2023

11 Tournaments

Each 2023 FIRST® Robotics Competition event is played in a tournament format. Each tournament consists of 3 types of

MATCHES
: Practice
MATCHES
(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.
SURROGATE
MATCHES
are described in Section 11.6.2
MATCH
Assignment.

Figure 11‑1 Sample
MATCH
schedule

image

11.2 Head
REFEREE
and
FTA
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 other event staff. The Head
REFEREE
rulings are final. No event staff, including the Head
REFEREE
, will review video, photos, artistic renderings, etc. of any
MATCH
, from any source, under any circumstances.

11.2.1 Question Box

Each

ALLIANCE
has a designated Question Box near the scoring table. If a
DRIVE TEAM
has a question about a
MATCH
, the
FIELD
, etc., they may send 1
DRIVE TEAM
member to their corresponding Question Box. Depending on timing, the Head
Referee
or
FTA
may postpone any requested discussion until the end of the subsequent
MATCH
as necessary.

Technical questions regarding

FIELD
or
ROBOT
operation are addressed by the
FTA
, additional team members are invited to participate in these conversations if necessary. 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).

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 may not be able to supply specific details.

11.2.2 YELLOW and
RED CARDS

In addition to rule violations explicitly listed throughout the 2023 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
holding a YELLOW and/or
RED CARD
in the air while the Game Announcer describes the violation.

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
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.

11.2.3 YELLOW and
RED CARD
application

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 Practice
MATCHES
Team’s first Practice
MATCH
during the Practice
MATCHES
Team’s current (or just-completed)
MATCH
.
between the end of PRACTICE
MATCHES
and 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.

11.2.4 YELLOW and
RED CARDS
during Playoff
MATCHES

During Playoff

MATCHES
, YELLOW and
RED CARDS
are assigned to the violating team’s entire
ALLIANCE
instead of to only the violating team. If an
ALLIANCE
receives 2
YELLOW CARDS
, the entire
ALLIANCE
is issued a
RED CARD
which results in DISQUALIFICATION for the associated
MATCH
. If both
ALLIANCES
receive a
RED CARD
, the
ALLIANCE
assessed the first
RED CARD
, chronologically, is
DISQUALIFIED
and loses the
MATCH
.

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 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.

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
    ).

T301 *Replays will be the same.

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
.

Violation:
MATCH
with not start until the situation is corrected

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.)
GAME PIECES
, the
CHARGE STATION
,
GRIDS
, 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 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 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 is allied with any team
  3. minimize the number of times a team plays opposite 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

For more information about the

MATCH
scheduling algorithm, please see Idle Loop software’s website.

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 6‑2.

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
CHARGE STATION
points
4thAverage
ALLIANCE
AUTO
points
5thRandom sorting by the
FMS

11.7 Playoff
MATCHES

Playoff

MATCHES
follow the qualification
MATCHES
. In the Playoffs, teams play on set
ALLIANCES
, chosen during
ALLIANCE
selection, and advance through a double elimination bracket. Teams do not earn Ranking Points; they advance based on winning, losing, or tying a
match
.

11.7.1
ALLIANCE
Selection Process

At the end of the Qualification

MATCHES
, the top 8 ranked teams become the
ALLIANCE
Leads. The ranked
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
.

T701 *Send a
STUDENT
representative.

Each team must choose and send a

STUDENT
team representative to the
ARENA
at the designated
ALLIANCE
Selection time (typically before the lunch break on the final day of the event) to represent their team. The designated
STUDENT
representative from each
ALLIANCE
Lead is called the
ALLIANCE CAPTAIN
. This representative may change between
ALLIANCE
selection and PLAYOFF
MATCHES
.

Violation: Team is ineligible for the Playoff Tournament

If an 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.

The

ALLIANCE
selection process consists of 2 rounds during which each
ALLIANCE CAPTAIN
invites a team ranked below them in the standings to join their
ALLIANCE
.

Round 1: In descending order (

ALLIANCE
1 to
ALLIANCE
8), each
ALLIANCE CAPTAIN
invites a single team to join their
ALLIANCE
. 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 highest-ranked, unselected team becomes the
ALLIANCE
8 Lead.

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.

T702 *Declining teams can’t be picked.

An

ALLIANCE CAPTAIN
may not invite a team that has declined another
ALLIANCE
’S invitation to participate in the Playoff tournament. Declining teams are ineligible to be a
BACKUP TEAM
.

Violation: The
ALLIANCE CAPTAIN
must make another selection

An

ALLIANCE
Lead that declines an invitation from another
ALLIANCE
is able to invite teams to join their
ALLIANCE
but may not be invited to join another
ALLIANCE
.

At the conclusion of

Alliance
selection, the highest ranked unselected teams are eligible to become a
BACKUP TEAM
, as defined in Section 11.7.3
BACKUP TEAMS
.

11.7.2 Playoff
MATCH
Bracket

The double elimination tournament consists of an Upper and Lower bracket as shown in Figure 11‑3. Each

ALLIANCE
begins with a slot in the Upper bracket. If an
ALLIANCE
wins a
MATCH
in the Upper bracket, they remain in the Upper bracket. If an
ALLIANCE
loses a
MATCH
in the Upper bracket, they transition to the Lower bracket.
ALLIANCES
in the Lower bracket must win any subsequent
MATCHES
(except for finals) to remain in the tournament, i.e. once they lose a
MATCH
, they’re out of the tournament.

In Round 1, the higher ranked

ALLIANCE
is assigned to the red
ALLIANCE
. For subsequent rounds,
ALLIANCE
color is assigned as shown in Figure 11‑3, regardless of
ALLIANCE
rank at the start of the Playoff tournament.

Figure 11‑3 Playoff
MATCH
bracket (Red
ALLIANCE
tops each pairing)

image

As shown in Figure 11‑3 and Table 11‑3, Playoff

MATCHES
consist of 6 rounds with breaks between rounds and between the Finals
MATCHES
. Breaks begin after the
FIELD
has been cleared from the previous
MATCH
. The Blue and Red Gap columns indicate the approximate time between each
ALLIANCE
’S
MATCHES
. The expected start time of the scheduled
MATCH
is the time indicated on the
MATCH
schedule or 15 minutes from the end of either
ALLIANCE
’S previous
MATCH
, whichever is later.

If a Playoff

MATCH
needs to be replayed as described in Section 11.3
MATCH
Replays, teams are notified of when the replay will occur. A minimum 10-minute delay is provided for teams to reset their
ROBOTS
prior to the replay unless all teams are ready sooner. The affected
MATCH
must be replayed before the next round begins.

Table 11‑3 Typical Playoff
MATCH
Schedule
MATCH
BlueRedBlue Gap (minutes)Red Gap (minutes)Winner moves toLoser moves to
Upper Bracket – Round 1 –
MATCH
1
ALLIANCE
8
ALLIANCE
1
Red –
MATCH
7
Red –
MATCH
5
Upper Bracket – Round 1 –
MATCH
2
ALLIANCE
5
ALLIANCE
4
Blue –
MATCH
7
Blue –
MATCH
5
Upper Bracket – Round 1 –
MATCH
3
ALLIANCE
7
ALLIANCE
2
Red –
MATCH
8
Red –
MATCH
6
Upper Bracket – Round 1 –
MATCH
4
ALLIANCE
6
ALLIANCE
3
Blue –
MATCH
8
Blue –
MATCH
6
8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break
Lower Bracket – Round 2 –
MATCH
5
Loser of
MATCH
2
Loser of
MATCH
1
24m31mBlue –
MATCH
10
Lower Bracket – Round 2 -
MATCH
6
Loser of
MATCH
4
Loser of
MATCH
3
17m24mBlue –
MATCH
9
Upper Bracket – Round 2 -
MATCH
7
Winner of
MATCH
2
Winner of
MATCH
1
38m45mRed –
MATCH
11
Red –
MATCH
9
Upper Bracket – Round 2 -
MATCH
8
Winner of
MATCH
4
Winner of
MATCH
3
31m38mBlue –
MATCH
11
Red –
MATCH
10
8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break
Lower Bracket – Round 3 -
MATCH
9
Winner of
MATCH
6
Loser of
MATCH
7
24m17mBlue –
MATCH
12
Lower Bracket – Round 3 -
MATCH
10
Winner of
MATCH
5
Loser of
MATCH
8
38m17mRed –
MATCH
12
8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break8-minute Break
Upper Bracket – Round 4 -
MATCH
11
Winner of
MATCH
8
Winner of
MATCH
7
30m37mRed –
Match
14
Red –
MATCH
13
Lower Bracket – Round 4 -
MATCH
12
Winner of
MATCH
9
Winner of
MATCH
10
24m17mBlue –
MATCH
13
15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break
Lower Bracket – Round 5 -
MATCH
13
Winner of
MATCH
12
Loser of
MATCH
11
17m24mBlue –
MATCH
14
15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break
Finals –
Match
14
Winner of
MATCH
13
Winner of
MATCH
11
17m44m
MATCH
15
MATCH
15
15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break15-minute Awards Break
Finals –
Match
15
Winner of
MATCH
13
Winner of
MATCH
11
17m17m
MATCH
16*
MATCH
16*
15-minute Awards Break *15-minute Awards Break *15-minute Awards Break *15-minute Awards Break *15-minute Awards Break *15-minute Awards Break *15-minute Awards Break *
Finals –
Match
16 *
Winner of
MATCH
13
Winner of
MATCH
11
17m17m
  • if required

11.7.2.1 Playoff
MATCH
ties

If final

MATCH
scores for both
ALLIANCES
are equal, the win is awarded to the
ALLIANCE
per criteria listed in Table 11‑4.

Table 11‑4 Playoff
MATCH
Tiebreaker Criteria
Order SortCriteria
1stCumulative
TECH FOUL
points due to opponent rule violations
2nd
ALLIANCE
CHARGE STATION
points
3rd
ALLIANCE
AUTO
points
4th
MATCH
is replayed

11.7.2.2 Playoff Finals

Once a single

ALLIANCE
remains in each Upper and Lower bracket, those
ALLIANCES
proceed to the Finals round. The first
ALLIANCE
to win 2
MATCHES
in the Finals becomes the event’s Champions.

If a Finals

MATCH
ends in a tie score, the tie is not broken using the criteria in Table 11‑4, the
MATCH
remains a tie. 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 11‑4.

11.7.3
BACKUP TEAMS

During the Playoff

MATCHES
an
ALLIANCE
may elect to replace one of its
ROBOTS
due to a mechanical or software issue that prevents that
ROBOT
from competing effectively. 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
.

In this situation, the

ALLIANCE CAPTAIN
has the option to bring in the highest ranked team from the pool of available teams to join its
ALLIANCE
for the following
MATCH
. The resulting
ALLIANCE
is then composed of 4 teams.

ALLIANCES
submit
LINEUPS
(as described in Section 11.7.4
LINEUPS
) for each Playoff
MATCH
. After the
BACKUP TEAM
’S first Playoff
MATCH
, the
ALLIANCE
’S
LINEUP
may consist of any 3 of the
ALLIANCE
’S 4 teams.

11.7.3.1
BACKUP TEAM
Coupons

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 ranked 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 in the next
MATCH
. The new
ALLIANCE
of Teams A, B, C, 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.

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
.

T703 *No
backup Team
for replayed
matches
.

An

ALLIANCE
may not request a
BACKUP TEAM
for a replayed
MATCH
. The sole exception is if, in the judgment of the Head
REFEREE
, the replay is due to an
ARENA FAULT
that rendered an
ALLIANCE
’S
ROBOT
inoperable.

Violation: The request is denied.

T704 *No
backup Teams
for 1st
match
.

An

ALLIANCE
may not request a
BACKUP TEAM
until after their first Playoff
MATCH
.

Violation: The request is denied.

T705 *
Backup Teams
play when called.

A

BACKUP TEAM
must be included in the
lineup
for the
alliance
’s next
match
following their recruitment.

Violation: The
lineup
is denied.

If the Head

REFEREE
is busy, and there is no designee, the
ALLIANCE CAPTAIN
remains in the Question Box to report the
LINEUP
.

T706 *
Backup Teams
due 2 minutes before the
match
start time.

The

Backup Team
Coupon must be submitted to the Head
REFEREE
(or their designee) 2 minutes before the expected
MATCH
start time in which the
backup team
is to play.

Violation: The request is denied

If the Head

REFEREE
is busy, and there is no designee, the
ALLIANCE CAPTAIN
remains in the Question Box to submit the
BACKUP TEAM
coupon.

11.7.3.2
BACKUP POOL

After the top ranked

ALLIANCE
has made their final pick during
ALLIANCE
Selection,
REFEREES
poll the remaining eligible teams. In rank order,
REFEREES
invite remaining teams to accept or decline a position in the
BACKUP POOL
, i.e. the group of teams willing and able to join an
ALLIANCE
during the Playoff
MATCHES
, if needed, until up to 8 teams accept.

T707 *Be there to be a
Backup Team
.

A team must be present after

ALLIANCE
Selection to accept the
REFEREE
’S invitation to join the
BACKUP POOL
.

Violation: Team is ineligible to be a
Backup team
.

T708 *Send a
Backup Team
Representative.

The top 2 ranked

BACKUP TEAMS
must send at least 1
STUDENT
representative (and optionally 1 additional
STUDENT
or mentor) to a designated area near the
FIELD
for the duration of the Playoff
MATCHES
.

These 2 representatives are available to answer questions and accept invitations to be a

BACKUP TEAM
from
ALLIANCE CAPTAINS
. If 1 of these 2 teams joins an
ALLIANCE
or excuses themselves from the
BACKUP POOL
, the next highest ranked team in the
BACKUP POOL
must provide their representative. Once a
BACKUP TEAM
has declined an invitation to join an
ALLIANCE
, it is no longer a member of the
BACKUP POOL
and ineligible to join another
ALLIANCE
.

Violation: Verbal warning. If situation cannot be corrected within a reasonable amount of time, the team is removed from
BACKUP POOL
.

Some events may offer an area near the

FIELD
where the top 1 or 2 teams in the
BACKUP POOL
may choose to stage their
ROBOT
for quick and easy access to the
FIELD
if recruited.

11.7.4
LINEUPS

Each

ALLIANCE
competing in a Playoff
MATCH
has the option to submit a
LINEUP
, which lists the 3 teams participating in the
MATCH
and their selected
DRIVER STATIONS
.

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.

11.7.4.1
LINEUPS
for 4-team
ALLIANCES

If an

ALLIANCE
has 4 members (either because a 3-team
ALLIANCE
has called a
BACKUP TEAM
or the event is the FIRST Championship), a single representative from the team not on the
LINEUP
is allowed as a sixteenth
ALLIANCE
member but must be a member of that team’s
drive team
. This additional representative may only serve as a
COACH
.

11.7.4.2 Default
LINEUP

T709 *
Lineups
due 2 minutes before the
match
.

The

ALLIANCE CAPTAIN
must submit their
LINEUP
in writing to the Head
REFEREE
(or their designee) 2 minutes before their expected
MATCH
start time.

Violation: Late
Lineups
are denied, and the
Alliance
’s most recent
lineup
is applied.

If the Head

REFEREE
is busy, and there is no designee, the
ALLIANCE CAPTAIN
remains in the Question Box to report the
LINEUP
.

If no previous

LINEUP
exists, the
ALLIANCE
Lead is assigned
DRIVER STATION
2, 1st team selected is assigned
DRIVER STATION
1, and the 2nd team selected is assigned
DRIVER STATION
3. If any of these 3
ROBOTS
are unable to play, the
ALLIANCE
must play the
MATCH
with only 2 (or even 1)
ROBOT
(s).

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

ALLIANCE
going into the Playoff
MATCHES
. During one 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

If a

BACKUP TEAM
Coupon is accepted and the
LINEUP
for the next
MATCH
is not submitted or it omits the
BACKUP TEAM
, then the
ALLIANCE
’S most recent
LINEUP
is used with the
BACKUP team
in the position populated by the team for whom they’re substituting.

T710 *For replays, no changing
Lineups
(mostly).

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.

Violation: The new
Lineup
is denied.

11.7.5 Pit Crews

During the Playoff

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

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.

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) during the designated time in the Playoff schedule.

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).

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)
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)
Playoff AdvancementPoints awarded based on team participation in individual playoff rounds, and whether or not the
ALLIANCE
advances. See Section 11.8.1.3 Playoff Performance for details.
Judged Team Awards10 points for FIRST Impact Award (formerly the 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 2023 rookie teams 5 points for 2021 and 2022 rookie teams

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 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 the chance to experience being
ALLIANCE CAPTAINS
themselves.

11.8.1.3 Playoff Performance

This attribute measures team performance as part of an

ALLIANCE
.

Teams earn points based on how far their

ALLIANCE
advances in the Playoff
MATCHES
and the percentage of
MATCH
wins in which the team participated. The
ALLIANCE
Advancement points are shown in Table 11‑8.

Table 11‑8 District Playoff Performance
ALLIANCE
Finish
ALLIANCE
Advancement Points
Winner30
Finalist20
3rd Place (loser of
MATCH
13)
13
4th Place (loser of
MATCH
12)
7

In most cases, unless a BACKUP is recruited, a team plays in 100% of the Playoff

MATCHES
won by their
ALLIANCE
, thus their Playoff Performance points simply equals their
ALLIANCE
Advancement points. If a team does not play 100% of the Playoff
MATCHES
won by their
ALLIANCE
, their Playoff Performance points equals their
ALLIANCE
Advancement points multiplied by the percentage of Playoff
MATCHES
won by their
ALLIANCE
in which that team was a participant. For example, if Team X’s
ALLIANCE
wins the event, but Team X only played in 4 of the 5 Playoff
MATCHES
won by their
ALLIANCE
, Team X’s Playoff Performance points are 30*(4/5) = 24 points. If the result is not a whole number, the value is rounded up to the nearest integer.

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 FIRST Impact 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 2021, 2022, and 2023 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.

11.8.1.6 Regional Participation

District teams neither earn points for their actions at any Regionals, nor are eligible for any FIRST Championship qualifying benefits at that Regional (awards, Wild Cards, etc.). If a District team is on the winning

ALLIANCE
, a Wild Card is awarded to the next qualifying team. If they are on the finalist
ALLIANCE
and would be awarded a Wild Card, they are skipped.

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 FIRST Impact Award Winner,
  • B. District Ranking (based on total points earned at their first 2 home District events as detailed in Section 11.8.1 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 11‑9. 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 11‑9 2023 District Championship Capacities
District ChampionshipCapacityDivisions
FIRST Chesapeake District Championship601
FIRST Israel District Championship401
FIRST Mid-Atlantic District Championship601
FIRST North Carolina State Championship401
FIRST Ontario Provincial Championship802
FIRST in Texas District Championship802
Indiana State Championship321
Michigan State Championship1604
New England District Championship902
Pacific Northwest District Championship501
Peachtree District State Championship501

11.8.3 District Championships with Multiple Divisions

If a District Championship has too many teams to allow all teams 12 Qualification

MATCHES
, then the event hosts multiple divisions. These events have 2 or 4 divisions (based on the number of teams participating, see Table 11‑9) with approximately 40–60 teams in each 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 Section 11.8.1 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

image

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 11‑10, the criteria is not met.
Table 11‑10 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.

11.8.3.1 District Championship Playoffs

In these cases:

  • Division winning
    ALLIANCES
    play each other in District Championship Playoffs, employing the brackets shown in Figure 11‑4 and Figure 11‑5 (and detailed in Table 11‑11) that corresponds to their District, until a winning
    ALLIANCE
    for the event is determined.
Figure 11‑4 4 division District Championship Playoff Bracket

image

Figure 11‑5 2 division District Championship Playoff Bracket

image

Table 11‑11 District Championship 4-ALLIANCE Playoff
MATCH
schedule
MATCH
BlueRedBlue Gap (minutes)Red Gap (minutes)Winner moves toLoser moves to
Upper Bracket – Round 1 –
MATCH
1
BA--Red –
MATCH
3
Red –
MATCH
4
Upper Bracket – Round 1 –
MATCH
2
DC--Blue –
MATCH
3
Blue –
MATCH
4
15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break
Upper Bracket – Round 2 –
MATCH
3
W2W117m24mRed –
MATCH
6
Red –
MATCH
5
Lower Bracket – Round 2 –
MATCH
4
L2L124m31mBlue –
MATCH
5
15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break
Lower Bracket – Round 3 –
MATCH
5
W4L317m24m6
15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break
Finals -
MATCH
6
W5W317m44m
15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break
Finals -
MATCH
7
W5W317m17m
15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break15-minute Break
Finals -
MATCH
8*
W5W317m17m
  • if required
  • Each team on a Champion
    ALLIANCE
    of a 2-Division District Championship Playoff tournament earns 10 points.
  • For a 4-Division District Championship Playoff tournament, each team on a Champion
    ALLIANCE
    earns 20 points and each team on a Finalist
    ALLIANCE
    receives 10 points.
  • If any of these
    alliances
    has recruited a
    BACKUP TEAM
    , these points are divided amongst the teams as described in Section 11.8.1.3 Playoff Performance.
  • If an
    ALLIANCE
    in a District Championship Playoff has not yet recruited a
    BACKUP TEAM
    per Section 11.7.3
    BACKUP TEAMS
    , the
    ALLIANCE CAPTAIN
    may bring in only the highest ranked team from their division’s
    BACKUP POOL
    to join its
    ALLIANCE
    .

11.9 FIRST Championship: Additions and Exceptions

At the 2023 FIRST Championship, teams are split into 8 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, a team in Division 7, a team in Division 8, 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 Section 11.6 Qualification

MATCHES
and Section 11.7 Playoff
MATCHES
to produce the division Champions. Those 8 division Champions proceed to the Championship Playoffs, on the Einstein
FIELDS
, to determine the 2023 FIRST Robotics Competition Championship Winners, per Section 11.9.4 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.
ALLIANCES
submit
LINEUPS
for their
MATCHES
as described in Section 11.7.4
LINEUPS
.

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 8 division Champions play a Double Elimination style tournament as described in Section 11.7 Playoff

MATCHES
to determine the 2023 FIRST Robotics Competition Champions. Exact
match
timing is provided to FIRST Championship Playoff teams.
ALLIANCES
are paired as shown in Figure 11‑6.

Figure 11‑6 Championship Playoff Bracket

image

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.