2019 (Deep Space)
FIRST®DESTINATION: DEEP SPACE, the 2018 FIRST® Robotics Competition game, includes two alliances of deep space travelers who race to place hatch panels on their rockets and cargo ship, load valuable cargo for transport off planet, and return to the safety of their habitat, all before the next sandstorm sweeps through.
Each three-team alliance get points in three different ways:
- Loading cargo and hatches on their cargo ships.
- Loading cargo and hatches on their rockets. Alliances also earn a ranking point during qualifying matches for completing one rocket with hatch panels and cargo.
- At the end of the match, return the robot to their habitat.
2018 (Power Up)
FIRST® POWER UPSM, the 2018 FIRST® Robotics Competition game, includes two alliances of video game characters and their human operators who are trapped in an arcade game. Both alliances are working to defeat the boss in order to escape!
Each three-team alliance prepares to defeat the boss in three ways:
1. Control the Switches and the Scale. Robots collect Power Cubes and place them on Plates to control Switches or the Scale. When the Scale or their Switch is tipped in their favor, it is considered owned by that Alliance. Alliances work to have Ownership for as much time as possible.
2. Earn Power Ups. Robots deliver Power Cubes to their humans who then place them into the Vault earning the Alliance Power Ups. Alliances use Power Ups to gain a temporary advantage during the Match. There are three Power Ups available to teams: Force, Boost, and Levitate. o Force gives the alliance ownership of the Switch, Scale, or both for a limited period of time o Boost doubles the rate points are earned for a limited period of time o Levitate gives a robot a free climb
3. Climb the Scale. Robots Climb the Scale in order to be ready to Face The Boss.
FIRST STEAMWORKS,SM the 2017 FIRST Robotics Competition game, invites two adventure clubs from an era in which technology relied on steam power to prepare their airships for the ultimate long distance race. FIRST® , the FIRST® logo, FIRST® Robotics Competition, FIRST® Tech Challenge, FIRST STEAMWORKS,SM Coopertition® , Gracious Professionalism,® and Sport for the MindTM are trademarks of For Inspiration and Recognition of Science and Technology (FIRST®). LEGO® and MINDSTORMS® are registered trademarks of the LEGO Group. FIRST® LEGO® League and FIRST® LEGO® League Jr. are jointly held trademarks of FIRST and the LEGO Group. ©2016 FIRST. All rights reserved. FR021 FIRST ® Robotics Competition 2017 Game.
Each three-team alliance prepares to take flight in three ways:
1. Build Steam Pressure. Robots collect fuel represented by green balls. They score it in high and low goals in their boiler. As fuel is scored steam pressure in the tank on the alliance’s airship builds – the high goal builds pressure faster than the low goal.
2. Start Rotors. Robots retrieve and deliver gears to pilots on their airship who then install them on the appropriate rotor. Once a gear train is complete the rotor can be started.
3. Prepare for Flight. Adventure clubs want their robots to climb aboard their airships so they can assist the pilots during the race.
FIRST STRONGHOLD is played on a 27 ft. by 54 ft. field. Each alliance commands one tower, five defenses, and a ‘secret passage’ which allows their robots to restock on ammunition, called boulders. One defense in each alliance’s set of five, the low bar, is a permanent part of the field. Three defenses are selected strategically by the alliance prior to the start of their match. The final defense changes periodically by audience selection. Each FIRST STRONGHOLD match begins with a 15-second autonomous period in which robots operate independently of human control. During this period, robots attempt to cross opposing defenses and 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. Teams on an alliance work together to cross defenses, weaken the opposing tower by scoring boulders in it, and finally surround, scale and capture the tower. Alliances are ranked by a combination of their Win-Loss-Tie record, breach success, and tower capture success. A win is determined by comparing total match points between alliances at the end of the match and earns an alliance two ranking points. Ties earn an alliance one ranking point. Capturing an opponents’ tower at the end of the match earns each team on the alliance one ranking point. Breaching an opponents’ outer works by crossing four of the five defenses twice earns an additional ranking point. Ranking points are the primary way teams are ranked during qualification rounds, so are very important. Note that while only one alliance can win a match, either, both, or none may capture a tower or breach outer works
2015 (Recycle Rush)
RECYCLE RUSH is a recycling-themed game played by two Alliances of three robots each. Robots score points by stacking totes on scoring platforms, capping those stacks with recycling containers, and properly disposing of pool noodles, representing litter. In keeping with the recycling theme of the game, all game pieces used are reusable or recyclable by teams in their home locations or by FIRST® at the end of the season. Each Alliance competes on their respective 26 ft. by 27 ft. side of the playing field. Each match begins with a 15-second Autonomous Period in which robots operate independently of their drivers. During this period, robots attempt to earn points by moving themselves, their yellow totes, and their recycling containers into the area between the scoring platforms, called the Auto Zone. During the remaining two minutes and 15 seconds of the match, called the Teleop Period, robots are controlled remotely by student drivers located behind the walls at the ends of the field. Teams on an Alliance work together to place as many totes on their white scoring platforms as possible. Alliances earn additional points for recycling containers placed on the scored totes, with containers at greater height earning more points. Alliances also earn points for disposing of their litter in their Landfill Zone near the center of the field, or placing litter in or on scored recycling containers. Alliances that leave litter unprocessed on their side of the field at the end of the match, not in scoring position, will add points to the score of the other Alliance. Alliances have an opportunity to earn Coopertition® points by coordinating with the other Alliance in the match. Coopertition points are awarded if, at some point in the match, there are at least four yellow totes on the step simultaneously. Coopertition points are doubled if the Alliances arrange at least four of those yellow totes in a single stack on the step
2014 (Aerial Assist)
“AERIAL ASSIST is played by two competing Alliances of three Robots each on a flat 25’ x 54’ foot field, straddled by a lighting truss suspended just over five feet above the floor. The objective is to score as many balls in goals as possible during a 2 minute and 30 second match. The more Alliances score their ball in their goals, and the more they work together to do it, the more points their alliance receives.
The match begins with one 10-second Autonomous Period in which robots operate independently of driver. Each robot may begin with a ball and attempt to score it in a goal. Alliances earn bonus points for scoring balls in this mode and for any of their robots that move in to their zones. Additionally, each high/low pair of goals will be designated “hot” for five seconds, but the order of which side is first is randomized. For each ball scored in a “hot” goal, the Alliance earns additional bonus points.
For the rest of the match, drivers remotely control robots from behind a protective wall. Once all balls in autonomous are scored, only one ball is re-entered in to play, and the Alliances must cycle a single ball as many times as possible for the remainder of the match. With the single ball, they try to maximize their points earned by throwing balls over the truss, catching balls launched over the truss, and scoring in the high and low goals on the far side of the field. Alliances receive large bonuses for “assists,” which are earned for each robot that has possession of the ball in a zone as the ball moves down the field.”
During the 2014 Preseason, many of our new students are learning several essential skills to help us succeed and excel throughout the Build Season.
Some of these essentials include the following
- Simple Vision Tracking
- Electronics Training
- Several CAD Trainings
- New Business and Marketing Practice
2013 (Ultimate Ascent)
“The 2013 season’s competition, Ultimate Ascent – The Climb to the Top, differentiates from any other that FIRST has presented before. Aside from having to accomplish scoring with Frisbees collected from the ground, the robot must also climb a steel pyramid-like structure. The challenge of climbing an obstacle is something that has not been seen in previous FIRST competitions. It essentially introduces a new dimension to robot movement on the playing field. Previously, robots maneuvered by driving around in two dimensions. Now they have the potential to go vertical. With robots increasing in capabilities, it becomes necessary to demonstrate that by adding increased expectations, or at least possibilities, into the competition. This addition to the challenge accomplishes that goal.
Instead of keeping robot mobility throughout the field at its normal difficulty, the game creators decided to step it up. Now the robots have the option to travel vertically to score more points. This offers a greater degree of challenge to the students designing a robot that can score a large amount of points. The potential for high points tempts the creation of a climbing-capable robot. Although it promises to be difficult, you should expect to see many attempts from teams at summiting the pyramidal structure.
This challenge also bumps up the required student capabilities. The effect this has on the students and even the mentors will be prominent. The level of effort this challenge requires will put particular strain on them to design something capable of scoring those valuable points, and attracting attention from alliances. This was most likely not what anyone was expecting in terms of challenges, and should spark some creativity. So the ideas that spawn from it should be interesting. A wide variety of approaches to climbing the tower should be expected. It will be exciting to see what teams come up with to complete this task.”
2012 (Rebound Rumble)
“Robots playing basketball, with former US presidents George W. Bush and Bill Clinton, along with Will.i.am and Segway inventor Dean Kamen in the audience, sounds like the setup to a bizarre South Park joke, but it’s actually who attended the worldwide simulcast to announce the 2012 REBOUND RUMBLE game. Rebound Rumble sets two alliances – each consisting of three independently controlled ‘bots – against each other to score points through a cluster of basketball hoops.
Rebound Rumble was played by two alliances, the red and blue. Each alliance consisted of three robots, and these robots compete against the three robots of the opposite alliance. In this game the robots try to score baskets as fast as they can, because they only have 2 minutes and 15 seconds to score. The alliance who scored the most points at the match’s end is declared the winner. Click to view the Ratchet Rockers robot in action at two regional events.”
“LOGO MOTION was the 2011 FIRST® Robotics Competition game. Playing pieces where inner tubes shaped like the components of the FIRST logo. The primary objective of the game was to place the pieces on racks to gain points. In the last 15 seconds of the game, the main robot deployed a smaller robot (“minibot”) to climb a 10 foot steal pole. Click to view the Ratchet Rockers robot in action at a regional event.
In the 2011 game, “Logo Motion” , two alliances of three teams competed on a flat 27’ x 54’ foot field. Each alliance consisted of three robots each. They competed to hang as many inflated plastic shapes (triangles, circles, and squares) on their grids as they can during a 2 minute and 15 second match. The higher the teams hang their game pieces on their scoring grid, the more points their alliance received.”
“BREAKAWAY was the game for the 2010 FIRST® Robotics Competition, announced on January 9, 2010. Robots direct soccer balls into goals, traverse “bumps” in the field, suspend themselves and each other on towers, and/or go through a tunnel located in the center of the field.
In the 2010 game, “BREAKAWAY”, two alliances of three teams compete on a 27-by-54-foot field with bumps, attempting to earn points by collecting soccer balls in goals. Additional bonus points are earned for each robot suspended in air and not touching the field at the end of the match.”
“LUNACY was the game for the 2009 FIRST® Robotics Competition. Announced on January 3, 2009, the name and some of the features of the game honor the 40th anniversary of the first manned mission to the Moon (Latin: Luna). This was the first FRC® competition to use the cRIO Mobile Device Controller control system from National Instruments.
In the “LUNACY” game robots where designed to pick up 9″ game balls and score them in trailers hitched to their opponents’ robots for points during a 2 minute and 15 second match. Additional points are awarded for scoring a special game ball, the Super Cell, in the opponents’ trailers during the last 20 seconds of the match. “LUNACY” is played on a low-friction floor, which means teams must contend with the laws of physics.”