NRC 2024 RoboMission General Rules
NRC 2024 RoboMission General Rules
ROBO
MISSION
BUILD AND PROGRAM
A ROBOT THAT SOLVES
TASKS ON A FIELD
AGE GROUPS:
10-12 / 13-15 / 16-19
NRC 2024
EARTH ALLIES
RoboMission Category – General Rules
Table of Contents
In addition, please note that during the season there might be clarifications or additions to the
rules by the official NRC Telegram Group. The answers are seen as addition to the rules. You
can find the updates here: http://t.me/nrc_malaysia
RoboMission Category – General Rules
1. General information
Introduction
In the NRC RoboMission category teams design robots that solve challenges on a competition
field. The robots are fully autonomous.
For each age group a new field and mission are developed each year. On the day of the
competition a surprise rule (for Pro category only) adds a new element to the mission. An extra
challenge will test the creativity and quick-thinking skills of the teams.
Focus Areas
Every NRC category and game has a special focus on learning with robots. In the NRC
RoboMission category, students will focus on developing in the following areas:
- General coding skills & basic robotics concepts (perception of environment, control,
navigation).
- General engineering skills (building a robot that can push/lift objects of certain sizes).
- Developing optimal strategies to solve concrete missions.
- Computational Thinking (e.g., tinkering, debugging, collaboration etc.).
- Teamwork, communication, problem solving, creativity.
Age appropriate missions: The fields and missions are designed with a growing difficulty and
complexity from Primary School to Upper Secondary School age group. The rising complexity
is seen in the:
- Route on the field (e.g., line following or only markers).
- Technical complexity of the missions (e.g., pushing, lifting, grabbing game objects).
- Randomness of the game elements (e.g., one or multiple random situations).
- Variety of game elements (e.g., number of different colored and/or shaped objects).
- Required accuracy of the solutions to the missions (e.g., a big target area or a small
spot).
- Overall complexity in the combination of the elements mentioned before.
All these aspects lead to different requirements for the mechanical design of the robot and the
complexity of the code. When participating in NRC for multiple seasons, the teams can grow
and develop with the program, solving increasingly complex missions as they get older.
❖ Teachers, parents or other adults can help, guide and inspire the team.
❖ Teams, teachers and judges must aware of a fair and learning full competition.
❖ On a competition day, Teams and teachers respect the final decision judges take and
work with other teams and judges on a fair competition.
RoboMission Category – General Rules
3.1. A team should play fair and be respectful towards teams, teaches, judges and
competition organizers.
3.2. A team is not allowed to communicate in any way with people outside of the competition
area while the competition is running. If communication is necessary, a judge may allow
team members to communicate with others under supervision of a judge.
3.3. Team members are not allowed to bring and use mobile phones or any other
communication device into the competition area.
3.4. If any of the rules mentioned in this document are broken or violated, the judges can
decide on one or more of the following consequences. Before, a team or individual team
members may be interviewed to find out more about the possible violation of the rules.
3.4.1. A team may be given a time penalty of max. 15 minutes. In this time, teams are not
allowed to do any changes on their robot and program.
3.4.2. A team may not be allowed to participate in one or more rounds. Then, see 9.11.
3.4.3. A team may get up to a 50% reduced score in one or more runs.
3.4.4. A team may not qualify for the next round of the tournament
(e.g. in case you have a tournament format with TOP 16, TOP 8 etc.).
3.4.5. A team may not qualify for the national / international final.
3.4.6. A team may be disqualified completely from the tournament immediately.
4.1. Every year, NRC publishes new game documents for the specific age group field
missions and a new version of the general rules for this category. These rules are the
base for all NRC events.
4.2. During a season, NRC may publish additional Question & Answers (Q&As) that can
clarify, extend or re-define rules in game and general rule documents. Teams should
read these Q&As before the competition.
RoboMission Category – General Rules
5.1. Every team builds one robot to solve the challenges on the field. The maximum robot
dimensions before the robots starts a run are 250 mm x 250 mm x 250 mm. Cables
must be included in these dimensions. After the robot has started, the dimensions of the
robot are not restricted.
5.2. Teams are allowed to use only the following materials to build the robot:
Batteries Official LEGO rechargeable batteries (no. 45501 for EV3, no. 45610 or no.
SPIKE) and any AA 1.5V only rated batteries.
Building For the construction of the robot only LEGO® branded elements are
Materials allowed.
5.3. It is allowed to cut the size of original LEGO® ropes or tubes. Any other modification on
any other original LEGO® or electronical part is not allowed and it is not allowed to use
screws, glues or tape or any other Non-LEGO® material to fasten any components on
robots.
5.4. The number of motors and sensors to be used is not restricted. However, it is only
allowed to use official LEGO® materials to connect motors and sensors to the controller.
5.5. If a team wants to use any equipment to align in the start area, this equipment must be
built out of LEGO® materials, it must fit into maximum robot dimensions.
5.6. It is allowed to use LEGO® pneumatic components. The system can be filled with air
before the run.
RoboMission Category – General Rules
5.7. A team is allowed to bring and use only one controller during practice time or robot runs.
The team can bring spare controllers but the team should leave it with the teacher. If the
team needs a spare controller, the team should contact the judge before getting the
spare part. Only one robot chassis, the one which includes the controller, is allowed. A
chassis is defined as an assembly with motorized mechanisms, sensors and a drive
train axis ready to be powered by a controller.
5.8. A team has to place the controller in the robot in a way that makes it easy to check the
program and stop the robot by a judge. This means that the display and the buttons of
the controller must be placed on the outside of the robot. No other elements should
block or limit the access to the buttons or display. The controller cannot be placed on
the bottom side of the robot.
5.9. A robot must be autonomous and finish the missions by itself. Any radio communication,
remote control and wired control systems are not allowed while the robot is running.
5.10. A team is not allowed to perform any actions or movements to interfere or assist the
robot after the robot started with the run.
5.11. Any software to code the robot is allowed and teams can prepare the code before the
competition day. If a team uses a software that requires an online connection (e.g. a
browser-based tool), the team should check if there is an offline version for the
competition day. The competition organizer is not responsible to provide an online
infrastructure (e.g. WiFi for everyone).
5.12. Bluetooth, Wi-Fi or any remote connection must be switched off during check time and
robot runs. Only teams can use remote connections if there is no other way to transfer
the code from a device (e.g. a tablet) to the controller. In this case, devices that are
used for Bluetooth coding must stay with the robot in the robot parking area during
check times. However, it is strongly recommended to transfer code via cable to avoid
problems (e.g. multiple devices with the same name) at the competition day. Of
course, it is not allowed to interfere or obstruct any other team or robot with the remote
connections a team uses.
5.13. Use of SD cards to store programs is allowed. SD cards must be inserted before
check time and may not be removed until the next practice time starts.
5.14. A team should prepare and bring all the equipment, enough spare parts, software and
one portable computer (or other programming device), that it needs during the
tournament. Teams are not allowed to share a laptop and / or the program for a robot
on the competition day. The competition organizer is not responsible for the
maintenance or replacement of any material, not even in case of any accidents or
malfunctions.
5.15. The robot can be marked (label, ribbons, etc.) to prevent participants from losing it or
confusing it with the robots of the other teams, as long as this does not change its
performance or give clues about the assembly process.
5.16. Teams can bring supportive materials such as measuring tape (to check the robot
size) or pens and paper (to make notes). However, any paper brought to the
competition area should be empty and is not allowed to be used to exchange
messages with the coach.
RoboMission Category – General Rules
6.1. In this category, the robot solves missions on a field. Every field consists of a game
table (an even ground with boarders) and a printed mat that is put into the game table.
Every age group has its own mat because in every age group there are different
missions to solve.
6.2. The dimensions of a NRC mat in an age group are 2362 mm x 1143 mm. Game Tables
have the same size or max. +/- 20mm in each dimension. The official height of the
boarders of a game table is 50mm.
6.3. All black lines that a robot could follow have at least a width of 20mm. Other colors that
should be identified by the robot will follow the limitations of the allowed sensors.
6.4. The game elements are built from the WRO Brick Set (no. 45811) and WRO Expansion
Brick Set (no. 45819).
6.5. If a game element is placed in the starting area at the beginning of the run, the object
has to fit within the 250 mm x 250 mm x 250 mm (rule 5.1) together with the robot. The
object cannot be taken off the mat.
6.6. If the position of game objects on the field is not clearly defined and the specified area
for the game object is larger than the object itself, the object should be place centered in
an area.
6.7. If game objects must be fixed on the game field, the organizers decide on the material to
fix the objects unless the game rules specify it differently. For example, double sided
tape or hook-and-loop tape.
6.8. It is not allowed to damage game objects. If a game object is damaged, a potential
score of the game object does not count (unless the game document state it differently).
6.9. The start area of the robot is exclusively the white area within a colored border. The
robot must be completely within the start area (white area) when starting.
6.10. As you build and program, keep in mind that organizers make every effort to ensure that
all fields are correct and identical, but you should always expect some variability, such
as:
6.10.1. Flaws on the fields
6.10.2. Variety in color brightness on the game mat, from table to table
6.10.3. Variety in lighting conditions, from hour to hour, and/or table to table
6.10.4. Judges’ shadow on the field
6.10.5. Judges will walk around the field during judging
6.10.6. Texture / bumps under the mat
6.10.7. Waviness in the mat itself. Location and severity of waviness varies.
7. Surprise Rule
7.1. Every NRC tournament has a surprise rule for every age group. This rule will be
announced during the opening of the competition. The surprise rule can change rules or
tasks, extend them and even allow for extra or penalty points. Teams will get the
surprise rule in writing as well. A coach time may be allowed to explain the surprise rule
to the teams.
RoboMission Category – General Rules
7.2. The teams have time to react to the surprise rule during their practice times. If the
surprise rule brings additional game elements, teams are not allowed to remove these
elements from the playing field if they do not want to solve the surprise rule.
7.3. The surprise rule does not count towards the regular missions on the playing field and
therefore is seen as bonus points. This has the following effect: If a task only scores
points if points have already been scored, solving the surprise rule alone is not enough.
Regular missions (not bonus points) on the playing field must be solved.
9. Robot attempt
9.1. Each robot attempt is 2 minutes. Time begins when the judge gives the signal to start.
9.2. The robot must be placed in the starting area so the projection of the robot on the
game mat is completely within the start area. The participants are allowed to make
physical adjustments to the robot in the starting area. However, it is not allowed to
enter data to a program by changing positions or orientation of the robot parts or to
make any sensor calibrations of the robot. For example, adjusting an arm of the robot
to a specific degree, to input information, is not allowed. Entering data in any way is
not allowed. If entering data is suspected, the team will be investigated by the
Judges.
9.3. If the robot loses any parts on the field, these parts are considered free and do not
belong to the robot anymore, but stay on the field. It is not allowed to lose the
controller, motors or sensors. In that case the attempt will be scored with 0 points and
120 seconds.
9.4. In the event that starting a program directly sets the robot in motion, the team needs
to wait for the start signal of the judge before starting the program.
9.5. In the event that starting a program does not directly set the robot in motion,
participants are allowed to start the program before the start signal. After that, it is
allowed to set the robot in motion by pressing the central button on the controller, no
other buttons or sensors are allowed to start the robot. If a SPIKE PRIME controller is
used, it is allowed to use the left button on the controller to set the robot in motion.
9.6. If there is any uncertainty during the robot attempt, the judge makes the final decision.
The judge should decide in favor of the team if no clear decision is possible.
9.7. A robot attempt will end if…
9.7.1. the robot attempt time (2 minutes) has ended.
9.7.2. any team member touches the robot or any mission objects on the table during the
run.
9.7.3. the robot has completely left the game table.
9.7.4. the robot or the team violated rules or regulations.
9.7.5. a team member shouts “STOP” and robot does not move anymore. If the robot is still
moving, the robot attempt will only end once the robot stops by itself or is stopped by
the team or judge.
9.8. Once the robot attempt has ended, time is stopped and the judge scores the attempt
based on the situation on the field at this point of time. The points are awarded based on
the randomization at the begin of the run. The scores are noted on a scoring sheet (on
paper or digital), the team need to sign off the scores (on paper or digital
signature/checkbox). Once the score is signed off no further complaint is possible.
9.9. If a team does not want to sign off after a certain period of time, the judge can decide to
disqualify the team for this round. It is not allowed that a team coach joins the discussion
with judges on the scoring of the run. Video or photo proofs will not be accepted.
9.10. If a team touches or changes the task objects on the playing field during the attempt, the
team will be disqualified for this round.
9.11. A disqualification of a team in a round will result into a robot attempt with the worst
possible score and maximum time (120 seconds).
RoboMission Category – General Rules
9.12. If a team finishes an attempt without having solved a (partial) task that yields positive
points, the time of that run will be set at 120 seconds.
9.13. The ranking of teams depends on the overall tournament format. For example, the best
attempt out of two rounds could be used and if competing teams have the same points,
the ranking is decided by the record of time.