Rules of Engagement

Unless noted below, BC will be played by all appropriate FIRST Destination Deep Space 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 for BC20:

Section 5.3 is modified as follows:

Award

Awarded For…

Value

SANDSTORM Bonus 1

each ROBOT whose BUMPERS fully cross the HAB LINE during the SANDSTORM PERIOD. Value corresponds to the Level from which the ROBOT started.

3

SANDSTORM Bonus 2

6

HATCH PANEL

each HATCH PANEL (excluding Null HATCH PANELS) attached to a ROCKET or CARGO SHIP such that it is fully supported by that ROCKET or CARGO SHIP and via the hook/loop tape (contact by an opponent ROBOT does not count as “support” and does not negate a scored HATCH PANEL). No more than one HATCH PANEL per HATCH will be counted.

2

CARGO

each CARGO partially or completely (regardless of inflation state) in a BAY with a Null HATCH PANEL or scored HATCH PANEL and not in contact with a ROBOT from that ROCKET/CARGO SHIP’S ALLIANCE. No more than one CARGO per BAY will be counted.

3

HAB Climb Bonus: Level 1

each ROBOT which has climbed their HAB PLATFORM (value corresponds to the Level to which the ROBOT has climbed). A ROBOT whose BUMPERS haven’t fully crossed their HAB LINE to leave their HAB ZONE at any point during the MATCH isn’t eligible

3

HAB Climb Bonus: Level 2

6

HAB Climb Bonus: Level 3

12

HAB Climb Bonus: BC

each robot completely covering the BONUS CIRCLE (BC) at the end of the match.

6

HAB Docking

earning at least fifteen (15) HAB Climb Bonus points.

1 Ranking Point

One (1) Complete ROCKET

completing at least one (1) ROCKET with six (6) scored HATCH PANELS and six (6) scored CARGO

1 Ranking Point

Tie

Completing a MATCH with the same number of points as your opponent.

1 Ranking Point

Win

Completing a MATCH with more points than your opponent.

2 Ranking Point

BONUS CIRCLE: A single 12” circle attached to the floor on the side of the cargo ship without the cable ramp. 

G9 is modified as follows:

G9. One (1) defender at a time. No more than one ROBOT may be positioned such that the ROBOT is completely beyond the opponent’s CARGO SHIP LINE.

If only part of a second ROBOT crosses the line, a penalty will only be assessed if that ROBOT contacts an opposing ROBOT or interferes with their game play.

The exception to this rule is if an additional ROBOT

  1. is forced to cross the opponent’s CARGO SHIP LINE by an opponent ROBOT (e.g. it is pushed over the opponent’s CARGO SHIP LINE by an opponent in a defensive effort to prevent them from scoring a CARGO in a ROCKET), and
  2. makes a dedicated effort to cross back over the CARGO SHIP LINE until no more than one ROBOT is positioned such that its BUMPERS break the plane defined by or are completely beyond the opponent’s CARGO SHIP LINE.

Violation: FOUL, plus an additional FOUL for every five (5) seconds in which the situation is not corrected. If G10 is also being violated, additional FOUL escalates to TECH FOUL.

 

G10 is modified as follows:

G10. On defense, rein it in. If a ROBOT’s BUMPERS are completely beyond its opponent’s CARGO SHIP LINE, no part of the ROBOT which is outside its FRAME PERIMETER, except its BUMPERS, may contact an opposing ROBOT, CARGO, or HATCH PANEL.

The exception to this rule is if the ROBOT

  1. is forced to cross the opponent’s CARGO SHIP LINE by an opponent ROBOT (e.g. it is pushed over the opponent’s CARGO SHIP LINE by an opponent in a defensive effort to prevent them from scoring a CARGO in a ROCKET), and
  2. makes a dedicated effort to reposition itself such that i. its BUMPERS are not completely beyond its opponent’s CARGO SHIP LINE or ii. the ROBOT is contained to its FRAME PERIMETER.

Violation: FOUL, plus an additional FOUL for every five (5) seconds in which the situation is not corrected. If G9 is also being violated, additional FOUL escalates to TECH FOUL.

Back-up Robots

If more than one robot becomes broken beyond repair or cannot be repaired within a reasonable time during the Playoff Matches on Sunday, an alliance may petition the designated event coordinator to call a back-up for the broken robot.  The event coordinator, head referee, and/or other designated event staff will review the condition of the broken robot and make a determination.

If the event coordinator determines the robot is broken beyond repair, the following will occur:

  • Before or during the eighth-finals:
    • A third-round selection from another alliance who voluntarily wishes to play will be designated a temporary alliance member. If the alliance advances, the alliance may continue with the volunteer team (if they have already been eliminated) or choose a new 3rd partner from the eliminated teams who initially were chosen in the same round as the broken robot.
  • During Quarterfinals, Semifinals, or Finals: the alliance will randomly choose (i.e. draw a number from a hat) a single new partner from the eliminated teams who were initially chosen in the same round as the broken team and have indicated they are available to play.
    • In all cases, the team selected will provide their own drivers, coach, and human player and be considered part of the alliance for any alliance awards.

Playoff Alliance Selection & Match Flow

At the conclusion of the Skirmishes, the top 15 seeded challengers will pick three alliance partners for the Playoff rounds.

General Playoff Round (Eighth-final, Round Robin, Last Stand) Rules:

  • Normal 2019 FRC selection rules will apply for the first two rounds, but the third round will be via a random draw from the remaining challengers.
  • There are no time-outs. 
  • All four alliance robots must play at least once during the Eighth-finals and once during the Round Robin.

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 may be formed. Example: There are only 56 teams in attendance. There will only be 14 alliance captains.
  • 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 will form a 3-team instead of a 4-team alliance.

The 60-team elimination matches will be structured in the following way:

  • Eighth-finals – Fifteen (15) alliances will play two (2) matches each during the Eighth-finals. 
  • Eighth-finals will be structured as follows (If there are fewer than 15 alliances, adjustments will be made by the event coordinator):
    • E1: Alliance #7 (A7) vs Alliance #9 (A9)
    • E2: A1 v A15
    • E3: A2 v A14
    • E4: A3 v A13
    • E5: A4 v A12
    • E6: A5 v A11
    • E7: A6 v A10
    • E8: A7 v A8
    • E9: A1 v A14
    • E10: A2 v A15
    • E11: A3 v A12
    • E12: A4 v A13
    • E13: A5 v A10
    • E14: A6 v A11
    • E15: A9 v A8
  • Based on those two matches, the alliances will be sorted by the following criteria (called Championship Score):
    • Most Elimination Rank Points (2 per win, 1 per tie, 0 per loss)
    • Cumulative CARGO Points
    • Cumulative HATCH PANEL Points
    • Cumulative HAB Climb Bonus Points
    • Cumulative SANDSTORM Bonus Points
    • If still tied, a tiebreaker match will be played by the affected ALLIANCES.

Once sorted, the top 6 Eighth-final alliances will advance to play a round-robin style tournament to determine the BattleCry@WPI Victors.  In this format, each alliance plays one MATCH against each other alliance.   Championship Score and yellow cards are reset before the Round Robin begins.  The order of the matches is as follows:

  • Round Robin Alliance 1 (RR1) vs Round Robin Alliance 6 (RR6)
  • RR2 vs RR5
  • RR3 vs RR4
  • RR2 vs RR6
  • RR1 vs RR4
  • RR3 vs RR5
  • RR2 vs RR4
  • RR3 vs RR1
  • RR5 vs RR6
  • RR3 vs RR2
  • RR5 vs RR1
  • RR4 vs RR6
  • RR1 vs RR2
  • RR6 vs RR3
  • RR4 vs RR5

The two alliances with the highest Championship Score at the conclusion of the Round Robin tournament advance to the BC Last Stand.  In the Last Stand, ALLIANCES do not earn points, they earn Win, Loss, or Tie.  The first ALLIANCE to win two (2) matches is declared the BattleCry@WPI 20 Victors!