2022

11 Tournaments

Each 2022 FIRST® Robotics Competition event is played in a tournament format. Each tournament consists of 3 sets of

MATCHES
called Practice
MATCHES
(not played at Single-Day Events and not necessarily played at all District Events), Qualification
MATCHES
, and Playoff
MATCHES
.

Practice

MATCHES
provide each team with an opportunity to operate its
ROBOT
on the
FIELD
prior to the start of the Qualification
MATCHES
.

Qualification

MATCHES
allow each team to earn Ranking Points which determine their seeding position and may qualify them for participation in the Playoff
MATCHES
.

Playoff

MATCHES
determine the event Champions.

11.1
MATCH
Schedules

A

MATCH
schedule is used to coordinate
MATCHES
at an Event. Figure 11‑1 details information shown on each schedule.

Figure 11‑1 Sample
MATCH
schedule

image

11.2
REFEREE
Interaction

The Head

REFEREE
has the ultimate authority in the
ARENA
during the event, but may receive input from additional sources, e.g. Game Designers, FIRST personnel,
FTA
, and technical staff. The Head
REFEREE
rulings are final. No event personnel, including the Head
REFEREE
, will review video, photos, artistic renderings, etc. of any
MATCH
, from any source, under any circumstances.

If a

DRIVE TEAM
needs clarification on a ruling or score, per H202, 1
STUDENT
from that
DRIVE TEAM
should address the Head
REFEREE
after the
ARENA
Reset Signal (e.g.
FIELD
lights turn green). A
DRIVE TEAM
member signals their desire to speak with the Head
REFEREE
by standing in the corresponding red or blue Question Box, which are located on the floor near each end of the scoring table. Depending on timing, the Head
REFEREE
may postpone any requested discussion until the end of the subsequent
MATCH
as necessary.

While

FMS
tracks quantities of
FOULS
, FIRST instructs
REFEREES
to not self-track details about
FOULS
and
TECH FOULS
; as a result, we don’t expect
REFEREES
to recall details about what
FOULS
and
TECH FOULS
were made, when they occurred, and against whom.

Any reasonable question is fair game in the Question Box, and Head

REFEREES
will make good faith efforts to provide helpful feedback (e.g. how/why certain
FOULS
are being called, why a particular
ROBOT
may be susceptible to certain
FOULS
based on its design or game play, how specific rules are being called or interpreted), but please know that they will likely not be able to supply specific details.

11.2.1 YELLOW and
RED CARDS

In addition to rule violations explicitly listed throughout the 2022 Game Manual,

YELLOW CARDS
and
RED CARDS
are used in FIRST Robotics Competition to address team and
ROBOT
behavior that does not align with the mission, values, and culture of FIRST.

As noted in Section 6.5 Rule Violations and H201, the Head

REFEREE
may assign a
YELLOW CARD
as a warning, or a
RED CARD
for DISQUALIFICATION in
MATCH
for egregious behavior inappropriate at a FIRST Robotics Competition event.

A YELLOW or

RED CARD
is indicated by the Head
REFEREE
standing in front of the team’s
DRIVER STATION
and holding a YELLOW and/or
RED CARD
in the air.

Per Section 6.5 Rule Violations,

YELLOW CARDS
are additive, meaning that a second
YELLOW CARD
is automatically converted to a
RED CARD
. A team is issued a
RED CARD
for any subsequent incident in which they receive an additional
YELLOW CARD
, including earning a second
YELLOW CARD
during a single
MATCH
. A second
YELLOW CARD
is indicated by the Head
REFEREE
standing in front of the team’s
DRIVER STATION
and holding a
YELLOW CARD
and
RED CARD
in the air simultaneously after the completion of the
MATCH
. A team that has received either a
YELLOW CARD
or a
RED CARD
carries a
YELLOW CARD
into subsequent
MATCHES
, except as noted below.

Once a team receives a YELLOW or

RED CARD
, its team number is presented with a yellow background on the audience screen at the beginning of all subsequent
MATCHES
, including any replays, as a reminder to the team, the
REFEREES
, and the audience that they carry a
YELLOW CARD
.

Figure 11‑2 Example audience screen graphic showing
YELLOW CARD
indicators

image

All

YELLOW CARDS
are cleared in
FMS
at the conclusion of Practice, Qualification, and division Playoff
MATCHES
. Verbal warnings are cleared after Practice
MATCHES
and persist from Qualification
MATCHES
through subsequent tournament phases. The Head
REFEREE
may opt to perpetuate a verbal warning or
YELLOW CARD
earned during Practice
MATCHES
through to Qualification
MATCHES
for particularly egregious behavior.

During the Playoff

MATCHES
, a team receives a YELLOW or
RED CARD
for their entire
ALLIANCE
. If 2
YELLOW CARDS
are accrued by an
ALLIANCE
, the entire
ALLIANCE
is issued a
RED CARD
. A
RED CARD
results in DISQUALIFICATION and the
ALLIANCE
loses the
MATCH
. If both
ALLIANCES
receive
RED CARDS
, the
ALLIANCE
which committed the action earning the
RED CARD
first chronologically is
DISQUALIFIED
and loses the
MATCH
.

YELLOW and

RED CARDS
are applied based on the following:

Table 11‑1 YELLOW and
RED CARD
application
Time YELLOW or
RED CARDS
earned:
MATCH
to which CARD is applied:
prior to the start of Qualification
MATCHES
Team’s first Qualification
MATCH
during the Qualification
MATCHES
Team’s current (or just-completed)
MATCH
. In the case where the team participated as a
SURROGATE
in the current (or just completed)
MATCH
, the card is applied to the team’s previous
MATCH
(i.e. the team’s second Qualification
MATCH
)
between the end of Qualification
MATCHES
and the start of Playoff
MATCHES
ALLIANCE
’S first Playoff
MATCH
during the Playoff
MATCHES
ALLIANCE
’S current (or just-completed)
MATCH

Please see examples of the application of YELLOW and

RED CARDS
as shown in Section 6.5.1 Violation Details.

11.3
MATCH
Replays

Over the course of the tournament, it may be necessary for a

MATCH
to be replayed. Typical causes for replays are
MATCHES
that end in a tie during the Playoffs,
MATCHES
that are stopped because
FIELD STAFF
anticipated
FIELD
damage or personal injury, or if there is an
ARENA FAULT
. An
ARENA FAULT
is an error in
ARENA
operation that includes, but is not limited to:

  • A. broken
    FIELD
    elements due to
  • a. normal, expected game play or
  • b.
    ROBOT
    abuse of
    FIELD
    elements that affects the outcome of the
    MATCH
    for their opponents, A broken
    FIELD
    element caused by
    ROBOT
    abuse that affects the outcome of the
    MATCH
    for their
    ALLIANCE
    is not an
    ARENA FAULT
    .
  • B. power failure to a portion of the
    FIELD
    (tripping the circuit breaker in the
    DRIVER STATION
    is not considered a power failure),
  • C. improper activation by the
    FMS
    , and
  • D. errors by
    FIELD STAFF
    (except those listed in Section 6.7 Other Logistics). If, in the judgment of the Head
    REFEREE
    , an
    ARENA FAULT
    occurs that affects the outcome of the
    MATCH
    and any team on the affected
    ALLIANCE
    desires a replay, the
    MATCH
    will be replayed. FIRST Headquarters reserves the right to, with consultation of the Head
    REFEREE
    and the
    FTA
    , replay a
    MATCH
    in which an
    ARENA FAULT
    impacts the outcome of an event.

The outcome of the

MATCH
is affected if an error occurs that, in the judgement of the Head
REFEREE
, changes which
ALLIANCE
would have won the
MATCH
and/or the assignment of Ranking Points.

The outcome of an event is affected if an error occurs that, in the judgement of FIRST Headquarters, changes the assignment of Ranking Points or has a dramatic effect on points used for ranking criteria.

All reasonable effort is made to create the same conditions when replaying a

MATCH
caused by an
ARENA FAULT
or
FIELD
damage. This means, for example, that a team that was
BYPASSED
prior to the start of the
MATCH
which is to be replayed is
BYPASSED
for the replay
MATCH
.
ROBOT
and
DRIVE TEAM
starting locations do not need to be replicated when replaying a
MATCH
.

Note that an

ARENA FAULT
that does not affect
MATCH
outcome, in the judgement of the Head
REFEREE
, does not lead to a
MATCH
replay. Examples include, but are not limited to:

a. a piece of

FIELD
plastic falls into the
FIELD
, far away from any human or
ROBOT
activity, and in such a way that it does not affect
MATCH
outcome,

b. delay in the playing of an

ARENA
sound,

c. mismatch between the timer on the audience screen and the

ARENA
timer, and

d. any adjustment or delay in assignment of a penalty (including those made after the

MATCH
).

11.4 Measurement

At each event, the

ARENA
will be open for at least 30 minutes prior to the start of Qualification
MATCHES
, during which time teams may survey and/or measure the
ARENA
and bring
ROBOTS
on the
FIELD
to perform sensor calibration. The specific time that the
FIELD
is open will be communicated to teams at the event. Teams may bring specific questions or comments to the
FTA
.

T401 *Freeze,
Robot
.

During the period when the

ARENA
is open for measurement,
ROBOTS
can be enabled, but may neither drive, extend outside their
frame perimeter
, nor interact with (e.g. score, push, pickup, etc.)
CARGO
, the
HUB
, the
HANGAR
, or other
FIELD
elements.

Violation: Verbal warning. If subsequent violations at any point during the event or egregious
YELLOW CARD
.

11.5 Practice
MATCHES

Practice

MATCHES
are played before Qualification
MATCHES
. The Practice
MATCH
schedule is available as soon as possible, but no later than the start of Practice
MATCHES
. For Regional events, it will also be published and available online at the FIRST Robotics Event Results site, except during exceptional circumstances. Practice
MATCHES
are randomly assigned, and teams may not switch scheduled Practice
MATCHES
. Each team is assigned an equal number of Practice
MATCHES
unless the number of teams multiplied by number of Practice
MATCHES
is not divisible by 6. In this case, the
FMS
randomly selects some teams to play an extra Practice
MATCH
.

Practice

MATCHES
are not part of Single-Day Events and are not guaranteed at District Events due to event schedule constraints.

11.5.1 Filler Line

A Filler Line is used to fill open slots at events that employ scheduled Practice

MATCHES
or all slots at events with an open Practice
MATCH
schedule. Teams from the Filler Line are used on a first come, first served basis to fill empty spots in Practice
MATCHES
left by other teams that do not report to Queueing. The number of teams in the Filler Line is dependent upon space at venues.

Only teams that meet all criteria below qualify for the Filler Line:

  • A.
    ROBOTS
    in the Filler Line must have passed inspection (this requirement may be waived for events with open Practice
    MATCH
    schedules),
  • B.
    DRIVE TEAMS
    must join the Filler Line with their
    ROBOT
    ,
  • C. teams may not work on their
    ROBOT
    while in the Filler Line,
  • D. teams may not occupy more than 1 spot in the Filler Line, and
  • E. if a team is queued for their Practice
    MATCH
    , they may not also join the Filler Line.

11.6 Qualification
MATCHES

11.6.1 Schedule

The Qualification

MATCH
schedule is made available as soon as possible, but no later than 1 hour before Qualification
MATCHES
are scheduled to begin (for Single-Day Events, the schedule is provided no later than 30 minutes before Qualification
Matches
are scheduled to begin). Teams receive 1 hard copy and it is also available at the FIRST Robotics Competition Event Results site, except during exceptional circumstances. Each Qualification schedule consists of a series of rounds in which each team plays 1
MATCH
per round.

11.6.2
MATCH
Assignment

FMS
assigns each team 2
ALLIANCE
partners for each Qualification
MATCH
using a predefined algorithm, and teams may not switch Qualification
MATCH
assignments. The algorithm employs the following criteria, listed in order of priority:

  1. maximize time between each
    MATCH
    played for all teams
  2. minimize the number of times a team plays opposite any team
  3. minimize the number of times a team is allied with any team
  4. minimize the use of
    SURROGATES
    (teams randomly assigned by the
    FMS
    to play an extra Qualification
    MATCH
    )
  5. provide even distribution of
    MATCHES
    played on blue and red
    ALLIANCE
  6. provide even distribution of
    MATCHES
    played in each
    DRIVER STATION
    number

At events with fewer than 24 participating teams, the criteria are similar, however criterion 5 is changed to minimize the number of times a team swaps between the blue and red

ALLIANCE
rather than an even distribution.

All teams are assigned the same number of Qualification

MATCHES
, equal to the number of rounds, unless the number of teams multiplied by number of
MATCHES
is not divisible by 6. In this case, the
FMS
randomly selects some teams to play an extra
MATCH
. For the purpose of seeding calculations, those teams are designated as
SURROGATES
for the extra
MATCH
. If a team plays a
MATCH
as a
SURROGATE
, it is indicated on the
MATCH
schedule, it is always their third Qualification
MATCH
, and the outcome of the
MATCH
has no effect on the team’s ranking. YELLOW and
RED CARDS
assigned to
SURROGATES
, however, do carry forward to subsequent
MATCHES
.

11.6.3 Qualification Ranking

Ranking Points are units credited to a team based on their

ALLIANCE
’S performance in Qualification
MATCHES
. Ranking Points are awarded to each eligible team at the completion of each Qualification
MATCH
per Table 6‑1.

Exceptions to Ranking Point assignment are as follows:

  • A. A
    SURROGATE
    receives 0 Ranking Points.
  • B. A
    DISQUALIFIED
    team, as determined by the Head
    REFEREE
    , receives 0 Ranking Points in a Qualification
    MATCH
    or causes their
    ALLIANCE
    to receive 0
    MATCH
    points in a Playoff
    MATCH
    .
  • C. A “no-show” team is either
    DISQUALIFIED
    from or issued a
    RED CARD
    for that
    MATCH
    (see H305). A team is declared a no-show if no member of the
    DRIVE TEAM
    is in the
    ALLIANCE AREA
    at the start of the
    MATCH
    . The total number of Ranking Points earned by a team throughout their Qualification
    MATCHES
    divided by the number of
    MATCHES
    they’ve been scheduled to play (minus any
    SURROGATE
    MATCH
    ), then truncated to 2 decimal places, is their Ranking Score (
    RS
    ).

All teams participating in Qualification

MATCHES
are ranked by Ranking Score. If the number of teams in attendance is ‘n’, they are ranked ‘1’ through ‘n’, with ‘1’ being the team with the highest Ranking Score and ‘n’ being the team with the lowest Ranking Score.

Teams are ranked in order, using the sorting criteria defined in Table 11‑2.

Table 11‑2 Qualification
MATCH
ranking criteria
Order SortCriteria
1stRanking Score
2ndAverage
Alliance
MATCH
points, not including
FOULS
3rdAverage
ALLIANCE
HANGAR
points
4thAverage
ALLIANCE
TAXI
+
AUTO
CARGO
points
5thRandom sorting by the
FMS

11.7 Playoff
MATCHES

In Playoff

MATCHES
, teams do not earn Ranking Points; they earn a Win, Loss or Tie. Within each series of the Playoff
MATCH
Bracket, the first
ALLIANCE
to win 2
MATCHES
advances.

In the case where the Quarterfinal or Semifinal

MATCH
scores for both
ALLIANCES
are equal, the win is awarded to the
ALLIANCE
per criteria listed in Table 11‑3. A
DISQUALIFIED
team, as determined by the Head
REFEREE
, causes their
ALLIANCE
to receive 0
MATCH
points in a Playoff
MATCH
.

In Finals

MATCHES
, the Champion
ALLIANCE
is the first
ALLIANCE
to win 2
MATCHES
. In the case where an
ALLIANCE
hasn’t won 2
MATCHES
after 3
MATCHES
have been played (because of tied
matches
), the Playoffs proceed with up to 3 additional Finals
MATCHES
, called Overtime
MATCHES
, until an
ALLIANCE
has won 2 Finals
MATCHES
. In the case where the Overtime
MATCH
scores for both
ALLIANCES
are equal, the win for that Overtime
MATCH
is awarded based on the criteria listed in Table 11‑3.

Table 11‑3 Playoff
MATCH
tiebreaker criteria
Order SortCriteria
1stCumulative
FOUL
and
TECH FOUL
points due to opponent rule violations
2nd
ALLIANCE
HANGAR
points
3rd
ALLIANCE
TAXI
+
AUTO
CARGO
points
4th
MATCH
is replayed

11.7.1
ALLIANCE
Selection Process

At the end of the Qualification

MATCHES
, the top 8 seeded teams become the
ALLIANCE
Leads. The seeded
ALLIANCES
are designated, in order,
ALLIANCE
1,
ALLIANCE
2, etc., down to
ALLIANCE
8. Using the
ALLIANCE
selection process described in this section, each
ALLIANCE
Lead chooses 2 other teams to join their
ALLIANCE
.

If a team declines the

ALLIANCE
Lead position or doesn’t send a
STUDENT
representative for
ALLIANCE
selection, they are ineligible to participate in the Playoff Tournament. If the declining/absent team would have been an
ALLIANCE
Lead, all lower ranked
ALLIANCE
Leads are promoted 1 spot. The next highest-ranked team moves up to become the
ALLIANCE
8 Lead.

Each team chooses a

STUDENT
team representative who proceeds to the
ARENA
at the designated time (typically before the lunch break on the final day of the event) to represent their team. The designated
STUDENT
representative from each
ALLIANCE
in a Playoff
MATCH
is called the
ALLIANCE CAPTAIN
.

The

ALLIANCE
selection process consists of 2 rounds during which each
ALLIANCE CAPTAIN
invites a team seeded below them in the standings to join their
ALLIANCE
. The invited team must not already have declined an invitation.

Round 1: In descending order (

ALLIANCE
1 to
ALLIANCE
8), each
ALLIANCE CAPTAIN
invites a single team. The invited team’s representative steps forward and either accepts or declines the invitation.

If the team accepts, it becomes a member of that

ALLIANCE
. If an invitation from a top 8
ALLIANCE
to another
ALLIANCE
Lead is accepted, all lower
ALLIANCE
Leads are promoted 1 spot. The next highest-seeded, unselected team moves up to become the
ALLIANCE
8 Lead.

If the team declines, that team is not eligible to be picked again or to be a

BACKUP TEAM
(see Playoff
MATCH
Bracket), and the
ALLIANCE CAPTAIN
extends another invitation to a different team. If an invitation from a top 8
ALLIANCE
to another
ALLIANCE
Lead is declined, the declining team may still invite teams to join their
ALLIANCE
; however, it cannot accept invitations from other
ALLIANCES
.

The process continues until

ALLIANCE
8 makes a successful invitation.

Round 2: The same method is used for each

ALLIANCE CAPTAIN
’S second choice except the selection order is reversed, with
ALLIANCE
8 picking first and
ALLIANCE
1 picking last. This process results in 8
ALLIANCES
of 3 teams each.

Of the remaining eligible teams, the highest seeded teams must either accept or decline to be included in a pool of available teams until there are up to 8 teams that accept to be added into the pool.

FIELD STAFF
will coordinate the assembly of this BACKUP pool immediately after the top ranked
ALLIANCE
has made their final pick. If a team is not available to accept inclusion in the BACKUP pool, it will be assumed they have declined the invitation.

11.7.2 Playoff
MATCH
Bracket

The Playoff

MATCHES
take place following the completion of the Qualification
MATCHES
and the
ALLIANCE
selection process. Playoff
MATCHES
are played in a bracket format as shown in Figure 11‑3.

ALLIANCE
Leads are assigned to
DRIVER STATION
2, the first picks are assigned to their left in
DRIVER STATION
1, and second picks are assigned to the
ALLIANCE
Lead’s right in
DRIVER STATION
3. If a
BACKUP TEAM
is in play, they will be assigned to the
DRIVER STATION
that was assigned to the
DRIVE TEAM
they’re replacing. Teams cannot change assignments.

For Quarterfinal

MATCHES
, the higher seeded
ALLIANCE
is assigned to the red
ALLIANCE
. Beyond the Quarterfinal
MATCHES
, the
ALLIANCE
on the top of each
MATCH
in Figure 11‑3 is assigned to the red
ALLIANCE
, regardless of whether they are the higher seeded
ALLIANCE
in that particular
MATCH
.

Figure 11‑3 Playoff
MATCH
bracket

image

In order to allow time between

MATCHES
for all
ALLIANCES
, the order of play is as follows:

Table 11‑4 Playoff order
Quarterfinal Round 1Quarterfinal Round 2Quarterfinal Round 3SemifinalsFinals
Quarterfinal 1 (1 vs. 8)Quarterfinal 5 (1 vs. 8)Quarterfinal Tiebreaker 11Semifinal 1Final 1
Quarterfinal 2 (4 vs. 5)Quarterfinal 6 (4 vs. 5)Quarterfinal Tiebreaker 21Semifinal 2
FIELD
TIMEOUT
Quarterfinal 3 (2 vs. 7)Quarterfinal 7 (2 vs. 7)Quarterfinal Tiebreaker 31Semifinal 3Final 2
Quarterfinal 4 (3 vs. 6)Quarterfinal 8 (3 vs. 6)Quarterfinal Tiebreaker 41Semifinal 4
FIELD
TIMEOUT
FIELD
TIMEOUT1
FIELD
TIMEOUT1
Semifinal Tiebreaker 11Final Tiebreakers (Overtime) 1
Any Replays due to ties1Semifinal Tiebreaker 21Any Replays due to ties1
FIELD
TIMEOUT1
Any Replays due to ties1

1 - if required

11.7.3 Pit Crews

During the Playoff

MATCHES
, extra team members may be needed to maintain the
ROBOT
between
MATCHES
because of the distance between the
FIELD
and the pit area. Each team is permitted to have 3 additional pit crew members who can also help with needed
ROBOT
repairs/maintenance.

11.7.4
TIMEOUTS

A

TIMEOUT
is a period of up to 8 minutes between
MATCHES
which is used to pause Playoff
MATCH
progression.

During a

TIMEOUT
, the
ARENA
timer displays the time remaining in the
TIMEOUT
. Both
ALLIANCES
enjoy the complete 8-minute window. If an
ALLIANCE
completes their repairs before the
ARENA
timer expires, the
ALLIANCE CAPTAIN
is encouraged to inform the Head
REFEREE
that they are ready to play. If both
ALLIANCES
are ready to play before the
TIMEOUT
expires, the next
MATCH
will start.

There are no

TIMEOUTS
for Practice or Qualification
MATCHES
.

If circumstances require an

ALLIANCE
to play in back-to-back
MATCHES
during the Playoff
MATCHES
, the Head
REFEREE
will issue a
FIELD
TIMEOUT
to allow teams to prepare for the next
MATCH
.
FIELD
TIMEOUTS
are the same time duration as
TIMEOUTS
and begin once the
HANGARS
are clear of
ROBOTS
and the
MATCH
results have been posted.

Figure 11‑4
TIMEOUT
and BACKUP Coupon timeline if teams not in back-to back
MATCHES

image

Figure 11‑5
TIMEOUT
and BACKUP Coupon timeline if teams in back-to back
MATCHES

image

Each

ALLIANCE
in the Playoff tournament is issued 1
TIMEOUT
.

Teams are expected to have their

ROBOTS
staged on the
FIELD
by the end of the
TIMEOUT
. Teams that cause a delay to the start of a
MATCH
after a
TIMEOUT
are at risk of being in violation of H301.

T701 *There’s a window for
timeout
coupons.

If an

ALLIANCE
wishes to use their
TIMEOUT
, the
ALLIANCE CAPTAIN
must submit their
TIMEOUT
coupon to the Head
REFEREE
within 2 minutes of the
ARENA
reset signal preceding their
MATCH
(if not a back-to-back
MATCH
) or when the
HANGARS
are clear and the
MATCH
results are posted (if a back-to-back
MATCH
). If there is no preceding
MATCH
, the
TIMEOUT
coupon must be submitted no later than 2 minutes before the scheduled
MATCH
time. The
TIMEOUT
begins at the end of the Team
TIMEOUT
Coupon Window depicted in Figure 11‑4 and Figure 11‑5.

A request presented outside the defined parameters in this rule will be denied.

There are no cascading

TIMEOUTS
. If an
ALLIANCE
calls a
TIMEOUT
during a
FIELD
TIMEOUT
, the
FIELD
TIMEOUT
will expire 2 minutes after the
HANGARS
are clear and
MATCH
results are posted, and the
ALLIANCE
’S
TIMEOUT
will begin.

If an

ALLIANCE
wishes to call a
TIMEOUT
during a
FIELD
TIMEOUT
, it must still do so within 2 minutes of the
HANGARS
being clear and the
MATCH
results being posted preceding their
MATCH
.

TIMEOUTS
are not transferrable between
ALLIANCES
, meaning an
ALLIANCE
cannot hand their designated
TIMEOUT
coupon to another
ALLIANCE
to use, however an
ALLIANCE
may use their own coupon for any purpose they wish.

If a Playoff

MATCH
is replayed because of an
ARENA FAULT
which rendered a
ROBOT
inoperable, the Head
REFEREE
has the option of calling a
FIELD
TIMEOUT
.

11.7.5
BACKUP TEAMS

In the Playoff

MATCHES
, it may be necessary for an
ALLIANCE
to replace 1 of its members due to a faulty
ROBOT
. Examples of
ROBOT
faults include, but are not limited to, the following:

  1. mechanical damage,
  2. electrical issues, and
  3. software problems.

In this situation, the

ALLIANCE CAPTAIN
has the option to bring in only the highest seeded team from the pool of available teams to join its
ALLIANCE
. The team whose
ROBOT
and
DRIVE TEAM
replaces another
ROBOT
and
DRIVE TEAM
on an
ALLIANCE
during the Playoff
MATCHES
is called the
BACKUP TEAM
.

The resulting

ALLIANCE
is then composed of 4 teams. The replaced team remains a member of the
ALLIANCE
for awards, but cannot return to play, even if their
ROBOT
is repaired.

Each

ALLIANCE
is allotted 1
BACKUP TEAM
coupon during the Playoff
MATCHES
. If a second
ROBOT
from the
ALLIANCE
becomes inoperable, then the
ALLIANCE
must play the following
MATCHES
with only 2 (or even 1)
ROBOTS
.

Example: 3 teams, A, B and C, form an

ALLIANCE
going into the Playoff
MATCHES
. The highest seeded team not on 1 of the 8
ALLIANCES
is Team D. During 1 of the Playoff
MATCHES
, Team C’s
ROBOT
suffers damage to its mechanical arm. The
ALLIANCE CAPTAIN
decides to bring in Team D to replace Team C. Team C and their
ROBOT
are not eligible to play in any subsequent Playoff
MATCHES
. The new
ALLIANCE
of Teams A, B, and D are successful in advancing to the Finals and win the event. Teams A, B, C, and D are all recognized as members of the Winning
ALLIANCE
and receive awards.

In the case where a

BACKUP TEAM
is part of the Winning or Finalist
ALLIANCE
, there will be a 4-team Winning or Finalist
ALLIANCE
.

If during a

TIMEOUT
an
ALLIANCE CAPTAIN
determines that they need to call up a
BACKUP TEAM
, they must submit their
BACKUP TEAM
coupon to the Head
REFEREE
while there are still at least 2 minutes remaining on the
ARENA
timer. After that point, they will not be allowed to utilize the
BACKUP TEAM
.

Alternatively, an

ALLIANCE CAPTAIN
may choose to call up a
BACKUP TEAM
without using their
TIMEOUT
by informing the Head
REFEREE
directly within 2 minutes of the Head
REFEREE
issuing the
ARENA
reset signal preceding their
MATCH
. If there is no preceding
MATCH
, the
BACKUP TEAM
coupon must be submitted no later than 2 minutes before the scheduled
MATCH
time.

In the case where the

ALLIANCE CAPTAIN
’S
ROBOT
is replaced by a
BACKUP TEAM
, the
ALLIANCE CAPTAIN
is allowed as a sixteenth
ALLIANCE
DRIVE TEAM
member. This additional representative may only serve in an advisory role and is considered a
COACH
(e.g. can’t be a
HUMAN PLAYER
)

The Head

REFEREE
will not accept the
BACKUP TEAM
coupon unless it lists the number of the team whose
ROBOT
is being replaced and is initialed by the
ALLIANCE CAPTAIN
. Once a
BACKUP TEAM
coupon is submitted and accepted by the Head
REFEREE
, the
BACKUP TEAM
coupon may not be withdrawn by the
ALLIANCE
.

T702 *No coupons if
match
stopped prematurely.

An

ALLIANCE
may not request a
TIMEOUT
or a
BACKUP TEAM
after a Playoff
MATCH
is stopped by the Head
REFEREE
(e.g. due to an
ARENA FAULT
or a safety issue). The sole exception is if the replay is due to an
ARENA FAULT
that rendered a
ROBOT
inoperable.

Violation: A request presented outside parameters defined will be denied.

If a Playoff

MATCH
is replayed per this rule, the Head
REFEREE
has the option of calling a
FIELD
TIMEOUT
.

11.7.6 Small Event Exceptions

The scheduling algorithm described in Section 11.6.2

Match
Assignment works to minimize teams playing in back-to-back
MATCHES
. However, at events with fewer than 24 teams, back-to-back plays may occur. If any team is scheduled to play in back-to-back
MATCHES
, the Head
REFEREE
issues a
FIELD
TIMEOUT
unless a longer break is already scheduled to occur (e.g. lunch.) See Section 11.7.4
timeouts
for details.

Multi-day events with 24 teams or fewer employ a modified Playoff

MATCH
format. Instead of 8
ALLIANCES
, these events proceed through
ALLIANCE
SELECTION and the Playoff Tournament with the maximum number of complete 3-team
ALLIANCES
that can be formed while leaving at least 1
BACKUP TEAM
(e.g. a 24-team event creates 7
ALLIANCES
, a 20-team event creates 6
ALLIANCES
).

image

The Playoff Bracket remains as shown in Figure 11‑3, with any matchup against a non-existent

ALLIANCE
resulting in a bye (i.e. automatic advancement to the next round). An
ALLIANCE
assigned a bye-MATCH is invited, though not required, to practice together in a null
MATCH
(i.e. it has no bearing on the Playoff tournament) before Playoff
MATCHES
begin.

District points for Draft Order Acceptance (per Section 11.8.1.2

Alliance
Selection Results) are awarded as if a full set of
ALLIANCES
was selected (i.e. the second selection of the 3-seed
ALLIANCE
still receive 3 points regardless of how many
ALLIANCES
are formed). District points for Playoff performance consider an
ALLIANCE
that has a bye to have achieved the typical 2 wins for advancing from that round (i.e. the
ALLIANCE
members earn 10 district points).

11.7.7 Single-Day Event Exceptions

Some events are restricted to hosting teams 1 day at a time and are called Single-Day Events. Single-Day Events have a minimum of 13 and a maximum of 24 teams.

District points are modified as described in Section 11.8.1 District Events.

Single-Day Events employ a 4-ALLIANCE Playoff bracket as shown in Figure 11‑6 (and if the event is a District, points are not awarded for advancement through the Quarterfinal round). These

MATCHES
follow the same order as the Semifinal and Final rounds shown in Table 11‑4.

Figure 11‑6 Single-Day Event Playoff bracket

image

To create the 4

ALLIANCES
,
ALLIANCE
selection proceeds in the same general fashion as described in Section 11.7.1, however with only 4
ALLIANCE
Leads instead of 8.

While each day is independent of the other days with regards to the

ROBOT
competition, judged awards span all days included in that event series (i.e. a team participating in the first day competes with teams participating in the second day for judged awards). All judging is conducted remotely, and full details are included in the 2022 Single-Day Event Plan.

11.8 Advancement Through the District Model

Teams advance through the season depending on the events at which they compete: Regional or District. This section details how District teams advance from District qualifying events, to their District Championship.

11.8.1 District Events

District teams are ranked throughout the season based on the points they earn at their first 2 home District events they attend, as well as at their District Championship. Points are awarded to teams as follows:

Table 11‑5 District Point Assignment
CategoryPoints
Qualification Round Performance(For a typically sized District event, this will result in a minimum of 4 points being awarded for Qualification round performance. For events of all sizes, a maximum of 22 points will be awarded.)
ALLIANCE CAPTAINS
Equal to 17 minus the
ALLIANCE CAPTAIN
number (e.g. 14 points for
ALLIANCE
#3 Captain) For Single-Day Events,
ALLIANCE CAPTAINS
#1, 2, 3, and 4 receive 16, 14, 12, and 10 points respectively.
Draft Order AcceptanceEqual to 17 minus the Draft Order Acceptance Number (e.g. 12 points for the team that is fifth to accept an invitation) For Single-Day Events, first through eighth picks receive 16, 14, 12, 10, 8, 6, 4, and 2 points respectively.
Playoff AdvancementPoints awarded based on team participation in individual playoff rounds, and whether or not the
ALLIANCE
advances. See Section 11.8.1.3 for details.
Judged Team Awards10 points for Chairman’s Award 8 points each for Engineering Inspiration and Rookie All Star Awards 5 points each for all other judged team awards
Team Age10 points for 2021 and 2022 rookie teams 5 points for 2020 rookie teams
Back-to-Back Play2 points for teams playing 2 Single-Day Events on 1 weekend, provided the 2 events are the team’s first 2 events

Points earned at District Championships are multiplied by 3 and then added to points earned at District events, to determine the final season point total for the team.

If there is a tie in the season point total between teams, those items are broken using the following sorting criteria:

Table 11‑6 District team sort criteria
Order SortCriteria
1stTotal Playoff Round Performance Points
2ndBest Playoff Round Finish at a single event
3rdTotal
ALLIANCE
Selection Results Points
4thHighest Qualification Round Seed or Draft Order Acceptance (i.e. Highest
ALLIANCE
Selection points at a single event)
5thTotal Qualification Round Performance Points
6thHighest Individual
MATCH
Score, regardless of whether that score occurred in a Qualification or Playoff
MATCH
7thSecond highest Individual
MATCH
Score, regardless of whether that score occurred in a Qualification or Playoff
MATCH
8thThird highest Individual
MATCH
Score, regardless of whether that score occurred in a Qualification or Playoff
MATCH
9thRandom Selection

11.8.1.1 Qualification Round Performance

The calculation of Qualification performance points is done using the equation (an inverse error function) in Table 11‑5. The equation utilizes the following variables:

  • R
    – the qualification rank of the team at the event at the conclusion of Qualification
    MATCHES
    (as reported by
    FMS
    )
  • N – the number of FIRST Robotics Competition teams participating in the Qualification rounds at the event
  • Alpha (α) – a static value (1.07) used to standardize the distribution of points at events This formula generates an approximately normal distribution of Qualification Round Performance points at an event, based on rank, with most teams getting a moderate number of points, and fewer teams getting the highest or lowest numbers of points available.

Table 11‑7 displays sample Qualification Round Performance points for variously ranked teams at a 40-team event. The system will automatically generate the appropriate points for each team based on their rank and the number of teams at the event.

Table 11‑7 Sample Qualification Round point assignments
Rank123419202137383940
Points222120191313126654

11.8.1.2
ALLIANCE
Selection Results

This attribute measures both individual team qualification round seeding performance and recognition by peers.

ALLIANCE CAPTAINS
are recognized based on their qualification round seeding rank. This rank is a result of the rules of the game, which typically incorporate several team performance attributes, and are designed to eliminate ties in rank. Non-ALLIANCE CAPTAINS are rewarded based on peer recognition. To be invited to join an
ALLIANCE
, a team’s peers have decided that the team has attributes that are desirable. Giving points for
ALLIANCE
selection also supports come-from-behind teams. A team taking several
MATCHES
to optimize their performance may be recognized as a late bloomer by a top seeded team, even if that performance isn’t reflected in the rankings because of poor performance in early
MATCHES
. These points also have the potential to recognize teams employing a minority strategy with their
ROBOT
. Teams with unique or divergent
ROBOT
capabilities that complement the strengths of other
ALLIANCE
members may be selected to fill a strategic niche.

Note also that

ALLIANCE CAPTAINS
are given the same number of points as the team drafted in the same sequence. For example, the third
ALLIANCE CAPTAIN
gets the same number of points as the third draft. Numerical analysis supports the idea that
ALLIANCE CAPTAINS
are about as strong in
ROBOT
performance as equivalently drafted teams. As an additional minor benefit, awarding the same points for
ALLIANCE CAPTAINS
and equivalent drafts lubricates the acceptance of draft offers between
ALLIANCE CAPTAINS
, which gives teams out of the top 8 (or 4, if a Single-Day Event) the chance to experience being
ALLIANCE CAPTAINS
themselves.

11.8.1.3 Playoff Round Performance

This attribute measures team performance as part of an

ALLIANCE
.

All teams on the

ALLIANCE
winning a particular playoff series, who participate in
MATCHES
with their
ROBOTS
, receive 5 points per
MATCH
won. In most cases, teams receive 10 points at each of the Quarterfinal, Semifinal, and Final levels, unless a BACKUP
ROBOT
is called in to play. For Single-Day Events, there is no Quarterfinal level so teams can receive up to 20 points for winning at the Semifinal and Final levels.

11.8.1.4 Awards

This attribute measures team performance with respect to team awards judged at the event.

The points earned for team awards in this system are not intended to capture the full value of the award to the team winning the award, or to represent the full value of the award to FIRST. In many ways, the team’s experience in being selected for awards, especially the Chairman’s Award, the Engineering Inspiration Award, and the Rookie All Star Award (which is optional for District Championship events), is beyond measure, and could not be fully captured in its entirety by any points-based system. Points are being assigned to awards in this system only to help teams recognize that FIRST continues to be “More than RobotsSM,” with the emphasis on our cultural awards, and to assist in elevating award-winning teams above non-award-winning teams in the ranking system.

Teams only get points for team awards judged at the event. If an award is not judged (e.g. Rookie Highest Seed), is not for a team (e.g. the Dean’s List Award) or is not judged at the event (e.g. Safety Animation Award, sponsored by UL), no points are earned.

11.8.1.5 Team Age

This attribute recognizes the difficulty in being a rookie or relatively new team.

Points are awarded to 2020, 2021, and 2022 rookie teams in recognition of the unique challenges teams face in those early years, and to increase the chance that they will make it to the District Championship to compete with their

ROBOTS
. Like our dedicated Rookie awards, these additional points are intended to recognize and motivate newer participants in FIRST Robotics Competition. These points are awarded once at the beginning of the season. Rookie year is calculated based on the year in which FIRST recognizes the team as a rookie.

The assignment of Team Age points is different in 2022 from previous seasons. Please see this blog post for additional information.

11.8.1.6 Regional Participation

District teams do not earn points for their actions at any Regionals they may attend, nor are eligible for FIRST Championship qualifying judged awards at those events. However, if a District team does earn a slot at the FIRST Championship while attending a Regional event, that slot does count as part of the total Championship allocation the District is receiving for the season.

11.8.2 District Championship Eligibility

A team competing in a District qualifies for their District Championship by meeting 1 of the following criteria:

  • A. District Chairman’s Award Winner,
  • B. District Ranking (based on total points earned at their first 2 home District events as detailed in District Events), Teams do not earn points at third or subsequent District events, nor at any inter-district or Regional events at which they compete during the season.

If a team declines an invitation to the District Championship, the next highest uninvited team on the list is invited, and so on, until the event capacity is filled.

  • C. District Engineering Inspiration winner (qualifies to compete for the award only), and
  • D. District Rookie All Star winner (qualifies to compete for the award only). The capacity of each District Championship is shown in Table 11‑8. Each District determines the number of teams that qualify for their District Championship. These limits are based on factors including but not limited to the total number of teams in the District, available venue capacity, etc.
Table 11‑8 2022 District Championship Capacities
District ChampionshipCapacity
FIRST Chesapeake District Championship60
FIRST Israel District Championship40
FIRST Mid-Atlantic District Championship60
FIRST North Carolina State Championship32
FIRST Ontario Provincial Championship80
FIRST in Texas District Championship80
Indiana State Championship32
Michigan State Championship160
New England District Championship80
Pacific Northwest District Championship50
Peachtree District State Championship32

11.8.3 District Championships with Multiple Divisions

Some District Championships have a sufficient number of teams to justify using more than 1 division. Teams are assigned divisions by FIRST using a process developed by FIRST in Michigan.

The process employs a “brute force iterative randomizer” and is executed as follows:

  1. The district team list is sorted in order of cumulative district points earned as described in District Events.
  2. The list is divided into quartiles based on rank (e.g. the first quartile has the top 25% ranked teams).
  3. Division assignments are randomly generated using equal contribution from each quartile.
  4. 3 criteria are calculated for each division:

a. average strength: the arithmetic mean of the district point values of teams in a division

b. distribution of strength: the Signal to Noise Ratio (SNR) of the district point values of teams in a division. SNR is calculated as follows:

image

= arithmetic mean of the district points in a division

σ = standard deviation of the district points in a division

c. distribution of strength for “top” teams: The SNR of the district point values of teams in the first quartile of a division

  1. The 3 criteria for each division are compared to the other division(s). If the difference between the division’s value and any other division’s value exceeds the limits in Table 11‑9, the criteria is not met.
Table 11‑9 District Championship division Evaluation Limits
2 divisions4 divisions
Average strength12
Distribution of strength12.5
Distribution of strength for “top” teams1.52
  1. If all 3 criteria met, event organizers publish the assignments. If any of the 3 criteria are not met, assignments are rejected, and the process returns to Step 3.

In these cases:

  • Division winning
    ALLIANCES
    play each other in District Championship Playoffs, employing the bracket below that corresponds to their District, until a winning
    ALLIANCE
    for the event is determined.
Figure 11‑7 4 division District Championship Playoff Bracket

image

Figure 11‑8 2 division District Championship Playoff Bracket

image

  • Teams participating in District Championship Playoffs earn Playoff round performance District points as described in Playoff Round Performance.
  • If an
    ALLIANCE
    in a District Championship Playoff has not yet adopted a BACKUP
    ROBOT
    per
    BACKUP TEAMS
    , the
    ALLIANCE CAPTAIN
    may bring in only the highest seeded team from their division’s pool of available teams to join its
    ALLIANCE
    .

11.9 FIRST Championship: Additions and Exceptions

At the 2022 FIRST Championship, teams are split into 6 divisions. The process used to assign teams to their division is as follows:

  1. Rookies are assigned randomly, team by team, sequentially to divisions (i.e. a team in Division 1, a team in Division 2, a team in Division 3, a team in Division 4, a team in Division 5, a team in Division 6, then back to Division 1 again, until Rookies are all assigned to a division).
  2. Step 1 is
    repeated
    with veteran teams.

Each division plays a standard tournament as described in Qualification

MATCHES
and Playoff
MATCHES
to produce the division Champions. Those 6 division Champions proceed to the Championship Playoffs, on the Einstein
FIELDS
, to determine the 2022 FIRST Robotics Competition Championship Winners, per FIRST Championship Playoffs.

11.9.1 Advancement to the FIRST Championship

Details on how teams earn eligibility to attend the FIRST Championship are posted on the FIRST Championship eligibility webpage.

11.9.2 4
ROBOT
ALLIANCES

There is no provision for

BACKUP TEAMS
at the FIRST Championship.

Instead, before each division Playoff Tournament,

ALLIANCES
are selected per the process as described in Section 11.7.1
Alliance
Selection Process, however the process continues with a third round of selection as follows.

Round 3: The same method is used for each

ALLIANCE CAPTAIN
’S third choice except the selection order is reversed again, with
ALLIANCE
1 picking first and
ALLIANCE
8 picking last. This process results in 8
ALLIANCES
of 4 teams each.

ALLIANCES
may start with any 3 of the 4
ROBOTS
on their
ALLIANCE
during division Playoff
MATCHES
and during the Championship Playoffs. The list of 3 teams participating in the
MATCH
and their selected
DRIVER STATIONS
is called the
LINEUP
. A single representative from the team not on the
LINEUP
is allowed as a sixteenth
ALLIANCE
member. This additional representative may only serve in an advisory role and will be considered a
COACH
(e.g. can’t be a
HUMAN PLAYER
).

The

LINEUP
is kept confidential until the
FIELD
is set for the
MATCH
, at which point each
ALLIANCE
’S
LINEUP
appears on the Team Signs.

If an

ALLIANCE
does not submit a
LINEUP
for their first of the division Playoffs or the Championship Playoffs within 2 minutes before the scheduled
MATCH
time, the
LINEUP
is the
ALLIANCE
Lead, first
ALLIANCE
selection, and second
ALLIANCE
selection. If any of these 3
ROBOTS
are unable to play, the
ALLIANCE
must play the
MATCH
with only 2 (or even 1)
ROBOT
(S).

If an

ALLIANCE
would like to change their
LINEUP
after their first division Playoff or Championship Playoff
MATCH
, the
ALLIANCE CAPTAIN
must report the
LINEUP
to the Head
REFEREE
, or their designee, in writing prior to end of the preceding
MATCH
(e.g. the
LINEUPS
for Quarterfinal 2 must be submitted before the end of Quarterfinal 1). If the Head
REFEREE
is busy and there is no designee defined, the
ALLIANCE CAPTAIN
waits in the question box to report the
LINEUP
.

Once the

LINEUP
is declared, it cannot be changed unless there is a team or
FIELD
TIMEOUT
. If there is a
TIMEOUT
, the
ALLIANCE CAPTAIN
may submit a different
LINEUP
, but must do so while there are still more than 2 minutes remaining in the
TIMEOUT
.

Example: 4 teams, A, B, C and D, form an

ALLIANCE
going into the Playoff
MATCHES
on their division
FIELD
. During 1 of the Playoff
MATCHES
, Team C’s
ROBOT
becomes inoperable. The
ALLIANCE
decides to bring in Team D to replace Team C. Team C repairs their
ROBOT
and may play in any subsequent Playoff
MATCHES
replacing Team A, B, or D. All 4
ALLIANCE
members are also eligible to play
MATCHES
during the Championship Playoffs should the
ALLIANCE
win the division Tournament.

If a

MATCH
must be replayed due to an
ARENA FAULT
, the
LINEUP
for the replayed
MATCH
is the same as the original
MATCH
. The sole exception is if the
ARENA FAULT
rendered a
ROBOT
inoperable, in which case the
LINEUP
can be changed.

11.9.3 FIRST Championship Pit Crews

FIRST distributes buttons to the

ALLIANCE CAPTAINS
during the
ALLIANCE CAPTAIN
meeting, which takes place on the division
FIELDS
. These buttons provide the necessary access to the
ARENA
for pit crew members.

T901 *Wear your buttons.

Only team members wearing proper buttons are allowed on the

ARENA
floor during division and Playoff
MATCHES
.

Violation:
MATCH
won’t start until the situation is corrected. Those not displaying identification must leave the
ARENA
.

Teams should assume they may be chosen for an

ALLIANCE
and think about the logistics of button distribution and set a plan prior to the
ALLIANCE
selection process. It is each
ALLIANCE CAPTAIN
’S responsibility to distribute buttons to their pit crew members.

11.9.4 FIRST Championship Playoffs

The 6 division Champions play a round-robin style tournament to determine the 2022 FIRST Robotics Competition Champions. In this format, each division Champion plays 1

MATCH
against each of the other division Champions. The order of
MATCHES
is shown in Table 11‑10.

Table 11‑10 FIRST Championship
MATCH
order

| Round |

MATCH
| Mass | Mass | Energy | Energy | | | | ------ | ------ | ------ | ------ | | Red | Blue | Red | Blue | | 1 | 1 | Carver | Turing | | | | 2 | | | Galileo | Roebling | | 3 | Hopper | Newton | | | | 2 | 4 | | | Carver | Roebling | | 5 | Turing | Newton | | | | 6 | | | Galileo | Hopper | | 3 | 7 | Carver | Newton | | | | 8 | | | Roebling | Hopper | | 9 | Turing | Galileo | | | | 4 | 10 | | | Hopper | Carver | | 11 | Newton | Galileo | | | | 12 | | | Roebling | Turing | | 5 | 13 | Galileo | Carver | | | | 14 | | | Hopper | Turing | | 15 | Newton | Roebling | | |

In the Championship Playoffs,

ALLIANCES
do not earn Ranking Points; they earn Championship Points. Championship Points are units credited to an
ALLIANCE
based on their performance in each
MATCH
and are awarded at the completion of each Round Robin tournament
MATCH
.

  • A. The winning
    ALLIANCE
    receives 2 Championship Points.
  • B. The losing
    ALLIANCE
    receives 0 Championship Points.
  • C. In the event of a tied score, each
    ALLIANCE
    receives 1 Championship Point. Exceptions to A-C are as follows:
  • D. A
    DISQUALIFIED
    team, as determined by the Head
    REFEREE
    , causes their
    ALLIANCE
    to receive 0 Championship points. The total number of Championship Points earned by a team throughout the round robin
    MATCHES
    divided by the number of round robin
    MATCHES
    in which they’ve been scheduled is their Championship Score (CS).

All teams participating in round robin

MATCHES
are ranked by Championship Score. If the number of teams in attendance is ‘n’, they are ranked ‘1’ through ‘n’, with ‘1’ being the team with the highest Championship Score and ‘n’ being the team with the lowest Championship Score.

Table 11‑11 Einstein Tournament Ranking Criteria
Order SortCriteria
1stChampionship Score
2ndAverage
ALLIANCE
HANGAR
points
3rdAverage
ALLIANCE
TAXI
+
AUTO
CARGO
points
4thAverage
ALLIANCE
MATCH
points, including
FOULS
5thIf tie affects which
ALLIANCES
advance to Playoffs, a tiebreaker
MATCH
is played between the affected
ALLIANCES
. If tie is between
ALLIANCES
advancing to Playoffs,
FMS
randomly seeds tied
ALLIANCES
to determine
ALLIANCE
color.

The 2

ALLIANCES
with the highest Championship Scores at the conclusion of the round robin tournament advance to the Einstein Finals. In the Einstein Finals,
ALLIANCES
do not earn points, they earn a Win, Loss or Tie. The first
ALLIANCE
to win 2
MATCHES
is declared the 2022 FIRST Robotics Competition Champions.

During the Einstein Finals, if the

MATCH
score of each
ALLIANCE
is equal, the
MATCH
is replayed. In this circumstance, the
LINEUP
may be changed.

11.9.5 FIRST Championship
TIMEOUTS

There are no

TIMEOUTS
for teams in the Einstein tournament.

image