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Recycle Rush – 2015

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.



Aerial Assist – 2014

The 2014 game, Aerial Assist, is played by two competing alliances of three robots on a 25′ by 54′ foot field. The field is speared laterally into three equally spaced zones, colored blue white and red, respectively. Each robot is operated behind separate alliance driver stations located on either side of the field. In order to score points, teams must shoot balls two feet in diameter into their colored goals. Two large goals worth ten points are located directly above each driver’s station and two smaller goals worth one point each are located at the lower corners of each alliance wall. The game is played over a time period of two minutes and thirty seconds. Each match starts with a ten second autonomous period with each robot placed in the central white zone. During this time period robots can be loaded with one ball each and operate under pre-programed instructions. Each ball scored during the autonomous period receives a five-point bonus. One set of goals will be illuminated with LED lights for each half of the autonomous period; a ball scored in one of these “hot” goals will earn another extra five points. Teams can also score five more points by moving foreword from the white zone into their own zone. After the ten-second autonomous period, the tele-op period begins. During this phase, alliances attempt to score points by scoring the balls into the goals. In addition to standard scoring, alliances can get ten point bonuses for passing the ball between ally robots in different zones for a maximum of thirty assist points. Alliances can also score even more points by launching the ball over the truss, which stands at five feet tall and spans the middle of the field. This awards a ten bonus and having an ally robot catch the launched ball before it hits the ground awards another ten-point bonus.


Ultimate Ascent – 2013

Teams playing ULTIMATE ASCENTSM use their robots to collect and score discs in a variety of goals. Teams earn additional points by climbing their alliances’ pyramid by the end of the match.

Points are awarded for discs scored in the goals and climbing the pyramid. A disc is considered scored in an alliance’ goal if any part of the disc has crossed through the opening of the goal. Discs scored in the low goal grant one a single point. The medium goal bequeath’s two points. The highest of goals shalt administer three points. And the goal that sits atop the great pyramid cast down a blessing of five points, to any who can ascend it’s heights and score in this most prestigious of goals. In addition points can be awarded for climbing the pyramid corresponding to your alliance. The pyramids have three levels and depending upon which level the robot has climbed to at the end, their alliance will be awarded a set amount of points. The first level earns ten points, the second twenty, and the third thirty point. The entirety of the robot must be above the level below it at the end of the match for points to be awarded.

Regional tournaments are held in sports arenas all over the country with teams competing for a chance to move onto the Championship Event in St. Louis.


Rebound Rumble – 2012

The 2012 game, Rebound Rumble, is played between two Alliances of three teams each.  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 more points.  Three points for the top hoop, two points for two middle hoops and one point for the bottom hoop.  Alliances are awarded bonus points if they are balanced on bridges at the end of the match.  In matches where opposing Alliances work together to balance on the white bridge, all participating teams earn additional valuable seeding points.


Logo Motion – 2011

The 2011 game, Logo Motion™, required robots to place inflatable tubes on racks at the end of the playing field in a way that creates the FIRST logo.  Each three-team alliance worked to gather tubes from the opponent’s end of the field, transport them across the court, and place them in a scoring position while trying to prevent the opposing team from doing the same.

There are 3 segments of play.  First is a 15 second autonomous period where pre-programmed robots can place a single tube on the pegs.  Drivers then move to their stations and prepare for the driver-controlled segment.  The second buzzer sounds and the teams have 2 minutes and 15 seconds of playing time.  During the last 10 seconds, known as the end game, teams tried to deploy a smaller robot, known as a ‘minibot’, that raced to climb a 9-foot pole in order to score additional points.

Logo tubes placed on pegs with autonomous game tubes score double points.  Logo tubes on higher rows score more than those on lower rows.  If the tubes create the FIRST logo, points are doubled.  Minibots score points for making it to the top of the pole before the buzzer, with points awarded based on finish order.