BattleCry 24 Rules Changes
Unless noted below, BC will be played by all appropriate FIRST Crescendo Rules. While we will not hold formal inspections, we expect all robots to comply with all FIRST criteria for construction and configuration. While we realize that some teams may have modified their robots during the off-season, every attempt should be made to restore the robots to inspection condition for BC. Judges and referees will have the final say on all alleged infractions.
Summary of changes
- The BC Dot is located at the center of the field. If a robot is completely covering the dot at the end of the match, that alliance receives STAGE points equivalent to a note scored in a trap (if the alliance has a trap without a note in it).
- This gives alliances consistent access to the Ensemble RP without having to hope the match schedule delivers them an alliance capable of doing it, while also adding more strategic decisions to endgame.
- During the last 20 seconds of the match, human players may throw the three pre-staged high notes, as well as any notes scored in their alliance’s amp during the match. High notes are no longer specifically noted with white tape.
- Spotlighting is fun, and having more than three chances to do it is fun!
- The tape for the stage zone has been moved to the inside of the truss legs to create a smaller protected zone.
- This is to reduce the number of G424 fouls (aka touching a protected robot in the endgame) that occur when robots near the stage are trying to navigate the field, while still protecting teams trying to hang.
- Fifteen (15) alliances of four teams will play in a double elimination playoff. The alliance that receives the bye will be randomly determined prior to alliance selection.
RP Threshold
BattleCry will use the district championship rules for the Melody RP threshold. This means alliances will receive and RP after scoring 21 notes, or 18 notes if the coopertition bonus is earned. See section 6.5.6 in the game manual for more information.
Modified Rules
All rule changes are noted in red text. Removed text is indicated in strikethrough.
The following glossary term has been added:
BC DOT: A ~1/32” thick plastic 12” in diameter circle painted yellow, taped to the carpet at the center of the field.
The following glossary term has been modified:
HIGH NOTE: the same size, shape, and material as a NOTE, but is present in the AMP station in the last 20 seconds of the MATCH, either having started the MATCH there or having been scored by a ROBOT in the AMP. also has 3 equidistant pieces of white gaffers tape that wrap around the circular cross-section
The following is added to section 6.5.2 – Robot Scoring Criteria
The BC DOT is scored for an ALLIANCE if, at the end of the match, it is fully covered by a ROBOT and/or that ROBOT’s BUMPERs when looking down on the BC DOT from above, and that ALLIANCE has at least one TRAP without a note in it. If the BC DOT is moved from its starting location during the match, it cannot be scored by any team.
The following table in section 6.5.6 has been modified:
MATCH points | |||
AUTO | TELEOP | ||
LEAVE | 2 | ||
NOTES | AMP NOTE | 2 | 1 <<really |
SPEAKER NOTE (not AMPLIFIED) | 5 | 2 | |
SPEAKER NOTE (AMPLIFIED) | 5 | ||
STAGE | PARK | 1 | |
ONSTAGE (not SPOTLIT) | 3 | ||
ONSTAGE (SPOTLIT) | 4 | ||
HARMONY | 2 | ||
NOTE in TRAP (max. 1/TRAP) | 5 | ||
ROBOT completely covering BC NOTE (max. 1 if ALLIANCE has a TRAP without a NOTE) | 5 |
Rule G408 has been removed.
G408 ROBOTS, no HIGH NOTES. – A ROBOT may not cause a HIGH NOTE to leave the FIELD (including through an AMP or SPEAKER), score on a MICROPHONE., or enter a TRAP.
Violation: TECH FOUL per HIGH NOTE. If a ROBOT scores a HIGH NOTE on a MICROPHONE, its ALLIANCE is ineligible for the ENSEMBLE RP.
The STAGE ZONE has been modified as shown in the image below. The tape will be moved from the outside edge of the STAGE truss to the inside edge.
Alliance Selection, Elimination Bracket, and BC Last Stand
- At the conclusion of the Qualification Matches, the top 15 seeded challengers will pick three alliance partners for the Elimination Bracket.
- Prior to alliance selection, an alliance number will be randomly selected. The top seeded teams will be assigned as alliance captains to all alliance numbers except for the randomly selected alliance. Any opponents of that “missing” alliance will receive an automatic win in a playoff match.
- Example: Prior to alliance selection, 11 is drawn out of a hat. The top 15 ranked teams are brought out for alliance selection, but no team is assigned as captain of alliance 11. The 11th ranked team is assigned to the 12th ranked alliance, and so on for alliance captains 13, 14, 15, and 16. Alliance selection proceeds as normal. During the first round of the playoffs, alliance 6, who would normally play alliance 11, is instead given a bye through to match 14. The loser of match 3 will also receive a bye to the second round of the lower bracket in match 10, as their opponent would be the “missing” alliance 11.
- All four robots must play at least once during the first two matches of the Elimination Bracket that the alliance participates in.
If fewer than 60 teams are in attendance, one of the following will take place:
- If there are fewer teams by a multiple of 4 (56, 52 etc), fewer alliances will be formed and additional “missing” alliances will be created.
- If there are fewer teams but not a multiple of 4:
- ‘Blank’ teams will be placed in the hat and be selected at random by an alliance during the third pick round. Teams who draw a blank form a 3-team instead of 4-team alliance.
Alliance Selection will happen as follows:
The Elimination Bracket will be structured as follows: