2025

10 Tournaments (T)

Each 2025 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.

10.1
MATCH
Schedules

A

MATCH
schedule is used to coordinate
MATCHES
at an Event. Figure 10‑1 details information shown on each schedule.
SURROGATE
MATCHES
are described in section 10.5.2
MATCH
Assignment.

Figure 10‑1 Sample
MATCH
schedule

image

10.2
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 (due to criteria listed in Table 10‑3 or any Finals
MATCH
),
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
,

D. errors by

FIELD
STAFF (except those listed in section 6.8 Other Logistics), and

E. a

ROBOT
radio disconnect that impairs operation of other
ROBOTS
on the
FIELD
for more than 8 seconds.

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,

D. any adjustment or delay in assignment of a penalty (including those made after the

MATCH
), and

E. the disconnect described in scenario E occurring before the last 20 seconds of the

MATCH
.

Examples of errors by

FIELD
STAFF include, but are not limited to:

F. a gate being left open when the

MATCH
starts,

G. mistakenly allowing a

ROBOT
in violation of I102 that hasn’t passed an initial, complete inspection to participate in the
MATCH

T201 *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

Per section 6.6.1 YELLOW and RED CARDS, cards assigned in previous

MATCHES
, including prior instances of the
MATCH
to be replayed, are not cleared.

10.3 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
.

T301 *Freeze,

ROBOT
. During the period when the
ARENA
is open for measurement,
ROBOTS
can be enabled, but may neither drive, extend outside their
ROBOT
PERIMETER, nor interact with (e.g. score, push, pickup, etc.) SCORING ELEMENTS, a
CAGE
,
PROCESSOR
,
REEF
,
CORAL
STATION, or other
FIELD
elements.

Violation: VERBAL WARNING, plus YELLOW CARD if subsequent violations at any point during the event or egregious.

10.4 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 on the FRC-Events website, 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.

10.4.1 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.

10.5 Qualification
MATCHES

10.5.1 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 on the FRC-Events website, except during exceptional circumstances. Each Qualification schedule consists of a series of rounds in which each team plays 1
MATCH
per round.

10.5.2
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. ensure each team has at least the minimum required time between
    MATCHES
    (varies by event size)
  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
.

10.5.3 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.

C. A “no-show” team is either

DISQUALIFIED
from or issued a RED CARD for that
MATCH
(see G208). 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 rounded 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 10‑1.

Table 10‑1 Qualification
MATCH
ranking criteria
Order SortCriteria
1stRanking Score
2ndAverage Coopertition Bonus points
3rdAverage
ALLIANCE
MATCH
points, not including MINOR FOULS and MAJOR FOULS
4thAverage
ALLIANCE
LEAVE
+
AUTO
SCORING ELEMENT points
5thAverage
ALLIANCE
BARGE
points
6thRandom sorting by the
FMS

10.6 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
.

A

DISQUALIFIED
team, as determined by the Head
REFEREE
, causes their
alliance
to receive 0
MATCH
points in a Playoff
MATCH
.

10.6.1
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
.

A break of 8 minutes (8:00) occurs between the posting of scores from the last qualification

match
(scheduled or replay, whichever comes later) and the start of the
ALLIANCE
Selection process for events that host
Alliance
Selection shortly after QUALIFICATION
MATCHES
. At the end of this break,
ALLIANCE
1 is “on the clock” as defined below in T605.

T601 *Send your

STUDENT
representatives. Each team must choose and send a minimum of one and a maximum of three
STUDENT
team representatives. Representative(s) must report to the
ARENA
before the start of
ALLIANCE
Selection.

Violation: Team is ineligible for the Playoff Tournament if they are not represented by the time they are announced.

If an absent team would have been an

ALLIANCE
Lead, all lower ranked
ALLIANCE
Leads are promoted 1 spot.

The designated

STUDENT
representative from each
ALLIANCE
Lead is called the
ALLIANCE
CAPTAIN (if the
ALLIANCE
has sent multiple
STUDENT
representatives, they must designate only one as the
ALLIANCE
CAPTAIN). This representative may change between
ALLIANCE
selection and Playoff
MATCHES
.

T602 *

STUDENTS
must outnumber adults. A non-STUDENT may additionally be a representative from a team if the team has exactly two
STUDENT
representatives.

Violation: Non-STUDENT must
leave
the
ARENA

These are the possible combinations of

ALLIANCE
Selection representatives between T601/T602:

A. One

STUDENT

B. Two

STUDENTS

C. Three

STUDENTS

D. Two

STUDENTS
and one non-STUDENT

The

ALLIANCE
selection process consists of rounds during which each
ALLIANCE
CAPTAIN invites a team ranked below them in the standings to join their
ALLIANCE
. The invited team’s representative must either accept or decline the invitation immediately. If the team accepts, it becomes a member of that
ALLIANCE
. This process results in 8
ALLIANCES
of 3 teams.

Each round is complete when all

ALLIANCES
have added one additional team, and each round must be complete before the next round can begin. In round 1 selections are made in descending order (
ALLIANCE
1 to
ALLIANCE
8), whereas in round 2 selections are made in ascending order (
ALLIANCE
8 to
ALLIANCE
1).

T603 * Only

STUDENTS
may use the mic. Only a single
STUDENT
from the invited team is allowed to accept/decline.

Violation: The team is assumed to have declined.

T604 * Only the

ALLIANCE
CAPTAIN may invite an
ALLIANCE
. The
ALLIANCE
CAPTAIN is the only representative of the
ALLIANCE
who may approach the Emcee and make a valid pick via the microphone.

Violation: Pick does not count, and pick timer continues to count down.

T605 * Picks are time limited. Once the emcee requests an

ALLIANCE
’S selection, the
ALLIANCE
is considered “on the clock” and the pick timer begins to countdown. In round 1, the timer begins at 45 seconds (0:45), in round 2 the timer begins at 1 minute and 30 seconds (1:30). A sound will play to indicate that there are 5 seconds left on the timer and a buzzer will go off to indicate the end of the time. The
ALLIANCE
CAPTAIN must make a good faith effort, as determined by the
FTA
or their designee, to state a valid team selection before the expiration of the pick timer.

Violation: The
ALLIANCE
is skipped, and the emcee moves to the next
ALLIANCE
, unless the selection is the last of a round in which case the
ALLIANCE
receives the next highest-ranked unselected team to the
ALLIANCE
.

The time remaining on the pick timer is displayed on the

FIELD
timers. Please note that audio cues are intended as a courtesy to participants and not intended as official markers.

A valid team selection includes any team who has not yet accepted or declined an invitation to join another

ALLIANCE
and is not an
ALLIANCE
Lead that has had a pick timer violation. If an
ALLIANCE
CAPTAIN attempts to select a team that is not valid, the pick timer continues to run until it either expires, or a different (valid) team is invited to join the
ALLIANCE
.

Examples of good faith efforts to state a valid team selection include but are not limited to:

A. Walking safely towards the Emcee when the clock hits zero

B. Starting to state a team as the clock hits zero

Examples that are not considered good faith efforts to quickly become

MATCH
ready include but are not limited to:

C. Continuing to talk with your

ALLIANCE
partners without moving towards the Emcee

D. Talking into the microphone for more than approximately 30 seconds without clearly stating a team number to invite

If an

ALLIANCE
CAPTAIN extends a valid invitation and the invited team declines, the pick clock resets to the time for the designated round and restarts immediately.

After each accepted

ALLIANCE
invitation or pick clock violation, the emcee invites any
ALLIANCE
CAPTAINS that received a pick clock violation in that round to make their selections. Each
ALLIANCE
CAPTAIN may either indicate that they are ready to make their selection (and immediately do so) or indicate that they are not yet ready, and they will be revisited after the next accepted invitation or pick clock violation. If there are multiple
ALLIANCE
CAPTAINS that have received pick clock violations, they are revisited in the same order in which they received their violations.

The

ALLIANCE
CAPTAIN with the last selection of a given round may not be the
ALLIANCE
CAPTAIN scheduled to have the final pick. For example, imagine in round 1 that
ALLIANCES
1-6 have all made valid selections and
ALLIANCE
Lead 7 receives a pick clock violation. If
ALLIANCE
Lead 8 makes a valid selection, then
ALLIANCE
Lead 7 now has the final selection of round 1.

A break of 2 minutes (2:00) occurs between each round of selections. At the conclusion of the break, the

ALLIANCE
scheduled to make the next selection goes “on the clock” and their timer begins per T603.

T606 *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 and pick timer continues to count down.

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 10.6.3 BACKUP TEAMS.

10.6.2 Playoff
MATCH
Bracket

The double elimination tournament consists of an Upper and Lower bracket as shown in Figure 10‑2. 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 10‑2, regardless of
ALLIANCE
rank at the start of the Playoff tournament.

Figure 10‑2 Playoff
MATCH
bracket (Red
ALLIANCE
tops each pairing)

image

As shown in Figure 10‑2 and Table 10‑2, Playoff

MATCHES
consist of 6 rounds with breaks between later rounds and between 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. Occasionally, replayed
MATCHES
within a round may be played out of order; if
MATCHES
are played out of order, teams are informed by the Emcee,
FIELD
STAFF, and/or Queueing staff.

If a Playoff

MATCH
needs to be replayed as described in section 10.2
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 10‑2 Typical Playoff
MATCH
schedule
Round
MATCH
Upper/ LowerGap (min)Gap (min)Next
MATCH
(
MATCH
# (
ALLIANCE
color))
Next
MATCH
(
MATCH
# (
ALLIANCE
color))
BlueRedBlueRedWinnerLoser
11Upper81M7 (
R
)
M5 (
R
)
2Upper54M7 (B)M5 (B)
3Upper72M8 (
R
)
M6 (
R
)
4Upper63M8 (B)M6 (B)
25LowerL2L10:240:33M10 (B)
6LowerL4L30:150:24M9 (B)
7UpperW2W10:420:51M11 (
R
)
M9 (
R
)
8UpperW4W30:330:42M11 (B)M10 (
R
)
39LowerW6L70:240:15M12 (B)
10LowerW5L80:420:15M12 (
R
)
6-minute break6-minute break6-minute break6-minute break6-minute break6-minute break6-minute break6-minute break6-minute break
411UpperW8W70:270:36M14 (
R
)
M13 (
R
)
12LowerW9W100:270:18M13 (B)
15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star15-minute awards break: Imagery, Gracious Professionalism, Team Spirit, and Rising All Star
513LowerW12L110:180:27M14 (B)
15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design15-minute awards break: Autonomous, Creativity, Quality, and Industrial Design
Finals14W13W110:180:48M15M15
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
15-minute awards break: Innovation in
Control
, Excellence in Engineering, Team Sustainability, Judges
Finals15W13W110:180:18M16*M16*
15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**15-minute awards break: Rookie All Star, Dean's List, Engineering Inspiration**
Finals16*W13W110:180:18
Awards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact AwardAwards: Remaining awards, Finalists, Winners, and FIRST Impact Award
  • if required

** Program Delivery Partners may choose to hold these awards until after all

MATCHES
are complete.

10.6.2.1 Playoff
MATCH
ties

If final

MATCH
scores for both
ALLIANCES
are equal, the win is awarded to the
ALLIANCE
per criteria listed in Table 10‑3.

Table 10‑3 Playoff
MATCH
Tiebreaker Criteria
Order SortCriteria
1stCumulative MAJOR FOUL points due to opponent rule violations
2nd
ALLIANCE
AUTO
points
3rd
ALLIANCE
BARGE
points
4th
MATCH
is replayed

10.6.2.2 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 10‑3, 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 10‑3.

10.6.3 BACKUP TEAMS

During the Playoff

MATCHES
an
ALLIANCE
CAPTAIN may elect to replace one of its
ROBOTS
. 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 10.6.4
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.

10.6.3.1 BACKUP TEAM Coupons

Each

ALLIANCE
is allotted 1 BACKUP TEAM coupon during the Playoff
MATCHES
. If two or more
ROBOTS
from the
ALLIANCE
become 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
.

T607 *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.

T608 *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.

T609 *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
.

T610 *BACKUP TEAMS due 2 minutes before the

MATCH
start time. The BACKUP TEAM Coupon must be submitted to the Head
REFEREE
(or their designee) by the
ALLIANCE
CAPTIAN not later than 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.

10.6.3.2 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.

T611 *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.

T612 *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, plus the team is removed from BACKUP POOL if the situation cannot be corrected within a reasonable amount of time.

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.

10.6.4
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.

10.6.4.1
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
.

10.6.4.2 Default
LINEUP

T613 *

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.

T614 *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, in the opinion of the Head
REFEREE
, the
ARENA
FAULT rendered a
ROBOT
inoperable, in which case the
LINEUP
can be changed.

Violation: The new
LINEUP
is denied.

10.6.5 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 and otherwise assist with the
ROBOT
between
MATCHES
. Each team is permitted to have up to 3 additional pit crew members to help with needed
ROBOT
repairs/maintenance.

10.6.6 Small Event Exceptions

The scheduling algorithm described in section 10.5.2

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 10‑2, 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 11.1.2

ALLIANCE
Selection Results) are awarded as if a full set of
ALLIANCES
was selected (i.e. the 2nd selection of the 3-seed
ALLIANCE
still receive 3 points regardless of how many
ALLIANCES
are formed).