VEX Robotics Competition Tower Takeover - Game Manual
Copyright 2019, VEX Robotics Inc. Released 2019-08-16
Section 1: Introduction
Overview
This section provides an introduction to the VEX Robotics Competition and VRC Tower Takeover.
The VEX Robotics Competition
The world faces a significant challenge: a "STEM problem" where traditional teaching methods may not adequately prepare students for an increasingly complex, technologically advanced future. This can lead to a workforce that is unmotivated and ill-equipped to solve future problems. The VEX Robotics Competition aims to address this by providing an engaging platform that combines teamwork, problem-solving, and scientific discovery. It teaches students essential life skills like perseverance and confidence in approaching new challenges, mirroring the engineering design and problem-solving processes used by professionals in various fields.
This manual contains the rules for VEX Robotics Competition Tower Takeover, designed to simulate real-world project constraints, promote creativity, encourage innovation, and foster fair play and competition.
The VEX Robotics Competition is more than just a game; it's an opportunity to hone lifelong skills for future problem-solving leaders.
Good luck, and see you on the playing field!
Sincerely, The VEX Robotics Game Design Committee, comprised of members from the Robotics Education & Competition Foundation, Robomatter, DWAB Technology, and VEX Robotics.
Section 2: The Game
Overview
This section describes the 2019-2020 VEX Robotics Competition game, VEX Robotics Competition Tower Takeover. It includes game definitions and rules.
The VEX Robotics Competition
Matches are played on a 12'x12' square field. Two Alliances, one "red" and one "blue", each composed of two Teams, compete. The objective is to achieve a higher score than the opposing Alliance by Scoring Cubes. The point value of each Cube color depends on how many Cubes of that color are Placed in Towers. A point and Cube bonus is awarded to the Alliance with the most points at the end of the Autonomous Period.
Figure 1: Top view of the field in its initial setup configuration. Note: Illustrations provide a general visual understanding. Refer to official field specifications in Appendix A for exact dimensions and construction details.
Match Components:
- Sixty-six (66) Cubes: 22 orange, 22 green, 22 purple.
- Four (4) Goal Zones (two per Alliance) for Scoring Cubes.
- Seven (7) Towers of varying heights for Placing Cubes (two Alliance Towers, five Neutral Towers).
Figure 2: Top view of the field with Towers highlighted.
Figure 3: Top view of the field with starting positions, Alliance Stations, and Autonomous Line highlighted.
Game Definitions
- Alliance: A pre-assigned grouping of two Teams for a Match.
- Alliance Station: Designated region for Drive Team Members.
- Autonomous Bonus: Awarded to the Alliance with the most points at the end of the Autonomous Period (6 points + 2 Match Loads). A tie results in 3 points and 1 Match Load per Alliance.
- Autonomous Line: White tape lines across the field center. Robots may not contact the opposing Alliance's foam tiles across this line during the Autonomous Period.
- Autonomous Period: A 15-second period where Robots operate autonomously.
- Barrier: A 2" (50.8mm) wide, 1" (25.4mm) tall, wedge-shaped plastic extrusion bordering Goal Zones. Figure 4: Close-up of a Goal Zone, depicting the Barrier.
- Cube: A hollow plastic cube (5.5" / 139.7mm width) used for Placing in Towers or Scoring in Goal Zones. Figure 5: A Cube.
- Disablement: Penalty for rule violation; Robot cannot operate for the remainder of the Match.
- Disqualification: Penalty after a Match for rule violation. Affects tournament points or the entire Alliance.
- Drive Team Member(s): Up to three (3) Students allowed in the Alliance Station per Team.
- Driver Controlled Period: A 1 minute 45 second period where Drive Team Members operate Robots.
- Entanglement: Robot status when hooked or attached to an opposing Robot or Field Element.
- Field Element: Includes foam tiles, perimeter, tape, Towers, Barriers, and supporting structures.
- Goal Zone: One of four (4) areas for Scoring Cubes. Barrier and field perimeter are not part of the Goal Zone. Figure 6: Close-ups of the four Goal Zones.
- Match: An Autonomous Period followed by a Driver Controlled Period (total 2:00).
- Match Load: Two (2) purple Cubes that can be entered during the Driver Controlled Period by the Autonomous Bonus winner.
- Match Affecting: A rule violation that changes the winning/losing Alliance.
- Placed: A Cube status. A Cube is Placed in a Tower at the end of a Match if any part breaks the plane defined by the Tower's Placing Line. Only one Cube can be Placed per Tower; if multiple Cubes meet the definition, none are considered Placed. Figure 7: A Cube that is Placed. Figure 8: One Cube that is Placed, and one Cube that is not Placed. Figure 9: A Cube that is not Placed.
- Placing Line: The horizontal plane defined by the bottom edge of the textured surface on a Tower. Figure 10: Close-up of a Tower, depicting the Placing Line.
- Preload: One Cube per Robot, placed on the field before the Match. Orange for Red Alliance, Green for Blue Alliance.
- Protected Zone: Area with limited opponent Robot interaction (Outer and Inner zones). Figure 11: Close-up of a corner of the field, depicting the Protected Zones.
- Robot: Any inspected item placed on the field by a Team.
- Scored: A Cube status. A Cube is Scored in a Goal Zone if not contacting an opposing Robot and meets Base Cube or Stacked Cube criteria at the end of a Match.
- Base Cube: Contacting the gray foam tile within a Goal Zone and is level/flush with the tile. Figure 12: A Base Cube (green checkmark), and a Cube which is not a Base Cube (red "X"), because it is not "flush" with the gray foam tile.
- Stacked Cube: Contacting the Top Surface of a Base Cube or Stacked Cube, not contacting the field perimeter, and not contacting non-Scored Cubes. Figure 13: An example of a Goal Zone with Cubes are Scored (green checkmark) and not Scored (red "X"). This Cube is not Scored because it is being contacted by a Robot of the same Alliance color as the Goal Zone. Figure 14: An example of a Goal Zone with Cubes that are Scored (green checkmark) and not Scored (red "X"). These Cubes are not Scored because they are contacting Top Surfaces of Cubes which are not Scored. Figure 15: An example of a Goal Zone with Cubes that are Scored (green checkmark) and not Scored (red "X"). These Cubes are not Scored because they are contacting Top Surfaces of Cubes which are not Scored.
- Student: Defined by age and/or high school credit status.
- Top Surface: The side of a Cube furthest from the gray foam tiles. Figure 16: Close-up of a Cube, depicting the Top Surface.
- Tower: Seven (7) cylindrical field structures for Placing Cubes (three heights: 18.83", 24.66", 37.91"). Neutral Towers have black bases; Alliance Towers have colored bases. Figure 17: Close-up of an Alliance Tower.
- Trapping: Robot status when an opposing Robot restricts it into a small, confined area (approx. one foam tile or less) with no avenue for escape.
Scoring
Alliances earn points for Cubes Scored in their Goal Zones at the end of a Match. The point value of each Cube is determined by the number of Cubes of the same color Placed in Towers:
| Number of Placed Cubes in a Tower of a Color | Point Value for Cubes of that Color |
|---|---|
| 0 | 1 |
| 1 | 2 |
| 2 | 3 |
| 3 | 4 |
| 4 | 5 |
| 5 | 6 |
| 6 | 7 |
| 7 | 8 |
Example: If three (3) purple Cubes are Placed in Towers, each purple Cube Scored is worth four (4) points. Two orange Cubes Placed means each orange Cube is worth three (3) points. No green Cubes Placed means each green Cube is worth one (1) point.
Safety Rules
: Unsafe Robot operation or Team actions that damage Field Elements or Cubes may result in Disablement and/or Disqualification. Robot requires re-inspection. : A Robot completely out-of-bounds will be Disabled for the remainder of the Match. Mechanisms crossing the border during normal play are not penalized.
General Game Rules
: Treat everyone with respect. Disrespectful conduct may lead to Disqualification. Adheres to REC Foundation Code of Conduct (https://www.roboticseducation.org/competition-teams/vex-robotics-competition/). : VRC is student-centered. Adults may assist, but students must be present and actively participating. : Use common sense. : Robots must fit within an 18"x18"x18" starting volume. Field elements can be used for starting size if is still met. : Robots may not intentionally detach parts or leave mechanisms on the field. Minor violations get a warning; Match Affecting offenses result in Disqualification. : Each Team has up to three (3) Drive Team Members. No member may serve for more than one Team per season, with limited exceptions for Championship events. : Drive Team Members must stay in the Alliance Station and cannot use communication devices during a Match. : Controllers must stay connected to the field towers for the duration of the Match. : Drive Team Members may only touch their Robot or controls at specified times. Intentional contact with Cubes, Field Elements, or other Robots is prohibited, except as specified. : No human interaction with Robots during the Autonomous Period. : All rules apply during the Autonomous Period. Infractions affecting the Autonomous Bonus result in the bonus being awarded to the opponent. : Strategies aimed solely at destruction, damage, tipping, or Entanglement of opposing Robots are not allowed. Defensive play is permitted if not destructive. Incidental contact is expected. : Offensive Robots get the "benefit of the doubt" in judgment calls. : Intentional strategies to cause an opponent to violate a rule are not permitted. : No Trapping an opposing Robot for more than five (5) seconds. : Robots may not intentionally grasp, grapple, or attach to any Field Elements. : Robots must be designed for easy removal of Cubes from mechanisms after a Match. : Scores are calculated after all elements come to rest. : Be prepared for minor field and cube placement variances. : Replays are rare and at the discretion of the Event Partner and Head Referee. : Manual updates are scheduled: August 16, 2019 (official), June 14, 2019, and April 10, 2020. : The Q&A system (https://www.robotevents.com/VRC/2019-2020/QA) is an extension of this Game Manual.
Specific Game Rules
: Starting a Match: Robots must be positioned contacting the field perimeter wall, a foam tile, and a Preload Cube, while not contacting Towers, Cubes (other than Preload), Goal Zones, Barriers, or other Robots. Figure 18: Four examples of Robots in valid starting positions. : Stay on your side in Autonomous: Robots may not contact opposing Alliance's side foam tiles, Towers, or Cubes during the Autonomous Period. Violations award the Autonomous Bonus to the opponent. : Stay away from your opponent's protected areas: Prohibits contact with opponent Robots in their Protected Zone, Scored Cubes in opponent Goal Zones, Placed Cubes in opponent Alliance Towers, or opponent Goal Zones/Barriers. Violations may result in Disqualification. Figure 19: Example of a Robot contacting an opponent Robot that is fully contained within its Protected Zone. Figure 20: Example of a Robot contacting an opposing Alliance's Inner Protected Zone. : Match Load entry: Match Loads can be introduced during the Driver Controlled Period by placing them gently onto a gray foam field tile, contacting the field perimeter wall, not contacting Towers, Cubes (other than another Match Load), Goal Zones, Barriers, or Robots. : Keep Cubes to yourself: Robots may not intentionally drop or place Cubes on an opponent Robot, into an opponent's Goal Zone, or into an opponent's Alliance Tower. : Keep Cubes in the field: Teams may not intentionally remove Cubes from the field. : Use Cubes to play the game: Cubes may not be used to accomplish actions that would be otherwise illegal if attempted by Robot mechanisms.
Section 3: The Robot
Overview
This section outlines the rules and requirements for designing and constructing a VEX Robotics Competition Robot. All Robots must pass inspection before competing.
Robot Rules
: One Robot per Team. Teams are limited to one Robot, defined by three subsystems: 1. Mobile base, 2. Power and control system, 3. Additional manipulation/navigation mechanisms. Swapping entire subsystems constitutes a second robot. : Robots must pass inspection. All robots must pass inspection before competing. Significant changes require re-inspection. : Robots must be safe. Mechanisms that could damage field components, other robots, or pose an entanglement risk are prohibited. : Robots must fit in a sizing box (18"x18"x18" at the start of a Match). Robots may expand after the Match begins. Restraints for starting size must remain attached. Sizing tools are available: https://www.vexrobotics.com/276-2086.html and https://www.vexrobotics.com/276-5942.html : Robots are built from the VEX EDR system. Only official VEX EDR components are allowed, with specific exceptions for VEX IQ parts used for identification plates. Identical parts are permitted. V5 beta components are not legal. : VEX products come from VEX Robotics or authorized Resellers (https://www.vexrobotics.com/find-a-reseller). : Certain non-VEX EDR components are allowed: color filters for light sensors, moderate lubricant/anti-static compound (no residue), hot glue for cable connections, unlimited braided nylon rope, and cable management items. : The V5 Radio or VEXnet Key 2.0 must be mounted with adequate space, not surrounded by metal. Figure 21: A V5 Radio Figure 22: A VEXnet Key 2.0 : A limited amount of custom plastic is allowed (non-shattering types like polycarbonate, ABS, etc., up to 0.070" thick from a 12"x24" sheet). Plastic cannot be chemically treated. : A limited amount of tape is allowed for securing cable connections, labeling, covering license plates, sealing pneumatic fittings, securing VEXnet Keys, or as non-functional decoration. : Certain non-VEX screws, nuts, and washers are allowed (e.g., #4, #6, #8, M3, M3.5, M4 screws up to 2" long). : Decorations are allowed if non-functional and do not affect performance or match outcome. Anodizing and painting are permitted. Visual mimicry of field elements or interference with Vision Sensors is prohibited. : The Vision Sensor must have wireless transmitting functionality disabled. : New VEX parts released during the season are legal. : Robots use only one (1) VEX EDR Microcontroller (e.g., Cortex, V5 Robot Brain). : Robots use VEXnet for all communication. VEX 75MHz Crystal Radios are prohibited (unless specified by event). VEXpro, VEX IQ, etc., electronics are prohibited. : Control systems: - Option 1: Cortex, up to 10 2-Wire Motors/Servos, legal pneumatics.
- Option 2: Cortex, up to 12 2-Wire Motors/Servos, no pneumatics.
- Option 3: V5 Robot Brain, up to 6 V5 Smart Motors, legal pneumatics.
- Option 4: V5 Robot Brain, up to 8 V5 Smart Motors, no pneumatics.
: One motor or Y cable per motor port. No "Y off a Y". 2-wire motor ports on Cortex cannot be "Y'd". : Electrical power from VEX batteries only. Details on Cortex and V5 power sources, chargers, and backup batteries. Table 2: The legal sources of electrical power for robots. : One or two controllers per Robot. No mixing VEXnet Joystick and V5 Controller. : No modifications to electronic components. Repairs to external wires are allowed with specific materials. : Most modifications and repairs to non-electrical components are allowed (bending, cutting). Metallurgical modifications are not permitted. : Custom V5 Smart Cables are allowed using official stock and commodity connectors. : The Robot on/off switch and microcontroller lights/screen must be accessible. : Robots must be ready to play at the field; pneumatic systems must be charged. : Pneumatics limited to 100 psi maximum, with a maximum of two (2) legal VEX pneumatic air reservoirs. : Teams must be registered to compete. License Plates with VEX Team ID# are required. : Robots must have team identification plates (License Plates) clearly visible on at least two opposing sides, using the correct Alliance color. : Use the "Competition Template" for programming. Robots must follow field controller directions and ignore wireless input during Autonomous. : Accidental vs. willful rule violations. Willful violations may be treated as violations. : Special event modifications may include using 75 MHz radios or AA batteries.
Section 4: The Tournament
Overview
VEX Robotics Competition tournaments use a format of Qualification Matches and Elimination Matches to determine champions. Teams are ranked based on Win Points (WP), Autonomous Points (AP), and Strength of Schedule Points (SP).
Tournament Definitions
- Alliance Captain: Representative of the highest-ranked Team in an Alliance during Elimination Matches.
- Alliance Selection: Process of forming permanent Alliances for Elimination Matches, starting with the highest-ranked Team.
- Autonomous Points (AP): Second ranking basis. 6 points for winning Autonomous Bonus, 3 for a tie.
- Disqualification: Penalty for rule violation. In Qualification Matches, results in zero WP, AP, SP. In Elimination Matches, disqualifies the entire Alliance.
- Elimination Bracket: Schedule of Elimination Matches, typically using 8-16 Alliances. Diagrams show 16-Alliance and 8-Alliance brackets.
- Elimination Match: A Match to determine the champion alliance; winning Alliance advances.
- Event Partner: Tournament coordinator responsible for managing the event.
- Head Referee: Volunteer responsible for enforcing rules; rulings are final.
- Practice Match: Un-scored Match for teams to get acquainted with the field.
- Qualification Match: Match used to determine rankings for Alliance Selection. Teams earn WP, AP, and SP.
- Strength of Schedule Points (SP): Third ranking basis, equivalent to the losing Alliance's score in a Qualification Match.
- Time Out: A 3-minute break allowed for each Alliance during Elimination Matches.
- Team Representative: Student chosen to represent their Team during Alliance Selection.
- Win Points (WP): First ranking basis. 2 points for a win, 1 for a tie, 0 for a loss in Qualification Matches.
Tournament Rules
: No video replays. Referee rulings are final. Questions must be timely and presented by a Student Drive Team Member. : A Robot or Student member must report to the field for each assigned Match. Failure to do so results in a "no-show" (zero WP, AP, SP). : Safety glasses must be worn by Drive Team Members in the Alliance Station. Recommended in the pit area. : Robots must be ready to play at the field promptly. Pneumatic systems must be charged. : The red alliance (or higher seed) places last in Qualification Matches. In Elimination Matches, the higher seeded Alliance places last. : Practice Matches may be run on a first-come, first-served basis. : Qualification Matches follow a schedule indicating partners, pairings, and Alliance colors. : All Teams rank based on the same number of Qualification Matches. Additional matches do not count towards ranking points. : Qualification Match tiebreakers: Win Points, Autonomous Bonus, Strength of Schedule Points, highest Match score, second highest Match score, random draw. : Send a Team Representative to Alliance Selection. Failure to report makes the Team ineligible for the selection process. : Teams may only be invited to join one Alliance. Declining an invitation disqualifies a Team from accepting subsequent invitations. : Each Alliance gets one Time Out during Elimination Matches. : Elimination Matches are "Best of 1" for most tournaments. Finals may be "Best of 3" for VEX Worlds qualifying tournaments. : Small tournaments may have fewer Alliances. : Fields may be raised or on the floor. Drive Team Members may not stand on objects during a Match.








