Rules of Engagement
Unless noted below, BC will be played by all appropriate FIRST POWER UP! Rules. While we will not hold formal inspections, we expect all robots to comply with all FIRST criteria for construction and configuration. While we realize that some teams may have modified their 'bots for other post season operations, every attempt should be made to restore the robots to inspection condition for BC. Judges and referees will have the final say on all alleged infractions.
Changes for BC19:
1. Bonus Circle (“BC”) End Game Opportunity: Two 12" x 1/16" polycarbonate circles will be designated as the “BC” and secured to the carpet. They will be centered between the switch and the field border closest to the scoring table, near to the platform zone that matches their color. EVENT NOTE: Circle color may be designated with paint or border tape, or the BC may be spray painted onto the field if deemed necessary.
- AT THE END OF THE MATCH: A ROBOT completely covering their color BC will be considered to having activated the LEVITATE Power Up (if it is not already activated).
- The ROBOT is considered to be completely covering a BC if no portion of the BC is visible outside the "belt line" of the robot (including its bumpers).
2. G05 has been modified below:
- G05. Don’t overextend yourself. ROBOTS may not extend more than 16 in (41 cm). beyond their FRAME PERIMETER (see Figure 8-1). This rule doesn’t apply to a ROBOT fully within its PLATFORM ZONE during the ENDGAME. Violation: FOUL. If strategic, (e.g. expansion results in scoring a POWER CUBE), TECHNICAL FOUL
3. G09 has been modified below
- G09. Launching POWER CUBES is okay, but keep it short. A ROBOT will not be penalized for launching in AUTO unless it is deemed dangerous or unsafe by the referees. Violation: TECH FOUL per POWER CUBE. Repeated violations of this rule are likely to escalate rapidly to YELLOW or RED CARDS.
- G09 BLUE BOX: With this rule change, it is not our intention that teams modify their robots in any way. We would like to encourage more teams to attempt new autonomous modes with less concern of penalty.
4. The following game modification has been added into Section 4.6 LOGISTICS:
- If a ROBOT places a cube on their SCALE PLATE during AUTO, a field reset volunteer will throw a POWER CUBE onto the corresponding ALLIANCE's SWITCH PLATE.
- NEW GAME MODE BLUE BOX: Our goal is to encourage teams to try new AUTO programs while still being able to earn Ranking Points from the AUTO QUEST. Once a POWER CUBE is seated on the SCALE PLATE (i.e. cubes that bounce off will not count), every effort will be made to quickly and safely throw the POWER CUBE onto the SWITCH PLATE. If your ROBOT places their POWER CUBE late in AUTO or another ROBOT is blocking the path to the SWITCH and the POWER CUBE cannot be thrown before the conclusion of AUTO, the Ranking Point may not be achieved. Failure of the field resetter to trigger ownership of the SWITCH will not be considered an ARENA FAULT.
An ALLIANCE will receive the AUTO QUEST RANKING POINT if at T=0 of the AUTO stage:
- ALLIANCE completes three (3) AUTO-RUNS, and
- has OWNERSHIP of their SWITCH or has placed a cube on their SCALE PLATE
5. If a robot becomes broken beyond repair or cannot be repaired within a reasonable time during the elimination matches on Sunday, an alliance may petition the designated event coordinator to call a back-up for the broken robot. The event coordinator will review the condition of the broken robot and make a determination.
If the event coordinator determines the robot is broken beyond repair, the following will occur:
- If a placebo robot is available, they will play in place of the broken robot. - If a placebo robot is unavailable: - Before or during the eighth-finals: A second-round selection from another alliance who voluntarily wishes to play will be designated a temporary alliance member. If the alliance advances, the alliance may continue with the volunteer team (if they have already been eliminated) or choose a new 3rd partner from the eliminated teams who initially were chosen in the same round as the broken robot. - During Quarterfinals, Semifinals, or Finals: the alliance will randomly choose (i.e. draw a number from a hat) a new 3rd partner from the eliminated teams who were initially chosen in the same round as the broken team and have indicated they are available to play. - In all cases, the team selected will provide their own drivers, coach, and human player and be considered part of the alliance for any alliance awards. 6. Elimination Alliance Selection: At the conclusion of the Skirmishes, the top 20 seeded challengers will pick their alliance partners for the Final Challenge rounds. Normal 2018 FRC selection rules will apply for the first round, but the second round will be via a random draw from the remaining challengers. If fewer than 60 teams are in attendance, one of the following will take place: - If there are fewer teams by a multiple of 3 (57, 54, etc), fewer alliances will be formed. Example: There are only 57 teams in attendance. There will only be 19 alliance captains. - If there are fewer teams but not a multiple of 3: - No more than two 'blank' teams will be placed in the hat and be selected at random by an alliance during the second pick round. Teams who draw a blank will be assigned one of the following based on availability: - A placebo robot brought to the event by a team, OR - A second-round selection from another alliance who voluntarily wishes to play - After the first round of playoffs, if an alliance who selected a ‘blank’ moves on, they may choose to continue for the duration of the elimination matches with: - The placebo robot - With their volunteer team provided that team has already been eliminated, OR - Randomly choose (i.e. draw a number from a hat) a new 3rd partner from the second-round teams who are already eliminated and have indicated they are available to play. 7. Elimination Rounds: The 60-team elimination matches will be structured in the following way: - Eighth-finals – Twenty (20) alliances will play two (2) matches each during the Eighth-finals. Based on those two matches, the alliances will be sorted by the following criteria: - Most Elimination Rank Points (2 per win, 1 per tie, 0 per loss) - Cumulative PARKING and CLIMBING Points - Cumulative sum of AUTO Points - Cumulative sum of OWNERSHIP Points - Cumulative sum of VAULT Points - If still tied, a tiebreaker match will be played by the affected ALLIANCES. - Once sorted, the top 8 Eighth-final alliances will advance to the Quarterfinals. Quarterfinals, semifinals, and finals will proceed per the 2018 FRC Playoff Rules. - NOTE: Rule C03/04 apply - Eighth-finals will be structured as follows: E1: Alliance #10 (A10) vs Alliance #11 (A11) E2: A9 v A12 E3: A8 v A13 E4: A7 v A14 E5: A6 v A15 E6: A5 v A16 E7: A4 v A17 E8: A3 v A18 E9: A2 v A19 E10: A1 v A20 E11: A10 v A12 E12: A9 v A11 E13: A8 v A14 E14: A7 v A13 E15: A6 v A16 E16: A5 v A15 E17: A4 v A18 E18: A3 v A17 E19: A2 v A20 E20: A1 v A19 **If there are fewer than 20 alliances, adjustments will be made by the event coordinator.
Last modified: May 08, 2018 15:08:35