2023

6 MATCH Play

During CHARGED UP, 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
GAME PIECES

54

CONES
and 44
CUBES
, divided evenly between the 2
ALLIANCES
, are staged as follows:

  • A. each
    ALLIANCE
    may preload 1
    CONE
    or 1
    CUBE
    in each
    ROBOT
    such that it is fully supported by that
    ROBOT
    ,
  • B. each
    ALLIANCE
    may stage 4
    GAME PIECES
    of their choice, 1 per any of the
    STAGING MARKS
    between their
    COMMUNITY
    and the
    CENTER LINE
    , such that each
    GAME PIECE
    covers or surrounds the center of its
    STAGING MARK
    (as viewed from above) comparable to staging in Figure 6‑1,
    • a. If no team decision,
      CUBES
      will be placed on the 2 outer marks and
      CONES
      will be placed on the 2 inner marks, and
  • C. depending on decisions made in A and B remaining
    CONES
    (quantity 20 to 27) and
    CUBES
    (quantity 15 to 22) are staged in each of the corresponding
    ALLIANCE
    SUBSTATION
    AREAS.

6.1.2
ROBOTS

Each

DRIVE TEAM
stages their
ROBOT
such that its
BUMPERS
are fully contained within their
COMMUNITY
and per the criteria outline in H309.

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
, a similar pattern is applied with the lower seeded
ALLIANCE
placing first and alternating placement afterwards.

6.1.3 Humans

Humans stage for the

MATCH
as follows:

  • A.
    DRIVERS
    and
    COACHES
    stage inside their
    ALLIANCE AREA
    and behind the
    STARTING LINE
    .
  • B.
    HUMAN PLAYERS
    stage behind the
    STARTING LINE
    in either their
    SUBSTATION
    AREA or
    ALLIANCE AREA
    .
  • C.
    TECHNICIANS
    stage in the event-designated area near the
    FIELD
    .

6.2 Autonomous Period

The first phase of each

MATCH
is 15 seconds long and called the Autonomous Period (
AUTO
). During
AUTO
,
ROBOTS
operate without any
DRIVE TEAM
control
or input.
ROBOTS
attempt to score
GAME PIECES
on
GRIDS
, exit their
ALLIANCE
’S
COMMUNITY
, retrieve additional
GAME PIECES
, and DOCK on and/or ENGAGE with their
CHARGE STATION
before the end of the phase. There is a 3 second delay between
AUTO
and
TELEOP
for scoring purposes as described in Section 6.4 Scoring.

6.3 Teleoperated Period

The second phase of each

MATCH
is the remaining two minutes and fifteen seconds (2:15) and called the Teleoperated Period (
TELEOP
). During this phase,
DRIVERS
remotely operate
ROBOTS
to retrieve and score
GAME PIECES
.

The final thirty (0:30) seconds of the

TELEOP
stage is the ENDGAME, during which
ROBOTS
attempt to
PARK
, DOCK on, and/or ENGAGE with their
ALLIANCE
’S
CHARGE STATION
or continue to score
GAME PIECES
.

6.4 Scoring

ALLIANCES
are rewarded for accomplishing various actions through the course of a
MATCH
, including demonstrating
MOBILITY
, scoring
GAME PIECES
on
GRIDS
, completing
LINKS
, DOCKING on and/or ENGAGING with their
CHARGE STATION
, PARKING, and winning or tying
MATCHES
.

Rewards are granted either via

MATCH
points 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 this section.

All scores are assessed and updated throughout the

MATCH
, except as follows:

  • A. assessment of
    CHARGE STATION
    scoring occurs 3 seconds after the
    ARENA
    timer displays 0 following
    AUTO
  • B.
    GAME PIECES
    scored in the
    GRID
    continues for up to 3 seconds after the
    ARENA
    timer displays 0 following
    AUTO
    .
  • C. assessment of PARKING and
    CHARGE STATION
    scoring occurs 3 seconds after the
    ARENA
    timer displays 0 following
    TELEOP
  • D.
    GAME PIECES
    scored in the
    GRID
    continues for up to 3 seconds after the
    ARENA
    timer displays 0 following
    TELEOP
    .

If a

GAME PIECE
scored in
AUTO
gets removed from its
NODE
during
TELEOP
, the
AUTO
points are removed. If a
GAME PIECE
is scored in that
NODE
again, the
AUTO
points associated with the original scored
GAME PIECE
are restored.

All points are evaluated and scored by human volunteers. Teams are encouraged to make sure that it is obvious and unambiguous that a

ROBOT
or
GAME PIECE
has met the criteria.

6.4.1
GRID
Scoring

ALLIANCES
earn points by scoring
GAME PIECES
in
NODES
on their
GRIDS
. All
GAME PIECES
scored on the same
ROW
are worth equal value, as described in Table 6‑2.

Table 6‑1
GAME PIECE
Scoring Criteria
ROW
GAME PIECE
Scoring Criteria
Bottom
CONE
or
CUBE
Fully contained in
GRIDS
and touching
FIELD
carpet,
BARRIER
in only 1
HYBRID NODE
, and/or
GAME PIECES
touching
FIELD
carpet and/or
BARRIER
in only 1
HYBRID NODE
.
Middle or Top
CONE
The top of the
CONE NODE
is contained within the volume defined by the conical surface of the
CONE
Middle or Top
CUBE
partially or completely (regardless of inflation state) supported by a
CUBE NODE
and/or by a
CUBE
at least partially supported by a
CUBE NODE
.

An

ALLIANCE
earns 1
LINK
if 3 adjacent
NODES
in a
ROW
contains a scored
GAME PIECE
. A scored
GAME PIECE
only contributes towards 1
LINK
at a time.
LINKS
are assessed in a manner that optimizes the number of
LINKS
awarded to an
ALLIANCE
.

Figure 6‑2
LINK
examples

image

To be considered scored, a

GAME PIECE
may not be supported directly or transitively by an
ALLIANCE
ROBOT
.

If all

ALLIANCE
’S
NODES
are populated with a scored
GAME PIECE
, i.e. the set of
GRIDS
is complete,
NODES
may become SUPERCHARGED. A
NODE
is SUPERCHARGED if it contains more than 1 scored
GAME PIECE
, as defined in Table 6‑1. A
GAME PIECE
may only SUPERCHARGE 1
NODE
.

On an incomplete set of

GRIDS
, only 1
GAME PIECE
is counted per
NODE
. On a complete set of
GRIDS
, additional
GAME PIECES
are only used to SUPERCHARGE
NODES
(i.e. they do not earn ROW-specific points or contribute to
LINKS
). For example,
NODES
1, 2, and 4 in Figure 6‑3 are SUPERCHARGED,
NODE
3 is not SUPERCHARGED because a
CONE
cannot score on a
CUBE NODE
, and the
ALLIANCE
earned 9 SUPERCHARGED
NODE
points.

Figure 6‑3 SUPERCHARGED
NODE
examples

image

6.4.2
CHARGE STATION
Scoring

A

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

A

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

A

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

  • A. the
    CHARGE STATION
    is
    LEVEL
    , and
  • B. all
    ALLIANCE
    ROBOTS
    contacting the
    CHARGE STATION
    are
    DOCKED
    .

6.4.3 Point Values

Point values for tasks in CHARGED UP are detailed in Table 6‑2.

Table 6‑2 CHARGED UP points
AwardAwarded for…
AUTO
TELEOP
Qual.Playoff
MOBILITY
each
ROBOT
whose
BUMPERS
have completely left its
COMMUNITY
at any point during
AUTO
3
GAME PIECES
scored on a bottom
ROW
32
scored on a middle
ROW
43
scored on a top
ROW
65
LINK
3 adjacent
NODES
in a
ROW
contain scored
GAME PIECES
.
5
DOCKED
and not
ENGAGED
Each
ROBOT
(1
ROBOT
max in
AUTO
)
86
DOCKED
and
ENGAGED
Each
ROBOT
(1
ROBOT
max in
AUTO
)
1210
PARK
Each
ROBOT
whose
BUMPERS
are completely contained within its
COMMUNITY
but does not meet the criteria for
DOCKED
.
2
SUPERCHARGED
NODE
each SUPERCHARGED
NODE
in a completed set of
ALLIANCE
GRIDS
3
SUSTAINABILITY BONUS
At least 6
LINKS
scored.
1 Ranking Point
COOPERTITION BONUS
At least 3
GAME PIECES
scored on each
ALLIANCE
’S CO-OP
GRID
The
SUSTAINABILITY BONUS
threshold is reduced to 5
LINKS
for both
ALLIANCES
The
SUSTAINABILITY BONUS
threshold is reduced to 5
LINKS
for both
ALLIANCES
The
SUSTAINABILITY BONUS
threshold is reduced to 5
LINKS
for both
ALLIANCES
The
SUSTAINABILITY BONUS
threshold is reduced to 5
LINKS
for both
ALLIANCES
ACTIVATION BONUS
At least 26 total
CHARGE STATION
points earned in
AUTO
and/or ENDGAME.
1 Ranking Point
TieCompleting a
MATCH
with the same number of
MATCH
points as your opponent.
1 Ranking Point
WinCompleting a
MATCH
with more
MATCH
points than your opponent.
2 Ranking Points

An

ALLIANCE
can earn up to 4 Ranking Points (
RP
) per Qualification
MATCH
, as described in Table 6‑2. There are no Ranking Points in Playoff
MATCHES
.

6.5 Rule Violations

Upon any instance of a rule violation, unless otherwise noted, 1 or more of the penalties listed in Table 6‑3 are assessed.

Table 6‑3 Rule violations
PenaltyDescription
FOUL
a credit of 5 points towards the opponent’s
MATCH
point total
TECH FOUL
a credit of 12 points toward the opponent’s
MATCH
point total
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 11.2.2 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 6‑4 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
GAME PIECES
. If egregious,
YELLOW CARD
Upon violation, a number of
FOULS
are assessed against the violating
ALLIANCE
equal to the number of additional
GAME PIECES
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 receives a total of 4
TECH FOULS
(assuming no other rules were being simultaneously 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 CHARGED UP. 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 6‑5
DRIVE TEAM
roles
RoleDescriptionMax./
DRIVE TEAM
Criteria
COACH
a guide or advisor1any team member, must wear “
COACH
” button
TECHNICIAN
a resource for
ROBOT
troubleshooting, setup, and removal from the
FIELD
1any team member, must wear “
TECHNICIAN
” button
DRIVER
an operator and controller of the
ROBOT
3
STUDENT
, must wear a “
DRIVE TEAM
” button
HUMAN PLAYER
a
GAME PIECE
manager

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, or
  • 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
    .

6.7 Other Logistics

GAME PIECES
that leave the
FIELD
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

ROBOTS
may not deliberately cause
GAME PIECES
to leave the
FIELD
(see G401).

An

ARENA FAULT
is not called for
MATCHES
that accidentally begin with damaged
GAME PIECES
. Damaged
GAME PIECES
are not replaced until the next
ARENA
reset period.
DRIVE TEAMS
should alert the
FIELD STAFF
to any missing or damaged
GAME PIECES
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