2023

8 Game Rules: Humans

FIRST is committed to Equity, Diversity, and Inclusion and as such, FIRST makes reasonable accommodations for persons with disabilities that request accommodation. If a participant needs an accommodation for an event, please talk to a volunteer at the event or contact local leadership before the event so they can help ensure the accommodation is provided.

Accommodations are adjustments that allow all people with disabilities to access the building and participate in the game. Accommodations are determined reasonable given they do not create an undue hardship or cause safety concerns.

8.1 General

H101 *Be a good person.

All teams must be civil toward everyone and respectful of team and event equipment while at a FIRST Robotics Competition event.

Violation: Behavior will be discussed with team or individual. Violations of this rule are likely to escalate to YELLOW or
RED CARDS
rapidly (i.e. the threshold for egregious violations is relatively low.)

Examples of inappropriate behavior include, but are not limited to use of offensive language or other uncivil conduct.

Examples of particularly contemptible behavior that is likely to result in

ARENA
ejection include, but are not limited to, the following:

  • a. assault, e.g. throwing something that hits another person (even if unintended),
  • b. threat, e.g. saying something like “if you don’t reverse that call, I’ll make you regret it,”
  • c. harassment, e.g. badgering someone with no new information after a decision’s been made or a question’s been answered,
  • d. bullying, e.g. using body or verbal language to cause another person to feel inadequate,
  • e. insulting, e.g. telling someone they don’t deserve to be on a
    DRIVE TEAM
    ,
  • f. swearing at another person (versus swearing under one’s breath or at oneself), and
  • g. yelling at another person(s) in anger or frustration.

H102 *Enter only 1
Robot
.

Each registered FIRST Robotics Competition team may enter only 1

ROBOT
(or “
robot
,” a
ROBOT
-like assembly equipped with most of its drive base, i.e. its
MAJOR MECHANISM
that enables it to move around a
FIELD
) into a 2023 FIRST Robotics Competition Event.

“Entering” a

ROBOT
(or
robot
) into a FIRST Robotics Competition means bringing it to or using it at the event such that it’s an aid to your team (e.g. for spare parts, judging material, or for practice).

While “most of its drive base” is a subjective assessment, for the purposes of this rule, an assembly whose drive base is missing all wheels/treads, gearboxes, and belts/chains is not considered a “

robot
.” If any of those
COMPONENTS
are incorporated, the assembly is now considered a “
robot
.”

This rule does not prohibit teams from bringing in

robots
from other FIRST programs for the purposes of awards presentations or pit displays.

Violation: Verbal warning. Egregious or subsequent violations at any point during the event will be addressed by the Head
REFEREE
, the Lead
ROBOT
INSPECTOR
(
LRI
), and/or Event Management.

H103 *Humans, stay off the
Field
until green.

Team members may only enter the

FIELD
if the
DRIVER STATION
LED strings are green, unless explicitly instructed by a
REFEREE
or an
FTA
.

Violation: Verbal warning. If subsequent violations at any point during the event,
YELLOW CARD
.

Egregious violations of this rule to which H201 may apply include, but are not limited to:

  • a. pushing past the
    FIELD
    reset person blocking an open gate to get on the
    FIELD
    ,
  • b. ignoring a warning to not go on the
    FIELD
    ,
  • c. walking on to the
    FIELD
    during a
    MATCH
    , and
  • d. reaching into the
    FIELD
    and grabbing a
    ROBOT
    during a
    MATCH
    . Violations of this rule apply to the entire team, not specifically to any 1 individual. For example, a member of Team 9999 enters the
    FIELD
    prior to lights going green after
    MATCH
    3, and a different member enters the
    FIELD
    prior to lights going green after
    MATCH
    25. The team receives a verbal warning for the first violation and a
    YELLOW CARD
    for the second.

H104 *Never step over the guardrail.

Team members may only enter or exit the

FIELD
through open gates.

Violation: Verbal warning. If subsequent violations at any point during the event,
YELLOW CARD
.

Teams are encouraged to ensure that all members of their

DRIVE TEAM
are aware of this rule. It’s easy to violate, particularly when teams are doing their best to move on and off the
FIELD
quickly. The violations of this rule are intended to avoid nuisance penalties, but still enforce safety requirements around the
FIELD
. There is the potential for injury when stepping over the guardrail.

Violations of this rule apply to the entire team, not specifically to any 1 individual. For example, a member of Team 9999 steps over the guardrail prior to

MATCH
3, and a different member steps over the guardrail prior to
MATCH
25. The team receives a verbal warning for the first violation and a
YELLOW CARD
for the second.

H105 *Asking other teams to throw a
Match
– not cool.

A team may not encourage an

ALLIANCE
, of which it is not a member, to play beneath its ability.

NOTE: This rule is not intended to prevent an

ALLIANCE
from planning and/or executing its own strategy in a specific
MATCH
in which all the teams are members of the
ALLIANCE
.

Violation: Behavior will be discussed with team or individual. Violations of this rule are likely to escalate rapidly to YELLOW or
RED CARDS
and may lead to dismissal from the event (i.e. the threshold for egregious violations is relatively low.)

Example 1: A

MATCH
is being played by Teams A, B, and C, in which Team C is encouraged by Team D to not ENGAGE at the end of the
MATCH
, resulting in Teams A, B, and C not earning a Ranking Point. Team D’s motivation for this behavior is to prevent Team A from rising in the Tournament rankings and negatively affecting Team D’s ranking. Team D has violated this rule.

Example 2: A

MATCH
is being played by Teams A, B, and C, in which Team A is assigned to participate as a
SURROGATE
. Team D encourages Team A to not participate in the
MATCH
so that Team D gains ranking position over Teams B and C. Team D has violated this rule.

FIRST considers the action of a team influencing another team to throw a

MATCH
, to deliberately miss Ranking Points, etc. incompatible with FIRST values and not a strategy any team should employ.

H106 *Letting someone coerce you in to throwing a
Match
– also not cool.

A team, as the result of encouragement by a team not on their

ALLIANCE
, may not play beneath its ability.

NOTE: This rule is not intended to prevent an

ALLIANCE
from planning and/or executing its own strategy in a specific
MATCH
in which all the
ALLIANCE
members are participants.

Violation: Behavior will be discussed with team or individual. Violations of this rule are likely to escalate rapidly to YELLOW or
RED CARDS
and may lead to dismissal from the event (i.e. the threshold for egregious violations is relatively low.)

Example 1: A

MATCH
is being played by Teams A, B, and C. Team D requests Team C ignore the
CHARGE STATION
at the end of the
MATCH
, resulting in Teams A, B, and C not being able to earn the
ACTIVATION BONUS
. Team C accepts this request from Team D. Team D’s motivation for this behavior is to prevent Team A from rising in the Tournament rankings negatively affecting Team D’s ranking. Team C has violated this rule.

Example 2: A

MATCH
is being played by Teams A, B, and C, in which Team A is assigned to participate as a
SURROGATE
. Team A accepts Team D’s request to not participate in the
MATCH
so that Team D gains ranking position over Teams B and C. Team A has violated this rule.

FIRST considers the action of a team influencing another team to throw a

MATCH
, to deliberately miss Ranking Points, etc. incompatible with FIRST values and not a strategy any team should employ.

H107 *Throwing your own
MATCH
is bad.

A team may not intentionally lose a

MATCH
or sacrifice Ranking Points in an effort to lower their own ranking or manipulate the rankings of other teams.

Violation: Behavior will be discussed with team or individual. Violations of this rule are likely to escalate rapidly to YELLOW or
RED CARDS
and may lead to dismissal from the event (i.e. the threshold for egregious violations is relatively low.)

The intent of this rule is not to punish teams who are employing alternate strategies, but rather to ensure that it is clear that throwing

MATCHES
to negatively affect your own rankings, or to manipulate the rankings of other teams (i.e. throw a
MATCH
to lower a partner's ranking, and/or increase the ranking of another team not in the
MATCH
) is incompatible with FIRST values and not a strategy any team should employ.

H108 *Don’t abuse
Arena
access.

Team members (except

DRIVERS
,
HUMAN PLAYERS
, and
COACHES
) granted access to restricted areas in and around the
ARENA
(e.g. via
TECHNICIAN
button, event issued Media badges, etc.) may not assist or use signaling devices during the
MATCH
. Exceptions will be granted for inconsequential infractions and in cases concerning safety.

Violation:
YELLOW CARD
.

The

TECHNICIAN
’S role is to help the team prepare the
ROBOT
so it can perform at its full potential during a
MATCH
. The
TECHNICIAN
, except as described at the end of
DRIVE TEAM
, is not an additional
COACH
,
DRIVER
, or
HUMAN PLAYER
.

Team members in open-access spectator seating areas are not considered to be in a restricted area and are not prevented from assisting or using signaling devices. See E102 for related details.

H109 *Be careful what you interact with.

Team members are prohibited from the following actions with regards to interaction with

ARENA
elements. Temporary deformation of a
GAME PIECE
(e.g.to pre-load a
ROBOT
) is an exception to this rule.

  • A. climbing on or inside (unless instructed by
    FIELD staff
    ),
  • B. hanging from,
  • C. deforming, and
  • D. damaging.
Violation: Verbal warning. If subsequent violations at any point during the event,
YELLOW CARD
.

H110 Don’t mess with
GAME PIECES
.

Teams may not modify

GAME PIECES
in any way. Temporary deformation (e.g.to pre-load a
ROBOT
) is an exception to this rule.

Violation: Verbal warning. If subsequent violations at any point during the event,
YELLOW CARD
.

Marking or standing on

GAME PIECES
are examples of violations. Egregious violations of H109 or H110, such as cutting or intentionally deflating
GAME PIECES
, are subject to H201.

H111 Don't violate rules for Ranking Points.

A Team or

ALLIANCE
may not collude with their OPPONENT to each purposefully violate a rule in an attempt to earn each
ALLIANCE
a Ranking Point.

Violation:
YELLOW CARD
, and
ALLIANCES
are ineligible for SUSTAINAIBLITY and ACTIVATION BONUSES.

For example, if Team A on the blue

ALLIANCE
agrees with Team F on the red
ALLIANCE
that they will both remove
GAME PIECES
from an opposing
NODE
, violating G405, to incur only a
FOUL
and each gain a
SUSTAINABILITY BONUS
Ranking Point.

8.2
REFEREE
Interaction

H201 *Egregious or exceptional violations.

Egregious behavior beyond what is listed in the rules or subsequent violations of any rule or procedure during the event is prohibited.

In addition to rule violations explicitly listed in this manual and witnessed by a

REFEREE
, the Head
REFEREE
may assign a YELLOW or
RED CARD
for egregious
ROBOT
actions or team member behavior at any time during the event. This includes violations of the event rules found on the FIRST® Robotics Competition District & Regional Events page.

Please see Section 11.2.2 YELLOW and

RED CARDS
for additional detail.

Violation: The Head
REFEREE
may assign a YELLOW or a
RED CARD
.

The intent of this rule is to provide the Head

REFEREES
the flexibility necessary to keep the event running smoothly, as well as keep the safety of all the participants as the highest priority. There are certain behaviors that automatically result in a YELLOW or
RED CARD
because this behavior puts the FIRST
community
at risk. Those behaviors include, but are not limited to the list below:

  • a. inappropriate behavior as outlined in the blue box of H101,
  • b. jumping over the guardrail,
  • c. behaviors listed in the blue box in H103,
  • d. PINNING in excess of 15 seconds,
  • e. exploiting the 3-second window after a
    MATCH
    described in Section 6.4 Scoring to avoid rule violations (e.g. triggering an over-extension that enables
    GRID
    points or using a
    ROBOT
    ’S residual energy to impact an opponent
    ROBOT
    on their
    CHARGE STATION
    ),
  • f. moving a scored
    GAME PIECE
    from an opponent’s complete set of
    GRIDS
    . The Head
    REFEREE
    may assign a YELLOW or
    RED CARD
    for a single instance of a rule violation such as the examples given in items a-e above, or for multiple instances of any single rule violation. Teams should be aware that any rule in this manual could escalate to a YELLOW or
    RED CARD
    . The Head
    REFEREE
    has final authority on all rules and violations at an event.

H202 *1
student
, 1 Head
REFEREE
.

A team may only address the Head

REFEREE
with 1
STUDENT
. The
STUDENT
may not be accompanied by more than 1 silent observer.

Violation: The Head
REFEREE
will not address additional, non-compliant team members or peripheral conversations.

Please see Section 11.2 Head

REFEREE
and
FTA
Interaction for more information about process and expectations. Note that some events may restrict
ARENA
access to members of the
DRIVE TEAM
.

If a Head

REFEREE
(or any other Event staff) feels they are being recorded without their consent, they may choose to stop participating in the conversation.

8.3 Before/After the
MATCH

H301 *Be prompt.

DRIVE TEAMS
may not cause significant delays to the start of their
MATCH
. Causing a significant delay requires both of the following to be true:

  • A. The expected
    MATCH
    start time has passed, and

    Event volunteers communicate schedule delays with teams to the best of their ability. The Pit Display (which is typically located near the Pit Administration desk) shows any event timing delay. Announcements on the

    FIELD
    and in the pits also provide information on delays, and any team uncertain of when to queue for a
    MATCH
    should communicate with queuing volunteers.

    During Qualification

    MATCHES
    , the expected start time of the
    MATCH
    is the time indicated on the
    MATCH
    schedule or ~4 minutes from the end of the previous
    MATCH
    (which is reflected on the schedule on the Pit Display), whichever is later.

    During Playoff

    MATCHES
    , the expected start time of the
    MATCH
    is the time indicated on the
    MATCH
    schedule or 15 minutes from either
    ALLIANCE
    ’S previous
    MATCH
    , whichever is later.

  • B. The
    DRIVE TEAM
    has access to the
    FIELD
    and is neither
    MATCH
    ready nor making a good faith effort, as perceived by the Head
    REFEREE
    , to quickly become
    MATCH
    ready.

    Teams that have violated H305 or have 1

    DRIVE TEAM
    member present and have informed event staff that their
    ROBOT
    will not be participating in the
    MATCH
    are considered
    MATCH
    ready and not in violation of this rule.

Violation: Verbal warning, or if a subsequent violation within the tournament phase (i.e. Qualifications or Playoffs),
TECH FOUL
applied to their upcoming
MATCH
. If the
DRIVE TEAM
is not
MATCH
ready within 2 minutes of the verbal warning/
TECH FOUL
and the Head
REFEREE
perceives no good faith effort by the
DRIVE TEAM
to quickly become
MATCH
ready,
DISABLED
.

The intent of this rule is to provide an equitable amount of time for both

ALLIANCES
to prepare for each
MATCH
and give
DRIVE TEAMS
grace given extenuating circumstances that causes them to be late.

Once a verbal warning/

TECH FOUL
is issued, the Head
REFEREE
starts a 2-minute timer and makes a good faith effort to share the timer’s status with the delaying
DRIVE TEAM
.

Being “

MATCH
ready” requires that the
ROBOT
is on the
FIELD
, in its
STARTING CONFIGURATION
, and turned on. Additionally, the
DRIVE TEAM
members must be in their starting positions.

In general, good faith efforts to quickly become

MATCH
ready are entirely for the purposes of transitioning the
ROBOT
into a
MATCH
ready state (i.e. not attempts to significantly alter a
ROBOT
’s capabilities.) Examples of good faith efforts to quickly become
MATCH
ready include but are not limited to:

  • a. walking safely towards the
    FIELD
    with a
    ROBOT
    that a team is not actively modifying,
  • b. applying quick fixes such as tape or cable ties to make the
    ROBOT
    compliant with
    STARTING CONFIGURATION
    requirements,
  • c. waiting for an
    OPERATOR CONSOLE
    computer to boot, and
  • d. working with
    FIELD STAFF
    to get the
    ROBOT
    connected to the
    FIELD
    .

Examples that are not considered good faith efforts to quickly become

MATCH
ready include but are not limited to:

  • e. a
    ROBOT
    not moving to the
    FIELD
    ,
  • f. a
    ROBOT
    moving to the
    FIELD
    but being actively modified while doing so,
  • g. a
    DRIVE TEAM
    member remaining on the
    FIELD
    once a
    MATCH
    is ready to begin (indicated by the green LEDs having turned off),
  • h. installing
    BUMPERS
    , charging pneumatic systems, or any other
    ROBOT
    maintenance not considered a quick fix as described in item b above once on the
    FIELD
    , and
  • i. time-consuming use of alignment devices that are external to the
    ROBOT
    (e.g. a
    DRIVE TEAM
    could bring and use a measuring tape, as long as there is no delay to the
    MATCH
    by doing so)

There are no rules that prohibit use of hand tools (including battery operated tools) while setting up

ROBOTS
from the
FIELD
, provided they do not cause significant delay or cause safety concerns.

H302 *Teams may not enable their
Robots
on the
Field
.

Teams may not tether to the

ROBOT
while on the
FIELD
except in special circumstances (e.g. after Opening Ceremonies, before an immediate
MATCH
replay, etc.) and with the express permission from the
FTA
or a
REFEREE
.

Violation:
YELLOW CARD

Teams are encouraged to consider this rule when developing their

ROBOTS
.

FMS
will not enable
ROBOTS
after the conclusion of the
MATCH
.

Tethering includes any wired or wireless connection used to electrically energize and/or

control
elements on the
ROBOT
. The safety of teams and volunteers in close proximity to
ROBOTS
and
ARENA
elements on the
FIELD
is of the utmost importance, therefore
ROBOTS
or
ROBOT
COMPONENTS
may not be enabled in any way on the
FIELD
before or after the
MATCH
.

ROBOTS
need to be safely transported off the
FIELD
and back to the pits after the
MATCH
, and there may be bystanders, doorways, or height restrictions along the route.

H303 *You can’t bring/use anything you want.

The only equipment that may be brought to the

ARENA
and used by
DRIVE TEAMS
during a
MATCH
is listed below. Regardless of if equipment fits criteria below, it may not be employed in a way that breaks any other rules, introduces a safety hazard, blocks visibility for
FIELD STAFF
or audience members, or jams or interferes with the remote sensing capabilities of another team or the
FIELD
.

  • A. the
    OPERATOR CONSOLE
    ,
  • B. non-powered signaling devices,
  • C. reasonable decorative items,
  • D. special clothing and/or equipment required due to a disability,
  • E. devices used solely for planning, tracking, and communicating strategy within the same designated area (e.g.
    ALLIANCE AREA
    ),
  • F. devices used solely to record gameplay, and
  • G. non-powered Personal Protective Equipment (examples include, but aren’t limited to, gloves, eye protection, and hearing protection)

Items brought to the

ARENA
under allowances B-G must meet all following conditions:

I. do not connect or attach to the

OPERATOR CONSOLE
,
FIELD
, or
ARENA
,

II. do not connect or attach to another

ALLIANCE
member (other than items in category G),

III. do not communicate with anything or anyone outside of the

ARENA
,

IV. do not communicate with the

TECHNICIAN
,

V. do not include any form of enabled wireless electronic communication with the exception of medically required equipment, and

VI. do not in any way affect the outcome of a

MATCH
, other than by allowing the
DRIVE TEAM
to

a. plan or track strategy for the purposes of communication of that strategy to other

ALLIANCE
members or

b. use items allowed per B to communicate with the

ROBOT
.

Violation:
MATCH
will not start until situation remedied. If discovered or used inappropriately during a
MATCH
,
YELLOW CARD
.

Examples of equipment that may be considered a safety hazard in the confined space of the

ALLIANCE AREA
include, but are not limited to, a step stool or a large signaling device.

Examples of remote sensing capabilities include, but are not limited to, vision systems, acoustic range finders, sonars, and infrared proximity sensors.

Use of imagery that, to a reasonably astute observer, mimics the Vision Targets employed on the

FIELD
is a violation of this rule.

Examples of wireless communication include, but are not limited to, radios, walkie-talkies, cell phones, Bluetooth communications, and Wi-Fi.

H304 *By invitation only.

Only

DRIVE TEAMS
for the current
MATCH
are allowed in their respective
ALLIANCE AREAS
and
SUBSTATION
AREAS.

Violation:
MATCH
won’t start until the situation is corrected.

H305 *Show up to your
Matches
.

Upon each team’s

ROBOT
passing initial, complete inspection, the team must send at least 1 member of its
DRIVE TEAM
to the
ARENA
and participate in each of the team’s assigned Qualification and Playoff
MATCHES
.

Violation:
RED CARD
.

Figure 8‑1

MATCH
participation flowchart

image

The team should inform the lead team queuer if the team’s

ROBOT
is not able to participate.

H306 *Identify yourself.

DRIVE TEAMS
must wear proper identification while in the
ARENA
. Proper identification consists of:

  • A. all
    DRIVE TEAM
    members wearing their designated buttons above the waist in a clear visible location at all times while in the
    ARENA
  • B. the
    COACH
    wearing the “
    COACH
    ” button
  • C. the
    DRIVERS
    and
    HUMAN PLAYERS
    each wearing a “
    DRIVE TEAM
    ” button
  • D. the
    TECHNICIAN
    wearing the “
    TECHNICIAN
    ” button
  • E. during a Playoff
    MATCH
    , the
    ALLIANCE CAPTAIN
    clearly displaying the designated
    ALLIANCE CAPTAIN
    identifier (e.g. hat or armband)
Violation:
MATCH
won’t start until the situation is corrected. Those not displaying identification must leave the
ARENA
.

H307 *Plug in to/be in your
Driver Station
.

The

OPERATOR CONSOLE
must be used in the
DRIVER STATION
to which the team is assigned, as indicated on the team sign.

Violation:
MATCH
won’t start until the situation is corrected. If during a
MATCH
,
DISABLED
.

An intent of this rule is to prevent unsafe situations where long tethers to

OPERATOR CONSOLE
devices increase tripping hazards as the operator moves about the
ALLIANCE AREA
. In the interest of avoiding nuisance penalties associated with a
DRIVE TEAM
member stepping outside of a prescribed area, we prefer to offer a general guideline as to what it means to use the
OPERATOR CONSOLE
in the
ALLIANCE AREA
. Provided the
DRIVE TEAM
member is within close proximity of their
DRIVER STATION
, there will be no repercussions. However, a
Drive Team
member located more than approximately half a
DRIVER STATION
width away from their own
DRIVER STATION
while using their
OPERATOR CONSOLE
is likely violating this rule.

H308 *Don’t bang on the glass.

Team members may never strike or hit the

DRIVER STATION
plastic windows.

Violation: Verbal warning. If subsequent violations in more than 1
MATCH
,
YELLOW CARD
.

H309 Know your
Robot
setup.

When placed on the

FIELD
for a
MATCH
, each
ROBOT
must be:

  • A. in compliance with all
    ROBOT
    rules, i.e. has passed inspection (for exceptions regarding Practice
    MATCHES
    , see Section 10 Inspection & Eligibility Rules),
  • B. the only team-provided item left on the
    FIELD
    by the
    DRIVE TEAM
    ,
  • C. confined to its
    STARTING CONFIGURATION
    (reference R102 and R104),
  • D. positioned such that it is fully contained within its
    COMMUNITY
  • E. not in contact with the
    CHARGE STATION
  • F. fully supported by
    FIELD
    carpet, gaffers tape, and/or cable protector, and
  • G. fully and solely supporting not more than 1
    GAME PIECE
    (as described in Section 6.1 Setup).
Violation: If fix is a quick remedy, the
MATCH
won’t start until all requirements are met. If it is not a quick remedy, the offending
ROBOT
will be
DISABLED
and, at the discretion of the Head
REFEREE
, must be re-inspected.

If a

ROBOT
is
BYPASSED
prior to the start of the
MATCH
, the
DRIVE TEAM
may not remove the
ROBOT
from the
FIELD
without permission from the Head
REFEREE
or the
FTA
.

H310 Know your
drive team
positions.

Prior to the start of the

MATCH
,
DRIVE TEAM
members must be positioned as follows:

  • A.
    DRIVERS
    : inside their
    ALLIANCE AREA
    and behind the
    STARTING LINE
    ,
  • B.
    COACHES
    : inside their
    ALLIANCE AREA
    and behind the
    STARTING LINE
    , and
  • C.
    HUMAN PLAYERS
    :
  • a. at least one
    HUMAN PLAYER
    in their
    SUBSTATION
    AREA and behind the
    STARTING LINE
    ,
  • b. any remaining
    HUMAN PLAYERS
    : inside their
    ALLIANCE AREA
    and behind the
    STARTING LINE
    , and
  • D.
    TECHNICIANS
    : in the event-designated area near the
    FIELD
    .
Violation:
MATCH
won’t start until the situation is corrected.

H311 Leave the
GAME PIECES
alone.

Prior to the start of the

MATCH
,
HUMAN PLAYERS
may not rearrange the
GAME PIECES
within the
SUBSTATION
AREA.

Violation:
MATCH
won’t start until the situation is corrected.

H312 Leave promptly.

DRIVE TEAMS
may not cause significant or multiple delays to the start of a subsequent
MATCH
, scheduled break content, or other
FIELD
activities.

Violation: Verbal warning. If subsequent violations at any point during the event,
YELLOW CARD
.

8.4 During the
MATCH
:
AUTO

H401 *Behind the lines.

During

AUTO
,
DRIVE TEAM
members in
ALLIANCE AREAS
and
HUMAN PLAYERS
in their
SUBSTATION
AREAS may not contact anything in front of the
STARTING LINES
, unless for personal or equipment safety or granted permission by a Head
REFEREE
or
FTA
.

Violation:
FOUL
.

Pointing, gesturing, or otherwise extending across the

STARTING LINE
such that contact is not made with carpet or other
ARENA
elements is not a violation of this rule.

An example of an exception for equipment safety is if an

OPERATOR CONSOLE
starts to fall from, or has already fallen off of, the
DRIVER STATION
shelf. In that circumstance,
DRIVE TEAM
members may step forward to catch it or pick it up off the ground and return it to the shelf.

H402 *Disconnect or set down controllers.

Prior to the start of the

MATCH
, any
control
devices worn or held by
HUMAN PLAYERS
and/or
DRIVERS
must be disconnected from the
OPERATOR CONSOLE
.

Violation:
MATCH
won’t start until the situation is corrected.

For the purposes of FIRST Robotics Competition, any device connected to the

OPERATOR CONSOLE
is considered a
control
device because
REFEREES
are not expected to differentiate between devices that can or cannot
control
the
ROBOT
.

H403 *Let the
Robot
do its thing.

During

AUTO
,
DRIVE TEAMS
may not directly or indirectly interact with
ROBOTS
or
OPERATOR CONSOLES
unless for personal safety,
OPERATOR CONSOLE
safety, or pressing an E-Stop.

Violation:
FOUL
and
YELLOW CARD

8.5 During the
MATCH

H501 *
Coaches
and other teams: hands off the
controls
.

A

ROBOT
shall be operated only by the
DRIVERS
and/or
HUMAN PLAYERS
of that team.

Violation:
DISABLED
.

Exceptions may be made before a

MATCH
for major conflicts, e.g. religious holidays, major testing, transportations issues, etc.

H502 *No wandering.

DRIVE TEAMS
may not contact anything outside the area in which they started the
MATCH
(i.e. the
ALLIANCE AREA
, the
SUBSTATION
AREA, or the designated
TECHNICIAN
space). Exceptions are granted for a
HUMAN PLAYER
whose feet are partially outside the
SUBSTATION
AREA (but not in the opponent
ALLIANCE AREA
), in cases concerning safety, and for actions that are inadvertent,
MOMENTARY
, and inconsequential.

Violation:
FOUL
.

H503 *
Coaches
,
GAME PIECES
are off limits.

COACHES
may not touch
GAME PIECES
, unless for safety purposes.

Violation:
FOUL
per
GAME PIECE
.

H504
GAME PIECES
through
PORTALS
only.

GAME PIECES
may only be introduced to the
FIELD

  • A. by a
    HUMAN PLAYER
    ,
  • B. through a
    PORTAL
    , and
  • C. during
    TELEOP
    .
Violation:
FOUL
per
GAME PIECES
.

H505
Drive Teams
, watch your reach.

DRIVE TEAMS
may not extend any body part into the
SINGLE SUBSTATION
PORTAL
for a greater-than-MOMENTARY period of time.

Violation:
FOUL
.

H506
Drive Teams
, avoid
ROBOTS
.

A

DRIVE TEAM
member may neither

A. extend any body part into a

PORTAL
while any part of a
ROBOT
is in that
PORTAL
nor

B. contact a

GAME PIECE
in contact with a
ROBOT
.

Violation: Verbal warning. If subsequent violations at any point during the event,
YELLOW CARD
.

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