Rebound Rumble is played by two competing Alliances on a flat, 27 x 54 foot 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 Coopertition bridge to score additional ranking points for each Alliance.
LOGO MOTION is played by two competing alliances on a flat 27’ x 54’ foot field. Each alliance consists of three robots. They compete to hang as many inflated plastic shapes (triangles, circles, and squares) on their grids as they can during a 2 minute and 15 second match. The higher the teams hang their game pieces on their scoring grid, the more points their alliance receives. The match begins with one 15-second Autonomous Period in which robots operate independently of driver inputs and must hang Ubertubes to score extra points. For the rest of the match, drivers control robots and try to maximize their alliance score by hanging as many logo pieces as possible. Any logo piece hung on the same peg as an Ubertube receives double points. If teams assemble the logo pieces on their scoring grids to form the FIRST® logo (triangle, circle, square, in a horizontal row in that order), the points for the entire row are doubled. The match ends with robots deploying minibots, small electro-mechanical assemblies that are independent of the host robot, onto vertical poles. The minibots race to the top of the pole to trigger a sensor and earn additional bonus points.
In the 2010 game, Breakaway, two alliances of three teams compete on a 27-by-54-foot field with bumps, attempting to earn points by collecting soccer balls in goals. Additional bonus points are earned for each robot suspended in air and not touching the field at the end of the match.
In the 2009 game, LUNACY, robots are designed to pick up 9" game balls and score them in trailers hitched to their opponents’ robots for points during a 2 minute and 15 second match. Additional points are awarded for scoring a special game ball, the Super Cell, in the opponents' trailers during the last 20 seconds of the match. “LUNACY” is played on a low-friction floor, which means teams must contend with the laws of physics.
Awards: Regional Engineering Inspiration Award (Boston Regional)
In the 2008 game, “FIRST Overdrive,” students’ robots are designed to race around a track knocking down 40" inflated Trackballs and moving them around the track, passing them either over or under a 6'6" overpass. Extra points are scored by robots positioning the Trackballs back on the overpass before the end of the 2 minute and 15 second match.
Awards: Chrysler Team Spirit Award (Connecticut Regional)
In the 2007 game, “Rack ‘N’ Roll,” students’ robots are
designed to hang inflated colored tubes on pegs
configured in rows and columns on a 10-foot high center rack” structure. Extra points are scored by robots being in their home zone and lifted more than 4” off the floor by another robot before the end of the 2 minute and 15 second match.
Awards: Engineering Inspiration Award (FIRST Championship & UTC Connecticut Regional)
In the 2006 game, “Aim High,” students’ robots are designed to launch balls into goals while human players enter balls into play and score points by throwing/pushing balls into corner goals. Extra points are scored by robots racing back to their end zones and climbing the ramp to the platform before the end of the 2 minute and 10 second match.
Awards: Engineering Inspiration Award (Greater Toronto Regional & UTC New England Regional)
The game for the 2005 season is played on a 27' wide by 52' long playing field with the 9 goals configured in 3 x 3 matrix, similar to tic-tac-toe. The robots will attempt to place the red and blue game tetras in or on one or more of the nine goals to score points and “claim ownership” of the goals.
The game for the 2004 season requires robots to collect and pass 13” balls to the human player to then shoot them into fixed and moveable goals. There are three 30” balls on the playing field that can be placed on top of any goal by a robot, which will double the point value in the goal. Additionally, robots may attempt to “hang’ from a 10’ bar.
The game for the 2003 season requires robots to collect and stack plastic storage containers on their side of the playing field. The location of the robots and containers and the height of the stacks at the end of the match determine each team’s score for the round.
Each 2 minute match begins with the 24’ x 48’ field broken up into 5 zones and set up as follows. Four robots start on the playing field and are paired in alliances of 2. There are 2 robots at diagonally opposite corners, 10 soccer balls in each driver station area, 20 soccer balls centered along each side of the field, and 3 moveable goals weighing approximately 130 lbs each in the center zone. The strategies are endless, but the basic objectives are simple. Robots race around the playing field trying to gather balls, place them into goals, place the goals in their scoring zone, and return their robot to their starting zone before the 2 minutes have elapsed.
Four teams work together by placing balls in their goal, and by positioning their robots and goals in designated areas at the end of each match. At the start of each match, the alliance station contains 20 small balls. In addition there are 20 small balls and four large balls on the far side of the field which may be used to score points. At the end of the two minute match, the alliance will receive one point for each small ball in the goal and not in contact with a robot, and ten points for each large ball in the goal and not in contact with a robot. Each alliance will receive ten points for each robot that is in the End Zone. An additional ten points will be added if the stretcher is in the End Zone. The alliance doubles its score if the bridge is balanced. The alliance multiplies its score by a factor of up to three by ending the match before the two minute time limit. A team multiplies its’ score by 1.1 if its large ball is on top of a goal.
Awards: Clarkson University Part. Scholarship (National Championship)
Four teams, paired in two alliances, will compete in each match. An alliance scores points by placing balls in their goal, and by positioning their robots in designated areas at the end of each match. At the start of a match each alliance has seven yellow balls and one black ball in their station. In addition, there are fifteen yellow balls and two black balls on the far side of the field which may be scored by either alliance.
Points are scored by positioning “floppies,” robots, and
the “puck” on the playing field. Floppies are light
weight, pillow-like objects with Velcro-loop material located in the center and around the perimeter. Each
alliance has ten color coded floppies located on the playing field and at the player stations. At the end of each two minute match, points are awarded as follows: Each two-team alliance will receive one point for each of its floppies that is at least 2” over and not touching the playing field surface, and less than eight feet above the surface if the playing field. Each alliance will receive three points for each of its floppies eight feet or higher over the surface of the playing field. Any robot that climbs onto the puck will multiply its alliance’s score by three.
In two minutes matches, the three robots and human players score points by placing the balls onto the side goals or into the central goal. The balls are color-coded to identify team ownership. A human player, located outside the perimeter of the field, is allowed to hand balls to the robot or throw balls directly at the goals.
In two minute matches, the three robots and human
players score points by placing the inner tubes onto pegs
in 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.
Farmington Robotics has two gold sponsors: Farmington Public Schools and Parker Hannifin Corp., and two silver sponsors: Gaston J Frechette Co. and Fabtron Precision Fabrications. Click here to view more information about our sponsors.