2025

6 Game Details

Figure 6‑1 REEFSCAPE

image

In REEFSCAPE, 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
collect
CORAL
and score on their
REEF
.
ROBOTS
also collect
ALGAE
and score in their
PROCESSOR
or
NET
. HUMAN PLAYERS can score
ALGAE
in their
NET
once it has been passed to them via their opponent’s
PROCESSOR
.

ROBOTS
conclude the
MATCH
PARKING in their
BARGE
ZONE or suspending from a
CAGE
.

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 REEFSCAPE, 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 TEAMCriteria
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 PLAYERa SCORING ELEMENT 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
.

6.3 Setup

Before each

MATCH
begins,
FIELD
STAFF stage SCORING ELEMENTS as described in section 6.3.4 SCORING ELEMENTS. 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. no more than 1 HUMAN PLAYER is staged in their

PROCESSOR
AREA,

D. any number of HUMAN PLAYERS are staged in their

CORAL
STATION AREAS,

E. HUMAN PLAYERS not included in C or D,

DRIVERS
, and
COACHES
are in their
ALLIANCE
AREA and behind the HUMAN STARTING LINE,

F.

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

G. DRIVE TEAM members clearly display their designated buttons above their waists (

COACH
- “
Coach
”,
DRIVERS
and HUMAN PLAYERS - “Drive Team”, and
TECHNICIAN
- “
Technician
”), and

H. 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.

FIELD
STAFF may ask teams to indicate their intended location and are not required to wait for a team to stage their
ROBOT
in its exact location before moving to the next team.

6.3.4 SCORING ELEMENTS

Before each

MATCH
begins,
FIELD
STAFF stage SCORING ELEMENTS.

Figure 6‑2
CORAL
MARK locations and SCORING ELEMENT staging positions

image

6.3.4.1
CORAL

126

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

  • A. 1
    CORAL
    is staged on each
    CORAL
    MARK (6 total,
    CORAL
    are staged such that each
    CORAL
    covers the opposite ends of each
    CORAL
    MARK),
  • B. 1
    CORAL
    may be preloaded in each
    ROBOT
    by the
    ROBOT
    ’S DRIVE TEAM, such that the
    CORAL
    is fully supported by the
    ROBOT
    (up to 6 total, a
    CORAL
    not pre-loaded in a
    ROBOT
    is staged with
    CORAL
    in the corresponding
    ALLIANCE
    AREA), and
  • C. remaining
    CORAL
    are split evenly behind each
    CORAL
    STATION (57 to 60 per
    ALLIANCE
    , depending on how many are preloaded in
    ROBOTS
    ).

6.3.4.2
ALGAE

18

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

A. 6

ALGAE
are staged on pairs of
BRANCHES
as shown in Figure 6‑3 (12 total), and

B. 1

ALGAE
is placed on top of each
CORAL
staged on a
CORAL
MARK (6 total).

Figure 6‑3 Staging positions for
ALGAE
on a
REEF

image

6.3.5
CAGES

Each team can choose the height of the

CAGE
closest to their
driver
station. By default, all
CAGES
are left in the state from the last
match
. At the start of each day, all
CAGES
are set as deep
CAGES
. If a team would like to alter the
CAGE
height they must alert the
FIELD
STAFF during reset. Each team informs
FIELD
STAFF of their preference for their corresponding
CAGE
height.

Figure 6‑4
CAGE
positions corresponding to
DRIVER
STATIONS

image

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
leave
their
ROBOT
STARTING LINE, score SCORING ELEMENTS, and retrieve SCORING ELEMENTS. 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 SCORING ELEMENTS and climb their
CAGES
.

6.5 Scoring

ALLIANCES
are rewarded for accomplishing various actions throughout a
MATCH
, including LEAVING their
ROBOT
STARTING LINE, scoring
CORAL
on their
REEF
, scoring
ALGAE
in their
PROCESSOR
and
NET
, climbing
CAGES
, 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

CORAL
scored on the
REEF
and
ALGAE
scored in the
PROCESSOR
or
NET
continues for up to 3 seconds after the
ARENA
timer displays 0:00 following
AUTO
.

B. assessment of

CORAL
scored on the
REEF
and
ALGAE
scored in the
PROCESSOR
or
NET
continues for up to 3 seconds after the
ARENA
timer displays 0:00 following
TELEOP
.

C. assessment of

CAGE
points is made 3 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.

LEAVING the

ROBOT
STARTING LINE,
CORAL
scoring,
ALGAE
scoring in the
NET
, PARKING and
CAGE
points are all evaluated and scored by human volunteers. Teams are encouraged to make sure that it is obvious and unambiguous that the criteria are met.

6.5.1 SCORING ELEMENT Scoring Criteria

A

CORAL
is scored in the trough (L1) of the
REEF
if it is not in contact with a
ROBOT
and

A. contacting the trough, or

B. fully or partially supported by a

CORAL
in contact with the trough.

Figure 6‑5 Examples of

CORAL
scored in the trough (L1)

image

Figure 6‑5 includes examples of

CORAL
on the
REEF
at the conclusion of a
MATCH
.

A.

CORAL
A, C, F, and H are scored because they meet criteria A.

B.

CORAL
B and G are scored because they meet criteria B.

C.

CORAL
D and E do not meet any criteria for trough scoring.

A

CORAL
is scored on L2-L4
BRANCH
if the end of the
BRANCH
is inside the volume of the
CORAL
and the
CORAL
is not in contact with a
ROBOT
or an
ALGAE
.

An

ALGAE
is scored in a
PROCESSOR
once it has passed through the opening of the
PROCESSOR
and by the sensor array. An
ALGAE
is scored in a
NET
if it is above the
NET
and within the perimeter of the
NET
.

If a

CORAL
scored in
AUTO
gets removed from a
BRANCH
during
TELEOP
, the
AUTO
points are removed. If a
CORAL
is scored in that location again, the
AUTO
points associated with the original scored
CORAL
is restored.
CORAL
scored in the trough is not tracked by specific location, if a
CORAL
is removed from the trough after
AUTO
, the points removed will correspond to the lowest scoring
CORAL
(i.e.
TELEOP
CORAL
removed first); if
CORAL
is re-scored in the trough, points will be re-added in the reverse order (i.e.
AUTO
CORAL
re-added first).

6.5.2
ROBOT
Scoring Criteria

To qualify for

LEAVE
points, a
ROBOT
must move such that its
BUMPERS
no longer overlap its
ROBOT
STARTING LINE at the end of
AUTO
.

To qualify for

PARK
points, a
ROBOT
’S
BUMPERS
must be partially or completely contained in their
BARGE
ZONE at the end of the
MATCH
and does not meet the criteria for
CAGE
points.

To qualify for

CAGE
points, a
ROBOT
must be contacting a
CAGE
(with the exception of the
ANCHOR
), not contacting the carpet, and may additionally contact only the following elements:

A. SCORING ELEMENTS,

B. another

ROBOT
qualified for
CAGE
points,

C. a partner

ROBOT
contacted by an opponent in violation of G428, and

D. an opponent

ROBOT
.

6.5.3 Coopertition Bonus

In Qualification

MATCHES
, if both
ALLIANCES
score at least 2
ALGAE
in their
PROCESSOR
, all teams earn 1 Coopertition Point, and the threshold for the
CORAL
RP
decreases as described in Table 6‑2.

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

6.5.4 Point Values

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

Table 6‑2 REEFSCAPE point values
MATCH
points
MATCH
points
Ranking PointsCoopertition Points
AUTO
TELEOP
LEAVE
LEAVE
3
CORAL
CORAL
scored in trough (L1)
32
CORAL
scored on L2
BRANCH
43
CORAL
scored on L3
BRANCH
64
CORAL
scored on L4
BRANCH
75
ALGAE
scored in
PROCESSOR
66
scored in
NET
44
BARGE
PARK
in the
BARGE
ZONE
2
off-the-ground via shallow
CAGE
6
off-the-ground via deep
CAGE
12
Coopertition Bonus – at least 2
ALGAE
scored in each
PROCESSOR
Coopertition Bonus – at least 2
ALGAE
scored in each
PROCESSOR
Coopertition Bonus – at least 2
ALGAE
scored in each
PROCESSOR
Coopertition Bonus – at least 2
ALGAE
scored in each
PROCESSOR
1
AUTO
RP
- all enabled
ROBOTS
LEAVE
and at least 1
CORAL
scored in
AUTO
AUTO
RP
- all enabled
ROBOTS
LEAVE
and at least 1
CORAL
scored in
AUTO
AUTO
RP
- all enabled
ROBOTS
LEAVE
and at least 1
CORAL
scored in
AUTO
AUTO
RP
- all enabled
ROBOTS
LEAVE
and at least 1
CORAL
scored in
AUTO
1
*
CORAL
RP
- If at least 5
CORAL
scored on each level. If Coopertition achieved, at least 5
CORAL
scored on at least 3 levels.
*
CORAL
RP
- If at least 5
CORAL
scored on each level. If Coopertition achieved, at least 5
CORAL
scored on at least 3 levels.
*
CORAL
RP
- If at least 5
CORAL
scored on each level. If Coopertition achieved, at least 5
CORAL
scored on at least 3 levels.
*
CORAL
RP
- If at least 5
CORAL
scored on each level. If Coopertition achieved, at least 5
CORAL
scored on at least 3 levels.
1
*
BARGE
RP
- at least 14
BARGE
points are scored
*
BARGE
RP
- at least 14
BARGE
points are scored
*
BARGE
RP
- at least 14
BARGE
points are scored
*
BARGE
RP
- at least 14
BARGE
points are scored
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
3
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
*For District Championship and/or FIRST Championship events, the
CORAL
or
BARGE
RP
requirement may increase.
*For District Championship and/or FIRST Championship events, the
CORAL
or
BARGE
RP
requirement may increase.
*For District Championship and/or FIRST Championship events, the
CORAL
or
BARGE
RP
requirement may increase.
*For District Championship and/or FIRST Championship events, the
CORAL
or
BARGE
RP
requirement may increase.
*For District Championship and/or FIRST Championship events, the
CORAL
or
BARGE
RP
requirement may increase.
*For District Championship and/or FIRST Championship events, the
CORAL
or
BARGE
RP
requirement 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. All rules throughout the Game Rules section are called as perceived by a

REFEREE
.

Table 6‑3 Rule violations
PenaltyDescription
MINOR FOULa credit of 2 points towards the opponent’s
MATCH
point total
MAJOR FOULa credit of 6 points towards the opponent’s
MATCH
point total
YELLOW CARDissued 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 CARDissued by the Head
REFEREE
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
VERBAL WARNINGa warning issued by event staff or the Head
REFEREE
.

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, a yellow rectangle will show next to the team number on the audience display during subsequent

MATCHES
, including any replays.

Figure 6‑6 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 issued by the head
REFEREE
are cleared after Practice
MATCHES
and persist from Qualification
MATCHES
through subsequent tournament phases.

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 Qualification
MATCHES
REFEREES
may or may not be present during Practice
MATCHES
. With input from event staff, The Head
REFEREE
may opt to perpetuate a VERBAL WARNING or YELLOW CARD earned prior to Qualification
MATCHES
to the first Qualification
MATCH
for particularly egregious behavior.
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
MINOR FOULUpon violation, a MINOR FOUL is assessed against the violating
ALLIANCE
.
MAJOR FOUL and YELLOW CARDUpon violation, a MAJOR FOUL is assessed against the violating
ALLIANCE
. After the
MATCH
, the Head
REFEREE
presents the violating team with a YELLOW CARD.
MINOR FOUL per additional SCORING ELEMENT. If egregious, YELLOW CARDUpon violation, a number of MINOR FOULS are assessed against the violating
ALLIANCE
equal to the number of additional SCORING ELEMENTS 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
.
MINOR FOUL. MAJOR FOUL IF
REPEATED
Upon initial violation in a
MATCH
, a MINOR FOUL is assessed against the violating
ALLIANCE
. If the
ALLIANCE
ROBOT
repeats the infraction in the
MATCH
, a MAJOR FOUL is assessed against the violating
ALLIANCE
. Assuming no additional infractions of that rule by that
ROBOT
in that
MATCH
, the
ROBOT
has “earned” a MINOR FOUL and a MAJOR FOUL for their
ALLIANCE
.
MAJOR FOUL, and for every 3 seconds in which the situation is not corrected, a MAJOR FOUL is assessedUpon violation, a MAJOR 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 3 seconds within that time, an additional MAJOR FOUL is assessed against the violating
ALLIANCE
. A
ROBOT
in violation of this type of rule for 15 seconds receives a total of 4 MAJOR 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 (Q)

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 MINOR FOULS, FIRST instructs
REFEREES
to not self-track details about MINOR FOULS and MAJOR FOULS; as a result,
REFEREES
are not expected to recall details about what MINOR FOULS and MAJOR 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 MINOR FOULS are being called, why a particular
ROBOT
may be susceptible to certain MINOR 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. Team members are permitted to swap buttons within their team as needed to access the Question Box.

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

SCORING ELEMENTS that

leave
the
FIELD
, other than
ALGAE
via the
PROCESSOR
, are placed back into the
FIELD
approximately at the point of exit by
FIELD
STAFF (
REFEREES
,
FTAs
, or other staff working around the
FIELD
) at the earliest safe opportunity.

Note that, except for

ALGAE
via the
PROCESSOR
,
ROBOTS
may not deliberately cause SCORING ELEMENTS 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 SCORING ELEMENTS. Damaged SCORING ELEMENTS are not replaced until the next
ARENA
reset period. DRIVE TEAMS should alert the
FIELD
STAFF to any missing or damaged SCORING ELEMENTS 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
    .