6 Game Details

In REBUILT, 2
6.1 MATCH Overview
During the
6.2 DRIVE TEAM
A DRIVE TEAM is a set of up to 5 people from the same FIRST Robotics Competition team responsible for team performance for a specific
The intent of the definition of DRIVE TEAM and DRIVE TEAM related rules is that, barring extenuating circumstances, the DRIVE TEAM consists of people who arrived at the event affiliated with that team and are responsible for their team’s and
The intent is not to allow teams to “adopt” members of other teams for strategic advantage for the loaning team, borrowing team, and/or their
The definition isn’t stricter for 2 main reasons. First, to avoid additional bureaucratic burden on teams and event volunteers (e.g. requiring that teams submit official rosters that Queuing must check before allowing a DRIVE TEAM into the
| Role | Description | Max./ DRIVE TEAM | Criteria |
|---|---|---|---|
| DRIVE COACH | a guide or advisor | 1 | any team member, must wear “DRIVE COACH” button |
TECHNICIAN | a resource for ROBOT FIELD | 1 | any team member, must wear “ TECHNICIAN |
DRIVER | an operator and controller of the ROBOT | 3 | STUDENT |
| HUMAN PLAYER | a SCORING ELEMENT manager | 3 | STUDENT |
A
The
- location of the radio, its power connection, and understanding of its indicator lightsROBOT
- location of the roboRIO and understanding of its indicator lights
- username and password for the OPERATOR CONSOLE
- restarting the Station and Dashboard software on the OPERATOR CONSOLEDriver
- changing the bandwidth utilization (e.g. camera resolution, frame rate, etc.)
- changing a battery
- charging pneumatics
While the
Per Table 6‑1, each team is allotted up to 3
- the Head must be notified,REFEREE
- all HUMAN PLAYER rules now apply to this DRIVE TEAM member, and
- this DRIVE TEAM member is no longer considered a for thatTECHNICIAN.MATCH
6.3 Setup
Before each
6.3.1 DRIVE TEAMS
DRIVE TEAMS prepare for a
- A. only DRIVE TEAM members assigned to the upcoming are present,MATCH
- B. for Qualification only DRIVE TEAM members whoseMATCHEShave passed initial, complete Inspection are present,ROBOTS
- C. any number of HUMAN PLAYERS are staged in their AREAS,OUTPOST
- D. HUMAN PLAYERS not included in C, , and DRIVE COACHES are in theirDRIVERSAREA and behind the HUMAN STARTING LINE,ALLIANCE
- E. are in the event-designated area near theTECHNICIANS,FIELD
- F. DRIVE TEAM members clearly display their designated buttons above their waists (DRIVE COACH - “Drive Coach”, and HUMAN PLAYERS - “Drive Team”, andDRIVERS- “TECHNICIAN”), andTechnician
- G. if a Playoff , theMATCHCAPTAIN clearly displays their designatedALLIANCECAPTAIN identifier (e.g. hat or armband).ALLIANCE
6.3.2 OPERATOR CONSOLES
DRIVE TEAMS set up their OPERATOR CONSOLE as soon as the DRIVE TEAM from the previous
For the purposes of FIRST Robotics Competition, any device connected to the OPERATOR CONSOLE is considered a
6.3.3 ROBOTS
DRIVE TEAMS stage their
If order of placement matters to either or both
- red STATION 1DRIVERROBOT
- blue STATION 1DRIVERROBOT
- red STATION 2DRIVERROBOT
- blue STATION 2DRIVERROBOT
- red STATION 3DRIVERROBOT
- blue STATION 3DRIVERROBOT
In an intra-Division Playoff
6.3.4 SCORING ELEMENTS
Before each

504
- A. 24 are staged in eachFUEL(DEPOTmay not be in a uniform layout),FUEL
- B. 24 are staged in eachFUELOUTPOST,CHUTE
- C. 8 may be preloaded in eachFUELby theROBOT’S DRIVE TEAM, such that eachROBOTis fully supported by theFUEL(up to 48 total; aROBOTnot pre-loaded in aFUELis staged in the NEUTRAL ZONE), andROBOT
- D. remaining are arranged in the NEUTRAL ZONE through a process listed in Section 6.3.4.1 (360 to 408, depending on how many are preloaded inFUEL).ROBOTS
Due to the high number of SCORING ELEMENTS in REBUILT,
For District Championship and/or FIRST Championship events, the quantity of
6.3.4.1 NEUTRAL ZONE FUEL ARRANGEMENT
The NEUTRAL ZONE is staged by the

The expected result of the dispersal is a roughly equal split of
The placement of
6.4 MATCH Periods
The first period of each
The second period of each
MATCH | MATCH | Duration | Timer Values |
|---|---|---|---|
AUTO | AUTO | 20 Seconds | 0:20 – 0:00 |
TELEOP | TRANSITION SHIFT | 10 Seconds | 2:20 – 2:10 |
TELEOP | SHIFT | 25 Seconds | 2:10 – 1:45 |
TELEOP | SHIFT | 25 Seconds | 1:45 – 1:20 |
TELEOP | SHIFT | 25 Seconds | 1:20 – 0:55 |
TELEOP | SHIFT | 25 Seconds | 0:55 – 0:30 |
TELEOP | END GAME | 30 Seconds | 0:30 – 0:00 |
6.4.1 HUB Status
During the
The status of both
AUTO | RED ALLIANCE FUEL AUTO FMS | RED ALLIANCE FUEL AUTO FMS | BLUE ALLIANCE FUEL AUTO FMS | BLUE ALLIANCE FUEL AUTO FMS |
|---|---|---|---|---|
MATCH | RED ALLIANCE HUB | BLUE ALLIANCE HUB | RED ALLIANCE HUB | BLUE ALLIANCE HUB |
AUTO | Active | Active | Active | Active |
| TRANSITION SHIFT | Active | Active | Active | Active |
SHIFT | Inactive | Active | Active | Inactive |
SHIFT | Active | Inactive | Inactive | Active |
SHIFT | Inactive | Active | Active | Inactive |
SHIFT | Active | Inactive | Inactive | Active |
| END GAME (0:30 – 0:00) | Active | Active | Active | Active |
6.5 Scoring
Rewards are granted either via
All scores are assessed and updated throughout the
- A. assessment of scored in theFUELcontinues for up to 3 seconds after theHUBtimer displays 0:00 followingARENA.AUTO
- B. assessment of scored in theFUELcontinues for up to 3 seconds after theHUBtimer displays 0:00 followingARENA.TELEOP
- C. assessment of AUTOpoints is made after theTOWERtimer displays 0:00 followingARENA.AUTO
- D. assessment of TELEOPpoints is made 3 seconds after theTOWERtimer displays 0:00 followingARENA, or when allTELEOPhave come to rest following the conclusion of theROBOTS, whichever happens first.MATCH
Assessment of
6.5.1 SCORING ELEMENT Scoring Criteria
A
6.5.2 ROBOT Scoring Criteria
To qualify for
- For 1 – aLEVELmust no longer touching the CARPET or theROBOTBASE, orTOWER
- For 2 – aLEVELmust be positioned such that itsROBOTare completely above the LOWBUMPERS, orRUNG
- For 3 – aLEVELmust be positioned such that itsROBOTare completely above the MIDBUMPERS.RUNG
Additionally, a
- A. the WALL,TOWER
- B. support structure,
- C. , and/or.FUEL
- D. another .ROBOT
A

6.5.3 Point Values
Point values for tasks in REBUILT are detailed in Table 6‑4.
MATCH | MATCH | Ranking Points | ||
|---|---|---|---|---|
AUTO | TELEOP | Ranking Points | ||
FUEL | FUEL HUB | 1 | 1 | |
FUEL | FUEL HUB | - | - | |
TOWER | Each ROBOT LEVEL ROBOTS AUTO | 15 | 10 | |
TOWER | Each ROBOT LEVEL | - | 20 | |
TOWER | Each ROBOT LEVEL | - | 30 | |
| *ENERGIZED RP FUEL HUB | *ENERGIZED RP FUEL HUB | *ENERGIZED RP FUEL HUB | *ENERGIZED RP FUEL HUB | 1 |
| *SUPERCHARGED RP FUEL HUB | *SUPERCHARGED RP FUEL HUB | *SUPERCHARGED RP FUEL HUB | *SUPERCHARGED RP FUEL HUB | 1 |
| *TRAVERSAL RP TOWER MATCH | *TRAVERSAL RP TOWER MATCH | *TRAVERSAL RP TOWER MATCH | *TRAVERSAL RP TOWER MATCH | 1 |
| Win | completing a MATCH MATCH | completing a MATCH MATCH | completing a MATCH MATCH | 3 |
| Tie | completing a MATCH MATCH | completing a MATCH MATCH | completing a MATCH MATCH | 1 |
| *See Table 6‑5 for threshold values. For District Championship and/or FIRST Championship events, the BONUS RP RP RP RP | *See Table 6‑5 for threshold values. For District Championship and/or FIRST Championship events, the BONUS RP RP RP RP | *See Table 6‑5 for threshold values. For District Championship and/or FIRST Championship events, the BONUS RP RP RP RP | *See Table 6‑5 for threshold values. For District Championship and/or FIRST Championship events, the BONUS RP RP RP RP | *See Table 6‑5 for threshold values. For District Championship and/or FIRST Championship events, the BONUS RP RP RP RP |
| BONUS RP | Regional/ District Events | District Championships | FIRST Championship |
|---|---|---|---|
| ENERGIZED RP | 100 | TBA | TBA |
| SUPERCHARGED RP | 360 | TBA | TBA |
| TRAVERSAL RP | 50 | TBA | TBA |
BONUS
6.6 Violations
Unless otherwise noted, all violations are assigned for each instance of a rule violation. A description of the penalties is listed in Table 6‑6. All rules throughout the Game Rules section are called as perceived by a
| Penalty | Description |
|---|---|
| MINOR FOUL | a credit of 5 points towards the opponent’s MATCH |
| MAJOR FOUL | a credit of 15 points towards the opponent’s MATCH |
| YELLOW CARD | issued by the Head REFEREE ROBOT |
| RED CARD | issued by the Head REFEREE ROBOT DISQUALIFIED MATCH |
DISABLED | the state in which a ROBOT ROBOT MATCH |
DISQUALIFIED | the state of a team in which they receive 0 MATCH MATCH ALLIANCE MATCH MATCH |
| VERBAL WARNING | a warning issued by event staff or the Head REFEREE |
ALLIANCE RP | An ALLIANCE RP MATCH RP MATCH |
6.6.1 YELLOW and RED CARDS
In addition to rule violations explicitly listed throughout this document, YELLOW CARDS and RED CARDS are used in FIRST Robotics Competition to address team and
The Head
If an action resulting in the assignment of a YELLOW or RED CARD is determined to be the result of an
A YELLOW or RED CARD is indicated on the audience display
YELLOW CARDS are additive, meaning that a second YELLOW CARD is automatically converted to a RED CARD. A team is issued a RED CARD for any subsequent incident in which they receive an additional YELLOW CARD, including earning a second YELLOW CARD during a single
Once a team receives a YELLOW or RED CARD, a yellow rectangle will show next to the team number on the audience display during subsequent

All YELLOW CARDS are cleared in
6.6.2 YELLOW and RED CARD application
YELLOW and RED CARDS are applied based on the following:
| Time YELLOW or RED CARDS earned: | MATCH |
|---|---|
| Prior to Qualification MATCHES | REFEREES MATCHES REFEREE MATCHES MATCH |
| during the Qualification MATCHES | team’s current (or just-completed) MATCH SURROGATE MATCH MATCH MATCH |
| between the end of Qualification MATCHES MATCHES | ALLIANCE MATCH |
| during the Playoff MATCHES | ALLIANCE MATCH |
A
Please see examples of the application of YELLOW and RED CARDS as shown in section 6.6.4 Violation Details.
6.6.3 YELLOW and RED CARDS during Playoff MATCHES
During Playoff
6.6.4 Violation Details
There are several styles of violation wording used in this manual. Below are some example violations and a clarification of the way the violation would be assessed. The examples shown do not represent all possible violations, but rather a representative set of combinations.
| Example Violation | Expanded Interpretation |
|---|---|
| MINOR FOUL | Upon violation, a MINOR FOUL is assessed against the violating ALLIANCE |
| MAJOR FOUL and YELLOW CARD | Upon violation, a MAJOR FOUL is assessed against the violating ALLIANCE MATCH REFEREE |
| MINOR FOUL per additional SCORING ELEMENT. If egregious, YELLOW CARD | Upon violation, a number of MINOR FOULS are assessed against the violating ALLIANCE REFEREES REFEREE MATCH |
| MINOR FOUL. MAJOR FOUL IF REPEATED | Upon initial violation in a MATCH ALLIANCE ALLIANCE ROBOT MATCH ALLIANCE ROBOT MATCH ROBOT ALLIANCE |
| MAJOR FOUL, and for every 3 seconds in which the situation is not corrected, a MAJOR FOUL is assessed | Upon violation, a MAJOR FOUL is assessed against the violating ALLIANCE REFEREE ALLIANCE ROBOT |
| RED CARD for the ALLIANCE | After the MATCH REFEREE ALLIANCE MATCH ALLIANCE ALLIANCE |
6.7 Head REFEREE and FTA Interaction
The Head
6.7.1 Question Box (Q)
Each
Technical questions regarding
While
Any reasonable question is fair game in the Question Box, and Head
Q101 *Head
Some events may restrict
As much as possible, the
Teams should not record interactions without consent (see E117).
Q102 Conversations must be civil. Any team interaction with the Head
Examples of inappropriate behavior are outlined in G201.
6.8 Other Logistics
SCORING ELEMENTS that leave the
Note that
An
Once the
During
FIRST Robotics Competition uses 3 words in the context of how durations and actions are assessed with regards to evaluation of rules and assignment of violations. These words provide general guidance to describe benchmarks to be used across the program. It is not the intent for
- describes durations that are fewer than approximately 3 seconds.MOMENTARY
- describes durations that are more than approximately 10 seconds.CONTINUOUS
- describes actions that happen more than once within aREPEATED.MATCH

5 ARENA
The ARENA includes all elements of the game infrastructure that are required to play REBUILTTM presented by Haas: the FIELD, SCORING ELEMENTS, queue area, team media area (when available), designated TECHNICIAN area, and all equipment needed for FIELD control, ROBOT control, and scorekeeping.
7 Game Rules (G)