Rules of Engagement

Unless noted below, BC will be played by all appropriate FIRST Charged Up 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 ‘bots for other post season operations, 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.

Changes are in RED or strikethrough when modifying pre-existing rules.

Changes for BC23

6/2/23 NOTE: Previously, the rules indicated that the charge stations were going to be split down the middle. This is no longer the case. In the interest of changing as little as possible this close to the event, all other rule modifications will remain in place, even if the likelihood of a robot being in contact with a level and non-level charge station is significantly reduced.

NOTE: If we refer to ENGAGED, we mean “DOCKED and ENGAGED” and when we refer to DOCKED, we mean “DOCKED and not ENGAGED”.

5.4 CHARGE STATION

A CHARGE STATION is an 8 ft. 1¼ in. (~247 cm) wide, 6 ft. 4⅛ in. (~193 cm) deep structure, split down the middle (hamburger, not hotdog) , that is located in each COMMUNITY such that its center is 8 ft. 2⅝ in. (~251 cm) from the far edge of the GRID’S tape line and centered in the width of the COMMUNITY. Each CHARGE STATION consists of the main pivoting frame, lead-in ramps, and the support structure. The main pivoting frame is mounted to the base frame via a set of 4 double hinges.

The main pivoting surface of a CHARGE STATION is 8 ft. (~244 cm) wide and 4 ft. (~122 cm) deep. It pivots +/- 15° about its long axis. When parallel to FIELD carpet, the top polycarbonate surface is 9 in. above FIELD carpet as shown in Figure 5-9. When pivoted to 15°, the highest edge is 1 ft. 4 in. above FIELD carpet. In normal operation, a CHARGE STATION will naturally return to the middle of the LEVEL range. A CHARGE STATION is considered LEVEL if it is within approximately 2½° of parallel to FIELD carpet.

Polycarbonate ramps are located on the long edges of each CHARGE STATION. The ramps are 1 ft. 3⅛ in. (~39 cm) long and span the full width of the CHARGE STATION  but are split in the middle (hamburger, not hotdog)  The ramps pivot and slide as the main pivoting surface moves. When the CHARGE STATION top is LEVEL, the ramps are tilted at an angle of approximately 34¼° as shown in Figure 5-9. When the CHARGE STATION is fully tilted, the lower ramps are at an angle of approximately 11° and the upper ramps are at an angle of approximately 71½°, as shown in Figure 5-10. Fi

5.4.1 – Section is removed. CHARGE STATION lighting will not be active.

6.4.2 CHARGE STATION Scoring is modified as follows:

A ROBOT earns points for its ALLIANCE by DOCKING on or ENGAGING with their CHARGE STATION, as outlined in Table 6-2.

A ROBOT is DOCKED if it is contacting only the CHARGE STATION and/or other items also directly or transitively fully supported by the CHARGE STATION.

A ROBOT is ENGAGED if both of the following criteria are met:

  • the CHARGE STATION is LEVEL, and
  • all ALLIANCE ROBOTS contacting the CHARGE STATION are DOCKED. The ROBOT is DOCKED.

NOTE: Final say will be up to the referee’s on whether a ROBOT is DOCKED or ENGAGED and benefit of the doubt will go to the teams.  At the discretion of the head referee, incidental contact off the charge station like a string dragging behind the robot touching the floor will be ignored.

6.4.3 is modified as followed

AWARD Awarded for… AUTO TELEOP QUAL PLAYOFF
MOBILITY each ROBOT whose BUMPERS have completely left its COMMUNITY at any point during AUTO 3      
GAME PIECES scored on bottom row 3 2    
scored on middle row 4 3    
score on top row 6 5    
LINK 3 adjacent NODES in a ROW contain scored GAME PIECES.   5    
DOCKED and not ENGAGED

Each ROBOT

  • 1 ROBOT max in AUTO will count towards ACTIVATION BONUS
  • If at the end of the match the state of both sides of the CHARGE STATION are different, only the highest point values will count towards the ACTIVATION BONUS — See explanation below
8 6    
DOCKED and ENGAGED

Each ROBOT

  • 1 ROBOT max in AUTO will count towards ACTIVATION BONUS
  • If at the end of the match the state of both sides of the CHARGE STATION are different, only the highest point values will count towards the ACTIVATION BONUS — See explanation below
12 10    
PARK Each ROBOT whose BUMPERS are completely contained within its COMMUNITY but does not meet the criteria for DOCKED. Each ROBOT whose BUMPERS are completely covering the BC dot at the end of the match.
  11    
SUPERCHARGED NODE each SUPERCHARGED NODE in a completed set of ALLIANCE GRIDS   3    
SUSTAINABILITY BONUS At least 6 LINKS scored     1 RP  
COOPERTITION BONUS At least 3 GAME PIECES scored on each ALLIANCE’S CO-OP GRID The SUSTAINABILITY BONUS threshold is reduced to 5 LINKS for both ALLIANCES
ACTIVATION BONUS At least 26 total CHARGE STATION points earned in AUTO and/or ENDGAME.     1RP  
Tie Completing a MATCH with the same number of MATCH points as your opponent.     1RP  
Win Completing a MATCH with more MATCH points than your opponent.     1RP  

 

Added Definition

 

BC DOT:

 

 

  • The BC dot is a thin plastic 12″ circle taped to the carpet and is located in the center of the field.
  • If the BC dot is moved from it’s location during the match, it cannot be scored by any team.

 

DOCKED/ENGAGED & ACTIVATION BONUS Explanation

As the charge station is being split in two and  Due to limitations of FMS, not all points will be able to count towards the ACTIVATION BONUS (AB) or will be included in the real-time scoring (RTS).  Certain points will be manually added at the end of the match and count towards the match score only.

  • In AUTO, the FMS only allows one ROBOT to be marked as DOCKED or ENGAGED.  At the end of the match, FMS does not allow for one ROBOT to be marked ENGAGED and another DOCKED.
  • If a ROBOT fully-supported by the CHARGE STATION but is in contact with both a level and non-level CHARGE STATION, the team will be awarded credit for being ENGAGED.

See this table for more details:

IN AUTO        
ROBOT 1 ROBOT 2 ROBOT 3 RTS/AB POINTS MANUAL ADD POINTS
ENGAGED 12 0
ENGAGED DOCKED 12 8
ENGAGED DOCKED DOCKED 12 16
ENGAGED ENGAGED DOCKED 12 20
ENGAGED ENGAGED ENGAGED 12 24
DOCKED 8 0
DOCKED DOCKED 8 8
DOCKED DOCKED DOCKED 8 16
         
         
AT END OF MATCH        
ROBOT 1 ROBOT 2 ROBOT 3 RTS/AB POINTS MANUAL ADD POINTS
ENGAGED 10 0
ENGAGED DOCKED 10 6
ENGAGED DOCKED DOCKED 10 12
ENGAGED ENGAGED DOCKED 20 6
ENGAGED ENGAGED ENGAGED 30 0
DOCKED 6 0
DOCKED DOCKED 12 0
DOCKED DOCKED DOCKED 18 0

 

Back-up Robots

Back-up Robots will only be considered during the Elimination Bracket and Last Stand for three-team alliances.  The alliance may petition the designated event coordinator to call a back-up for the broken robot.  The condition will be reviewed and the petition will be approved or denied.

If approved, the following will occur:

  • If no other teams are currently eliminated, a third-round selection from another alliance will be designated a temporary alliance member until an alliance is eliminated.
  • Once there are eliminated alliances, all eliminated teams from the same round as the broken robot will be placed in a hat, and the alliance captain will select a team from said hat to act as a permanent replacement.  

Elimination Bracket and BC Last Stand

At the conclusion of the Qualification Matches, the top 16 seeded challengers will pick three alliance partners for the Elimination Bracket.

General Elimination and Last Stand Rules:

  • Normal 2023 FRC Selection Rules apply for the first two rounds, but the third round will be a random draw from the remaining teams.
  • There are no time-outs.
  • 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 64 teams are in attendance, one of the following will take place:

  • If there are fewer teams b y a multiple of 4 (60, 56, etc), fewer alliances will be formed and the highest seeding team(s) will receive a bye through their first match.
  • 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.  

The Elimination Bracket will be structured in the following way: