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Toss Up Game Rules

Toss Up Game Rules. EP Summit, July 2013 Presented by Dan Larochelle. Workshop Goals. Watch Toss Up Video Review Toss Up rules Indentify grey areas for EPs Answers questions. Toss Up Game Video. www.vexforum.com/wiki/index.php/Toss_Up. Definitions. Alliance Robot Interaction Spots.

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Toss Up Game Rules

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  1. Toss Up Game Rules EP Summit, July 2013 Presented by Dan Larochelle

  2. Workshop Goals • Watch Toss Up Video • Review Toss Up rules • Indentify grey areas for EPs • Answers questions

  3. Toss Up Game Video www.vexforum.com/wiki/index.php/Toss_Up

  4. Definitions

  5. Alliance Robot Interaction Spots • The colored (red or blue) X’s from which a Driver or Coach may interact with the Robot. Notes: • Drivers/Coaches should not linger at these spots when interaction is not taking place. During the Autonomous period this is fine, however you should be much more strict during the Driver Controlled Mode, since there is very little reason for teams to be there unless they have a nonfunctioning robot.

  6. Disablement • A penalty applied to a team for a rules violation. A team who is Disabled in a Match, is no longer allowed to operate their robot, and will be asked to place their controller on the ground. Notes: • To disable a team, ask them to gently place their VEXnet Joystick on the ground. The software is unable to disable Robots. • <SG6> is the only rule which calls for a disablement

  7. Pinning • A Robot is considered to be Pinning an opposing Robot if it is inhibiting the movement of an opponent Robot while the opposing Robot is in contact with the foam playing surface and another Field Element. Notes: • A Robot cannot by definition be Pinned in the open field • Contact is not required for Pinning to take place - Trapping

  8. Trapping • A Robot is considered to be trapped if an opposing Robot has restricted it into a small, confined area of the field, approximately the size of one foam field tile or less, and has not provided an avenue for escape. Notes: • Robots that are restricted to an area smaller than 2’x2’, and do not have enough room to get out are considered trapped

  9. Possessing • A Robot is considered to be Possessing a BuckyBall if it is actively controlling the BuckyBall. Examples of Possessing include: • Carrying or holding BuckyBall(s) in the Robot • Herding BuckyBalls, i.e. intentionally pushing or impelling BuckyBall(s) to a desired location or path • Trapping BuckyBall(s), i.e. intentionally pressing BuckyBall(s) up against a field object Notes: • The distinction between intentional and accidental herding is very important. Accidental herding will happen often during Matches, and should not be punished.

  10. Preload • The one (1) BuckyBall each team must place on the field such that it is touching their Robot and/or their Alliance Starting Tile prior to each Match. Notes: • There are no Driver Control Loads this year. All Preloads must be entered before the Match • If a team does not wish to use their Preload in their Robot, it must be placed on the Alliance Starting Tile

  11. Scored • A Scoring Object is Scored in a Zone if it meets the following criteria: 1. A Scoring Object is touching a Zone a. A BuckyBall Scored in two Zones will only count for the Goal Zone b. A Large Ball Scored in two Zones will count for the Zone that the majority of the Large Ball is in 2. The Scoring Object is not Stashed Notes: • The definition of Scored requires the Scoring Object to be touching the Zone, therefore touching the foam tile • Robots touching a Scoring Object does not affect the determination of Scored • If a Large Ball is wedged under the Barrier such that it ends up touching both the Middle and Goal Zone, use your judgement to determine which Zone the majority of the Large Ball is in

  12. Stashed • A Scoring Object is Stashed in a Goal if some part of the Scoring Object is within the two dimensional space defined by the outer edges of the Goal, and not being touched or Supported by a Robot of the same color as the Scoring Object. Notes: • A goal extends infinitely perpendicular to the playing field surface within the goal boundaries. • Unlike the definition of Scored, Scoring Objects Supported by a Robot of the same Color as the Scoring Object do not count as Stashed.

  13. Safety

  14. S1 • If at any time the robot operation or team actions are deemed unsafe or have damaged the playing field, foam field surface, game objects or barriers, by the determination of the referees, the offending team may be disqualified. The robot will require re-inspection before it may again take the field. Notes: • This rule is up to the discretion of the Head Referee. If the Head Referee feels that a Robot is damaging the playing field, the team should not be allowed to compete until this is no longer an issue. If a team damages the field during a match, they should be warned and asked to speak to the Lead Inspector. If this same team damages the field in the same manner in a later match they should then be disqualified.

  15. S1 (continued) • An example of an unsafe action which could take place in VEX Toss Up, is the high speed launching of Scoring Objects. If Scoring Objects are being launched at a speed that the Head Referee feels is “dangerous”, the team should be disqualified, especially if they’re exiting the field such that they could injure unsuspecting spectators, volunteers or team members. • Another example is the high speed launching of grappling hooks towards the Hanging Bar. If you feel that a grappling hook could leave the field and contact someone nearby the field, do not allow its use!

  16. T5 • All team members, including coaches, must wear safety glasses or glasses with side shields while in the pit or alliance stations during matches. While in the pit area it is highly recommended that all team members wear safety glasses. Notes: • Safety Glasses must be strictly enforced this year due to the dynamic game play of Toss Up • Referees must catch this before the match starts. • This is not a DQ if brought to the attention of the refs after the match.

  17. General Game Rules

  18. G2 • At the beginning of a Match, each Robot must be smaller than a volume of 18 inches wide by 18 inches long by 18 inches tall. An offending Robot will be removed from the match at the Head Referee’s discretion. Notes: • Many Robots will expand past the 18” limit after the start of the match. Often teams will place their Robot on the field not in their starting configuration, and outside of the 18” restriction. If this occurs, ask the team to re-orient their Robot such that it would fit in an 18” cube. If they cannot do so in a timely manner, you will have to ask them to take their robot off the field and start the match without them. • It is handy to have a sizing tool and/or measuring device by the field to quickly verify if a Robot is within the 18” starting cube

  19. G5 • During the qualification rounds, the red Alliance has the right to place their Robots on the field last. During the elimination rounds, the higher seeded Alliance has the right to place their Robots on the field last. Once a team has placed their Robot on the field, its position cannot be readjusted prior to the match. Robots must be placed on the field promptly. Teams who violate this rule will have their robots randomly repositioned by the referees. Notes: • For the most part, teams aren’t too concerned about who places last, but if a team is particular about the issue you will have to invoke this rule

  20. G6 • Drivers and Coaches are prohibited from making intentional contact with any Scoring Object, Field Element or Robots during a Match, with the exception of the contact specified in <SG4>, <SG5> and <SG6>. Any intentional contact will result in a Disqualification. Accidental contact will not be penalized, unless the contact directly impacts the final score of the match. This type of accidental contact will result in a Disqualification Notes: • The key part of this rule is the differentiation between accidental contact and intentional contact. • Examples of intentional contact include: A Driver picking up a Robot during the match, outside of the permissions of <SG4> and SG5> • Example of accidental contact impacting the final score include: A Coach pointing at the field and accidentally knocking over his opponent’s Robot.

  21. G8 • Scoring Objects that leave the playing field will be promptly returned to the playing field in the same Zone as the Robot that ejected the Scoring Object. Teams may not intentionally remove Scoring Objects from the scoring field, while not in the process of Stashing or removing Stashed Scoring Objects. Violations of this rule will result in a warning for minor offenses which do not affect the match. Egregious (match affecting) offenses will result in a Disqualification. Teams who receive multiple warnings may also receive a Disqualification at the head referee's discretion. Notes: • Scoring Objects will never be returned to the playing field in a Stashed position. • If a Scoring Object leaves the field, place it back in the same Zone as the Robot that removed it from the field.

  22. G9 • Scores will be calculated for all matches immediately after the match once all objects on the field come to rest. Notes: • If a Robot is in the process of dropping a Scoring Object into a goal and lets go of the Scoring Object before the match ends, but the Scoring Object becomes scored after the end of the match, the Scoring Object will still count as being Scored. It would be infeasible to have the referees make split second rulings as to the state of the match at the 0:00 mark.

  23. G10 • Robots may not intentionally detach parts during any match, or leave mechanisms on the field. If a detached component or mechanism affects game play the team may be disqualified at the referees discretion. Multiple intentional infractions may result in disqualification for the entire competition. Notes: • If an object remains connected to the Robot by a slim margin (i.e. a chain of zipties, or a PWM cable) it is still considered to be attached • Do not penalize teams for accidently dropping parts on the field. (i.e. a nut falling off the robot)

  24. G11 • Strategies aimed solely at the destruction, damage, tipping over, or Entanglement of Robots are not part of the ethos of the VEX Robotics Competition and are not allowed. However, VEX Toss Up is an interactive game. Some incidental tipping, Entanglement, and damage may occur as a part of normal game play. If the tipping, Entanglement, or damage is ruled to be intentional or egregious, the offending team may be disqualified from that Match. Repeated offenses could result in a team being Disqualified from the remainder of the competition… … All teams are responsible for the actions of their Robots. This goes for teams who are driving recklessly and potentially causing damage, but also goes for teams who drive around with a small wheel base and arm extended. Teams should design their Robots such that they are not easily tipped over or damaged by minor contact.

  25. G11 continued Notes: • This is another case where the Head Referee will have to exercise his or her discretion. Some examples of behavior that violates <G11> are: • Intentionally grasping of an opponent Robot. • Pushing high on a Robot causing them to tip over. • For entanglement to be considered intentional, it should be clear that the offending team attempted to entangle their opponent. Examples include: • Reaching into an opponent Robot and deploying a mechanism that is likely to get stuck. • Intentionally grasping an opponent Robot • Teams who accidentally entangle an opponent should be warned after the match, and re-inspected for compliance with <R3c>

  26. G11 continued • If there is ever a judgement call between a team who is trying to score, and a team who is trying to play defense, the tie-breaker should always be to rule in favor of the offensive team. However, offensive teams who are trying to intentionally lure their opponent into penalties should not be rewarded • Robots which expand in an effort to obstruct/block the field are no longer protected by <G11> or <SG3>. Basically, as soon as you expand and start obstructing the field, teams are allowed to do whatever they want to get through the obstruction. However, this is not a carte blanche for teams to recklessly damage Robots, this exception was created to give teams the leeway to ram or push their way through Robots who have expanded to block the field. • Ramming Large Balls under the barrier with intentions to lodge the balls under the barrier – potential to damage field and large balls.

  27. G14 • Replays are at the discretion of the event partner and head referee, and will only be issued in the most extreme circumstances. Notes: • The most likely reason for a replay is due to a field error that interferes with a Robot • tape lines coming up and getting caught in a Robot, Goal being tipped over, etc. • A refereeing error • A miscounted score that cannot be verified, etc.

  28. Game Specific Rules

  29. SG1 • At the beginning of each Match, each Robot must be placed such that it is touching one of their colored Alliance Starting Tiles, not touching any Scoring Object other than those permitted by <SG2> and not touching any other foam field tiles or the Bump. No more than one Robot may start the match on any one Alliance Starting Tile. Notes: • A Robot must only touch their Alliance Starting Tile and no other tiles; they also may not touch the Bump. However, they are allowed to break the plane of other tiles.

  30. SG3 • A Robot cannot Pin or Trap an opposing Robot for more than five seconds during the Driver Controlled Period ... Notes: • The offending Robot will be Disqualified for the match • There is no penalty for Pinning during the Autonomous Period. • If a Robot is unable to move away by 2 feet due to obstacles being in the way, this is alright as long they’re give the team enough room to escape the pin or trap. • Pinning should only be called if it is intentional. For example if a Robot is trying to score in a Goal and a Robot is guarding the Goal, the scoring robot should not be called for Pinning the defending Robot. Common sense applies here, as per usual.

  31. SG4 • During the Autonomous Period, Drivers and Coaches may handle their own Robot while the Robot is in contact with their own Alliance Starting Tile … Notes: • This rule was implemented for two reasons: • Allow teams to fix Robots that were unable to move • Allow teams to run and activate multiple autonomous modes • Aiming and repositioning of Robots is okay, but manipulating the Robot by moving arms or opening grippers is not okay • You may only interact with the Robot if it’s touching the starting tile and not touching any other tiles. However, if the Robot is touching the starting tile AND a grey foam tile, you’re only allowed to bring it into the alliance starting tile into a legal position for interaction. • After interaction, the Robot must be left in a legal position for interaction

  32. SG5 • During the Driver Controlled Period, Drivers and Coaches may handle their own Robot as long as the robot has never left the Alliance Starting Tile. Notes: • Once a Robot leaves the alliance starting tile, it cannot be handled by a Driver or Coach • This rule is solely for fixing Robots which could not move at the start of the match, any other type of handling during Driver Control is prohibited. • Do not let Drivers or Coaches go to the Alliance Robot Interaction Spot during the Driver Control Mode unless their robot is already in place and is eligible for legal <SG5> interaction

  33. SG7 • Once there is less than thirty (0:30) seconds remaining in the match, Robots may not touch an opposing Robot that is touching their own Hanging Bar or Hanging Structure. Additionally, Robots may not touch the opposing Alliance’s Hanging Bar or Hanging Structure during this time period. Violations of this rule will result in a warning for minor offenses which do not affect the match. Egregious (match affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the head referee's discretion. Notes: • If a team accidentally violates this rule and does not interfere with an opponent’s attempt to Hang, warn the team. The intent was this rule is not to punish teams who accidentally touch the Hanging Structure

  34. SG8 • Robots may not Possess more than three (3) BuckyBalls at once. Violations of this rule will result in a warning for minor offenses which do not affect the match. Egregious (match affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the head referee's discretion. Notes: • The intent of this rule is to punish teams for intentionally employing strategies to carry and/or control more than three BuckyBalls. We understand that teams will sometimes accidentally contact a 4thBuckyBall while traversing the field. This should not be a penalty. On the other hand, teams should design their robots knowing that BuckyBalls made land on/in them. If a team has a giant bucket on their Robot and a BuckyBall lands in it, they need to be able to immediately eject it, or will be declared in violation of <SG8>

  35. Additional Resources • Official VRC Toss Up Q&A forum • VRC Toss Up Wiki • Toss Up Manual App for iPhone and Android

  36. Questions?

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