2023

7 Game Rules: ROBOTS

7.1
ROBOT
Restrictions

G101 *Dangerous
Robots
: not allowed.

ROBOTS
whose operation or design is dangerous or unsafe are not permitted.

Violation: If before the
MATCH
, the offending
ROBOT
will not be allowed to participate in the
MATCH
. If during the
MATCH
, the offending
ROBOT
will be
DISABLED
.

Examples include, but are not limited to:

  • a. uncontrolled motion that cannot be stopped by the
    DRIVE TEAM
    ,
  • b.
    ROBOT
    parts “flailing” outside of the
    FIELD
    ,
  • c.
    ROBOTS
    dragging their battery, and
  • d.
    ROBOTS
    that consistently extend outside the
    FIELD
    .

G102 *
Robots
, stay on the
Field
during the
Match
.

ROBOTS
and anything they
control
, e.g.
GAME PIECES
, may not contact anything outside the
FIELD
except for
MOMENTARY
contact inside the
PORTALS
.

Violation:
DISABLED
.

Please be conscious of

REFEREES
and
FIELD STAFF
working around the
ARENA
who may be in close proximity to your
ROBOT
.

G103 *Keep your
Bumpers
low.

BUMPERS
must be in the
BUMPER ZONE
(see R402) during the
MATCH
.

Violation:
FOUL
. If
REPEATED
or greater than
MOMENTARY
,
DISABLED
.

G104 *Keep your
Bumpers
together.

BUMPERS
may not fail such that a segment completely detaches, any corner (as defined in R401) of a
ROBOT
’S
FRAME PERIMETER
is exposed, or the team number or
ALLIANCE
color are indeterminate.

Violation:
DISABLED
.

G105 *Keep it together.

ROBOTS
may not intentionally detach or leave parts on the
FIELD
.

Violation:
RED CARD
.

G106 Tall
Robots
not allowed.

ROBOT
height, as measured when it’s resting normally on a flat floor, may not exceed 6 ft. 6 in. (~198 cm)) above the carpet during the
MATCH
.

Violation:
FOUL
.

This measurement is intended to be made as if the

ROBOT
is resting on a flat floor, not relative to the height of the
ROBOT
from the
FIELD
carpet.

For example, a

ROBOT
that is at an angle while driving over something may actually exceed the height limit when compared to the carpet of the
FIELD
.

Figure 7‑1

ROBOT
height example

image

G107 Don’t overextend yourself.

ROBOTS
may not extend beyond their
FRAME PERIMETER
in more than 48 in. (~122 cm).
MOMENTARY
and inconsequential extensions beyond 48 in. (~122 cm) are an exception to this rule.

Violation:
FOUL
.
TECH FOUL
if the over-extension scores a
GAME PIECE
. If the over-extension results in the
ROBOT
blocking all access to a
FIELD
ELEMENT,
RED CARD

MOMENTARY
and inconsequential extensions include a wire or cable tie swinging out of the
FRAME PERIMETER
, including while an extension is deployed.

Examples of compliance and non-compliance of this rule are shown in Figure 7‑2.

Yellow bars represent the limits of the

FRAME PERIMETER
and are drawn in the same orientation of the
ROBOT
’S
FRAME PERIMETER
. Green bars represent a measured extension from the
FRAME PERIMETER
that does not exceed the limit defined in this rule. Red bars represent a measured extension from the
FRAME PERIMETER
that exceeds the limit in this rule.

  • ROBOT
    A violates this rule for having an extension that is too long
  • ROBOT
    B does not violate this rule
  • ROBOT
    C does not violate this rule
  • ROBOT
    D does not violate this rule Figure 7‑2 Examples of compliance and non-compliance of this rule

image

G108 Opponent’s zone, no extension.

A

ROBOT
whose
BUMPERS
are intersecting the opponent’s
LOADING ZONE
or
COMMUNITY
may not extend beyond its
FRAME PERIMETER
. Violations which are both
MOMENTARY
and inconsequential are an exception to this rule.

Violation:
FOUL
or
TECH FOUL
if
REPEATED
.

Examples of

MOMENTARY
and inconsequential extensions include a wire or cable tie swinging out of the
FRAME PERIMETER
.

G109 Don’t extend in multiple directions.

ROBOTS
may not extend beyond their
FRAME PERIMETER
in more than one direction (i.e. over 1 side of the
ROBOT
) at a time. The extension may not reach outside the projection of that side of the
FRAME PERIMETER
. For the purposes of this rule, a round or circular section of
FRAME PERIMETER
is considered to have an infinite number of sides. Exceptions to this rule are:

  • A.
    MOMENTARY
    and inconsequential extensions in multiple directions,
  • B. A
    ROBOT
    fully contained within its
    LOADING ZONE
    or
    COMMUNITY
    , and
  • C.
    MOMENTARY
    movement of a
    MECHANISM
    from 1
    FRAME PERIMETER
    side to an adjacent
    FRAME PERIMETER
    side.
Violation:
FOUL
.
TECH FOUL
if extending in multiple directions scores a
GAME PIECE
. If extending in multiple directions results in the
ROBOT
blocking all access to a
FIELD
ELEMENT,
RED CARD

MOMENTARY
and inconsequential actions include a wire or cable tie swinging out of the
FRAME PERIMETER
, including while an extension is deployed.

Examples of compliance and non-compliance of this rule are shown in Figure 7‑3.

Yellow bars represent the limits of the

FRAME PERIMETER
and are drawn in the same orientation of the
ROBOT
’S
FRAME PERIMETER
. Green bars represent a measured extension from the
FRAME PERIMETER
that does not exceed the limit defined in this rule. Red bars represent a measured extension from the
FRAME PERIMETER
that exceeds the limit in this rule.

All following examples are legal in

ROBOT
’S
LOADING ZONE
and
COMMUNITY
.

  • ROBOT
    A violates this rule for extending in more than one direction
  • ROBOT
    B violates this rule for extending in more than one direction
  • ROBOT
    C violates this rule for extending beyond an infinite number of sides and therefore any extension over an arc extends over multiple sides
  • ROBOT
    D does not violate this rule
  • ROBOT
    E violates this rule for extending in more than one direction
  • ROBOT
    F violates this rule for extending in more than one direction
  • ROBOT
    G does not violate this rule as long as the extension does not exceed the definition of
    MOMENTARY
    when positioned over the
    BUMPER
    corner.
  • ROBOT
    H violates this rule for reaching outside the projection of the
    FRAME PERIMETER
    side. Figure 7‑3 Examples of compliance and non-compliance of this rule

image

7.2
ROBOT
to
ROBOT
Interaction

G201 *Don’t expect to gain by doing others harm.

Strategies clearly aimed at forcing the opponent

ALLIANCE
to violate a rule are not in the spirit of FIRST Robotics Competition and not allowed. Rule violations forced in this manner will not result in an assignment of a penalty to the targeted
ALLIANCE
.

Violation:
FOUL
. If
REPEATED
,
TECH FOUL
.

This rule does not apply for strategies consistent with standard gameplay, for example:

  • a. a red
    ALLIANCE
    ROBOT
    in their
    COMMUNITY
    in the final 30 seconds of the
    MATCH
    contacts a blue
    ALLIANCE
    ROBOT
    .
  • b. a blue
    ROBOT
    attempts to cut in front of the red
    LOADING ZONE
    to reach its
    COMMUNITY
    , and a nearby red
    ROBOT
    tries to impede it via a defensive bump and, as a result, the blue
    ROBOT
    crosses into the red
    LOADING ZONE
    .
  • c. a blue
    ROBOT
    attempts to enter their
    COMMUNITY
    to score a
    GAME PIECE
    and pushes a red
    ROBOT
    just outside the blue
    COMMUNITY
    into the blue
    COMMUNITY
    . This rule requires an intentional act with limited or no opportunity for the team being acted on to avoid the penalty, such as:
  • d. forcing the opposing
    ROBOT
    to have greater than
    MOMENTARY
    CONTROL
    of more than 1
    GAME PIECE
    .
  • e. a blue
    ALLIANCE
    ROBOT
    , already in
    CONTROL
    of a
    GAME PIECE
    , pushing a red
    ALLIANCE
    ROBOT
    from fully outside and far from (i.e. more than 4 ft.) the blue
    LOADING ZONE
    into the blue
    LOADING ZONE
    and the
    REFEREE
    perceiving that the blue
    ROBOT
    is deliberately making the red
    ROBOT
    violate G207.

G202 *There’s a 5-count on
Pins
.

ROBOTS
may not
PIN
an opponent’s
ROBOT
for more than 5 seconds. A
ROBOT
is PINNING if it is preventing the movement of an opponent
ROBOT
by contact, either direct or transitive (such as against a
FIELD
element). A
ROBOT
is considered PINNED until the
ROBOTS
have separated by at least 6 ft. (~183 cm) from each other, either
ROBOT
has moved 6 ft. from where the
PIN
initiated, or the PINNING
ROBOT
gets PINNED, whichever comes first. The PINNING
ROBOT
(S) must then wait for at least 3 seconds before attempting to
PIN
the same
ROBOT
again.

Violation:
FOUL
, plus an additional
TECH FOUL
for every 5 seconds in which the situation is not corrected.

A team’s desired direction of travel is not a consideration when determining if a

ROBOT
is PINNED.

If the PINNING

ROBOT
gets PINNED, the original
PIN
count terminates. Otherwise, if a
ROBOT
re-PINS the same
ROBOT
before the 3 seconds referenced in the last sentence of this rule, the
REFEREE
’S count resumes from the initial
PIN
(versus starting at 0).

G203 *Don’t collude with your partners to shut down major parts of game play.

2 or more

ROBOTS
that appear to a
REFEREE
to be working together may neither isolate nor close off any major element of
MATCH
play.

Violation:
TECH FOUL
, plus an additional
TECH FOUL
for every 5 seconds in which the situation is not corrected.

Examples of violations of this rule include, but are not limited to:

  • a. shutting down access to all
    GAME PIECES
    ,
  • b. quarantining all opponents to a small area of the
    FIELD
    ,
  • c. blocking all access to the
    LOADING ZONE
    , and
  • d. blocking all access to the
    COMMUNITY
    A single
    ROBOT
    blocking access to a particular area of the
    FIELD
    is not a violation of this rule.

2

ROBOTS
independently playing defense on 2 opponent
ROBOTS
is not a violation of this rule.

Note, G204, G205, and G206 are mutually exclusive. A single

ROBOT
to
ROBOT
interaction which violates more than 1 of these rules results in the most punitive penalty, and only the most punitive penalty, being assessed.

G204 *Stay out of other
Robots
.

A

ROBOT
may not use a
COMPONENT
outside its
FRAME PERIMETER
(except its
BUMPERS
) to initiate contact with an opponent
ROBOT
inside the vertical projection of that opponent
ROBOT
’S
FRAME PERIMETER
. Contact with an opponent in an opening of their
BUMPERS
or in the space above the
BUMPER
opening are exceptions to this rule.

Violation:
FOUL
.

For the purposes of this rule, “initiate contact” requires movement towards an opponent

ROBOT
.

In a collision, it’s possible for both

ROBOTS
to initiate contact.

G205 *This isn’t combat robotics.

A

ROBOT
may not damage or functionally impair an opponent
ROBOT
in either of the following ways:

  • A. deliberately, as perceived by a
    REFEREE
    .
  • B. regardless of intent, by initiating contact, either directly or transitively via a
    GAME PIECE
    CONTROLLED by the
    ROBOT
    , inside the vertical projection of an opponent
    ROBOT
    ’S
    FRAME PERIMETER
    . Contact between the
    ROBOT
    ’S
    BUMPERS
    or
    COMPONENTS
    inside the
    ROBOT
    ’S
    FRAME PERIMETER
    and
    COMPONENTS
    inside an opening of an opponent’s
    BUMPERS
    or in the space above the
    BUMPER
    opening are exceptions to this rule.

Damage or functional impairment because of contact with a tipped-over opponent

ROBOT
, which is not perceived by a
REFEREE
to be deliberate, is not a violation of this rule.

Violation:
TECH FOUL
and
YELLOW CARD
. If opponent
ROBOT
is unable to drive,
TECH FOUL
and
RED CARD

FIRST Robotics Competition can be a full-contact competition and may include rigorous game play. While this rule aims to limit severe damage to

ROBOTS
, teams should design their
ROBOTS
to be robust.

The exception in G205-B effectively means that

ROBOTS
with
BUMPER
gaps are at their own risk regarding damaging contact in these areas.

Examples of violations of this rule include, but are not limited to:

  • a. A
    ROBOT
    leaves an arm extended, spins around to change course, and unintentionally hits and damages a
    COMPONENT
    inside the
    FRAME PERIMETER
    of a nearby opponent
    ROBOT
    .
  • b. A
    ROBOT
    , in the process of trying to quickly reverse direction, tips up on a single pair of wheels, lands atop an opponent
    ROBOT
    , and damages a
    COMPONENT
    inside that opponent’s
    FRAME PERIMETER
    .
  • c. A
    ROBOT
    high-speed rams and/or REPEATEDLY smashes an opponent
    ROBOT
    and causes damage. The
    REFEREE
    infers that the
    ROBOT
    was deliberately trying to the damage the opponent’s
    ROBOT
    . Examples of functionally impairing another
    ROBOT
    include, but are not limited to:
  • d. opening an opponent’s relief valve such that the opponent’s air pressure drops and
  • e. powering off an opponent’s
    ROBOT
    (this example also clearly results in a
    RED CARD
    because the
    ROBOT
    is no longer able to drive). At the conclusion of the
    MATCH
    , the Head
    REFEREE
    may elect to visually inspect a
    ROBOT
    to confirm violations of this rule made during a
    MATCH
    and remove the violation if the damage cannot be verified.

For the purposes of this rule, “initiating contact” requires movement towards an opponent

ROBOT
.

In a collision, it’s possible for both

ROBOTS
to initiate contact.

"Unable to drive" means that because of the incident, the

DRIVER
can no longer drive to a desired location in a reasonable time (generally). For example, if a
ROBOT
can only move in circles, or can only move extremely slowly, the
ROBOT
is considered unable to drive.

G206 *Don’t tip or entangle.

A

ROBOT
may not deliberately, as perceived by a
REFEREE
, attach to, tip, or entangle with an opponent
ROBOT
.

Violation:
TECH FOUL
and
YELLOW CARD
. If
CONTINUOUS
or opponent
ROBOT
is unable to drive,
TECH FOUL
and
RED CARD
.

Examples of violations of this rule include, but are not limited to:

  • a. using a wedge-like
    MECHANISM
    to tip over opponent
    ROBOTS
    ,
  • b. making BUMPER-to-BUMPER contact with an opponent
    ROBOT
    that is attempting to right itself after previously falling over and causing them to fall over again, and
  • c. causing an opponent
    ROBOT
    to tip over by contacting the
    ROBOT
    after it starts to tip if, in the judgement of the
    REFEREE
    , that contact could have been avoided. Tipping as an unintended consequence of normal
    ROBOT
    to
    ROBOT
    interaction, as perceived by the
    REFEREE
    , is not a violation of this rule.

"Unable to drive" means that because of the incident, the

DRIVER
can no longer drive to a desired location in a reasonable time (generally). For example, if a
ROBOT
can only move in circles, or can only move extremely slowly, the
ROBOT
is considered unable to drive.

G207 Right of way.

A

ROBOT
with any part of itself in their opponent’s
LOADING ZONE
or
COMMUNITY
may not contact an opponent
ROBOT
, regardless of who initiates contact.

Violation:
FOUL
per instance.

Teams should take note that they are putting themselves at great risk for

FOULS
if they sit in front of or choose to enter their opponent’s
LOADING ZONE
or
COMMUNITY
.

Figure 7‑4: G207 Examples

image

image

G208 Don’t climb on each other unless in the
COMMUNITY
.

A

ROBOT
may not be fully supported by a partner
ROBOT
unless the partner’s
BUMPERS
intersect its
COMMUNITY
.

Violation:
TECH FOUL
per instance.

G209 During the ENDGAME, don’t touch
ROBOTS
touching their
CHARGE STATION
.

During the ENDGAME, a

ROBOT
may not contact, either directly or transitively through a
GAME PIECE
, an opponent
ROBOT
contacting its
CHARGE STATION
or supported by a partner contacting its
CHARGE STATION
, regardless of who initiates contact. A
ROBOT
in contact with its
CHARGE STATION
and partially in its opponent’s
LOADING ZONE
is not protected by this rule.

Violation: The contacted opponent
ROBOT
, and any
ROBOTS
contacting their
CHARGE STATION
when the violation occurred, and any partners it’s supporting, will be considered
DOCKED
and all
DOCKED
ROBOTS
at the end of the
MATCH
are considered
ENGAGED
.

7.3
FIELD
Interaction

G301 Be careful what you interact with.

ROBOTS
and
OPERATOR CONSOLES
are prohibited from the following actions with regards to interaction with
ARENA
elements. Items A-D exclude
GAME PIECES
.

  • A. grabbing,
  • B. grasping,
  • C. attaching to (including the use of a vacuum or hook fastener to anchor to the
    FIELD
    carpet and excluding use of the
    DRIVER STATION
    hook-and-loop tape, plugging in to the provided power outlet, and plugging the provided Ethernet cable into the
    OPERATOR CONSOLE
    ),
  • D. deforming,
  • E. becoming entangled with,
  • F. suspending from, and
  • G. damaging.
Violation:
MATCH
won’t start until the situation is corrected. If during a
MATCH
,
TECH FOUL
. If during a
MATCH
and
REPEATED
or longer than
MOMENTARY
,
YELLOW CARD
. If offense is via a
ROBOT
and the Head
REFEREE
determines that further damage is likely to occur, offending
ROBOT
will be
DISABLED
. Corrective action (such as eliminating sharp edges, removing the damaging
MECHANISM
, and/or re-inspection) may be required before the
ROBOT
will be allowed to compete in subsequent
MATCHES
.

GAME PIECES
are expected to undergo a reasonable amount of wear and tear as they are handled by
ROBOTS
, such as scratching or marking. Gouging, popping, tearing off pieces, or routinely marking
GAME PIECES
are violations of this rule.

G302 Stay on your side before
TELEOP
.

Before

TELEOP
, a
ROBOT
may not intersect the infinite vertical volume created by the opponent’s
ALLIANCE WALL
, the
ROBOT
’S
DOUBLE SUBSTATION
, guardrails, and
CENTER LINE
of the
FIELD
.

Violation:
FOUL
. If contact with an opponent
ROBOT
,
TECH FOUL
. If contact with opponent’s
CHARGE STATION
, the opponent
ALLIANCE
will be considered to have a successfully
DOCKED
and
ENGAGED
ROBOT
at the end of
AUTO
.

If an

ALLIANCE
uses a
GAME PIECE
to prevent motion of the
CHARGE STATION
, G402 may also apply.

G303 Do not interfere with opponent
GAME PIECES
before
TELEOP
.

Before

TELEOP
, a
ROBOT
action may not cause
GAME PIECES
staged on the opposing side of the
FIELD
to move from their starting locations.

Violation:
TECH FOUL
per moved
GAME PIECE

G304 Don’t mess with the opponent’s
CHARGE STATION
.

ROBOTS
, either directly or transitively through a
GAME PIECE
, may not cause or prevent the movement of the opponent
CHARGE STATION
. The following are exceptions to this rule:

  • A. movement, or prevention of movement, of an opponent
    CHARGE STATION
    because of a
    MOMENTARY
    ROBOT
    action resulting in minimal
    CHARGE STATION
    movement
  • B. a
    ROBOT
    forced to contact an opponent’s
    CHARGE STATION
    because of contact by an opponent
    ROBOT
    , either directly or transitively through a
    GAME PIECE
    or other
    ROBOT
    (e.g. a
    ROBOT
    wedged underneath the
    CHARGE STATION
    by the opposing
    ALLIANCE
    either intentionally or accidentally).
Violation:
FOUL
per instance. During the ENDGAME, any
ROBOTS
contacting their
CHARGE STATION
when the violation occurred, and any partners it’s supporting, will be considered
DOCKED
and all
DOCKED
ROBOTS
at the end of the
MATCH
are considered
ENGAGED
.

G305 Don’t trick the sensors.

Teams may not interfere with automated scoring hardware.

Violation:
RED CARD
for the
ALLIANCE

G306 Don’t jam the
CHARGE STATION
.

A

ROBOT
may not place any part of itself inside the
CHARGE STATION
assembly (i.e. within the volume defined by its ramps and top surface, as shown in Figure 7‑5) in an attempt to inhibit
CHARGE STATION
functionality.

Violation:
RED CARD
Figure 7‑5 The volume inside the
CHARGE STATION

image

7.4
GAME PIECES

G401 *Keep
GAME PIECES
in bounds.

ROBOTS
may not intentionally eject
GAME PIECES
from the
FIELD
(either directly or by bouncing off a
FIELD
element or other
ROBOT
).

Violation:
FOUL
per
GAME PIECE
.

G402 *
GAME PIECES
: use as directed.

ROBOTS
may not deliberately use
GAME PIECES
in an attempt to ease or amplify challenges associated with
FIELD
elements.

Violation:
TECH FOUL
per
GAME PIECE
.

Examples include, but are not limited to:

  • a. wedging a
    CUBE
    under the
    CHARGE STATION
    to ease ENGAGING and
  • b. placing a
    CONE
    on the opponent’s
    CHARGE STATION
    to make it harder to drive on.

G403 1
GAME PIECE
at a time (except in
LOADING ZONE
and
COMMUNITY
).

ROBOTS
completely outside their
LOADING ZONE
or
COMMUNITY
may not have
CONTROL
of more than 1
GAME PIECE
, either directly or transitively through other objects.

A

ROBOT
is in
CONTROL
of a
GAME PIECE
if:

  • A. the
    GAME PIECE
    is fully supported by the
    ROBOT
    , or
  • B. the
    ROBOT
    is intentionally moving a
    GAME PIECE
    to a desired location or in a preferred direction
Violation:
FOUL
per additional
GAME PIECES
. If egregious,
YELLOW CARD
.

Moving a

GAME PIECE
to access an area of the
FIELD
(e.g. the
CHARGE STATION
) is not considered intentionally moving to a desired location or in a preferred direction.

Egregious examples include but are not limited to the following:

  • a. simultaneous
    CONTROL
    of 3
    GAME PIECES
  • b.
    CONTINUOUS
    CONTROL
    of 2 or more
    GAME PIECES
  • c. frequent
    CONTROL
    of 2 or more
    GAME PIECES
    (an approximate count for frequent in this context is if this rule is violated more than 3 times in a
    MATCH
    )

G404 Launching
GAME PIECES
is only okay in the
COMMUNITY
.

A

ROBOT
may not launch
GAME PIECES
unless any part of the
ROBOT
is in its own
COMMUNITY
.

Violation:
TECH FOUL
per
GAME PIECE
.
REPEATED
violations of this rule are likely to escalate rapidly to YELLOW or
RED CARDS
.

A

GAME PIECE
is considered launched if it is shot into the air, kicked across the floor, or thrown in a forceful way.

This rule is not intended to penalize typical movement of

GAME PIECES
outside an
ALLIANCE
’S
COMMUNITY
which come to rest a short distance from the
ROBOT
. Examples of such actions could be but are not limited to,

  • a. Running an intake in reverse causing a
    GAME PIECE
    to travel a short distance from the
    ROBOT
  • b. A
    ROBOT
    pushing a
    GAME PIECE
    a short distance away in the process of herding it across the
    FIELD

G405 Don’t mess with the opponents’
GRIDS
.

A

ROBOT
may not move a scored
GAME PIECE
from an opponent's
NODE
.

Violation:
FOUL
and opponents are awarded the
SUSTAINABILITY BONUS
Ranking Point.