Fall 2016 Game Rules and Description Robo Ball

Robo Ball Game Rules and Description

Schedule of Events

7:30 am - 9:00 am Registration and photos 9:00 am - 9:15 am Welcome in the Vectren Auditorium 9:15 am - 10:45 am Competition in the Vectren Auditorium 10:45 am - 11:00 am Break 11:00 am - 12:30 am Competition (continued) in the Vectren Auditorium 12:30 pm - 12:45 pm Tie breakers in the Vectren Auditorium 12:45 pm - 1:00 pm Awards ceremony in the Vectren Auditorium

The Game

Two robots will compete at a time on separate courts. The objective of the game is to score as many baskets as you can in the time given. See Figure 1.

Each court will have two baskets. A ball will be placed at half-court on the floor. The robot must pick up the ball and choose a basket to head towards. The robot does not have to dribble the ball. The robot must shoot/throw/place/drop/launch the ball through the hoop to score one point.

Once a “shot” is attempted (made or not) at a basket, the robot will get its own rebound and then must go to the other basket for the next attempt.

There will be two rounds. Each round will be 2 minutes. The basket will be raised between rounds. The heights to the basket will be made available to the teams prior to the day of competition.

The combined best score of two rounds will determine the winner.

The decisions of the judges and the competition director are final. Teams

Teams must consist of four student members (4th – 12th grade) and an advisor. All 4 student team members will operate the robot in this competition. If a student team member does not show up or has to leave early, then a substitute may be used. A substitute is a student (4th – 12th grade) that is not competing on another team. If a substitute cannot be found by the time the competition rounds begin, the team may participate, but may not win any round.

At check-in, each team will fill out a lineup card that indicates the order of the drivers. Rounds

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The competition will consist of two rounds (subject to change based on number of teams). The order of teams will be randomized. There will be a maximum of 32 teams.

Rounds are 2 minutes long. (subject to change based on number of teams) Rules

If a ball falls off the robot or misfires while in the process of approaching the basket, but not actively shooting, then the robot may retrieve it. If the robot is in the act of shooting, it will count as an attempt and the robot must go to the other basket. After an attempt, the ball may be retrieved at any time as long as the robot does not commit a foul while doing so.

The robot is not allowed to touch the hoop, backboard, or net at any time. The robot may not cross the plane at the top of the hoop or the bottom of the net – in other words, the robot may not reach inside the net or hoop. Any of these are considered fouls and if a foul occurs, the basket will not count. However, it does count as an attempt and the robot must go to the other basket. If a robot commits a foul on a rebound, then if the basket was successful, then it will not be counted. If the robot commits a foul after the ball touches the floor level of the game board, then no points will be deducted.

Balls that go out of the field of play will score zero points and the attempt will count, thus necessitating the robot to go to the other basket.

In order to score, the ball must be put through the hoop from above. It is not permissible to put the ball up through the hoop.

The ball may bank off of any part of the game board including the walls, floor, or back board. The ball may bank off of any part of the robot. The ball may not bank off of anything outside the game board.

If a ball goes out of the field of play, the judge or game assistant will place a new ball in the original starting spot. If a ball is damaged, it will be replaced at the discretion of the judges.

Two team members will participate in each round. The team members must switch between rounds. These two members are the only two team members who are allowed at the game table or to touch the robot. Other team members must stay in the spectator area.

One team member will drive for the first minute of the round. The judge or announcer will let the teams know when one minute is up and then the second person must take over the driving. Any baskets scored by the first driver after the one minute mark will not count.

The two members are allowed to adjust, move, and repair the robot as needed until the start of the round. During the round, no one may touch the robot. After the round, the robot may be taken out of the auditorium for adjustment. Tie

In the event of a tie, the tied teams will play a 2 minute tie-breaker. If the teams are still tied, then they will play a 1 minute tie-breaker. If the teams are still tied, there will be a sudden death round where the first one to score wins. The Robot

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Teams are allowed to use only VEX parts that are available in one standard Vex IQ or EDR kit except as otherwise noted. The number of these parts used is not limited except where noted, however parts must be ones that all teams have equal access to. Motors/servos must be VEX. Teams are limited to the following quantities of certain components:

Component Quantity Controller 1 Microprocessor 1 Motor 3 Servo 1

The tubing from the Vex kits is permitted. No pneumatic components are allowed. The linear motion kit is permissible.

If the VEX Cortex robot needs to be tethered during play, any common USB cable may be used.

Programming the robot is not allowed. Making use of the different driving modes and jumpers is allowable.

Robots may be inspected for the compliance to the rules at any time.

Robots may be repaired outside of the auditorium in between rounds. Robot Identification

Each robot shall have a team sign or flag that identifies the robot (team name).

 The sign or flag must be securely fastened to the robot

 May be made of non-kit materials

 Must be readily visible when robot is operating

 The sign or flag must be non-functional and if the judges deem that the sign or flag is used in the competition, the team will lose that round Batteries

Third party batteries may be used, as long as they are 7.2 V and have a capacity of no more than 3000 mAh. It is recommended that teams have spare, charged batteries (it takes about 3 hours to charge the batteries). It is also recommended that teams get the higher capacity VEX batteries (7.2 V, 3000 mAh). See: http://www.vexrobotics.com/products/accessories/power/276-1491.html , these batteries require the VEX Smart Charger. See: http://www.vexrobotics.com/smart-charger.html Tethers (not applicable to VEX Cortex Microcontrollers)

All robots must be tethered unless competing (a tether is a basic phone handset cord with modular plugs on each end). Teams must supply their own tether. Any standard phone handset cord should work from Target, Walmart, Radio Shack, etc. Make sure it works before the day of the competition.

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Transmitters and Crystals (not applicable to VEX Cortex Microcontrollers)

Remote controls should not have a transmission crystal in them at any time inside the competition building. All teams will present their remotes and robots to the head referee for crystal assignment before each match. All crystals must be returned to the field referee after each match. Only VEX transmitters and receivers shall be used. Tools and Spare Parts

Teams must supply their own tools and spare parts.

Team may use tools to reset or adjust their robots during their round as well as before/after. Penalties may be assessed if teams fail to clear out of the competition area in a timely manner for the next team to compete. The Field - tentatively 3ft by 6ft

Figure 1: Top view

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Figure 2: Basketball hoops from Kohls – approximately 5” diameter

Figure 3: 2” stress balls.

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