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Past Games
2008: Overdrive
2007: Rack and Roll
2006: Aim High
2005: Triple-Play
2004: FIRST Frenzy: Raising the Bar
2003: Stack Attack
2002: Zone Zeal
2001: Diabolical Dynamics
2000: Co-Operation FIRST
1999: Double Trouble
1998: Ladder Logic
1997: Toroid Terror
1996: Hexagon Havoc
1995: Ramp 'n Roll
1994: Tower Power
1993: Rug Rage
1992: Maize Craze
2008: Overdrive
FIRST Overdrive is played on a 54 ft (16 m) by 27 ft (8 m) track divided lengthwise by a fence into a Red side and a Blue side. The fence is crossed by an overpass marking the red and blue finish lines. Two three-team alliances race around the track in a counter clockwise direction manipulating Trackballs. The game is made up of two scoring periods. The first 15 seconds of play is the Hybrid period in which robots are autonomous, and may also respond to digital signals sent by team Robocoaches stationed at the corners of the track. The next two minutes of play is the Teleoperated period. At this time, robots are radio controlled by team operators standing at either end of the field. During the Hybrid period, robots traveling in a counter clockwise direction score: 8 points for each of their Trackballs knocked off of the overpass, 8 points for each of their Trackballs passed over the overpass, 4 points whenever their robot crosses a lane marker, 4 points whenever their robot crosses their opponent's finish line, 4 points whenever their robot crosses their finish line, 2 points whenever their trackball crosses their finish line. During the Teleoperated period, robots traveling in a counter clockwise direction score: 2 points whenever their robot crosses their finish line, 2 points whenever their Trackball crosses their finish line, 8 points whenever their Trackball hurdles their overpass. Alliances score an additional 12 points for each of their Trackballs that are positioned anywhere on the overpass at the end of the match.
Hybrid period is a new addition to an FRC game. Rather than the pre-game autonomous modes of previous years where robots were prohibited from receiving input from humans, robots may receive signals via an infrared (IR) remote control or visible light from a designated Robocoach during the Hybrid period. The number of different IR signals the IR board included in the kit of parts is physically able to receive is 4. The number of distinct commands that are allowed to be sent is also 4, thus ruling out multi-signal combinations.
2007: Rack and Roll
The Rack 'n Roll field is dominated by 'The Rack', a large metal contraption with three levels of hanging metal bars, with each level having 8 arms evenly spaced in an octagonal manner. Each arm (known as a 'spider leg') has space for two game pieces. Any more pieces placed on a spider leg beyond the first two are ignored for scoring purposes. At the beginning of the match, the rack is arbitrarily translated or rotated within three feet of the center of the field in order to give some randomness and to encourage autonomous modes that do not depend on dead-reckoning. At the top of the Rack are four green-colored lights above the 1, 3, 5, and 7 legs to aid in autonomous-mode tracking.
The game pieces in Rack 'n Roll are inflatable toroidal pool toys. There are 3 styles: Keepers, Ringers, and Spoilers. Keepers are tubes with lettering that are placed only during autonomous mode and, once placed, override any pieces placed later for scoring purposes. Ringers are undecorated tubes that are delivered onto the field either by human players via chutes, or are picked from the floor. Nine ringers of each color start on the field in the opposing team's start area (so the 9 blue ringers are in the red alliance's end zone, and vice versa). The other nine start behind the end wall, to be given out by human players. Spoilers are colored black, and cause the spider arm holding them to be ignored for scoring purposes. Spoilers can be removed or repositioned on the rack by robots multiple times. Each alliance starts with two spoilers, accessible by their human players. The primary method of scoring in Rack 'n Roll is by making rows and columns of tubes on the rack. A row or column of n tubes is worth 2n points to a maximum of n=8. Note that this includes rows or columns of length 1, so a single tube on the rack that does not form a row or column is worth 2 points. Teams have access to 21 scorable keepers and ringers. This means that the maximum possible score from the rack should be 596 . That is, two rows of 8 ringers, a row of 5 (2 ringers plus 3 keepers), 5 vertical columns of length 3, then 3 vertical columns of length 2.
Each match of Rack 'n Roll is 2 minutes 15 seconds long, divided into three segments. The first segment is a 15 second autonomous period, where robots may attempt to place keepers onto the rack without human input. Once autonomous mode is complete, any keepers not already on the rack are no longer valid for scoring. The second segment, the teleoperated mode, is 2 minutes long, during which robots are operated by the drivers and may roam anywhere on the field. In the final 15 seconds, the end game, robots may not enter their opponent's end zone, but all other rules remain the same from the teleoperated period. Though the head referee may pause the game between the autonomous period and the teleoperated period, the end game follows directly after the teleoperated period. As is usual in a FIRST game, robot positions at the end of the match are worth bonus points. In Rack n' Roll, each robot in its alliance end zone that is not touching any field element and has its lowest part 4 or more inches off the ground will score 15 bonus points. A robot that is not touching any field element and has its lowest part 12 or more inches off the ground will score 30 bonus points. Since robots may not be touching any field element, this means that in order to score bonus points, teams will have to depend on their alliance partners to provide mechanisms to lift their robots or will have to have mechanisms to lift their alliance partner's robots. Since at least one robot must be touching the ground in order to lift the other two alliance robots off the ground, the maximum conceivable bonus points an alliance can score is 60 points.
2006: Aim High
Aim High is played by two alliances, red and blue, each consisting of three robots. During a 10 second autonomous mode, robots will be programmed to score into any of the three goals: one raised center goal marked by a green vision target and two corner goals at floor level. At the end of the autonomous period, the alliance with the most points will gain a 10 point bonus and will be placed on defense for round two. Rounds two, three, and four, which are each 40 seconds long, are human-controlled rounds. Between rounds two and three, the alliances will switch from offense to defense, or from defense to offense accordingly. At the start of round 4, any alliance can score into their corresponding goals. At the end of the match, an alliance can receive bonus points by placing its three robots on a platform below the center goal. The alliance with the most points wins. Scoring will be as follows: 3 points for any ball scored in the center goal, 1 point for any ball scored in the corner goals; 10 bonus points for scoring the highest in the autonomous round; and 25 points for placing all 3 robots on the platform at the end (10 points for 2 robots and 5 points for 1 robot).
2005: Triple-Play
Triple Play was the FIRST Robotics Competition game released on January 8, 2005. This was the first time the game rules PDF files were made available in late December to teams prior to the official release. This game was the first to feature three robots per alliance. The primary game piece were called "Tetras" which are tetrahedra made from 1.25 in (31.8 mm) PVC pipe 30 in (762 mm) long. The game was played on a field set up like a tic-tac-toe board, with nine larger goals, also shaped as tetras in three rows of three. The object of the game was to place the scoring tetras on the larger goals, creating rows of three by having a tetra of your alliance’s color at the highest point on the goal. Triple Play was a strategically intensive game, requiring quick thinking on the part of the drivers and operators to optimize the field for their alliance.
Tetras scored on the top of a goal were worth 3 points, while tetras contained inside the goals were worth 1 point. A goal was "owned" by the alliance whose color tetra was capped on the highest point of the goal. Rows of three owned goals garnered the alliance an additional 10 points per at the end of regulation play. Ten points could also be scored if all three alliance robots were behind the alliance line at their end of the field at the end of the game. The playing field consisted of nine goals placed at equal intervals across the field in rows of three. At the beginning of each match, the 4 corner goals had hanging tetras, and robots would be able to keep the tetras in the goals only if they knocked them down during the autonomous mode. On the side of the playing field were the automatic loading zones. These platforms were kept with a constant supply of a single tetra for a robot to pick up and bring into play. On the opposing side of the field was the Human Player Loading Zone, where human players could run out and hook a tetra on their robot. By doing this, however, a human player disabled their robot until such a time as they returned to their platform. In the spaces between the center row of goals and the home rows, four "Vision Tetras" were placed. A robot could locate these autonomously to score extra points, but were otherwise treated as regular tetras during regulation.
2004: FIRST Frenzy: Raising the Bar
The field was dominated by the large area surrounding the chin up bar. The raised area included two non-mobile goals at each end, and another 6 in (152 mm) raised area directly below the chin up bar. At the beginning of the match, two mobile goals were placed at each end of the field with the multiplier balls sitting on top of them. Above each player station were racks holding 18 purple balls. These racks would release during the game, showering the field with balls. Teams were given 5 points for every small purple ball contained within any of the goals. The 4 small yellow balls that started on the posts were each worth 10 points when contained in any goal. Teams could double the score of any given goal by placing a large yellow ball on top of it. Finally, teams could end the match hanging from the chin-up bar for a 50 point bonus at the end of the match.
2003: Stack Attack
At the beginning of the match, each team is given 4 bins, which they may arrange as they see fit. Each of these bins are marked with a retroreflective tape that is highly visible to the infrared sensors included in the kit of parts. In the center of the field on top of the ramp is a large stack of 29 bins. The object of this game is for each two player alliance to rack up more points than the other team. Scoring is one point for every bin in an alliance's scoring zone the bins in their highest stack, multiplied by the height of their highest stack. Each robot on the top of the ramp at the end of the match adds 25 points to an alliance's score. Bins that are supported by a robot do not count towards the final score.
2002: Zone Zeal
The playing field was divided into fifths called zones. At the beginning of the match, there were 40 balls arranged along the sides of the field in the center zone and the two adjacent zones. In the center zone were three mobile goals. The zones were numbered 1 through 5. The Blue team could score by placing ball-filled goals in zones 4 or 5, and could score a bonus 10 points for every goal in zone 4. At the end of the match, for every robot Blue had in zone 1, Blue would score 10 points. For the red alliance, it was the opposite. Balls could be scored in zones 1 or 2, goals would receive bonus points for being in zone 2, and robots scored 10 points each for ending the match in zone 5.
The primary source of points in Zone Zeal was placing balls in the mobile goals, then moving the goal into the appropriate zone. For every ball in a goal, an alliance received 1 point. For every goal in the alliance's goal zone at the end of the match, the alliance would receive 10 points. Further, the team would receive 10 points for every robot in the robot zone at the end of the match.
2001: Diabolical Dynamics
The playing field is a carpeted, rectangular area. Dividing the field in half is an 18 in (457 mm) high railing with a central bridge, which can tilt to either side of the field or remain level. Two 7 ft (2 m) high movable goals begin on opposite sides of the field. Around the perimeter of the field are two stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, the alliance station contains twenty small balls. An additional twenty small balls and four large balls are located at the far end of the playing field. Each match is a maximum of two minutes long. Alliances can end the match at any time. Alliances score one point for each small ball in the goal, ten points for each large ball in the goal, ten points for each robot in the End Zone, and ten points if the stretcher is in the End Zone. The alliance doubles its score for each goal that is on the bridge if the bridge is balanced, and multiplies its score by a factor of up to three by ending the match before the two minute time limit. Each team receives the alliance score. A team multiplies its score by 1.1 if its large ball is on top of a goal. Scores are rounded up to the nearest whole point after applying all multipliers.
2000: Co-Operation FIRST
The playing field was a carpeted, rectangular area with two 6 ft (2 m) high goals located midfield, one goal for each alliance. There is a 30 in (762 mm) clearance bar under each goal. Between the goals is an 8 ft (2 m) wide ramp with a 5 ft (2 m) clearance bar, which robots may hang on to score points. Around the perimeter of the field are four stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, each alliance station contains seven yellow balls and one black ball. Fifteen yellow balls and two black balls are located at the far end of the playing field. Each match is two minutes long. Alliances receive one point for each yellow ball and five points for each black ball in their goal, and not in contact with their robot. Robots that are completely on the ramp each earn five points for their alliance. A robot hanging from the horizontal bar connecting the two goals earns ten points for its alliance.
1999: Double Trouble
The playing field is a carpeted, rectangular area. Alliances score points by positioning "floppies," their robots, and a "puck" on the playing field. "Floppies" are light-weight, pillow-like objects with Velcro-loop material located in its centre and around its perimeter. The "puck" is a short, octagonal platform that rolls freely on caster wheels. Around the perimeter of the field are four stations for human players, who may throw floppies to each other or onto the playing field. Two additional areas around the field are for the human players who control the robots. At the start of each match, each human player station contains three of the alliance's floppies. Four floppies per alliance are located on the playing field. The floppies are color-coded to identify alliance ownership.
Each match is two minutes long. Alliances receive one point for each of their floppies that is over the playing field, not in contact with the surface of the playing field, and less than 8 feet above the surface of the playing field. Floppies that are 8 feet or more above the playing field earn 3 points for the alliance it belongs to. Any robot on the puck multiplies its alliance's score by 3. If a puck is entirely on one side of the dividing line that runs through the middle of the field, the alliance whose robot operator stations are furthest from the puck will multiply its score by 2.
Tournament play consisted of seeding and elimination rounds. Seeding was based on greatest number of points scored, not actual number of games won. This led to a dominance of offensive tactics during seeding, and defensive tactics during elimination rounds.
1998: Ladder Logic
The playing field is a carpeted, hexagon-shaped area with an 8 ft (2 m) tall central goal. Three horizontal rail goals extending outward from the center. Each ball placed on the rail goals scores points and each ball in the center doubles the team's score. Around the perimeter of the field are three stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, each team has 3 colored ball at their player station and three balls on the field, and three balls on the rails. In two minute matches, the three robots and human players score points by putting rubber balls into the center goal and along the rails. The balls are color-coded to identify team ownership. Human players are not allowed onto the field, but they may hand balls to the robots or throw balls directly into the center goal. At the end of the match, each ball on the upper third of the ladder is worth three points, a ball on the middle third of the ladder is worth two points and a ball on the lower third of the ladder is worth one point. Each ball in the center goal will double a team's score. The winner of the match is the team with the highest score.
1997: Toroid Terror
The playing field is a carpeted, hexagon-shaped area with a central goal. Around the perimeter of the field are three stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, each team has 3 colored inner tubes at their player station and six tubes on the field, located in stacks distributed evenly around the goal. In two minute matches, the three robots and human players score points by placing the inner tubes onto pegs on the goal, or around the top of the goal. The tubes are color-coded to identify team ownership. Human players are not allowed onto the field, but they may hand tubes to the robots or throw tubes directly onto the goal. At the end of the match, each tube on the goal is worth one point. Each tube on the top of the goal will double a team's score. In addition, each vertical row of three tubes on a corner of the goal will double a team's score. The winner of the match is the team with the highest score. In the event of a tie, the team with the highest tube in a scoring position wins.
1996: Hexagon Havoc
The playing field was a carpeted, hexagon-shaped area with a central goal. Around the perimeter of the field were three stations for human players, who worked with the remote controlled robots on the field to score points. There were twelve 8 in (203 mm) diameter balls and two 24 in (610 mm) diameter balls per team, color coded to identify team ownership. At the start of each match, all of the small balls and three of the large balls are on the playing field, while the other three large balls are situated on the triangular corners of the goal.
In two minute matches, the three robots, with their human partners, scored points by placing the balls in the central goal. The balls were be carried, pushed or thrown into the goal by the robots. The human players were not allowed on the playing field as they were seat-belted down at their stations, but they could score points by throwing balls into the central goal. Points were awarded for balls located in the central goal at the conclusion of each two minute match. Each small ball in or above the hexagonal portion of the central goal was worth three (3) points. Each large ball located in or above the hexagonal portion of the central goal was worth ten (10) points. Each large ball on or over the triangular corners of the goal was worth five (5) points. The winner of each match was the team with the highest score. In the case of a tie, highest large ball in the goal won. If no large balls were in the goal ties were broken by the large ball closest to the center of the goal.
1995: Ramp 'n Roll
The playing field is a carpeted modified T-shaped area. The goal area is made up of three ramps and two slopes leading to a square platform. In each match, three teams compete to put their own balls over a field goal. Two points are scored to score a 24 in (610 mm) diameter ball over the goal and three points are awarded for passing a 30 in (762 mm) diameter ball through the field goal. In the case of a tie, the higher large ball in the goal area breaks the tie. If no balls are within the goal area, the large ball closest to the center of the top of the platform wins.
1994: Tower Power
In each match, the three teams competed to place the 12 balls of their team color inside either the high goal, worth 3 points per ball, or the low goal, worth one point per ball. The winner was the team that had the highest total point value of soccer balls within the two goals at the end of the 2 minute match. In the case of a tie, the team with more balls in the upper goal won.
1993: Rug Rage
Teams had to push either the 6" diameter water-filled balls into their score area for 1 point each or the 13" kickballs into the area for 5 points each. In the case of a tie, the team with the most large balls scored won. Since the opening over the goal area was only 11" high, the kickballs had to be lifted over the bar in order to be scored. Each match lasted 2 minutes.
1992: Maize Craze
This game was played with four individual robots trying to collect tennis balls into their starting base. An impediment to the robots was that the entire playing field was covered in a layer of corn 1-2 inches thick.
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