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:

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

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 ColorPoint Value for Cubes of that Color
01
12
23
34
45
56
67
78

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

General Game Rules

Specific Game Rules

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

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

Tournament Rules

GameManual-20190816 Adobe PDF Library 15.0 Adobe InDesign 14.0 (Windows)

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