The Games

2012 FRC Season - Rebound Rumble
Rebound Rumble is a challenging game in which robot attempt to score foam basketballs into NBA-sized basketball hoops at varying heights. Matches begin with a 15 second Hybrid period, and baskets scored in Hybrid are worth twice as many points.

The Hybrid period is followed by two minutes of driver control. Robots continue to score points by shooting baskets. Baskets are scored are worth three points in the top hoop, two points in the middle hoops, and one point in the low hoop. Robots are only allowed to hold three basketballs at once.

At the end of the match, robots can earn bonus points for balancing on bridges in the center of the field. One balanced robot is worth 10 points, and two or more balanced robots are worth 20 points, except in elimination matches, where three balanced are worth 40 points. If robots from opposite teams balance on the center, Coopertition bridge, both alliances receive two bonus Qualifying Points, which helps their ranking.

2011 FRC Season - Logomotion
This game is a fast-paced involving three different stages of gameplay. The match begins with a 15 second autonomous period in which the robots must operate independently of driver controls 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.

2010 FRC Season - Breakaway
This game aims to simulate indoor soccer, with 4 goals (3/4 covered by chains), 2 (12') angled bumps, 2 ball returns, and 2 hanging towers. Instead of a manual counting system, FIRST uses sensors inside the goals to count each ball. After a ball has been scored in a goal, human players utilize the "triton", a three-prong ball return device, to lift the ball and place it on the ball return, returning it to the field to be played again.

Each match consists of a 15 second autonomous period and a 2 minuteteleoperated period. Two alliances, one red and one blue, composed ofthree FIRST Robotics Competition (FRC) teams each, compete in eachmatch. The object of the game is to attain a higher score than youropponent by shooting soccer balls into a goal, climbing on the AllianceTower or Platform, or by lifting and suspending an alliance robot offthe playing surface. Each scored ball is worth 1 point, eachrobot on the Alliance Tower or Platform is worth 2 points, and eachrobot suspended from another robot is worth 3 points.

2009 FRC Season - Lunacy
This game involves driving on one-sixth the normal amount of friction, simulating driving on the moon. Each of six robots have a trailer attached during the game. There were two alliances of three teams each. Alliances had to get special balls, or cells, into opposing the alliance's trailer to score points.

During the autonomous period, robots begin at launch pads in front of an opposing player. During this year, robots could block others to prevent progress as long as they did not entangle one another. Robots could also use cameras to track and score in other robots by using vision targets at the top of the trailers. At the sides of the playing field were outpost stations, where human players known as payload specialists would throw moon rocks into moving trailers. This was also done at the refueling stations, located at the corners of the field.

During the teleoperated (manual control) period, pilots would guide the robots as they attempted to launch moon rocks into opposing trailers. Payload specialists could also throw cells into trailers during this time. Additionally, robots could push loose cells into the refueling stations.

Outpost payload specialists could feed an empty cell into a robot, which would deliver them to the fueling station, where they were switched for super cells, which are worth 15 points. Only one super cell was to be retrieved at a time, and they were only be used during the last 20 seconds of the match. Otherwise, they would be treated as an empty cell.

2008 FRC Season - Overdrive
FIRST Overdrive is played on a 54 foot × 27 foot (16 m × 8 m) track divided lengthwise by a lane divider which divides the field into a Red side and a Blue side. The lane divider is crossed by a 6 1/2 foot tall overpass marking the red and blue finish lines. Two three-team alliances race around the track in a counter clockwise direction manipulating their alliance's Trackballs.
The game is made up of two scoring periods. The first 15 seconds of play is the Hybrid period in which robots are autonomous, and may also respond to digital signals sent by team Robocoaches stationed at the corners of the track.
The next two minutes of play is the Teleoperated period. At this time, robots are radio controlled by team operators standing at either end of the field.
During the Hybrid period, robots traveling in a counter clockwise direction score:
8 points for each of their Trackballs knocked off of the overpass
8 points for each of their Trackballs passed over the overpass
4 points whenever their robot crosses a lane marker
4 points whenever their robot crosses their opponent's finish line
4 points whenever their robot crosses their finish line
2 points whenever their trackball crosses their finish line
During the Teleoperated period, robots traveling in a counter clockwise direction score:
2 points whenever their robot crosses their finish line
2 points whenever their Trackball crosses its finish line by itself
8 points whenever their Trackball hurdles its overpass
Alliances score an additional 12 points for each of their Trackballs that are positioned anywhere on the overpass at the end of the match.
Hybrid period is a new addition to an FRC game. Rather than the pre-game autonomous modes of previous years where robots were prohibited from receiving input from humans, robots may receive signals via an infrared (IR) remote control from a designated Robocoach during the Hybrid period. The number of different IR signals the IR board is physically able to receive is 4. The number of distinct commands that are allowed to be sent is also 4, thus ruling out multi-signal combinations.

2007 FRC Season - Rack 'n' Roll
Rack ‘n’ Roll is played by two three-team alliances on a large field with a center structure (Rack) containing 24 “spider legs.” To score, teams use three different types of tubes called “Keepers,” “Ringers,” and “Spoilers.”
The game is made up of two scoring periods. In autonomous mode, which lasts 15 seconds, robots try to place a Keeper on one of the spider legs of the Rack using a color vision tracking system to find one of the four target lights at the top of the rack. Once placed, a Keeper tube may not be removed or “Spoiled.”

During the second period (2 minutes), the robots are driver controlled. In this period the teams will attempt to score more points by using the robots to add “Ringers” onto the spider legs or by “Spoiling” the opposing teams score by placing a black tube over the “Ringer.” Points are earned and scored exponentially by the number of consecutive Ringers and Keepers in a column or row. Only the tube on the front of the spider leg will count toward the overall score.

Alliances may score additional points if, by the end of the match, their robots are in their home zone and have been lifted off the floor 4” or more (15 points each) or 12" and above (30 points each) by another robot before the final buzzer sounds.

2006 FRC Season - Aim High
Aim High is played by two alliances, red and blue, each consisting of three robots. During a 10 second autonomous mode, robots will be programmed to score into any of the three goals: one raised center goal marked by a green vision target and two corner goals at floor level. At the end of the autonomous period, the alliance with the most points will gain a 10 point bonus and will be placed on defense for round two. Rounds two, three, and four, which are each 40 seconds long, are human-controlled rounds. Between rounds two and three, the alliances will switch from offense to defense, or from defense to offense accordingly. At the start of round 4, any alliance can score into their corresponding goals. At the end of the match, an alliance can receive bonus points by placing its three robots on a platform below the center goal. The alliance with the most points wins. Scoring will be as follows: 3 points for any ball scored in the center goal, 1 point for any ball scored in the corner goals; 10 bonus points for scoring the highest in the autonomous round; and 25 points for placing all 3 robots on the platform at the end (10 for 2 and 5 for 1).

2005 - Triple Play
This game was the first game in which there were three robots to an alliance. It featured pyrimidal objects made of PVC pipe as the game object, called "tetras." The game was played on a field set up like a tic-tac-toe board, with nine larger goal tetras in three rows. The object of the game was to place the scoring tetras on the larger goal tetras, creating rows of three by having a tetra of your allaince's color at the highest point on the goal. Tetras scored on the top of a goal tetra (a larger aluminum version) were worth 3 points, while tetras scored inside the goals were worth 1 point. Rows of three tetras on top of the goals were worth ten points, so long as the row was there at the end of the two minute and fifteen second match. Ten points could also be scored if all three alliance robots were behind the starting line at their end of the field at the end of the game.