|
5.1. Pre-game Setup: |
|
5.1.1. |
|
Organizers will provide access to the competition area for calibration and testing prior to the competition and according to a schedule that will be made available at the start of the event. |
|
5.1.2. |
|
Organizers will make every effort to allow at least 10 minutes of setup time before each game. |
|
5.2. Length of Game: |
|
5.2.1. |
|
The game will consist of two 10-minute halves. |
|
5.2.2. |
|
There will be a 5-minute break in between the halves. |
|
5.2.3. |
|
The game clock will run for the duration of the game (two 10-minute halves), without stopping (except as noted in 5.10. Damaged Robots). |
|
5.2.4. |
|
The game will run on a central time clock. |
|
5.2.5. |
|
Teams can be penalized one goal per minute at the referee's discretion if they are late. |
|
5.2.6. |
|
If a team does not report within 5 minutes of the game start, it will forfeit the game and the winning team awarded a 5-0 score line. |
|
5.3. Start of Game: |
|
5.3.1. |
|
At the start of the first half of the game, the referee will toss a coin and the team first mentioned in the draw shall call the coin while it is in the air. |
|
5.3.2. |
|
The winner of the toss can choose either (a) which end to kick to, or (b) to kick off first. |
|
5.3.3. |
|
The loser of the toss will decide the other option. |
|
5.3.4. |
|
The team not kicking off in the first half of the game will kick off to begin the second half of the game. |
|
5.4. Kick-Offs: |
|
5.4.1. |
|
Each half of the game begins with a kick-off. |
|
5.4.2. |
|
All robots must be located on their own side of the field. |
|
5.4.3. |
|
All robots must be halted. |
|
5.4.4. |
|
The ball is positioned by the referee in the centre of the field. |
|
5.4.5. |
|
All robots on the team not kicking off must be at least 30 cm away from the ball. |
|
5.4.6. |
|
The team kicking off places their robots on the field first. Robots cannot be placed, nor remain behind, the goal line. Robots cannot be moved once they have been placed. |
|
5.4.7. |
|
The team kicking off will place one robot near the ball. |
|
5.4.8. |
|
The referee may adjust the placement of the robots. |
|
5.4.9. |
|
On the referee's command, all robots will be started immediately by human team members. |
|
5.4.10. |
|
Any robots that are started before the referee's command will be removed from the field and treated as damaged robots (see 5.10. Damaged Robots). |
|
5.5. Humans: |
|
5.5.1. |
|
In general, movement of robots by humans is not acceptable. |
|
5.5.2. |
|
Humans can only move robots at the instruction of the referee. |
|
5.5.3. |
|
Before the start of each match, teams should designate one human who will act as "Captain", and be allowed to start, place, remove and replace robots during the game, based on the stated rules and as directed by the referee. |
|
5.5.4. |
|
Other team members within the vicinity of the playing field are to remain at least 1 m from the field while the ball is in play, unless otherwise directed by the referee. |
|
5.6. Ball Movement: |
|
5.6.1. |
|
A robot cannot "hold" a ball. |
|
Hint: |
|
Holding a ball means taking full control of the ball by removing all of its degrees of freedom. For example, this would mean fixing a ball to the robot's body, surrounding a ball using the robot's body to prevent access by others, encircling the ball or somehow trapping the ball with any part of the robot's body. If a ball stops rolling while a robot is moving, or a ball does not rebound when rolled into a robot, it is a good indication that the ball is trapped. |
|
5.6.2. |
|
The ball cannot be held underneath a robot. |
|
5.6.3. |
|
The ball must be visible at all times. |
|
5.6.4. |
|
Other players must be able to access the ball. |
|
5.6.5. |
|
The only exception to rule 5.6.1. is the use of a rotating drum that imparts dynamic back-spin on the ball to keep the ball on its surface. This is called a "dribbler". |
|
5.6.6. |
|
A dribbler must comply with 2.6. Ball Capturing Zones, i.e. the ball cannot penetrate under the dribbler by more than 2 cm. The 2 cm is measured from the contact point of the dribbler on the ball. |
|
5.7. Scoring: |
|
5.7.1. |
|
A goal is scored when the whole of the ball crosses the goal line. This coincides with the ball striking the back wall of the goal. |
|
5.7.2. |
|
The ball must be free rolling to score a goal otherwise it will be deemed "pushed" by the referee and disallowed. In the event of a pushed goal, play will be stopped with the referee's whistle. The referee will explain the decision. The goal will not be allowed. The ball is replaced on the nearest available neutral spot before play is resumed.
The robot must make a visible effort to kick or release the ball, otherwise a goal will be deemed a "push". If no attempt is made to release the ball and it momentarily rolls free while in the control of a robot travelling towards the goal, it will still be deemed a pushed goal. |
|
5.7.3. |
|
The only exception to this is when a robot makes first contact, or a collision occurs with another robot with the ball less than 15 cm in front of the goal. |
|
5.7.4. |
|
The referee will blow the whistle when a goal is scored. |
|
5.7.5. |
|
After a goal is scored, a kick-off will occur. The non-scoring team will be awarded the ball. |
|
5.7.6. |
|
A penalty goal will be awarded if a ball deemed to be travelling towards the goal strikes a robot that has some part of it over the goal line and in the "in goal" area. |
|
5.7.7. |
|
"Own goals" will be treated as a goal to the opposition, even if the ball is "pushed" into the goal. |
|
5.8. Interruption of Game Play: |
|
5.8.1. |
|
The situations listed in sections 5.9.-5.12. may cause play to be interrupted, usually resulting in the movement of the ball to a neutral spot while play is allowed to continue. |
|
5.8.2. |
|
Play may also be stopped by the referee blowing a whistle, but the game clock is not stopped, all at the discretion of the referee. All robots must be stopped immediately and returned to their positions when the whistle was blown. |
|
5.8.3. |
|
After a stoppage in play, play will resume on the referee's command and all robots are started simultaneously. |
|
5.9. Lack of Progress: |
|
5.9.1. |
|
This occurs if the ball is stuck between multiple robots or between robot/s and the wall, consequently the ball is deemed by the referee to have no chance of being freed. The referee can call "Lack of Progress" at any time and will call "Lack of Progress" immediately when a "pushing" situation arises. |
|
5.9.2. |
|
Lack of Progress also occurs if the ball has not been touched by any robot for at least 20 seconds and it appears that no robots are likely to hit the ball. |
|
5.9.3. |
|
In the case of Lack of Progress, the ball will be moved to the nearest unoccupied neutral spot according to 1.5. Neutral Spots. |
|
5.9.4. |
|
When Lack of Progress is called, robots will be freed using minimal movement by the referee. Goalies should be maintained with the same alignment. |
|
5.9.5. |
|
When Lack of Progress is called, any robots sitting behind the goal line will be moved forward out of the goal area. |
|
5.10. Damaged Robots: |
|
5.10.1. |
|
If a robot does not move for a period of at least 20 seconds and/or it does not respond to the ball, it will be deemed damaged by the referee. |
|
5.10.2. |
|
If a robot continually returns to the area within the goals, it will be deemed damaged by the referee. |
|
5.10.3. |
|
The referee or players may remove damaged robot/s from the field. |
|
5.10.4. |
|
A damaged robot must remain off the field for at least one minute. |
|
5.10.5. |
|
A damaged robot may be returned with the referee's permission to the neutral spot that is closest to the position on the field from where the robot was removed and does not advantage that robot. |
|
5.10.6. |
|
Goalies may be returned to the area in front of the goal. |
|
5.10.7. |
|
Play may continue during removal, repair and replacement. Note that the referee may choose to interrupt play if robot damage occurred because of a collision with an opposition robot. |
|
5.10.8. |
|
If a robot turns over on its own accord, it will be treated as a damaged robot and removed. If the robot is tipped over after a collision with another robot, it can be righted by the referee and continue playing. |
|
5.11. Multiple Defence (2-on-2 only): |
|
5.11.1. |
|
Multiple Defence occurs if more than one robot from the defending side enters the region near the goal and substantially affects the game. |
|
5.11.2. |
|
For a "Multiple Defence", the robot having the least influence on play is moved to the nearest neutral spot. In the case where a goalie is involved, the other player will be moved. |
|
5.12. Fouls: |
|
5.12.1. |
|
If a robot utilizes a device or an action which continuously attacks or charges a robot not in possession of the ball, the referee will call "Foul". The team captain must then remove the robot from the playing field for at least one minute and correct the problem; play will continue (as in 5.10. Damaged Robots). |
|
5.12.2. |
|
If the robot continues to foul, it will be permanently removed from the game. In 1-on-1, that team will forfeit the game. |
|
5.12.3. |
|
If a robot is damaged by a foul, the referee will stop the game and stop the clock while repairs are made. |
|
5.13. Free Kicks: |
|
5.13.1. |
|
There are no free kicks. |
|
5.14. Penalty Kicks: |
|
5.14.1. |
|
There are no penalty kicks. |
|
5.15. Offside: |
|
5.15.1. |
|
There are no offside rules. |
|
5.16. Timeouts: |
|
5.16.1. |
|
There are no timeouts in the game. |
|
5.17. Substitution: |
|
5.17.1. |
|
Substitution of robots at any time during a tournament is strictly forbidden. Any team or teams that knowingly substitute robots will be disqualified from the tournament. |