2024

6 Game Details

Figure 6‑1 CRESCENDO

image

In CRESCENDO, 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
MATCH
Overview

MATCHES
run on 7–10-minute cycles, which consist of pre-MATCH setup, the 2-minute and 30-second
MATCH
, and the post-MATCH reset.

During the

MATCH
,
ROBOTS
score
NOTES
in their
SPEAKER
or
AMP
.
HUMAN PLAYERS
use
NOTES
scored through the
AMP
to AMPLIFY the points associated with
NOTES
scored in their
SPEAKER
for 10 seconds at a time or engage in Coopertition with their opponents.

ROBOTS
conclude the
MATCH
PARKING in their
STAGE ZONE
, getting
ONSTAGE
via a chain, and/or scoring a
NOTE
in a
TRAP
.

Additional points are awarded if an

ALLIANCE
HARMONIZES (i.e. more than 1
ROBOT
is
ONSTAGE
via the same chain) and if
HUMAN PLAYERS
SPOTLIGHT
ROBOTS
(i.e. score a
HIGH NOTE
on a
MICROPHONE
to increase points awarded for those
ONSTAGE
ROBOTS
).

6.2
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 CRESCENDO, and no more than 1 member of the
DRIVE TEAM
may 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 6‑1
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
NOTE
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
  • charging pneumatics

While the

TECHNICIAN
may be the primary technical member of the
DRIVE TEAM
, all members of the
DRIVE TEAM
are encouraged to have knowledge of the basic functionality of the
ROBOT
, such as the location and operation of the main circuit breaker, connecting and resetting joysticks or gamepads from the
OPERATOR CONSOLE
, and removing the
ROBOT
from the
FIELD
.

If an

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

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

6.3 Setup

Before each

MATCH
begins,
FIELD STAFF
stage
GAME PIECES
as described in Section 6.3.4
GAME PIECES
.
DRIVE TEAMS
stage
their
ROBOTS
(as described in Section 6.3.3
ROBOTS
) and
OPERATOR CONSOLES
(as described in Section 6.3.2
OPERATOR CONSOLES
). Then,
DRIVE TEAMS
take their places as described in Section 6.3.1
DRIVE TEAMS
.

6.3.1
DRIVE TEAMS

DRIVE TEAMS
prepare for a
MATCH
by staging in the appropriate areas, according to their role on the
DRIVE TEAM
, and by identifying themselves accordingly.
DRIVE TEAM
starting conditions are listed below, and a
DRIVE TEAM
obstructing or delaying any of the conditions is at risk of violating G301.

A. only

DRIVE TEAM
members assigned to the upcoming
MATCH
are present,

B. only

DRIVE TEAM
members whose
ROBOTS
have passed initial, complete Inspection are present,

C.

SOURCE AREA
HUMAN PLAYERS
are behind the
STARTING LINE
,

D.

ALLIANCE AREA
DRIVE TEAM
members are behind the
STARTING LINE
,

E.

TECHNICIANS
are in the event-designated area near the
FIELD
,

F.

DRIVE TEAM
members clearly display their designated buttons above their waists (
COACH
- “
Coach
”,
DRIVERS
and
HUMAN PLAYERS
- “
Drive Team
”, and
TECHNICIAN
- “
Technician
”), and

G. if a Playoff

MATCH
, the
ALLIANCE CAPTAIN
clearly displays their designated
ALLIANCE CAPTAIN
identifier (e.g. hat or armband).

6.3.2
OPERATOR CONSOLES

DRIVE TEAMS
set up their
OPERATOR CONSOLE
as soon as the
DRIVE TEAM
from the previous
MATCH
has cleared the area.
OPERATOR CONSOLES
must be compliant with all relevant rules, specifically those in Section 8.9
OPERATOR CONSOLE
. The
OPERATOR CONSOLE
is plugged into the team’s assigned
DRIVER STATION
, as indicated on the team sign. Any
control
devices worn or held by their
HUMAN PLAYERS
and/or
DRIVERS
during the
MATCH
must be disconnected from or set on or beside the
OPERATOR CONSOLE
before the
MATCH
can begin. A
DRIVE TEAM
obstructing or delaying
OPERATOR CONSOLE
setup is at risk of violating G301.

For the purposes of FIRST Robotics Competition, any device connected to the

OPERATOR CONSOLE
is considered a
control
device because
REFEREES
are not expected to differentiate between devices that can or cannot
control
the
ROBOT
.

6.3.3
ROBOTS

DRIVE TEAMS
stage
their
ROBOT
in accordance with G303. A
DRIVE TEAM
obstructing or delaying
ROBOT
setup requirements is at risk of violating G301.

If order of placement matters to either or both

ALLIANCES
, the
ALLIANCE
notifies the Head
REFEREE
during setup for that
MATCH
, and the Head
REFEREE
instructs
ALLIANCES
to alternate placement of
ROBOTS
. In a Qualification
MATCH
,
REFEREE
instructions are that
ROBOTS
are placed in the following order:

  • red
    DRIVER STATION
    1
    ROBOT
  • blue
    DRIVER STATION
    1
    ROBOT
  • red
    DRIVER STATION
    2
    ROBOT
  • blue
    DRIVER STATION
    2
    ROBOT
  • red
    DRIVER STATION
    3
    ROBOT
  • blue
    DRIVER STATION
    3
    ROBOT

In an intra-Division Playoff

MATCH
, the same pattern is applied, but instead of blue
ALLIANCE
placing last, the higher seeded
ALLIANCE
(regardless of color) places last. For inter-Division Playoff
MATCHES
, the
ALLIANCE
that places last is determined by a (real or virtual) coin flip facilitated by the Head
REFEREE
where a “heads” result invites the red
ALLIANCE
to place last.

6.3.4
GAME PIECES

Before each

MATCH
begins,
FIELD STAFF
stage
GAME PIECES
.

Figure 6‑2
SPIKE MARK
locations and
GAME PIECE
staging positions

image

3

HIGH NOTES
are staged on top of each
AMP
.

107

NOTES
are staged for each
MATCH
as follows (reference Figure 6‑2):

A. 90

NOTES
are staged in the
SOURCE AREAS
(45
NOTES
in each
SOURCE AREA
),

B. 6

NOTES
are staged on
WING
SPIKE MARKS
(3
NOTES
in each
WING
),

C. 5

NOTES
are staged on
CENTER LINE
SPIKE MARKS
,

D. 6

NOTES
may be preloaded in
ROBOTS
, 1 per
ROBOT
, by the
ROBOTS
DRIVE TEAMS
such that the
NOTE
is fully supported by the
ROBOT
. A
NOTE
not pre-loaded in a
ROBOT
is staged with
NOTES
in the
ALLIANCE
’S
SOURCE AREA
.

NOTES
on
SPIKE MARKS
are staged such that each
NOTE
covers the opposite ends of each
SPIKE MARK
.

6.4
MATCH
Phases

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
NOTES
, exit their
ROBOT STARTING ZONE
, and retrieve additional
NOTES
. There is a 3-second delay between
AUTO
and
TELEOP
for scoring purposes as described in Section 6.5 Scoring.

The second phase of each

MATCH
is the remaining 2 minutes and 15 seconds (2:15) and called the Teleoperated Period (
TELEOP
). During
TELEOP
,
DRIVERS
remotely operate
ROBOTS
to retrieve and score
NOTES
and take their
STAGE
.

6.5 Scoring

ALLIANCES
are rewarded for accomplishing various actions through the course of a
MATCH
, including leaving their
ROBOT STARTING ZONE
, scoring
NOTES
in their
SPEAKER
and
AMP
, taking their
STAGE
, SPOTLIGHTING
ONSTAGE
ROBOTS
by scoring
HIGH NOTES
, cooperating with their opponents, and winning or tying
MATCHES
.

Rewards are granted either via

MATCH
points, Coopertition points, or Ranking Points (often abbreviated to
RP
, which increase the measure used to rank teams in the Qualification Tournament).

All scores are assessed and updated throughout the

MATCH
, except as follows:

A. assessment of

NOTES
scored in
SPEAKERS
continues for up to 3 seconds after the
ARENA
timer displays 0:00 following
AUTO
.

B. assessment of

NOTES
scored in
SPEAKERS
continues for up to 5 seconds after the
ARENA
timer displays 0:00 following
TELEOP
.

C. assessment of

STAGE
points is made 5 seconds after the
ARENA
timer displays 0:00 following
TELEOP
, or when all
ROBOTS
have come to rest following the conclusion of the
MATCH
, whichever happens first.

6.5.1
NOTE
Scoring Criteria

A

NOTE
is scored in a
SPEAKER
once it passes through the FIELD-facing opening of the
SPEAKER
and through the sensor array.

A

NOTE
is scored in the
AMP
once it passes through the FIELD-facing opening of the
AMP
and through the sensor array.

A

NOTE
is scored in the
TRAP
if it enters the
TRAP
from above (i.e. through the cutout above the AprilTag).

6.5.2
ROBOT
Scoring Criteria

To qualify for

LEAVE
points, a
ROBOT
’S
BUMPERS
must completely clear its
ROBOT STARTING ZONE
at any point during
AUTO
.

To qualify for

PARK
points, a
ROBOT
’S
BUMPERS
must be partially or completely contained in the
STAGE ZONE
at the end of the
MATCH
(more specifically, per criteria described in item C of Section 6.5 Scoring) and does not meet the criteria for
ONSTAGE
.

To qualify for

ONSTAGE
points, a
ROBOT
may only be contacting:

A. their truss legs (pink shaded elements in Figure 6‑3) via

ROBOT
BUMPERS
,

B.

GAME PIECES
,

C. chain-facing vertical surfaces of their core or the nearest flap (with regards to the chain used by the

ONSTAGE
ROBOT
, green shaded elements in Figure 6‑3),

D. carpet-facing surfaces of their core (blue shaded elements in Figure 6‑3), and

E. a single

STAGE
chain (on their
STAGE
) (highlighted in orange in in Figure 6‑3),

F. another

ROBOT
qualified for
ONSTAGE
points,

G. a partner

ROBOT
contacted by an opponent in violation of G424, and

H. an opponent

ROBOT
.

Figure 6‑3 Contact points for
ONSTAGE
scoring eligibility

image

An

ALLIANCE
achieves
HARMONY
if more than 1
ROBOT
is
ONSTAGE
via direct or transitive support from a single chain.
HARMONY
points, as specified in Table 6‑2 are awarded per additional
ROBOT
.

LEAVE
and
STAGE
points are evaluated and scored by human
REFEREES
. Teams are encouraged to make sure that it is obvious and unambiguous that a
ROBOT
has met the criteria.

6.5.3 AMPLIFICATION

AMPLIFICATION increases the number of

MATCH
points awarded for
NOTES
scored in a
SPEAKER
per Table 6‑2. To AMPLIFY, an
ALLIANCE
must have at least 2
NOTES
through their
AMP
. Once this criterion is met, the
HUMAN PLAYER
may press the
AMP
button which AMPLIFIES their
SPEAKER
for 10 seconds or until 4
NOTES
are scored in that
SPEAKER
, whichever comes first. Due to
NOTE
transit time from the
SPEAKER
opening to the sensor array, there is a 3-second extension on the end of the nominal AMPLIFICATION time to account for
NOTES
that entered the
SPEAKER
within 10 seconds of the
AMP
button being pressed but haven’t yet been processed. An
ALLIANCE
must collect another 2
NOTES
through their
AMP
after AMPLIFICATION ends before they are able to AMPLIFY their
SPEAKER
again. While
NOTES
delivered through the
AMP
after the 2-NOTE threshold is reached or during AMPLIFICATION do not contribute to the next AMPLIFICATION or Coopertition requirement, they do earn
MATCH
points (in other words, and
ALLIANCE
can only “bank” up to 2
NOTES
at a time toward AMPLIFICATION or Cooperition).

6.5.4 SPOTLIGHTING

ALLIANCES
may
SPOTLIGHT
ROBOTS
by scoring a
HIGH NOTE
on a
MICROPHONE
. A
HIGH NOTE
is scored on the
MICROPHONE
if the
NOTE
surrounds, i.e. encircles, the
MICROPHONE
. Once a
HIGH NOTE
is scored on a
MICROPHONE
,
ONSTAGE
ROBOTS
paired with (i.e. below) the
MICROPHONE
on which the
HIGH NOTE
was scored are awarded a greater number of points per Table 6‑2.

6.5.5 Coopertition Bonus

If both

ALLIANCES
use a
NOTE
scored in their
AMP
to engage in Coopertition (by pressing their Coopertition button) within the first 45 seconds of
TELEOP
(i.e. remaining
MATCH
time is greater than 1:30), all teams earn a Coopertition Bonus, and the threshold for the
MELODY
decreases as described in Table 6‑2.

A

NOTE
used for Coopertition is no longer eligible for contribution to AMPLIFICATION.

See Section 10.5.3 Qualification Ranking for more information about Coopertition influence on Qualification Ranking order.

In Playoff

MATCHES
, the Coopertition button is unused.

6.5.6 Point Values

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

Table 6‑2 CRESCENDO point values
MATCH
points
MATCH
points
Ranking PointsCoopertition Points
AUTO
TELEOP
LEAVE
LEAVE
2
NOTES
AMP
NOTE
21
SPEAKER
NOTE
(not
AMPLIFIED
)
52
SPEAKER
NOTE
(
AMPLIFIED
)
5
STAGE
PARK
1
ONSTAGE
(not SPOTLIT)
3
ONSTAGE
(SPOTLIT)
4
HARMONY
2
NOTE
in
TRAP
(max. 1/
TRAP
)
5
Coopertition BonusCoopertition BonusCoopertition BonusCoopertition BonusCoopertition Bonus1
MELODY
at least · 18 (15 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
* for Regional & District level events or · 21 (18 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
for District Championship events, or · 25 (21 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
for the FIRST Championship
at least · 18 (15 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
* for Regional & District level events or · 21 (18 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
for District Championship events, or · 25 (21 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
for the FIRST Championship
at least · 18 (15 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
* for Regional & District level events or · 21 (18 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
for District Championship events, or · 25 (21 if Coopertition Bonus)
AMP
&
SPEAKER
NOTES
for the FIRST Championship
1
ENSEMBLE
At least 10
STAGE
points and at least 2
ONSTAGE
ROBOTS
*
At least 10
STAGE
points and at least 2
ONSTAGE
ROBOTS
*
At least 10
STAGE
points and at least 2
ONSTAGE
ROBOTS
*
1
Tiecompleting a
MATCH
with the same number of
MATCH
points as your opponent
completing a
MATCH
with the same number of
MATCH
points as your opponent
completing a
MATCH
with the same number of
MATCH
points as your opponent
1
Wincompleting a
MATCH
with more
MATCH
points than your opponent
completing a
MATCH
with more
MATCH
points than your opponent
completing a
MATCH
with more
MATCH
points than your opponent
2

*For District Championship and/or FIRST Championship events, the

MELODY
and
ENSEMBLE
requirements may increase.

6.6 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 2 points towards the opponent’s
MATCH
point total
TECH FOUL
a credit of 5 points towards 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

6.6.1 YELLOW and
RED CARDS

In addition to rule violations explicitly listed throughout this document,

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.

The Head

REFEREE
may assign a
YELLOW CARD
as a warning, or a
RED CARD
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.

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 6‑4 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.

6.6.2 YELLOW and
RED CARD
application

YELLOW and

RED CARDS
are applied based on the following:

Table 6‑4 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 6.6.4 Violation Details.

6.6.3 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
.

6.6.4 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 6‑5 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
NOTE
. If egregious,
YELLOW CARD
Upon violation, a number of
FOULS
are assessed against the violating
ALLIANCE
equal to the number of additional
NOTES
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
.
FOUL
, PLUS
TECH FOUL
IF
REPEATED
Upon initial violation in a
MATCH
, a
FOUL
is assessed against the violating
ALLIANCE
. If the
ALLIANCE
ROBOT
repeats the infraction in the
MATCH
, a
FOUL
and a
TECH FOUL
are assessed against the violating
ALLIANCE
. Assuming no additional infractions of that rule by that
ROBOT
in that
MATCH
, the
ROBOT
has “earned” 2
FOULS
and a
TECH FOUL
for their
ALLIANCE
.
TECH FOUL
, and for every 5 seconds in which the situation is not corrected, a
TECH FOUL
is assessed
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: In a PLAYOFF
MATCH
, a single
RED CARD
is assessed to the
ALLIANCE
. In all other scenarios, each team on the
ALLIANCE
is issued a
RED CARD
.

6.7 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.

6.7.1 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
.

Technical questions regarding

FIELD
or
ROBOT
operation are addressed by the
FTA
, and additional team members are invited to participate in these conversations if necessary. If a
DRIVE TEAM
needs clarification on a ruling or score, per Q101, 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.

Q101 *1
STUDENT
, 1 Head
REFEREE
.

A team may only address the Head

REFEREE
with 1
STUDENT
. The
STUDENT
may not be accompanied by more than 1 silent observer.

Violation: The Head
REFEREE
will not address additional, non-compliant team members or peripheral conversations.

Some events may restrict

ARENA
access to members of the
DRIVE TEAM
.

Laws regarding recording of conversations vary state-to-state and country-to country, and, in some cases, recording without consent may be criminal. Introducing the idea of recording a conversation with an implied reason of proving someone’s error can escalate a discussion and is likely to increase its adversarial nature. Sometimes it’s appropriate; often it’s neither appropriate nor constructive.

Please do not record FIRST event staff, or anyone at an event, without the person’s consent and please do not challenge the decision to decline consent to be recorded. FIRST event staff are empowered to excuse themselves from an interaction in which they are being recorded after declining consent.

6.8 Other Logistics

NOTES
that
leave
the
FIELD
are not returned to game play by
FIELD STAFF
.

Except via the

SPEAKERS
or
AMPS
,
ROBOTS
may not deliberately cause
NOTES
to
leave
the
FIELD
(see G407).

An

ARENA FAULT
(an error in
ARENA
operation described in Section 10.2
MATCH
Replays) is not called for
MATCHES
that accidentally begin with damaged
NOTES
. Damaged
NOTES
are not replaced until the next
ARENA
reset period.
DRIVE TEAMS
should alert the
FIELD STAFF
to any missing or damaged
NOTES
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
FIELD
lights to green and
DRIVE TEAMS
may retrieve their
ROBOT
.

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.

FIRST Robotics Competition uses 3 words in the context of how durations and actions are assessed with regards to evaluation of rules and assignment of violations. 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 durations that are fewer than approximately 3 seconds.
  • CONTINUOUS
    describes durations that are more than approximately 10 seconds.
  • REPEATED
    describes actions that happen more than once within a
    MATCH
    .

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