs, or Field Elements on the opposing Alliance’s side of the Neutral
Zone, or in the opposite Offensive Zone from which they began the Match.

a. <G17> does not apply to this rule, unless egregiously exploited for strategic gain. It is
expected that Triballs which are launched as part of normal Autonomous gameplay may
contact foam tiles on the opponent’s side of the field.

Violation Notes:
• All Violations of this rule (Major or Minor) will result in the Autonomous Bonus being awarded
to the opposing Alliance.
• Intentional, strategic, or egregious violations, such as intentional contact with an opposing
Robot while completely across the Neutral Zone, will be considered Major Violations.

<SG10> Enter the Neutral Zone during Autonomous at your own risk. Any Robot who engages
with the Neutral Zone during the Autonomous Period should be aware that opponent Robots may
also choose to do the same. Per <G11> and <G12>, Teams are responsible for the actions of their
Robots at all times.

a. If opposing Robots contact one another while both engaging with the Neutral Zone, and
a possible <G13> violation results (i.e., damage, Entanglement, or tipping over), then a
judgment call will be made by the Head Referee within the context of <G13> and <G14> just
as it would if the interaction had occurred during the Driver Controlled Period.
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b. In the context of <G14>, the Zones will always determine “offensive”/“defensive” roles
during the Autonomous Period. For example, in Figure 32, the Robots are in the Blue Offen-
sive Zone. Therefore, if an interaction occurred in the Neutral Zone that required a Head
Referee judgment call, then Robot B1 would receive the “benefit of the doubt.”

Figure 32: Two Robots legally inter-


acting within the Neutral Zone.

<SG11> Elevated Robots are protected. During the last 30 seconds of the Match, Robots may not
contact the following:

a. The opposing Alliance’s Elevation Bars


b. Opponent Robots who are contacting their Elevation Bars
c. Opponent Robots who meet the definition of Elevated

The intent of this rule is to prevent potentially damaging defensive interactions with
Robots who are in the process of Elevating. Indirect contact may also be considered a
Minor or Major Violation of <G1>, <G13>, or <SG11> at the Head Referee’s discretion. This
could include actions such as:

• Repeatedly hitting the field perimeter wall that the opponent’s Elevation Bar is con-
nected to
• Repeatedly hitting the Barrier adjacent to the opponent’s Elevation Bar
• Launching Triballs at an Elevated Robots

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Section 3
The Robot
Overview
This section provides rules and requirements for the design and construction of your Robot. A VEX
Robotics Competition Robot is a remotely operated and/or autonomous vehicle designed and built by a
registered VEX Robotics Competition Team to perform specific tasks.

There are specific rules and limitations that apply to the design and construction of your Robot. Please
ensure that you are familiar with these Robot rules before beginning your Robot design. These “inspec-
tion rules” are verified prior to the beginning of each event, in a formal Robot Inspection.

Inspection Rules are “pass/fail”; there are no Major or Minor Violations, only Violations. The penalty for
all Violations is the same, as outlined in <R3d> and <R27>.

Most of these rules are “hard limits,” such as the maximum number of motors permitted. However, some
are “at inspector discretion,” such as determining a mechanism’s potential safety risk. At many events,
the lead inspector and the Head Referee are the same person; if they are not, then the volunteer inspec-
tor should confirm any questionable judgment calls with the Head Referee. The Head Referee has final
authority regarding all Robot rules, since it is ultimately their decision whether a Robot takes the field for
a Match after inspection has concluded (per <R3d> and <R3e>).

Inspection Rules
<R1> One Robot per Team. Only one (1) Robot will be allowed to compete per Team at a given event in
the VEX Robotics Competition. Though it is expected that Teams will make changes to their Robot at
the competition, a Team is limited to only one (1) Robot at a given event. A VEX Robot, for the purposes
of the VEX Robotics Competition, has the following subsystems:

• Subsystem 1: Mobile robotic base including wheels, tracks, legs, or any other mechanism that
allows the Robot to navigate the majority of the flat playing field surface. For a stationary Robot,
the robotic base without wheels would be considered Subsystem 1.
• Subsystem 2: Power and control system that includes a legal VEX battery, a legal VEX control
system, and associated motors for the mobile robotic base.
• Subsystem 3: Additional mechanisms (and associated motors) that allow manipulation of Triballs,
Field Elements, or navigation of field obstacles.

Given the above definitions, a minimum Robot for use in any VEX Robotics Competition event (including
Skills Challenges) must consist of subsystems 1 and 2 above. Thus, if you are swapping out an entire
subsystem 1 or 2, you have now created a second Robot and have Violated this rule.

a. Teams may not compete with one Robot while a second is being modified or assembled at a
competition.

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b. Teams may not have an assembled second Robot on-hand at a competition that is used to repair
or swap parts with the first Robot.
c. Teams may not switch back and forth between multiple Robots during a competition. This
includes using different Robots for Skills Challenges, Qualification Matches and/or Elimination
Matches.
d. Multiple Teams may not use the same Robot. Once a Robot has competed under a given Team
number at an event, it is “their” Robot; no other Teams may compete with it for the duration of
the competition season.

The intent of <R1a>, <R1b>, and <R1c> is to ensure an unambiguous level playing field
for all Teams. Teams are welcome (and encouraged) to improve or modify their Robots
between events, or to collaborate with other Teams to develop the best possible game
solution.

However, a Team who brings and/or competes with two separate Robots at the same
tournament has diminished the efforts of a Team who spent extra design time making
sure that their one Robot can accomplish all of the game’s tasks. A multi-Team organi-
zation that shares a single Robot has diminished the efforts of a multi-Team organiza-
tion who puts in the time, effort, and resources to undergo separate individual design
processes and develop their own Robots.

To help determine if a Robot is a “separate Robot” or not, use the subsystem defini-
tions found in <R1>. Above that, use common sense as referenced in <G3>. If you can
place two Robots on a table next to each other, and they look like two separate legal/
complete Robots (i.e., each has the 3 subsystems defined by <R1>), then they are two
Robots. Trying to decide if changing a screw, a wheel, or a microcontroller constitutes a
separate Robot is missing the intent and spirit of this rule.

<R2> Robots must represent the Team’s skill level. The Robot must be designed, built, and pro-
grammed by members of the Team. Adults are expected to mentor and teach design, building, and Pro-
gramming Skills to the Students on the Team, but may not design, build, or program that Team’s Robot.
See rules <G2> and <G4>.

In VRC, we expect Adults to teach fundamental Robot principles like linkages, drive-
trains, and manipulators, then allow the Students to determine which designs to imple-
ment and build on their Robot.

Similarly, Adults are encouraged to teach the Students how to code various functions
involving applicable sensors and mechanisms, then have the Students program the
Robot from what they have learned.

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<R3> Robots must pass inspection. Every Robot will be required to pass a full inspection before being
cleared to compete. This inspection will ensure that all Robot rules and regulations are met. Initial in-
spections will take place during team registration/practice time. Noncompliance with any Robot design
or construction rule will result in removal from Matches or Disqualification of the Robot at an event until
the Robot is brought back into compliance, as described in the following subclauses.

a. Significant changes to a Robot, such as a partial or full swap of Subsystem 3, must be re-in-
spected before the Robot may compete again.
b. All possible functional Robot configurations must be inspected before being used in compe-
tition. This especially pertains to modular or swappable mechanisms (per <R1>) and Match
starting configurations/sizes (per <R4>).
c. Teams may be requested to submit to random spot inspections by Head Referees. Refusal to
submit will result in Disqualification.
i. If a Robot is determined to be in Violation of a Robot rule before a Match begins, the Robot
will be removed from the field. A Drive Team Member may remain at the field so that the Team
does not get assessed a “no-show” (per <T5>).
d. Robots which have not passed inspection (i.e., that may be in Violation of one or more Robot
rules) will not be permitted to play in any Matches until they have done so. <T5> will apply to any
Matches that occur until the Robot has passed inspection.
e. If a Robot has passed inspection, but is later confirmed to be in Violation of a Robot rule during
or immediately following a Match by a Head Referee, they will be Disqualified from that Match.
This is the only Match that will be affected; any prior Matches that have already been completed
will not be revisited. <R3d> will apply until the Violation is remedied and the Team is re-inspected.
f. All Inspection Rules are to be enforced within the discretion of the Head Referee within a given
event. Robot legality at one event does not automatically imply legality at future events. Robots
which rely on “edge-case” interpretations of subjective rules, such as whether a decoration is
“non-functional” or not, should expect additional scrutiny during inspection.

<R4> Robots must fit within an 18” x 18” x 18” volume.

a. Compliance with this rule must be checked using the official VEX Robotics On-Field Robot Ex-
pansion Sizing Tool: https://www.vexrobotics.com/276-5942.html.
b. Any restraints used to maintain starting size (i.e., zip ties, rubber bands, etc.) must remain
attached to the Robot for the duration of the Match, per <G6>.
c. For the purposes of this rule, it can be assumed that Robots will be inspected and begin each
Match on a flat standard foam field tile.

The official sizing tool is intentionally manufactured with a slightly oversized tolerance.
Therefore, any contact with the sizing tool (i.e., a “paper test”) while being measured
should be considered a clear indication that a Robot is outside of the permitted size.
This tolerance also provides a slight “leeway” for minor protrusions, such as screw
heads or zip ties.
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Other tools, such as custom sizing boxes or the legacy non-expanding VEX Sizing
Tool (276-2086), may be used for informal checks. However, in the event of a conflict
or “close call,” a check with the official On-Field Robot Expansion Sizing Tool takes
precedence.

Although it is not required by <R4>, events may also choose to check that any possible
Robot expansion satisfies the requirements of <SG2> during inspection. The intent of
this check is to help Teams identify any potential Violation risks before their Matches.

<R5> Robots must be safe. The following types of mechanisms and components are NOT allowed:

a. Those that could potentially damage Field Elements or Triballs.


b. Those that could potentially damage other competing Robots.
c. Those that pose an unnecessary risk of Entanglement with other Robots or a net.
d. Those that could pose a potential safety hazard to Drive Team Members, event staff, or other
humans.

<R6> Robots are built from the VEX V5 system. Robots may be built ONLY using official VEX V5 com-
ponents, unless otherwise specifically noted within these rules. Teams are responsible for providing
documentation proving a part’s legality in the event of a question. Examples of documentation include
receipts, part numbers, official VEX websites, or other printed evidence.

a. Products from the VEXpro, VEX EXP, VEX IQ, VEX GO, VEX 123, or VEX Robotics by HEXBUG*
product lines cannot be used for Robot construction, unless specifically allowed by a clause of
<R7> or “cross-listed” as part of the VEX V5 Product lines. For example, Flex Wheels and Versa-
Hubs are VEXpro components that can be found on the VEX “Flex Wheels” page, and are thus
legal: https://www.vexrobotics.com/vrc-flex-wheels.html.
* The HEXBUG brand is a registered trademark belonging to Spin Master Corp

b. The following electronics from the VEX Cortex control system are not permitted.

SKU Description
276-2192 VEXnet Joystick
276-1891 VEXnet Partner Joystick
276-2194 VEX ARM® Cortex-based Microcontroller
276-2245 / 276-3245 VEXnet Key 1.0 / 2.0
276-2177 2-Wire Motor 393
276-2162 3-Wire Servo
276-2210 VEX Flashlight
276-2193 Motor Controller 29

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c. The following electronics from the VEX Cortex control system are permitted.

SKU Description
276-2174 / 276-4859 Limit Switch V1 / V2
276-2159 Bumper Switch
276-2156 Optical Shaft Encoder
276-2216 Potentiometer
276-2155 Ultrasonic Range Finder
276-2176 LED Indicator
276-2333 Yaw Rate Gyroscope
276-2332 Analog Accelerometer V1.0
276-2154 Line Tracker
276-1380 Jumper
276-2158 Light Sensor

d. Components that are unique to the V5 Workcell product line are not permitted. This includes the
following.

SKU Description
276-7151 Robot Arm Metal
276-7152 Robot Brain Mount
276-7153 Input Output Conveyor
276-7720 Disc Feeder
276-7047 V5 Electromagnet

e. VEX IQ pins are permitted.


f. Components obtained from the V5 beta program, including V5 beta firmware, are not legal for
competition use.
i. All V5 beta hardware can be identified by its lighter gray pre-production color. Robot Brains,
Robot Batteries, Controllers, and Vision Sensors from the V5 beta have a “BETA TEST” stamp
on them. Smart Motors and Radios do not have this stamp, but can still be identified by color.
g. Components from the VEXplorer kit that are not found in modern VEX V5 kits are not permitted.
These include (but may not be limited to) electronics, wheels, non-standard gears, and plastic
connectors.
h. Official VEX products are ONLY available from VEX Robotics. All official products are listed on
www.vexrobotics.com.

Using VEX apparel, competition support materials, packaging, or other non-Robot


products on a VEX Robotics Competition Robot goes against the spirit of this rule and is
not permitted.

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<R7> Certain non-VEX components are allowed. Robots are allowed the following additional “non-
VEX” components:

a. Any material strictly used as a color filter or a color marker for a legal sensor, such as the VEX
Light Sensor or the VEX V5 Vision Sensor.
b. Any non-aerosol-based grease or lubricating compound, when used in extreme moderation on
surfaces and locations that do NOT contact the playing field walls, foam field surface, Triballs, or
other Robots.
c. Anti-static compound, when used in extreme moderation (i.e., such that it does not leave residue
on Field Elements, Triballs, or other Robots).
d. Hot glue when used to secure cable connections.
e. An unlimited amount of rope / string, no thicker than 1/4” (6.35mm).
f. Commercially available items used solely for bundling or wrapping of 2-wire, 3-wire, 4-wire, or
V5 Smart Cables, and/or pneumatic tubing are allowed. These items must solely be used for
the purposes of cable/tubing protection, organization, or management. This includes but is
not limited to electrical tape, cable carrier, cable track, etc. It is up to inspectors to determine
whether a component is serving a function beyond protecting and managing cables and tubing.
g. Non-functional 3D printed license plates, per <R8> and <R9>, are permitted. This includes any
supporting structures whose sole purpose is to hold, mount, or display an official license plate.
h. Rubber bands that are identical in length and thickness to those included in the VEX V5 product
line (#32, #64 and 117B).
i. Pneumatic components with identical SMC manufacturer part numbers to those listed on
the VEX website. For more detail regarding legal pneumatic components, see the Legal
VEX Pneumatics Summary document: https://link.vex.com/docs/2022-2023/vrc-spin-up/
LegalPneumatics.
j. Zip ties that are identical in length and thickness to those included in the VEX V5 product line (4”
or 11” long).

<R8> Decorations are allowed. Teams may add non-functional decorations, provided that they do
not affect Robot performance in any significant way or affect the outcome of the Match. These dec-
orations must be in the spirit of the competition. Inspectors will have final say in what is considered
“non-functional.” Unless otherwise specified below, non-functional decorations are governed by all
standard Robot rules.

To be considered “non-functional,” any guards, decals, or other decorations must be backed by


legal materials that provide the same functionality. For example, if a Robot has a giant decal that
prevents Triballs from falling out of the Robot, the decal must be backed by VEX material that would
also prevent the Triballs from falling out. A simple way to check this is to determine if removing the
decoration would impact the performance of the Robot in any way.

a. Anodizing and painting of parts is considered a legal nonfunctional decoration.

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b. Small cameras are permitted as non-functional decorations, provided that any transmitting
functions or wireless communications are disabled. Unusually large cameras being used as
ballast are not permitted.
c. VEX electronics may not be used as non-functional decorations.
d. Decorations that visually mimic Field Elements, or could otherwise interfere with an oppo-
nent’s Vision Sensor, are considered functional and are not permitted. The Inspector and
Head Referee will make the final decision on whether a given decoration or mechanism
violates this rule.
e. Internal power sources (e.g., for a small blinking light) are permitted, provided that no other
rules are violated and this source only provides power to the non-functional decoration (i.e.,
does not directly or indirectly influence any functional portions of the Robot).
f. Decorations which provide feedback to the Robot (e.g., by influencing legal sensors) would
be considered “functional,” and are not permitted.
g. Decorations which provide visual feedback to Drive Team Members (e.g., decorative lighting)
are permitted, provided that they do not violate any other rules and serve no other function
(e.g., structural support).

<R9> Officially registered Team numbers must be displayed on Robot License Plates. To par-
ticipate in an official VEX Robotics Competition event, a Team must first register on robotevents.
com and receive a VRC Team number. This Team number must be displayed on a minimum of two (2)
sides of the Robot using License Plates. Teams may choose to use the official VRC License Plate Kit,
or may create their own.

a. Robots must use plates that match their Alliance color for each Match (i.e., red Alliance
Robots must have their red plates on for the Match). It must be abundantly clear which color
Alliance the Robot belongs to.
i. If both colors of License Plates are mounted on a Robot, then the incorrect color must
be covered, taped over, or otherwise obscured. Since License Plates are considered
non-functional decorations, this is a legal non-functional use of tape.
b. License Plates are considered non-functional decorations (per <R8>), and must fulfill all
relevant Robot rules (e.g., they must fit within the 18” cube, cannot functionally change the
stability or rigidity of the Robot, cause Entanglement, etc.)
c. Team numbers must be in white font, and clearly legible.
d. License Plates must be at least 2.48 inches (63.2mm) tall and 4.48 inches (114mm) wide, i.e.,
at least the height/width dimensions of the plates in the VRC License Plate Kit.

The intent of this rule is to make it immediately apparent to Head Referees which
Alliance and which Team each Robot belongs to, at all times. Being able to “see through”
a Robot arm to the wrong color License Plate on the opposite side of the Robot could
cause confusion, and would be considered a violation of <R8a>.

It will be at the full discretion of the Head Referee and inspector at a given event to
determine whether a given custom License Plate satisfies the criteria listed in <R8>.

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Teams wishing to utilize custom plates should be prepared for the possibility of this
judgment, and ensure that they are prepared to replace any custom parts with official
VEX License Plates if requested. Not bringing official replacement plates to an event will
not be an acceptable reason for overlooking a violation of one or more points in <R8>.

If a Robot must be removed from the Field based on this rule, <R3ci> applies and the
Team should not be issued a “no-show.”

Figure 33: An example of a License Plate Figure 34: An example of a legal custom License Plate
made from the VRC License Plate Kit

<R10> Let go of Triballs after the Match. Robots must be designed to permit easy removal of Triballs
from any mechanism without requiring the Robot to have power after a Match.

<R11> Robots have one microcontroller. Robots must ONLY use one (1) VEX V5 Robot Brain (276-
4810). Any other microcontrollers or processing devices are not allowed, even as non-functional
decorations.

This includes microcontrollers that are part of other VEX product lines, such as VEX Cortex, VEX
EXP, VEXpro, VEX RCR, VEX IQ, VEX GO, or VEX Robotics by HEXBUG. This also includes devices
that are unrelated to VEX, such as Raspberry Pi or Arduino devices.

<R12> Motors are limited. Robots may use any combination of VEX V5 Smart Motors (11W) (276-
4840) and V5 Smart Motors (5.5W) (276-4842), within the following criteria:

a. The combined power of all motors (11W & 5.5W) must not exceed 88W.
b. V5 Smart Motors, connected to Smart Ports, are the only motors that may be used with a V5
Robot Brain. The 3-wire ports may not be used to control motors of any kind.

Examples of legal motor combinations:

Example A B C D E
Qty of 11W Motors: 8 7 6 5 0
Qty of 5.5W Motors: 0 2 4 6 16

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<R13> Electrical power comes from VEX batteries only. Robots may use one (1) V5 Robot Battery
(276-4811) to power the V5 Robot Brain.

a. No other sources of electrical power are permitted, unless used as part of a non-functional
decoration per <R8e>.
b. There are no legal power expanders for the V5 Robot Battery.
c. V5 Robot Batteries may only be charged by a V5 Robot Battery Charger (276-4812 or
276-4841).
d. V5 Wireless Controllers may only be powered by their internal rechargeable battery.
i. Teams are permitted to have an external power source (such as a rechargeable battery
pack) plugged into their V5 Controller during a Match, provided that this power source is
connected safely and does not violate any other rules, such as <G10> or <R15>.
ii. Some events may choose to provide field power for V5 Wireless Controllers. If this is
provided for all Teams at the event, then this is a legal power source for the wireless
remotes.

<R14> No modifications to electronic or pneumatic components are allowed. Motors (including


the internal PTC or V5 Smart Motor firmware), microcontrollers (including V5 Robot Brain firmware),
cables, sensors, controllers, battery packs, reservoirs, solenoids, pneumatic cylinders, and any
other electrical or pneumatics component of the VEX platform may NOT be altered from their
original state in ANY way.

a. External wires on VEX 2-wire or 3-wire electrical components may be repaired by soldering
or using twist/crimp connectors, electrical tape, or shrink tubing such that the original func-
tionality and length are not modified in any way.
i. Wire used in repairs must be identical to VEX wire.
ii. Teams make these repairs at their own risk; incorrect wiring may have undesired results.
b. Teams must use the latest official VEXos firmware updates, found at https://link.vex.com/
firmware. Custom firmware modifications are not permitted.
c. Teams may make the following modifications to the V5 Smart Motor’s user-serviceable
features. This list is all-inclusive; no other modifications are permitted. Where applicable, the
components listed below (in the specific applications listed below) are permissible excep-
tions to <R20>.
i. Replacing the gear cartridge with other official cartridges.
ii. Removing or replacing the screws from the V5 Smart Motor Cap (276-6780).
iii. Removing or replacing the threaded mounting inserts (276-6781).
iv. Aesthetic/non-functional labeling (e.g., markers, stickers, paint, etc.).
d. V5 Smart Motors (11W) must use an official VEX V5 gear cartridge. For the purposes of this
rule, the gear cartridges found within the V5 Smart Motor are considered “part of the motor.”
Therefore, any physical or functional modifications to official gear cartridges is not permit-
ted. 11w V5 Smart Motors may only use official VEX motor cartridges
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e. For the purposes of this rule, the V5 Smart Motor Cap is not considered “part of the motor.”
Therefore, <R15> applies.

<R15> Most modifications to non-electrical components are allowed. Physical modifications,


such as bending or cutting, of legal metal structure or plastic components are permitted.

a. Internal or external mechanical repairs of VEX Limit and Bumper switches are permitted.
i. Modifying the metal arm on the Limit Switch is permitted.
ii. Using components from these devices in other applications is prohibited.
b. Metallurgical modifications that change fundamental material properties, such as heat
treating or melting, are not permitted.
c. Pneumatic tubing may be cut to desired lengths.
d. Fusing/melting the end of legal nylon rope/string (see <R7e>) to prevent fraying is permitted.
e. Welding, soldering, brazing, gluing, or attaching parts to each other in any way that is not
provided within the VEX platform is not permitted.
f. Mechanical fasteners may be secured using Loctite or a similar thread-locking product. This
may ONLY be used for securing hardware, such as screws and nuts.

<R16> Robots use VEXnet. Robots must ONLY utilize the VEXnet system for all wireless Robot
communication.

a. Electronics from the Cortex, VEX EXP, VEXpro, VEX RCR, VEXplorer, VEX IQ, VEX GO, or VEX
Robotics by HEXBUG product line are prohibited unless otherwise noted in <R6c>.
b. V5 Controllers may only be used in conjunction with a V5 Robot Brain.
c. Teams are permitted to use the Bluetooth® capabilities of the V5 Robot Brain and/or V5
Controller in Team pits or outside of Matches. However, VEXnet must be used for wireless
communication during Matches.
d. Teams are permitted to use the Wi-Fi capabilities of the Vision Sensor in Team pits or outside
of Matches. However, the Vision Sensor must have its wireless transmitting functionality
disabled during Matches.

<R17> Give the radio some space. The V5 Radio must be mounted such that no metal surrounds the
radio symbol on the V5 Radio.

It is fine to loosely encapsulate the V5 Radio within Robot structure. The intent of this
rule is to minimize radio connection issues by minimizing obstructions between VEXnet
devices. Burying a radio deep within a Robot may result in Robot communication issues.

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<R18> A limited amount of custom plastic is allowed. Robots may use custom-made parts cut from
certain types of non-shattering plastic. It must be possible to have cut all of the plastic parts on the
Robot from a single 12” x 24” sheet, up to 0.070” thick.

a. The intent of the area/thickness constraints is to limit the number of custom plastic parts used in
Robot construction, not to define an absolute volume. For example, using a sheet which is 0.035”
thick does not permit two 12” x 24” sheets’ worth of parts.
b. Plastic parts do not have to be literally cut from the same original 12” x 24” sheet. However, all
individual parts must be able to “nest” or rearrange into a 12” x 24” area.
i. A collection of parts which theoretically have a total surface area of 288 in2, but cannot be
nested onto a single 12” x 24” sheet, would not be legal. See Figure 35.
c. Plastic may be mechanically altered by cutting, drilling, bending, etc. It cannot be chemically
treated, melted, or cast. Heating polycarbonate to aid in bending is acceptable.
d. Legal plastic types include polycarbonate (Lexan), acetal monopolymer (Delrin), acetal copoly-
mer (Acetron GP), POM (acetal), ABS, PEEK, PET, HDPE, LDPE, Nylon (all grades), Polypropylene,
and FEP.
e. Shattering plastic, such as PMMA (also called Plexiglass, Acrylic, or Perspex), is prohibited.
f. The PET Sheet Variety Pack (276-8340), sold by VEX, is considered “plastic” in the context of this
rule, and is subject to the same limitations as “off-the-shelf” plastic sheets.
g. This rule does not apply to 3D printed plastic parts. 3D printed parts are not permitted in the VEX
Robotics Competition, except as non-functional decorations (per <R8>) or as custom License
Plates (per <R9>).

Note: The phrase “as cut from a single 12” x 24” sheet” is intended to mean that all individual
plastic pieces must be able to theoretically “nest” or rearrange into a 12” x 24” area. The plastic
pieces do not have to be cut from the same original 12” x 24” sheet. Teams are encouraged to
“map” plastic use on a 12”x24” sheet of paper for reference at tournament inspection.

<R19> A limited amount of tape is allowed. Robots may use a small amount of tape for the follow-
ing purposes:

a. To secure any connection between the ends of two (2) VEX cables.
b. To label wires and motors.
c. To cover the backs of license plates (i.e., hiding the “wrong color”).
d. To prevent leaks on the threaded portions of pneumatic fittings. This is the only acceptable
use of Teflon tape.
e. In any other application that would be considered a “non-functional decoration” per <R8>.

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Figure 35: Custom plastic parts must fit within a single 12” x 24” sheet of plastic.

<R20> Certain non-VEX fasteners are allowed. Robots may use the following commercially avail-
able hardware:

a. #4, #6, #8, M3, M3.5, or M4 screws up to 2.5” (63.5mm) long.


b. Shoulder screws cannot have a shoulder length over 0.20” or a diameter over 0.176”.
c. Any commercially available nut, washer, standoff, and/or non-threaded spacer up to 2.5”
(63.5mm) long which fits these screws.

The intent of the rule is to allow Teams to purchase their own commodity hardware
without introducing additional functionality not found in standard VEX equipment. It is
up to inspectors to determine whether the non-VEX hardware has introduced additional
functionality or not.

For the purposes of this rule, weight savings is not considered additional functionality.

If a key component of a Robot’s design relies upon convincing an inspector that a spe-
cialized component is “technically a screw,” it is probably outside of the spirit and intent
of this rule.

All specific dimensions listed in this rule are intended to be ‘nominal’ references to
hardware sizes found within the VEX V5 product line and/or their metric equivalents.

<R21> New VEX parts are legal. Additional VEX components released during the competition
season on www.vexrobotics.com are considered legal for use unless otherwise noted.

Some “new” components may have certain restrictions placed on them upon their release. These
restrictions will be documented in the official Q&A, in a Game Manual Update, or on their respective
product web pages.

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<R22> Pneumatics are limited. A Robot’s pneumatic subsystem must satisfy the following criteria:

a. Teams may use a maximum of two (2) legal VEX pneumatic air reservoirs on a Robot.
b. Pneumatic devices may be charged to a maximum of 100 psi.
c. The compressed air contained inside a pneumatic subsystem can only be used to actuate legal
pneumatic devices (e.g., cylinders).

The intent of <R22a> and <R22b> is to limit Robots to the air pressure stored in two reser-
voir tanks, as well as the normal working air pressure contained in their pneumatic cylinders
and tubing on the Robot. Teams may not use other elements for the purposes of storing or
generating air pressure. Using cylinders or additional pneumatic tubing solely for additional
storage is in Violation of the spirit of this rule.

Using cylinders or additional pneumatic tubing solely for additional storage is in Violation of
the spirit of this rule. Similarly, using pneumatic cylinders and/or tubing without
any air reservoirs is also in Violation of the spirit of this rule.

The intent of <R22c> is to ensure that pneumatics are being used safely. Pressurized
systems, such as a Robot’s pneumatic subsystem, have the potential to be dangerous
if used incorrectly. This rule ensures the safety of participants, and prevents potentially
unsafe uses in the future.

Another way of thinking of <R22c> is that pneumatics should only be used with pneumat-
ics. Teams should not use compressed air as a means of actuating non-pneumatic devices
such as screws, nuts, etc. For example, pulling a pin with a pneumatic cylinder is okay, but
using air to actuate the pin itself is not.

<R23> One or two Controllers per Robot. No more than two (2) VEX V5 Controllers may control a
single Robot.

a. No physical or electrical modification of these Controllers are allowed under any circumstances.
i. Attachments which assist the Drive Team Member in holding or manipulating buttons/joy-
sticks on the V5 Controller are permitted, provided that they do not involve direct physical or
electrical modification of the Controller itself.
b. No other methods of controlling the Robot (light, sound, etc.) are permissible.
i. Using sensor feedback to augment driver control (such as motor encoders or the Vision
Sensor) is permitted.

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<R24> Custom V5 Smart Cables are allowed. Teams who create custom cables acknowledge that
incorrect wiring may have undesired results.

a. Official V5 Smart Cable Stock must be used.


b. Use of non-VEX 4P4C connectors and 4P4C crimping tools is permissible.
c. V5 Smart Cables may only be used for connecting legal electronic devices to the V5 Robot
Brain.

<R25> Keep the power button accessible. The on/off button on the V5 Robot Brain must be ac-
cessible without moving or lifting the Robot. All screens and/or lights must also be easily visible by
competition personnel to assist in diagnosing Robot problems.

<R26> Use a “Competition Template” for programming. The Robot must be programmed to follow
control directions provided by the VEXnet Field Controllers or Smart Field Control system.

During the Autonomous Period, Drive Team Members will not be allowed to use their V5 Controllers. As
such, Teams are responsible for programming their Robot with custom software if they want to perform
in the Autonomous Period. Robots must be programmed to follow control directions provided by the
field controls (i.e., ignore wireless input during the Autonomous Period, disable at the end of the Driver
Controlled Period, etc.).

Teams must use a provided “competition template” or functional equivalent to accomplish this. This
will be tested in inspection, where Robots will be required to pass a functional “enable/disable” test. For
more information on this, Teams should consult the help guides produced by the developers of their
chosen programming software.

<R27> There is a difference between accidentally and willfully violating a Robot rule. Any violation
of Robot rules, accidental or intentional, will result in a Team being unable to play until they pass inspec-
tion (per <R3d>).

However, Teams who intentionally and/or knowingly circumvent or violate rules to gain an advantage
over their fellow competitors are in violation of the spirit and ethos of the competition. Any Violation of
this sort may be considered a violation of <G1> and/or the REC Foundation Code of Conduct.

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Section 4
The Tournament
Overview
VEX Robotics Competition Matches are played in a Head-to-Head tournament format. Head-to-Head
Tournaments consist of Qualification Matches and Elimination Matches. Qualification Matches are used
to rank Teams based on Win Points (WP), Autonomous Points (AP), and Strength of Schedule Points
(SP). The top-ranked Teams will then form Alliances to participate in Elimination Matches and determine
the tournament champions. For information about the requirements for tournaments that qualify teams
to championship events, visit this article in the REC Library.

This section refers primarily to Head-to-Head Matches. For other types of Matches, see Appendices B &
C.

Tournament Definitions
Alliance Captain – One of the Teams with the privilege of inviting another available Team to form an
Alliance for the Elimination Matches. See <T18>.

Alliance Selection – The process of choosing the permanent Alliances for the Elimination Matches.
Alliance Selection proceeds as follows:

1. The highest-ranked Team at the end of Qualification Matches becomes the first Alliance Captain.
2. The Alliance Captain invites another Team to join their Alliance.
3. The invited Team Representative either accepts or declines as outlined in <T18>.
4. The next-highest-ranked Team becomes the next Alliance Captain.
5. Alliance Captains continue to select their Alliances in this order until all Alliances are formed for
the Elimination Matches.

Autonomous Points (AP) – The second basis of ranking Teams. An Alliance who wins the Autonomous
Bonus during a Qualification Match earns eight (8) Autonomous Points. In the event of a tie, both Allianc-
es will receive four (4) Autonomous Points.

Autonomous Win Point – One (1) Win Point (WP) given to an Alliance that completes the tasks de-
scribed in <SC7>, by the end of the Autonomous Period. Both Alliances can earn this WP if both Allianc-
es accomplish this task.

Bye – An Elimination Match in which an Alliance automatically advances to the next round of tournament
play without competing.

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Elimination Bracket – A schedule of Elimination Matches for eight (8) to sixteen (16) Alliances. See
<T19>.

Elimination Match – A Match used in the process of determining the champion Alliance. Alliances of
two (2) Teams face off according to the Elimination Bracket; the winning Alliance moves on to the next
round.

Event Partner – The volunteer VEX Robotics Competition tournament coordinator who serves as an
overall manager for the volunteers, venue, event materials, and all other event considerations. Event
Partners serve as the official liaison between the REC Foundation, the event volunteers, and event
attendees.

Head Referee – A certified impartial volunteer responsible for enforcing the rules in this manual as
written. Head Referees are the only individuals who may discuss ruling interpretations or scoring ques-
tions with Teams at an event. Large events (e.g., Signature Events, World Championships, etc.) might
include multiple Head Referees at the Event Partner’s discretion.

Match Schedule – A list of Matches that is generated at the start of an event. The Match Schedule
includes the predetermined, randomly-paired Alliances that will be competing in each Qualification
Match, and the expected start times for these Matches. The Match Schedule may be subject to change
at the Event Partner’s discretion.

Figure 36: An example of a Qualification Match Schedule

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Practice Match – A Match used to provide time for Teams and volunteers to get acquainted with the
official playing field and procedures. Practice Matches earn Teams zero (0) Win Points, Autonomous
Points, and Strength of Schedule Points.

Qualification Match – A Match used to determine Team rankings for Alliance Selection. Each Qualifica-
tion Match consists of two Alliances competing to earn Win Points, Autonomous Points, and Strength of
Schedule Points.

Scorekeeper Referee – An impartial volunteer responsible for tallying scores at the end of a Match.
Scorekeeper Referees do not make ruling interpretations, and should redirect any Team questions
regarding rules or scores to a Head Referee.

Strength of Schedule Points (SP) – The third basis of ranking Teams. Strength of Schedule Points are
equivalent to the score of the losing Alliance in a Qualification Match. In the event of a tie, both Alliances
receive SP’s equal to the tie score. If both Teams on an Alliance are Disqualified, the Teams on the not
Disqualified Alliance will receive their own score as SP’s for that Match.

Time Out – A single break period no greater than three minutes (3:00) allotted for each Alliance during
the Elimination Bracket. See <T9>.

Win Points (WP) – The first basis of ranking Teams. Teams will receive zero (0), one (1), two (2), or three
(3) Win Points for each Qualification Match. Unless a Team is Disqualified, both Teams on an Alliance
always earn the same number of WP’s.

• One (1) WP is awarded for completing the Autonomous Win Point task(s).
• Two (2) WP’s are awarded for winning a Qualification Match.
• One (1) WP is awarded for tying a Qualification Match.
• Zero (0) WP’s are awarded for losing a Qualification Match.

Win Percentage (WP) – Replaces Win Points in a league event. Win Percentage is calculated by the
number of wins divided by the number of Qualification Matches the team plays. In cases of a tie, the
Team is given a 0.5 number of “wins” for that match. The Autonomous Win Point is also considered 0.5
“wins,” added to the total number of wins.

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Tournament Rules
<T1> Head Referees have ultimate and final authority on all gameplay ruling decisions during the
competition.

a. Scorekeeper Referees score the Match, and may serve as observers or advisers for Head
Referees, but may not determine any rules or infractions directly.
b. When issuing a Major Violation or Minor Violation to a Team, Head Referees must provide the
rule number of the specific rule that has been Violated, and record the Violation on the Match
Anomaly Log
c. Violations of the REC Foundation Code of Conduct may involve additional escalation beyond
a Head Referee’s initial ruling, including (but not limited to) investigation by an REC Foundation
representative. Rules <S1>, <G1>, and <G2> are the only rules for which this escalation may be
required.
d. Event Partners may not overrule a Head Referee’s decision.
e. Every Qualification Match and Elimination Match must be watched by a Head Referee.

Note from the VEX GDC: The rules contained in this Game Manual are written to be
enforced by human Head Referees. Many rules have “black-and-white” criteria that can
be easily checked. However, some rulings will rely on a judgment call from this human
Head Referee. In these cases, Head Referees will make their calls based on what they
and the Scorekeeper Referees saw, what guidance is provided by their official support
materials (the Game Manual and the Q&A), and most crucially, the context of the Match
in question.

The VEX Robotics Competition does not have video replay, our fields do not have
absolute sensors to count scores, and most events do not have the resources for an
extensive review conference between each Match.

When an ambiguous rule results in a controversial call, there is a natural instinct to


wonder what the “right” ruling “should have been,” or what the GDC “would have ruled.”
This is ultimately an irrelevant question; our answer is that when a rule specifies “Head
Referee’s discretion” (or similar), then the “right” call is the one made by a Head Referee
in the moment. The VEX GDC designs games, and writes rules, with this expectation
(constraint) in mind.

<T2> Head Referees must be qualified. Head Referees must have the following qualifications:

a. Be at least 20 years of age.


b. Be approved by the Event Partner.
c. Be an REC Foundation Certified VRC Head Referee for the current season.

Note: Scorekeeper Referees must be at least 15 years of age, and must be approved by the Event
Partner.
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Head Referees should demonstrate the following attributes:

• Thorough knowledge of the current game and rules of play


• Effective decision-making skills
• Attention to detail
• Ability to work effectively as a member of a team
• Ability to be confident and assertive when necessary
• Strong communication and diplomacy skills

<T3> The Drive Team is permitted to immediately appeal a Head Referee’s ruling. If Drive Team
Members wish to dispute a score or ruling, they must stay in the Alliance Station until the Head Referee
from the Match talks with them. The Head Referee may choose to meet with the Drive Team Members
at another location and/or at a later time so that the Head Referee has time to reference materials or
resources to help with the decision. Once the Head Referee announces that their decision has been
made final, the issue is over and no more appeals may be made (See rule <T1>).

a. Head Referees may not review any photo or video Match recordings when determining a score
or ruling.
b. Head Referees are the only individuals permitted to explain a rule, Disqualification, Violation,
warning, or other penalty to the Teams. Teams should never consult other field personnel, in-
cluding Scorekeeper Referees, regarding a ruling clarification.

Communication and conflict resolution skills are an important life skill for Students to practice and
learn. In VEX Robotics Competitions, we expect Students to practice proper conflict resolution using
the proper chain of command. Violations of this rule may be considered a Violation of <G1> and/or the
Code of Conduct.

Some events may choose to utilize a “question box” or other designated location for
discussions with Head Referees. Offering a “question box” is within the discretion of the
Event Partner and/or Head Referee, and may act as an alternate option for asking Drive
Team Members to remain in the Alliance Station (although all other aspects of this rule
apply).

However, by using this alternate location, Drive Team Members acknowledge that they
are forfeiting the opportunity to use any contextual information involving the specific
state of the field at the end of the Match. For example, it is impossible to appeal whether
a game element was Scored or not if the field has already been reset. If this informa-
tion is pertinent to the appeal, Drive Team Members should still remain in the Alliance
Station, and relocate to the “question box” once the Head Referee has been made
aware of the concern and/or any relevant context.

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VEX Robotics Competition Over Under - Game Manual

<T4> The Event Partner has ultimate authority regarding all non-gameplay decisions during an
event. The Game Manual is intended to provide a set of rules for successfully playing VRC Over Under;
it is not intended to be an exhaustive compilation of guidelines for running a VEX Robotics Competition
event. Rules such as, but not limited to, the following examples are at the discretion of the Event Partner
and should be treated with the same respect as the Game Manual.

• Venue access
• Pit spaces
• Health and safety
• Team registration and/or competition eligibility
• Team conduct away from competition fields

This rule exists alongside <G1>, <S1>, and <G3>. Even though there isn’t a rule that says
“don’t steal from the concession stand,” it would still be within an Event Partner’s au-
thority to remove a thief from the competition.

<T5> A Team’s Robot and/or Drive Team Member should attend every Match. A Robot or a Student
member of the Team must report to the field for the Team’s assigned Match, even if the Robot is not
functional. If no Student Drive Team Members report to the field, the Team will be considered a “no-
show” and receive zero (0) WP’s, AP’s, and SP’s.

<T6> Robots at the field must be ready to play. If a Team brings their Robot to the field, it must be
prepared to play (i.e., batteries charged, sized within the starting size constraint, displaying only the
correct Alliance-color license plates, etc.).

a. Teams who use VEX pneumatics must have their systems charged before they place the Robot
on the field.
b. Robots must be placed on the field promptly. Repeated failure to do so could result in a violation
of <G1>. The exact definition of the term “promptly” is at the discretion of the Head Referee and
Event Partner, who will consider event schedule, previous warnings or delays, etc.
c. If a Robot is delaying the scheduled start of a Match, it may be removed from the field at the
discretion of the Head Referee and Event Partner. A Drive Team Member may remain at the field
so that the Team does not get assessed a “no-show” (per <T5>).

<T7> Match replays are allowed, but rare. Match replays (i.e., playing a Match over again from its start)
must be agreed upon by both the Event Partner and Head Referee, and will only be issued in the most
extreme circumstances. Some example situations that may warrant a Match replay are as follows:

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VEX Robotics Competition Over Under - Game Manual

a. Match Affecting “field fault” issues.


i. Game Elements not starting in the correct positions.
ii. Tape lines lifting.
iii. Field Elements detaching or moving beyond normal tolerances (not as a result of Robot
interactions).
iv. The Autonomous Period or Driver Controlled Period ending early.
v. Field control disconnecting or disabling Robots. Note, this is sometimes confused with
a Robot whose motors have overheated, or bent pins on a controller’s competition port
causing intermittent drop-outs. In general, any true field fault will impact both Alliances
simultaneously, not one Robot at a time.
b. A V5 Robot Brain lockup that is outside of the Team’s control and results in a complete shutdown
of the Robot. To qualify for a Match replay, all of the following criteria must be met:
i. The screen on the V5 Brain turning completely white, including the status bar at the top of
the screen.
ii. The Brain becoming unresponsive to any inputs from Controllers or sensors.
iii. The Brain becoming unresponsive to the “power” button on the Brain (i.e., the only way to
reboot the Brain is to remove the battery).
iv. All connected devices not showing a solid red light at their Smart Port connections (i.e.,
blinking or off).
c. Match Affecting game rule issues.
i. Head Referee disables a Robot for a misinterpretation of a rule Violation.
ii. Head Referee starts the Driver Controlled Period of the Match without determining the
outcome of the Autonomous Period winner.
iii. The field is reset before a score is determined.

<T8> Disqualifications. When a Team receives a Disqualification in a Qualification Match, they receive
zero (0) Win Points, Autonomous Win Points, Autonomous Points, and Strength of Schedule Points.

a. If the Team receiving the Disqualification is on the winning Alliance, then Teams on the opposing
Alliance who are not also Disqualified will receive the win for the Match and two (2) WP.
i. The Team’s non-Disqualified Alliance Partner is unaffected, i.e. they will receive the win for
the Match and two (2) WP.
b. If the Match was a tie, then each Team on the opposing Alliance (the Alliance that did not receive
the Disqualification) will receive the win for the Match and two (2) WP. If both Alliances have a
Team receiving a Disqualification, then all non-Disqualified Teams will receive a tie for the Match
and one (1) WP.
c. Autonomous Win Points are not given to Teams that receive a Disqualification, and are not auto-
matically awarded to the opposing Alliance.
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VEX Robotics Competition Over Under - Game Manual

When a Team is Disqualified in an Elimination Match, the entire Alliance is Disqualified; they receive a loss
for the Match, and the opposing Alliance is awarded the win. If both Alliances receive a Disqualification in
an Elimination Match, both Alliances receive a loss and will play another Match to determine a winner.

Note: If a Team is Disqualified in a Robot Skills Match, a score of zero (0) will be recorded for that
Match.

<T9> Each Elimination Alliance gets one Time Out. Each Alliance may request one (1) Time Out during
the Elimination Bracket between Elimination Matches, as permitted by the Head Referee and Event
Partner. Alliances may not use their Time Out during a Match.

<T10> Be prepared for minor field variance. Field Element tolerances may vary from nominal by up to
±1.0”, unless otherwise specified in this Game Manual, Official Q&A, or Appendix A. Triball weights may
vary from nominal by up to ±20 grams. Teams are encouraged to design their Robots accordingly. Please
make sure to check Appendix A for more specific nominal dimensions and tolerances.

Triball placement at the beginning of Matches may vary from nominal by up to ±1” (25.4mm). The rotation
of Triballs is not specified.

<T11> Fields may be repaired at the Event Partner’s discretion. All competition fields at an event must
be set up in accordance with the specifications in Appendix A and/or other applicable Appendices. Minor
aesthetic customizations or repairs are permitted, provided that they do not impact gameplay (see <T4>).

Examples of permissible modifications include, but are not limited to:

• Applying threadlocker to Field Element mounting hardware


• Taping over a hole in a damaged Net
• Using non-VEX white electrical tape to add required lines to the field

Examples of prohibited modifications include, but are not limited to:

• Unofficial field perimeter walls, additional structural elements inside of the field perimeter, or
unofficial/replica Field Elements
• Additional VEX structural parts attached to a Field Element
• An unofficial replacement net
• Replacing the opaque field walls on the VEX Portable Competition Field Perimeter with transpar-
ent panels
Any specific repairs and/or modifications which pertain to the current season’s game will be document-
ed in this rule and Appendix A, as needed.

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<T12> The red Alliance places last. The red Alliance has the right to place its Robots on the field last in
both Qualification Matches and Elimination Matches. Once a Team has placed its Robot on the field, its
position cannot be readjusted prior to the Match. If a Team chooses to reposition their Robot after it has
already been placed, the opposing Alliance will also be given the opportunity to reposition their Robots
promptly.

<T13> Qualification Matches follow the Match schedule. A Qualification Match Schedule will be avail-
able on the day of competition. The Match Schedule will indicate Alliance partners, Match pairings, and
Alliance colors for each Match. For tournaments with multiple fields, the schedule will indicate which field
each Match will take place on. The Match Schedule is subject to change at the Event Partner’s discretion.
Any multi-division event must be approved by the REC Foundation EEM/RSM prior to the event, and divi-
sions must be assigned in sequential order by Team number.

<T14> Each Team will have at least six Qualification Matches

a. When in a tournament, the tournament must have a minimum of six (6) Qualification Matches per
Team. The suggested amount of Qualification Matches per Team for a standard tournament is eight
(8) and up to ten (10) for a championship event.
b. When in a league, there must be at least three (3) league ranking sessions, with at least one (1) week
between sessions. Each session must have a minimum of two (2) Qualification Matches per Team.
The suggested amount of Qualification Matches per Team for a standard league ranking session is
four (4). Leagues will have a championship session where elimination rounds will be played. Event
Partners may choose to have Qualification Matches as part of their championship session.

<T15> Qualification Matches contribute to a Team’s ranking for Alliance Selection

a. When in a tournament, every Team will be ranked based on the same number of Qualification
Matches.
b. When in a league, every Team will be ranked based on the number of Matches played. Teams that
participate at least 60% of the total Matches available will be ranked above Teams that participate
in less than 60% of the total Matches available; e.g., if the league offers 3 ranking sessions with 4
Qualification Matches per Team, teams that participate in 8 or more Matches will be ranked higher
than Teams who participate in 7 or fewer Matches. Being a no-show to a Match that a Team is
scheduled in still constitutes participation for these calculations.
c. In some cases, a Team will be asked to play an additional Qualification Match. The extra Match will
be identified on the Match Schedule with an asterisk; WP’s, AP’s, and SP’s for that Qualification
Match will not impact a Team’s ranking, and will not affect participation percentage for leagues.
i. Teams are reminded that <G1> is always in effect and Teams are expected to behave as if the
additional Qualification Match counted.

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VEX Robotics Competition Over Under - Game Manual

ii. In Leagues, Teams may have a different number of Qualification Matches. Rankings are
determined by the Win Percentage, which is the number of wins divided by the number of
Qualification Matches that Teams has played.

<T16> Qualification Match tiebreakers. Team rankings are determined throughout Qualification
Matches as follows:

a. Average Win Points (WP / Number of Matches played)


b. Average Autonomous Points (AP / Number of Matches played)
c. Average Strength of Schedule Points (SP / Number of Matches played)
d. Highest Match score
e. Second highest Match score
f. Random electronic draw

<T17> Send a Student representative to Alliance Selection. Each Team must send one (1) Student
representative to the playing field (or other designated area) to participate in Alliance Selection. If the
Team Representative fails to report in for Alliance Selection, their Team will be ineligible for participation
in the Alliance Selection process.

<T18> Each Team may only be invited once to join one Alliance. If a Team representative declines
an Alliance Captain’s invitation during Alliance Selection, that Team is no longer eligible to be selected
by another Alliance Captain. However, they are still eligible to play Elimination Matches as an Alliance
Captain.

For example:

• Alliance Captain 1 invites Team ABC to join their Alliance.


• Team ABC declines the invitation.
• No other Alliance Captains may invite Team ABC to join their Alliance.
• However, Team ABC may still form their own Alliance, if Team ABC ranked high enough after
Qualification Matches to become an Alliance Captain.

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VEX Robotics Competition Over Under - Game Manual

<T19> Elimination Matches follow the Elimination Bracket. A sixteen (16) Alliance bracket plays as
shown in Figure 37:

Figure 37: A 16-Alliance bracket

If an event is run with fewer than sixteen (16) Alliances, then they will use the bracket shown above, with
Byes awarded when there is no applicable Alliance. For example, in a tournament with twelve (12) Alli-
ances, Alliances 1, 2, 3, & 4 would automatically advance to the Quarterfinals.

Thus, an eight (8) Alliance bracket would run as shown in Figure 38:

Figure 38: An 8-Alliance bracket

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VEX Robotics Competition Over Under - Game Manual

<T20> Elimination Matches are a blend of “Best of 1” and “Best of 3.” “Best of 1” means that the
winning Alliance in each Match advances to the next round of the Elimination Bracket. “Best of 3” means
that the first Alliance to reach two wins will advance.

See the Flowchart in Figure 39 for more information.

Figure 39: The process for determining how Elimination Matches should be played.

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VEX Robotics Competition Over Under - Game Manual

<T21> Small tournaments may have fewer Alliances. The number of Alliances for a given event is
determined as follows:

# of Teams # of Elimination Alliances


32+ 16
24-31 12
16-23 8
# of Teams divided by
<16
2, less any remainder

<T22> Fields at an event must be consistent with each other. There are many types of permissible
aesthetic and/or logistical modifications that may be made to competition fields at the Event Partner’s
discretion. If an event has multiple Head-to-Head competition fields, they must all incorporate the same
permissible/applicable modifications. For example, if one field is elevated, then all Head-to-Head com-
petition fields must be elevated to the same height.

Examples of these modifications may include, but are not limited to:

• Elevating the playing field off of the floor (common heights are 12” to 24” [30.5cm to 61cm])
• Field control systems (see <T23>)
• Field display monitors
• Field perimeter decorations (e.g., LED lights, sponsor decals on polycarbonate panels)
• Field perimeter type (see <T24>)
• Utilizing the VEX GPS Field Code Strips

Note: If an event has dedicated fields for Skills Challenge Matches, there is no requirement for
them to have the same consistent modifications as the Head-to-Head fields. See <RSC6> for
more details.

<T23> There are three types of field control that may be used:

1. A VEXnet Field Controller, which connects to a Controller’s competition port via Cat-5 cable.
2. A V5 Event Brain, which connects to a Controller via Smart Cable.
3. A VEXnet Competition Switch, which connects to a Controller’s competition port via Cat-5
cable, may only be used in Practice Matches or Robot Skills Matches, and only under extreme
circumstances.
If an event has multiple fields, then all fields of the same game type must use the same control system,
in accordance with <T23> and <RSC6>. For example, it would be permissible for Head-to-Head com-
petition fields to use V5 Event Brains, and for Skills Challenge fields to use VEXnet Field Controllers.
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VEX Robotics Competition Over Under - Game Manual

However, it would not be permissible for one Head-to-Head field to use a V5 Event Brain while another
Head-to-Head field uses a VEXnet Field Controller.

Note: Event Partners may only use the official, unmodified version of Tournament Manager along
with approved hardware and networking solutions found in the REC Library. Using non-standard
software and hardware will not be supported by the REC Foundation or VEX Robotics and is
done at your own risk. For questions, please contact your REC Foundation Manager.

<T24>There are two types of Field Perimeter that may be used:

1. VEX Metal Competition Field Perimeter (SKU 278-1501)


2. VEX Portable Competition Field Perimeter (SKU 276-8242)

See Appendix A for more details.

If an event has multiple fields, then all fields of the same game type must use the same Field Perimeter
type, in accordance with <T22> and <RSC6>. For example, it would be permissible for Head-to-Head
competition fields to use metal Field Perimeters, and for Skills Challenge fields to use Portable Field
Perimeters. However, it would not be permissible for one Head-to-Head field to use a metal Field Perim-
eter, while other Head-to-Head fields use Portable Field Perimeters.

Note: See <RSC6> for more details specific to Skills Challenge fields.

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2023 - 2024
Appendix A - Field Overview and Specifications
VEX Robotics Competition Over Under - Game Manual

Appendix A - Field Overview


Game Field Introduction
This document will provide Bill of Materials (BOM) information and detailed specifications for the Official
Competition Field.

Teams who do not need an “official” field should refer to the separate low-cost field guide for cost re-
duction options. Teams assembling the full field should refer to the separate VEX Robotics Competition
Over Under Field Build Instructions.

Please note: this field can utilize both the VEX Portable Competition Field Perimeter (276-8242) and
the VEX Competition Field Perimeter (278-1501) developed by VEX Robotics. Instructions and specifi-
cations for these field perimeters are available in separate documents and are important for the field
assembly.

This document is divided up into three sections:


1. Field Overview
2. Field BOM
3. Field Specifications

There is also an accompanying STEP file which can be imported into most 3D modeling programs (e.g.,
Inventor, Sketchup, Solidworks, etc.). This 3D model shows the “official” setup of a VEX Robotics Com-
petition - Over Under competition field, as well as detailed models of individual Field Elements.

For additional game-play detail, please refer to the VEX Robotics Competition Over Under Game
Manual.

A1
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Field Overview
The game VEX Robotics Competition Over Under is played on a 12ft x 12ft foam mat, surrounded by a
perimeter, and divided in half by a barrier spanning the length of the field.

The VRC Over Under field consists of sixty (60) Triballs. Each Alliance has one (1) Goal, two (2) Match
Load Zones and one (1) set of Alliance Elevation Bars. Each half of the field includes an Offensive Zone,
which is partially defined by the Barrier and Goals. A Goal is located alongside the wall closest to each
Alliance Station.

Fore more details and specific gameplay rules, please refer to the VEX Robotics Competition Over
Under Game Manual.

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Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Game Objects & Field Bill of Materials


All of these items are available for purchase from www.vexrobotics.com

Generic Field Elements - Reusable Each Year

Part Number Description


278-1501 VRC Field Perimeter Frame & Hardware
276-8242 VRC Portable Competition Field Perimeter
276-6905 VRC Anti-Static Field Tiles (18-Pack)
275-1401 VRC VEXnet Field Controller

Official VEX Robotics Competition Over Under Specific Elements

Part Number Description Quantity per Full Field


276-8354 VRC Over Under Full Field & Game Element Kit
276-8355 VRC Over Under Game Element Kit 2
276-8356 VRC Over Under Field Element Kit 1 1
276-8357 VRC Over Under Field Element Kit 2 1
276-8905 VRC Over Under Field Element Kit 3 1

Practice Elements

Part Number Description


276-8355 VRC Over Under Game Element Kit
276-XXXX VRC Over Under Scoring Element Kit

A3
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Field Specifications Introduction


This section will outline the specifications that are most important to Teams designing a Robot to
compete in the VEX Robotics Competition Over Under. Though many of the critical dimensions are
included in this section, it may be necessary to consult the separate assembly guide and 3D CAD
models of the field for an additional level of detail. If you can’t find a dimension in the specifications, we
include a full model of the field to “virtually” measure whatever dimension is necessary.

Field components may vary slightly from event to event. This is to be expected; Teams will need to
adapt accordingly. It is good design practice to create mechanisms capable of accommodating vari-
ances in the field and game pieces.

Note: Minor field repairs are permissible, provided that the repairs do not affect gameplay.
Examples of minor field repairs include (but are not limited to) threadlocker applied to Field
Element mounting hardware or tape over a hole in a damaged Net. Be sure to check the Official
Q&A for specific examples or to get an official clarification.

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Copyright 2023, VEX Robotics Inc.
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VEX Robotics Competition Over Under - Game Manual

Scoring Objects are placed as follows before the start of each Match
1. (2x) Alliance colored triballs for preload. One per team.
2. (22x) Triballs outside the field for Alliance match loads.
3. (1x) Triball centered under the low elevation bar.
4. (1x) Triball touching the Barrier half way between the Autonomous Line and the
Elevation Bar on the side of the Autonomous Line without a neutral zone.
5. (1x) Triball touching the Barrier and the Autonomous Line.
6. (1x) Triball between the Goal and the Barrier on the Autonomous Line.
7. (1x) Triball in each Match Load Zone.

6 7
4

2

3

3
Au
die
nc 4
eV 6
iew 5 2

Description
2023-2024 Game Objet Placement
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 1 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A5
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Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Reference Object Placement Image:

Audience View

Description
2022-2023 Game Object Placement (2)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 2 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A6
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Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Reference Object Placement Skills Layout Image:

Audience View

Description
2022-2023 Game Object Placement (3)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 3 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A7
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Field Critical Specs (276- 8242):

Wall to Wall
140.40
Inside

2.00
Wall Width

140.40
Wall Height

Inside
Wall to Wall
11.54

Field Critical Dimensions


• ~140.40" Square Wall to Wall, Inside
• 11.54" Wall Height
• 2.00" Wall Thickness

NOTE:
Some events not using anti-static field
tiles may elect to use Techspray 1726-QT,
or a suitable replacment, to prevent static
buildup on the foam tiles.

Description
Field Perimeter Specifications
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 4 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

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Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Field Critical Specs (278- 1501):

1.27
Wall Width
Wall to Wall
140.50
Inside
Wall Height
11.50

140.50
Inside
Wall to Wall

Field Critical Dimensions


• ~140.5" Square Wall to Wall, Inside
• 11.5" Wall Height
• 1.27" Wall Thickness

NOTE:
Some events not using anti-static field
tiles may elect to use Techspray 1726-QT,
or a suitable replacment, to prevent static
buildup on the foam tiles.

Description
Field Perimeter Specifications (2)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 5 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

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Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Triball Specs:

7.00

5.39
6.18

Description
2023-2024 Game Specifications Mass: 110 20 Grams
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 6 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A10
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VEX Robotics Competition Over Under - Game Manual

Goal Specs:

23.08
47.13

39.37
5.78
3.18

Description
2023-2024 Game Specifications (2)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 7 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

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Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Goal Specs:

14.27°
19.20 5.78

Description
2023-2024 Game Specifications (3)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 8 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A12
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VEX Robotics Competition Over Under - Game Manual

Barrier Specs:

21.89
91.88

94.25

24.59
21.89

2.38 TYP

46.75
49.18
Description
2023-2024 Game Specifications (4)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 9 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A13
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VEX Robotics Competition Over Under - Game Manual

Barrier Specs:

2.38
2.88 TYP
11.63

14.01

30.23

13.55

0.50 TYP

Description
2023-2024 Game Specifications (5)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 10 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A14
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Load Zone Specs:

1
.2
21

21
.2
1
17.33

14.96

45°
45°

30.00
2.38

Description
2023-2024 Game Specifications (6)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 11 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A15
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Measurement Stick Specs:

36.0

32.5

28.9

25.3

21.7

18.1

14.5

10.9

7.3

3.7

Description
2023-2024 Game Specifications (7)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 12 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A16
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Field Reference Specs:

140.41
138.73

117.52
117.33

93.77

46.64

23.08
22.89

1.68
0
0
1.68

22.89
23.08

46.83

70.20

93.58

117.33
117.52

138.73
140.41

Description
2023-2024 Game Specifications (8)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 13 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A17
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Field Reference Specs:

135.00
129.11

93.77

70.20

46.64

11.30
5.41
0
0
5.41

46.64

65.95
70.20
74.46

93.77

135.00

Description
2023-2024 Game Specifications (9)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 14 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A18
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Field Reference Specs Skills Layout:

135.02
129.13

113.17

93.79

70.22

46.66

27.28

11.32
5.42
0
0
5.41

46.64

66.02

70.20

135.00

Description
2023-2024 Game Specifications (10)
Dwg No
276-8354-000 Field Specifications
Competition
VRC 2023-2024 Sheet 15 of 15
Release
1/31/2023 ALL DIMENSIONS ARE IN INCHES.

A19
Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
Copyright 2023, VEX Robotics Inc.

2023 - 2024
Appendix B - Robot Skills Challenge
VEX Robotics Competition Over Under - Game Manual

Appendix B - Robot Skills


Overview
This Appendix describes the Robot Skills Challenge rules for VEX Robotics Competition Over Under.
All rules from “The Game” section of the manual apply to the Robot Skills Challenge, unless otherwise
specified in this Appendix.

Robot Skills Challenge Description


In this challenge, Teams will compete in sixty-second (1:00) long Matches in an effort to score as many
points as possible. These Matches consist of Driving Skills Matches, which are entirely driver controlled,
and Autonomous Coding Skills Matches, which are autonomous with limited human interaction. Teams
will be ranked based on their combined score in the two types of Matches.

The Robot Skills Challenge playing field is set up almost exactly the same as a Head-to-Head VEX
Robotics Competition Over Under Match, with the following modifications:

• In Autonomous Coding Skills Matches, the VEX GPS code strip must be installed on the field
• The two (2) Blue Alliance Triball Preloads will not be used
• All of the forty-four (44) Match Load Triballs will be located in the red Alliance Station
• The pre-match placement of the twelve (12) Triballs on the field will be in non-scored positions as
shown below

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Copyright 2023, VEX Robotics Inc.
Version 0.1 - Released April 29, 2023
VEX Robotics Competition Over Under - Game Manual

Robot Skills Challenge at a Standard Qualifying Tournament


• The Robot Skills Challenge is an optional event for all Teams. Teams who do not compete will not
be penalized in the main tournament. However, participation in the Robot Skills Challenge may
impact eligibility for judged awards at the event.
• Teams may play Robot Skills Matches on a “first come, first served” basis, or by a pre-scheduled
method determined by the Event Partner.
• Teams will be given the opportunity to play exactly three (3) Autonomous Coding Skills Matches
and three (3) Driving Skills Matches. Teams should be aware of when the Robot Skills fields are
open so that they do not miss their opportunity. For example, if a Team waits until five minutes
before the Robot Skills fields close, then they have not used the opportunity given to them and
will not be able to compete in all six matches.
• Further details regarding Skills-Only Event logistics can be found in the REC Foundation Qualifi-
cation Criteria document.

Robot Skills Challenge Definitions


All definitions from “The Game” section of the manual apply to the Robot Skills Challenge, unless other-
wise specified.

Driving Skills Match – A Driving Skills Match consists of a sixty-second (1:00) Driver Controlled Period.
There is no Autonomous Period. Teams can elect to end their run early if they wish to record a Skills
Stop Time.

Autonomous Coding Skills Match – An Autonomous Coding Skills Match consists of a sixty-second
(1:00) Autonomous Period. There is no Driver Controlled Period. Teams can elect to end their run early if
they wish to record a Skills Stop Time.

Robot Skills Match – A Driving Skills Match or Autonomous Coding Skills Match.

Skills Stop Time – The time remaining in a Robot Skills Match when a Team ends the Match early.

a. If a Team does not end the Match early, they receive a default Skills Stop Time of 0.
b. The moment when the Match ends early is defined as the moment when the Robot is “disabled”
by the field control system. See the “Skills Stop Time” section for more details.
c. If a V5 Robot Brain or Tournament Manager display is being used for field control, then the Skills
Stop Time is the time shown on the display when the Match is ended early (i.e. in 1-second
increments).
d. If a VEXnet Competition Switch is being used for field control, in conjunction with a manual timer
that counts down to 0 with greater accuracy than 1-second increments, then the time shown on
the timer should be rounded up to the nearest second. For example, if the Robot is disabled and
the timer shows 25.2 seconds, then the Skills Stop Time should be recorded as 26.
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Copyright 2023, VEX Robotics Inc.
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Robot Skills Challenge Rules


<RSC1> All rules from “The Game” section of the manual apply to the Robot Skills Challenge, unless
otherwise specified.

<RSC2> Robots may start the Robot Skills Match in any legal starting location for either Alliance.

a. All Drive Team Members must be in the red Alliance Station for the duration of the Match.
b. Robots must meet all of the criteria listed in rule <SG1>.
c. Teams may use the two (2) red Alliance Preloads as follows:
i. One Preload must be placed per <SG4>.
ii. The second red Alliance Triball may be placed in any non-scored position in the Blue Of-
fensive Zone and not touching the Robot, or may be used as a Match Load per <SG6> and
<RSC3>.
d. The two (2) blue Alliance Triballs are not used in Robot Skills Matches.

<RSC3> Teams may utilize the forty-four (44) Match Load Triballs within the guidelines set forth by
<SG5>.

a. Match Load Triballs begin the match in the red Alliance Station.
b. Match Load Triballs must be introduced from the red Alliance Station per <SG6>.
c. Match Load Triballs may be introduced during Autonomous Coding Skills Matches (i.e. the “Note”
in rule <SG6> does not apply). Using sensors to detect legally-entered Match Load Triballs is not
considered a violation of rule <G11>.

<RSC4> In Robot Skills Matches, Teams play as if they are on the red Alliance.

a. Robots may freely move about the field after the start of the Match.
b. Robots may utilize either Elevation Bar.
c. Non-alliance specific Triballs may be scored in the red Offensive Zone and the red Goal per
<SC3> and <SC4>.
d. Red Alliance Triballs may be scored in the red Offensive Zone, the red Goal, or the blue Goal per
<SC5>. Red Alliance Triballs cannot be Scored in the blue Offensive Zone.

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<RSC5> Elevation points are awarded based on the Elevation Tier achieved by the Robot at the end
of the Match. A Robot’s Elevation Tier is measured by placing the Height Guide vertically next to an
Elevated Robot and determining which letter-labeled segment of the Height Guide the lowest point of
the Robot falls within. For Robot Skills Matches, tiers are assigned based on the following:

• Top Tier: H or higher (20 Points)


• 2nd Tier: E-G (15 Points)
• 3rd Tier: B-D (10 Points)
• 4th Tier: A (5 Points)

<RSC6> There is no requirement that Skills Challenge fields have the same consistent modifications
as the Head-to-Head fields. For example, there is no requirement that all Skills Challenge fields are
elevated to the same height as Head-to-Head fields. However, all Skills Challenge fields at a single event
must use the same type of field control and field perimeter, as described in rules <T23> and <T24>.

It is strongly recommended/preferred that all Skills Challenge fields are consistent with each other, but
this may not be the case in extreme circumstances.

In order to use non-conforming Head-to-Head fields for Skills Challenge runs (e.g. during lunch), the
following steps should be taken:

• Teams must be informed that the Head-to-Head fields may have some differences from the
Skills Challenge Fields (e.g., they might not have GPS strips).
• Teams must be given an opportunity to select which type of field they want to use, i.e. they
cannot be required to use the Head-to-Head field for any Skills Challenge run.

<RSC7> Triballs which come to rest on top of the red Goal may not be retrieved by a Drive Team
Member or Referee during the Match. Triballs which come to rest on top of the blue Goal may be re-
trieved by a Drive Team Member per <SG3>.

Robot Skills Challenge Scoring


Points are awarded according to the same scoring rules as Head-to-Head Matches, unless otherwise
noted above. A Team’s score at the end of a Robot Skills Match is calculated by combining the scores
that would have been awarded to the red Alliance.

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Copyright 2023, VEX Robotics Inc.
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VEX Robotics Competition Over Under - Game Manual

Skills Stop Time


If a Team wishes to end their Robot Skills Match early, they may elect to record a Skills Stop Time. This
is used as a tiebreaker for Robot Skills Challenge rankings. A Skills Stop Time does not affect a Team’s
score for a given Robot Skills Match.

• Teams who intend to attempt a Skills Stop Time must “opt-in” by verbally confirming with the
Scorekeeper Referee prior to the Robot Skills Match. If no notification is given prior to the start
of the Match, then the Team forfeits their option to record a Skills Stop Time for that Match.
॰ This conversation should include informing the Scorekeeper Referee which Drive Team
Member will signal the stop. The Match may only be ended early by a Drive Team Member for
that Match.
॰ If a Team runs multiple Robot Skills Matches in a row, they must reconfirm their Skills Stop
Time choice with the Scorekeeper Referee prior to each Match.
॰ Any questions regarding a Skills Stop Time should be reviewed and settled immediately
following the Match. <T1> and <T3> apply to Robot Skills Matches.

• If the event is utilizing a V5 Robot Brain or the TM Mobile app for Robot Skills Challenge field
control, a Drive Team Member may elect to start and stop their own Robot Skills Matches.
॰ This V5 Robot Brain or other device running the TM Mobile app will be used to start the Robot
Skills Matches (i.e., “enable” the Robot), end the Robot Skills Match (i.e., “disable” the Robot),
and display the official Skills Stop Time to be recorded.
॰ This V5 Robot Brain must be running the official field control user program.
॰ For more information regarding the use of a V5 Robot Brain for Robot Skills Challenge field
control, and to download the official field control user program, visit this VEX Knowledge
Base article.
॰ For more information regarding the use of TM Mobile for field control, see the Tournament
Manager documentation.

• At events which do not have a V5 Robot Brain or the TM Mobile App available for Robot Skills
Challenge field control, Drive Team Members and field staff must agree prior to the Match on the
signal that will be used to end the Match early.
॰ As noted in the definition of Skills Stop Time, the moment when the Match ends early is
defined as the moment when the Robot is “disabled” by the field control system.
॰ The agreed-upon signal must be both verbal and visual, such as Drive Team Members
crossing their arms in an “X” or placing their V5 Controller(s) on the ground.
॰ The signal must be given by a Drive Team Member who is standing in the Alliance Station.
॰ It is recommended that Drive Team Members also provide verbal notice that they are ap-
proaching their Skills Stop Time, such as by counting out “3-2-1-stop.”

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Copyright 2023, VEX Robotics Inc.
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VEX Robotics Competition Over Under - Game Manual

• It is at the Event Partner’s discretion which method will be used to record Skills Stop Times at
a given event. The chosen method must be communicated prior to the event (such as during a
Drivers’ meeting), and made equally available to all Teams.
॰ If an event intends to use a manual timekeeping method, a Team may not bring their own V5
Robot Brain just for use during their own Robot Skills Match.
॰ If an event intends to utilize a V5 Robot Brain, all Teams must use the same V5 Robot Brain for
all Robot Skills Matches on a given field.
॰ If an event is using multiple fields for Robot Skills Matches, the same method must be used at
all fields, as described in rule <RSC6>. Multiple V5 Robot Brains may be used as needed (e.g.,
a “Field 1 Brain” and a “Field 2 Brain”).
॰ The default “Drive” program accessed from a V5 Controller is intended for practice only, and
may not be used for an official Robot Skills Match.

Robot Skills Challenge Ranking at Events


For each Robot Skills Match, Teams are awarded a score as described in the Robot Skills Challenge
Scoring section, and an optional Skills Stop Time as described in the Skills Stop Time section. Teams
will be ranked based on the following tiebreakers:

1. Sum of highest Autonomous Coding Skills Match score and highest Driving Skills Match score.
2. Highest Autonomous Coding Skills Match score.
3. Second-highest Autonomous Coding Skills Match score.
4. Second-highest Driving Skills Match score.
5. Highest sum of Skills Stop Times from a Team’s highest Autonomous Coding Skills Match and
highest Driving Skills Match (i.e., the Matches in point 1).
6. Highest Skills Stop Time from a Team’s highest Autonomous Coding Skills Match (i.e., the Match
in point 2).
7. Third-highest Autonomous Coding Skills Match score.
8. Third-highest Driving Skills Match score.
9. If a tie cannot be broken after all above criteria, then the following ordered criteria will be used to
determine which Team had the “best” Autonomous Coding Skills Match:
a. Number of Triballs scored in the Red Goal.
b. Number of Triballs scored in the Red Offensive Zone.
c. Elevation Tier points score

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Copyright 2023, VEX Robotics Inc.
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• If the tie still isn’t broken, the same process in Step 9 will be applied to each Team’s best Driving Skills
Match.
• If the tie still isn’t broken, events may choose to allow Teams to have one more deciding Driving Skills
Match, to be ranked according to the standard criteria above, or declare both Teams the Robot Skills
Challenge Winner.

Robot Skills Challenge Ranking Globally


Teams will be ranked globally based on their Robot Skills scores from Tournaments and Leagues that
upload results to robotevents.com, according to the following tiebreakers:

1. Highest Robot Skills score (combined Autonomous Coding Skills Match and Driving Skills Match
Score from a single event).
2. Highest Autonomous Coding Skills Match score (from any event).
3. Highest sum of Skills Stop Times from the Robot Skills Matches used for point 1.
4. Highest Skills Stop Time from the Autonomous Coding Skills Match used for point 2.
5. Highest Driving Skills Match score (from any event).
6. Highest Skills Stop Time from the Driving Skills Match score used for point 5.
7. Earliest posting of the Highest Autonomous Coding Skills Match score.
a. The first Team to post a score ranks ahead of other Teams that post the same score at a later
time, all else being equal.
8. Earliest posting of the Highest Driving Skills Match score.
a. The first Team to post a score ranks ahead of other Teams that post the same score at a later
time, all else being equal.

League Events
At league events in which Teams may submit Robot Skills Challenge scores across multiple days /
sessions, the Robot Skills scores (combined highest Autonomous Coding Skills Match and Driving Skills
Match scores) used for rankings will be calculated from Matches within the same session.

For example, consider the following scores for a hypothetical Team across two league event sessions:

Autonomous Coding
Driving Skills Match Robot Skills Score
Skills Match
Session 1 100 100 200
Session 2 150 40 190

This Team would have a Robot Skills score of 200 for this event, and their scores from Session 1 would
be used for the Event and Global tiebreakers listed in the above two sections.

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Copyright 2023, VEX Robotics Inc.
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