Last year’s challenge, Stronghold, was played by two alliances of three teams each. These alliances compete to breach their opponents’ defenses, the outer works, and capture their tower. They score points by crossing defenses in their opponents’ outer works, scoring boulders in their opponents’ tower high or low goals, and surrounding and scaling their opponents’ tower at the end of each match.
The game is played on a 27 ft. by 54 ft. field, in which each alliance is assigned one tower, five defenses, and a ‘secret passage’ where their robots restock on boulders. In addition to the low bar, three defenses are selected strategically by the alliance and one by the audience prior to the start of their match.
Each match begins with a 15-second autonomous period in which robots operate independently of human control and attempt to cross opposing defenses, s well as score in the opposing tower. During the remaining 2 minutes and 15 seconds of the match, called the teleop period, robots are controlled by student drivers from behind their castle wall at the end of the field.
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This year’s challenge, Recycle Rush, is played with two alliances of three robots. Points are earned through stacking totes on scoring platforms and topping them with a recycling container, which have litter, represented by a pool noodle, inside of it. All of the pieces used in the game are recyclable by teams or FIRST at the end of this year’s season.
The field is 26 ft. by 27 ft. and divided into two halves for each alliance. In the 15-second Autonomous period, robots are independent of their drivers and attempt to move themselves, their totes, or containers into the Auto Zone for a chance at extra points. Then comes the Teleop period (2 min 15 seconds), in which drivers control their robots.
Alliance teams collaborate to put as many totes on their scoring platforms as possible, but can still earn bonus point for recycling containers and disposing of litter. Litter can be deposited at either the Landfill Zone or inside the scored recycling containers. If litter is not deposited, its points will be added to the other Alliance.
Here is this year’s game animation:
More information can be found here, on the FIRST website.
The 2014 FRC challenge is called Aerial Assist. Aerial Assist is played by two competing alliances in a 25 x 54 foot field with a truss in the middle, suspended 5 feet above the ground. The purpose of the game is to score as many balls as possible into a goal within a 2 min 30 sec match. The more the Alliances work together, the more points they receive.
The match starts with an Autonomous Period (10 seconds), in which each robots attempt to earn extra points by operating without its driver and scoring as many balls as possible into a goal. The robot can earn even more points by moving into its zone and scoring into a “hot” goal.
In the rest of their time (2 min 20 sec) , drivers control their robots, and each Alliance has only one ball, which can be thrown over the truss, caught by another robot, and shot into either a high or low goal. Here is this year’s game animation:
The 2013 FRC challenge is called Ultimate Ascent. Ultimate Ascent is played by two competing alliances on a flat, 27 x 54 foot field. Each alliance consists of three robots, and they compete to score as many discs into their goals as they can during a two (2)-minute and fifteen (15)-second match. The higher the goal in which the disc is scored, the more points the alliance receives.
The match begins with a fifteen (15)-second Autonomous Period in which robots operate independently of driver inputs. Discs scored during this period are worth additional points. For the remainder of the match, drivers control robots and try to maximize their alliance score by scoring as many goals as possible.
The match ends with robots attempting to climb up pyramids located near the middle of the field. Each robot earns points based on how high it climbs. Here is this year’s game animation:
The 2012 FRC challenge is called Rebound Rumble. Rebound Rumble is played between two Alliances of three teams each. The game field has four basketball hoops in front of each alliance station, which are located on either end of the field. In the middle of the field, dividing the field in half, is a low wooden barrier punctuated by three bridges. Each Alliance competes by trying to score as many of the basketballs in the hoops as possible during the 2-minute and 15-second match. Balls scored in higher hoops score Alliances more points.
Alliances are awarded bonus points if they are balanced on their alliance bridge at the end of the match. In matches where opponent Alliances work together to balance on the white bridge, all participating teams earn additional valuable seeding points. Here is this year’s game animation:
This year’s game of Logo Motion is played on a 27′x54′ field. The robots compete by hanging inflated tube pieces on grids to score points. There are two alliances: blue and red.
To score, the robot must hang as many inflated tube pieces (in the shapes that make up the FIRST logo) onto pegs. The higher the pieces are hung, the more points the team earns. The team can receive bonus points if they put the inflated tubes in the order of FIRST logo.
During the final 10 seconds of the match, teams may deploy minibots to race to the top of a 10’2″ tower. The first minibot to make it to the top receives 30 bonus points, second recieves 20, third 15, fourth 10. Here is this year’s game animation:
“Breakaway” was a game played on a carpeted field divided into three zones by two 12-inch high bumps. A tower is located in the middle of each bump, and a tunnel is located under each tower. Each alliance (blue and red) consists of 3 teams. Robots can score points by pushing or shooting balls into the goals located in their own alliance’s zone. Along with the challenge of scoring points, they must also deal with the perilous trips over the bumps and into different zones. The first part of the match is played in “Autonomous mode”, in which the robots move automatically according to their programming for 15 seconds. After the 15 seconds are up, team drivers are able to operate their robot. Once 20 seconds are left in the match, robots may hang on the towers to earn bonus points. Here is this year’s game animation:
The “Lunacy” games were played on a special field called “The Crater”. Each of the two alliances (red and blue) consisted of 3 teams. Robots can score points by shooting balls, called cells, into the trailers that are hitched onto the opposing teams. The game begins with the robots on “Autonomous mode”, in which the robots move on their own according to their programming. During this time, any points that are made into the trailer become bonus points. After Autonomous mode, the drivers of the team may take control of the robot. Extra points are rewarded when scoring “Super Cells”, which are obtained by exchanging an “Energy Cell” at one of the corners in The Crater. Here is this year’s game animation:
“Overdrive” is a game played on a track. The red and blue alliances, consisting of 3 teams each, compete in matches. Teams could score by driving their robot in counter-clockwise laps around the track. Teams could also push a large trackball under the overpass that bisects the track to gain additional points, or optionally, propel the trackball over the overpass while making laps. Here is this year’s game animation:
“Rack ‘n’ Roll” is played on a 3 by 8 grid. The 3 by 8 grid is wrapped around a 10-foot tall octagonal tower in the center of the field. Teams could score by scoring placing red or blue innertubes on pegs which protrude from the octagonal tower (referred to as the “rack”). There were black inner tubes (“spoilers”) which could be placed strategically on the rack to block points from being scored. There was a 15 second autonomous period, in which the robots could use cameras to help them score points. At the end of the game, bonuses were assigned to teams who could elevate their robots or other robots on their alliance using a ramp. Here is this year’s game animation: