Rebound Rumble is played by two competing alliances on a flat 27 x 54 ft field. Each alliance consists of three robots. They compete to score as many basketballs into their hoops as they can during a 2 minute and 15 second match. The higher the hoop in which the basketball is scored, the more points the alliance receives.
The match begins with a 15-second Hybrid Period in which robots operate independently of driver inputs. During this Hybrid Period, one robot on each alliance may be controlled using a Microsoft Kinect. Baskets scored during this period are worth extra points. For the remainder of the match, drivers control robots and try to maximize their alliance score by scoring as many baskets as possible.
The match ends with robots attempting to balance on bridges located at the middle of the field. In Qualification Matches, a robot from each alliance will also try to balance on the white CoopertitionTM bridge to score additional ranking points for each alliance.
**This information was taken directly from the USfirst.org website.**
Logo Motion is the 2011 FIRST Robotics Competition game. Playing pieces are inner tubes shaped like the components of the FIRST logo. The primary objective of the game is to place them on racks to gain points. In the endgame, robots deploy smaller robots (“minibots”) to climb a tower. Minibots must be made from the FIRST Tech Challenge kit of parts. The game celebrates the 20th season of the FRC and is also meant to commemorate the artist Jack Kamen, who designed the original FIRST logo
Breakaway is the game for the 2010 FIRST Robotics Competition, announced on January 9, 2010. Robots direct soccer balls into goals, traverse “bumps” in the field, suspend themselves and each other on towers, and/or go through a tunnel located in the center of the field.
In 2010, a new driver station was introduced, the Classmate PC, replacing the previous Kwikbyte driver station.
Lunacy is the game for the 2009 FIRST Robotics Competition. Announced on January 3, 2009, the name and some of the features of the game honor the 40th anniversary of the first manned mission to the Moon (Latin: Luna). It is FRC’s 18th game. This is the first FRC competition to use the cRIO Mobile Device Controller control system from National Instruments. The driver station introduced for 2009 was the Kwikbyte DS, which was replaced in 2010 by the Classmate PC.
FIRST Overdrive was the 2008 game for the FIRST Robotics Competition, announced on January 5, 2008. In it, teams competed to complete counterclockwise laps around a central barrier while manipulating large 40 in (1 m) diameter “Trackballs” over and under overpasses to score additional points.
Rack ‘n Roll was the game for the 2007 FIRST Robotics Competition season, announced on January 6, 2007. In it, two alliances of three teams each compete to arrange toroidal game pieces on a central arena element known as ‘The Rack’
Aim High was the 2006 game for the FIRST Robotics Competition. The competition involved teams competing to gain points by delivering balls into goals and positioning their robots in certain positions on the playing field. The teams took it in turn to provide defence and attack.
TRIPLE PLAY Triple Play is played on a field initially set up as illustrated in the figures below. Two
alliances – one “red” and one “blue” – composed of three teams each compete in each match. The object of
the game is to attain a higher score than your opponent alliance by placing tetras on or into goals, getting three
goals in a row capped with tetras, and/or having all three robots on an alliance in their end zone at the end of
the match. The point values for each of those actions are explained below.
FIRST FRENZY is comprised of two alliances comprised of two teams compete in each match.
Note: the mobile goals will start against the sides of the Center Structure in random orientation.
Note: The animated pictures in this section of the manual are for a general visual understanding of the field
and game only. Teams should refer to the drawings for exact dimensions and field construction. For example,
the stationary goals are positioned back from the steps, not right near then as shown in the renderings.
STACK ATTACK is played on a 54-foot long by 24-foot wide playing field. A 2-foot
high platform that is 4-feet wide by 12-feet long is located across the center of the field. The platform is
accessed from each of its long sides by ramps that are 8 feet long. Two alliances of two teams each
compete in each match. Each team consists of a human player, two driver/operators, and a coach. A
match consists of a 10-second Human Player Period, a 15-second Autonomous Control Period, and a 1
minute and 45 second Remote Control Period.
The object of the game is to acquire and stack plastic storage containers that are initially located on the
platform or placed on the playing field by human players. Each alliance must place containers in a
scoring zone on its own side of the field to score points. The total number of points earned depends on
the count of containers located in each alliance’s scoring zone multiplied by the number of containers in
their highest stack. Additional points are awarded for any robot that is positioned on the top of the
platform at the end of the match.
Zone Zeal During a match, the alliance scores points by:
Placing balls into goals and positioning robots and/or goals in the scoring zones at the end
of the match.
Each alliance is comprised of two teams with each team having three students and one mentor.
Each team competes using one team-built robot. There are sixty (60) size 5 soccer balls. Balls will
be inflated to the manufacturer’s specifications for pressure. There are three (3) goals with
castered wheels around the bases that may be moved around the playing field. All goals start
equally spaced across the center of the playing field. The playing field is broken up into 5 zones.
Diabolical Dynamics 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.