2022

6 MATCH Play

During RAPID REACT, 2

ALLIANCES
(an
ALLIANCE
is a cooperative of up to 4 FIRST Robotics Competition teams) play
MATCHES
, set up and implemented per the details described below.

6.1 Setup

Figure 6‑1
MATCH
setup

image

6.1.1
CARGO

22

CARGO
, 11 red and 11 blue, are staged for each
MATCH
as follows:

  • A. Each
    DRIVE TEAM
    may pre-load 1 of their
    CARGO
    in their
    ROBOT
    such that the
    CARGO
    is fully supported by their
    ROBOT
    .
    • a. Any of the 3
      CARGO
      not pre-loaded in the
      ALLIANCE
      ’S
      ROBOTS
      are staged between the opponent’s
      ALLIANCE WALL
      and the adjacent
      CARGO LINE
      .
  • B. 1
    ALLIANCE
    colored
    CARGO
    is staged in the
    TERMINAL
    closest to its
    ALLIANCE AREA
    .
  • C. 1
    alliance
    colored
    cargo
    is centered in front of the
    terminal
    closest to its
    alliance area
    and placed on a
    CARGO RING
    whose center is 1½ in. (~4 cm) from the edge of the ramp.
  • D. 12
    CARGO
    , 6 red and 6 blue, are staged on
    CARGO RINGS
    beyond the
    TARMACS
    as shown in Figure 6‑2.
    CARGO
    is placed as shown on a 25 ft. 6 in. (~777 cm) diameter circle centered around the
    HUB
    . Please refer to the 2022
    Arena
    Layout and Marking Diagram
    for a fully dimensioned drawing of the placement locations.
    CARGO
    centers are 40⅜ in. from the outside edges of the
    TARMACS
    .
Figure 6‑2
CARGO
staging just outside
TARMACS

image

6.1.2
ROBOTS

Each

DRIVE TEAM
stages their
ROBOT
such that its
BUMPERS
are fully contained within 1 of its
TARMACS
.

If order of placement matters to either or both

ALLIANCES
, the
ALLIANCE
must notify the Head
REFEREE
during setup for that
MATCH
. Upon notification, the Head
REFEREE
will require
ALLIANCES
to alternate placement of all
ROBOTS
. In a Qualification
MATCH
,
ROBOTS
are placed in the following order:

  1. red
    DRIVER STATION
    1
    ROBOT
  2. blue
    DRIVER STATION
    1
    ROBOT
  3. red
    DRIVER STATION
    2
    ROBOT
  4. blue
    DRIVER STATION
    2
    ROBOT
  5. red
    DRIVER STATION
    3
    ROBOT
  6. blue
    DRIVER STATION
    3
    ROBOT

In a Playoff

MATCH
, the same pattern is applied, but instead of blue
ALLIANCE
placing last, the higher seeded
ALLIANCE
(regardless of color) places last.

6.1.3 Humans

Humans stage for the

MATCH
as follows:

  • A. exactly 1
    HUMAN PLAYER
    per
    ALLIANCE
    stages in each
    TERMINAL AREA
    • a. the
      HUMAN PLAYER
      in the
      TERMINAL AREA
      furthest from their
      ALLIANCE AREA
      stages behind the
      TERMINAL STARTING LINE
      ,
  • B.
    DRIVERS
    ,
    COACHES
    , and any additional
    HUMAN PLAYERS
    stage inside their
    ALLIANCE AREA
    and behind the
    STARTING LINE
    , and
  • C.
    TECHNICIANS
    stage in the event-designated area near the
    FIELD
    .

6.2 Autonomous Period

The first phase of each

MATCH
is called Autonomous (
AUTO
) and consists of the first 15 seconds. During
AUTO
,
ROBOTS
operate without any
DRIVE TEAM
control
or input.
ROBOTS
attempt to
TAXI
from the
TARMAC
, score
CARGO
in the
HUB
, and retrieve additional
CARGO
from around the
FIELD
.
HUMAN PLAYERS
attempt to score their
CARGO
in the
HUB
.

6.3 Teleoperated Period

The second phase of each

MATCH
is called the Teleoperated Period (
TELEOP
) and consists of the remaining 2 minutes and 15 seconds (2:15). During this phase,
DRIVERS
remotely operate
ROBOTS
to retrieve and score their
CARGO
in the
HUB
and engage with their
HANGAR
.

6.4 Scoring

ALLIANCES
are rewarded for accomplishing various actions through the course of a
MATCH
, including TAXIING, scoring
CARGO
in the
HUB
, engaging with their
HANGAR
, and winning or tying
MATCHES
.

Rewards are granted either via

MATCH
points (which contribute to the
ALLIANCE
’S
MATCH
score) or Ranking Points (sometimes abbreviated to
RP
, which increase the measure used to rank teams in the Qualification Tournament). Such actions, their criteria for completion, and their point values are listed throughout Section 6.4.

All scores are assessed and updated throughout the

MATCH
, except as follows:

  • A. assessment of
    CARGO
    scored in the
    HUB
    continues for up to 5 seconds after the
    ARENA
    timer displays 0 following
    AUTO
    .
  • B. assessment of
    CARGO
    scored in the
    HUB
    continues for up to 10 seconds after the
    ARENA
    timer displays 0 following
    TELEOP
    .
  • C. assessment of
    HANGAR
    points is made 5 seconds after the
    ARENA
    timer displays 0, or when all
    ROBOTS
    have come to rest following the conclusion of the
    MATCH
    , whichever happens first.
    TAXI
    and
    HANGAR
    points are both evaluated and scored by human
    REFEREES
    . Teams are encouraged to make sure that it is obvious and unambiguous that a
    ROBOT
    has met the criteria.

6.4.1 Point Values

Point values for tasks in RAPID REACT are detailed in Table 6‑1.

A

CARGO
is scored in an UPPER or
LOWER HUB
if it passes through the top horizontal opening of the UPPER or
LOWER HUB
and passes through the sensor array, and the points awarded for that
CARGO
are assigned based on when the
CARGO
passed through the sensor array.

A

ROBOT
may only earn points for a single
RUNG
. To qualify for
HANGAR
points from a given
RUNG
, a
ROBOT
may only be contacting:

  • RUNG
    (S) at that level or higher (i.e. the level is determined by the lowest
    RUNG
    with which a
    ROBOT
    is in contact),
  • truss structure,
  • LAUNCH PADS
    ,
  • the
    ALLIANCE WALL
    ,
  • CARGO
    ,
  • guardrails,
  • an opponent
    ROBOT
    , and/or
  • another
    ROBOT
    qualified for any
    HANGAR
    points, including those awarded per violation of G208.
Table 6‑1: RAPID REACT point values

| Award | Awarded for… |

MATCH
Points |
MATCH
Points | Ranking Points | | | | ------ | | --- | |
auto
|
teleop
| |
TAXI
| each
ROBOT
whose
BUMPERS
have completely left the
TARMAC
from which it started at any point during
AUTO
| 2 | | | |
CARGO
| each
ALLIANCE
color
CARGO
scored in the
LOWER HUB
| 2 | 1 | | | each
ALLIANCE
color
CARGO
scored in the
UPPER HUB
| 4 | 2 | | |
HANGAR
(per
ROBOT
) |
LOW RUNG
| | 4 | | |
MID RUNG
| | 6 | | |
HIGH RUNG
| | 10 | | |
TRAVERSAL RUNG
| | 15 | | |
CARGO BONUS
| 20 or more
ALLIANCE
colored
CARGO
scored in the
HUB
. If at least 5
ALLIANCE
colored
CARGO
are scored in
AUTO
, called a
QUINTET
, this threshold drops to 18. | | | 1 | |
HANGAR BONUS
|
ALLIANCE
is credited with at least 16
HANGAR
points | | | 1 | | Tie | completing a
MATCH
with the same number of
MATCH
points as your opponent | | | 1 | | Win | completing a
MATCH
with more
MATCH
points than your opponent | | | 2 |

An

ALLIANCE
can earn up to 4 Ranking Points per Qualification
MATCH
as described in Table 6‑1. There are no Ranking Points or comparable points for the
CARGO BONUS
or
HANGAR BONUS
in Playoff
MATCHES
.

6.5 Rule Violations

Upon a rule violation, 1 or more of the penalties listed in Table 6‑2 are assessed.

Table 6‑2 Rule violations
PenaltyDescription
FOUL
a credit of 4 points towards the opponent’s
MATCH
score
TECH FOUL
a credit of 8 points toward the opponent’s
MATCH
score
YELLOW CARD
a warning issued by the Head
REFEREE
for egregious
ROBOT
or team member behavior or rule violations. A subsequent
YELLOW CARD
within the same tournament phase results in a
RED CARD
.
RED CARD
a penalty assessed for egregious
ROBOT
or team member behavior or rule violations which results in a team being
DISQUALIFIED
for the
MATCH
.
DISABLED
the state in which a
ROBOT
is commanded to deactivate all outputs, rendering the
ROBOT
inoperable for the remainder of the
MATCH
.
DISQUALIFIED
the state of a team in which they receive 0
MATCH
points and 0 Ranking Points in a Qualification
MATCH
or causes their
ALLIANCE
to receive 0
MATCH
points in a Playoff
MATCH

FIRST Robotics Competition uses 3 words in the context of how rules and violations are assessed in deliberate ways. These words provide general guidance to describe benchmarks to be used across the program. It is not the intent for

REFEREES
to provide a count during the time periods.

  • MOMENTARY
    describes rule violations that happen for fewer than approximately 3 seconds.
  • CONTINUOUS
    describes rule violations that happen for more than approximately 10 seconds.
  • REPEATED
    describes rule violations that happen more than once within a
    MATCH
    . See Section 11.2.1 Yellow and
    Red Cards
    for additional details.

6.5.1 Violation Details

There are several styles of violation wording used in this manual. Below are some example violations and a clarification of the way the violation would be assessed. The examples shown do not represent all possible violations, but rather a representative set of combinations.

Table 6‑3 Violation examples
Example ViolationExpanded Interpretation
FOUL
Upon violation, a
FOUL
is assessed against the violating
ALLIANCE
.
TECH FOUL
and
YELLOW CARD
Upon violation, a
TECH FOUL
is assessed against the violating
ALLIANCE
. After the
MATCH
, the Head
REFEREE
presents the violating team with a
YELLOW CARD
.
FOUL
per additional
CARGO
. If egregious,
YELLOW CARD
Upon violation, a number of
FOULS
are assessed against the violating
ALLIANCE
equal to the number of additional
CARGO
beyond the permitted quantity. Additionally, if the
REFEREES
determine that the action was egregious, the Head
REFEREE
presents the violating team with a
YELLOW CARD
after the
MATCH
.
TECH FOUL
, plus an additional
TECH FOUL
for every 5 seconds in which the situation is not corrected
Upon violation, a
TECH FOUL
is assessed against the violating
ALLIANCE
and the
REFEREE
begins to count. Their count continues until the criteria to discontinue the count are met, and for each 5 seconds within that time, an additional
TECH FOUL
is assessed against the violating
ALLIANCE
. A
ROBOT
in violation of this type of rule for 15 seconds would receive a total of 4
TECH FOULS
(assuming no other rules were simultaneously being violated).
RED CARD
for the
ALLIANCE
After the
MATCH
, the Head
REFEREE
presents the violating
ALLIANCE
with a
RED CARD
in the following fashion: a) In a PLAYOFF
MATCH
, a single
RED CARD
is assessed to the
ALLIANCE
. b) In all other scenarios, each team on the
ALLIANCE
is issued a
RED CARD
.

6.6
DRIVE TEAM

A

DRIVE TEAM
is a set of up to 5 people from the same FIRST Robotics Competition team responsible for team performance for a specific
MATCH
. There are 4 specific roles on a
DRIVE TEAM
which
ALLIANCES
can use to assist
ROBOTS
with RAPID REACT. Only 1 of the 5
DRIVE TEAM
members is permitted to be a non-Student.

The intent of the definition of

DRIVE TEAM
and
DRIVE TEAM
related rules is that, barring extenuating circumstances, the
DRIVE TEAM
consists of people who arrived at the event affiliated with that team and are responsible for their team’s and
ROBOT
’S performance at the event (this means a person may be affiliated with more than 1 team). The intent is not to allow teams to “adopt” members of other teams for strategic advantage for the loaning team, borrowing team, and/or their
ALLIANCE
(e.g. an
ALLIANCE CAPTAIN
believes 1 of their
DRIVERS
has more experience than a
DRIVER
on their first pick, and the teams agree the first pick team will “adopt” that
DRIVER
and make them a member of their
DRIVE TEAM
for Playoffs).

The definition isn’t stricter for 2 main reasons. First, to avoid additional bureaucratic burden on teams and event volunteers (e.g. requiring that teams submit official rosters that Queuing must check before allowing a

DRIVE TEAM
into the
ARENA
). Second, to provide space for exceptional circumstances that give teams the opportunity to display Gracious Professionalism (e.g. a bus is delayed, a
COACH
has no
DRIVERS
, and their pit neighbors agree to help by loaning
DRIVERS
as temporary members of the team until their bus arrives).

Table 6‑4
DRIVE TEAM
roles
RoleDescriptionMax./
DRIVE TEAM
Criteria
COACH
a guide or advisor1any team member, must wear “
COACH
” button
DRIVER
an operator and controller of the
ROBOT
3
STUDENT
, must wear a “
DRIVE TEAM
” button
HUMAN PLAYER
a
CARGO
manager
TECHNICIAN
a resource for
ROBOT
troubleshooting, setup, and removal from the
FIELD
1any team member, must wear “
TECHNICIAN
” button

A

STUDENT
is a person who has not completed high-school, secondary school, or the comparable level as of September 1 prior to Kickoff.

The

TECHNICIAN
provides teams with a technical resource for pre-MATCH setup,
ROBOT
connectivity,
OPERATOR CONSOLE
troubleshooting, and post-MATCH removal of the
ROBOT
. Some pre-MATCH responsibilities for the
TECHNICIAN
may include, but are not limited to:

  • location of the
    ROBOT
    radio, its power connection, and understanding of its indicator lights
  • location of the roboRIO and understanding of its indicator lights
  • username and password for the
    OPERATOR CONSOLE
  • restarting the
    Driver Station
    and Dashboard software on the
    OPERATOR CONSOLE
  • changing the bandwidth utilization (e.g. camera resolution, frame rate, etc.)
  • changing a battery
  • charging pneumatics While the
    TECHNICIAN
    may be the primary technical member of the
    DRIVE TEAM
    , all members of the
    DRIVE TEAM
    are encouraged to have knowledge of the basic functionality of the
    ROBOT
    , such as the location and operation of the main circuit breaker, connecting and resetting joysticks or gamepads from the
    OPERATOR CONSOLE
    , and removing the
    ROBOT
    from the
    FIELD
    .

If an

ALLIANCE
does not have at least 2
HUMAN PLAYERS
, 1 of the
ALLIANCE
’S teams must substitute a
STUDENT
TECHNICIAN
as a
HUMAN PLAYER
to be compliant with H310 for that
MATCH
only. In this case,

  • the Head
    REFEREE
    must be notified,
  • all
    HUMAN PLAYER
    rules now apply to this
    DRIVE TEAM
    member, and
  • this
    DRIVE TEAM
    member is no longer considered a
    TECHNICIAN
    for that
    MATCH
    .

6.7 Other Logistics

CARGO
that leaves the
FIELD
, other than via the
TERMINAL
, are placed back into the
FIELD
approximately at the point of exit by
FIELD STAFF
(
REFEREES
, FIRST Technical Advisors (
FTAs
), or other staff working around the
FIELD
) at the earliest safe opportunity.

Note that, except via the

TERMINAL
,
ROBOTS
may not deliberately cause opponent
CARGO
to leave the
FIELD
(see G401).

An

ARENA FAULT
is not called for
MATCHES
that accidentally begin with damaged
CARGO
. Damaged
CARGO
is not replaced until the next
ARENA
reset period.
DRIVE TEAMS
should alert the
FIELD STAFF
to any missing or damaged
CARGO
prior to the start of the
MATCH
.

Once the

MATCH
is over and the Head
REFEREE
determines that the
FIELD
is safe for
FIELD STAFF
and
DRIVE TEAMS
, they or their designee change the LED lights to green and
DRIVE TEAMS
may retrieve their
ROBOT
.

In addition to the 2 minutes and 30 seconds (2:30) of game play, each

MATCH
also has pre- and post-MATCH time to reset the
ARENA
. During
ARENA
reset, the
ARENA
is cleared of
ROBOTS
and
OPERATOR CONSOLES
from the
MATCH
that just ended,
ROBOTS
and
OPERATOR CONSOLES
for the subsequent
MATCH
are loaded into the
ARENA
by
DRIVE TEAMS
, and
FIELD STAFF
reset
ARENA
elements.

image