VEX ROBOTICS V5 Competition High Stakes
Specifications
- Product Name: VEX V5 Robotics Competition High Stakes Game Manual
- Version: 3.0
- Manufacturer: VEX Robotics Inc.
- Release Date: January 28, 2024
The VEX V5 Robotics Competition High Stakes Game Manual provides rules and guidelines for participating in the V5RC High Stakes competition. It covers various sections including introduction, robot inspection rules, tournament definitions, tournament rules, field overview, game objects, and field specifications.
Product Usage Instructions
- Introduction
- The introduction section provides an overview of the V5RC High Stakes competition and information about the game manual. It also includes updates and details about the Q&A system.
- The Robot
- This section outlines the inspection rules that robots need to adhere to in order to participate in the competition.
- The Tournament
- The tournament section defines key terms related to the competition and lays out the rules that govern the tournament proceedings.
- Field Overview
- The field overview in Appendix A provides an introduction to the game field, including details about game objects, field bill of materials, and field specifications.
FAQs
- Q: What are some safety rules to keep in mind during the competition?
- A: Safety rules include being accompanied by an adult, staying inside the field, wearing safety glasses, and ensuring each student team member has a completed participant release form on file.
- Q: Are there any specific game rules that participants must follow?
- A: Yes, specific game rules include limitations on horizontal and vertical expansion, restrictions on possession of scoring objects, limits on crossing the Autonomous Line, and rules regarding engagement with opponents and protected areas during the endgame.
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Copyright 2024, VEX Robotics Inc.
2024 – 2025 Game Manual
Version 3.0
VEX V5 Robotics Competition High Stakes- Game Manual
Prefix
Changelog
Version 3.0 – January 28, 2025 · Revised rule <SC5c> to specify that the Mobile Goal Base should be breaking the plane of the Corner · Deleted <SC7c>, allowing Robots to count as Climbed to a Level while in contact with Mobile Goals · Updated <SC9> to give a Ring Scored on the High Stake a three (3) point bonus, in addition to the
standard three (3) points earned for a Top Ring · Removed the Red Box from <SG3> · Revised rule <SG6a> to specify that Rings Scored on a Stake are not included in a Robot’s Possession
count · Updated the Violation Notes of <SG6> to include both the winning and losing Alliances · Updated rule <SG10> to include scoring for the Autonomous Period · Updated rule <SG11> to extend positive Corner protection to thirty (30) seconds · Updated the required firmware version in <R15B> to VEXos 1.1.5 · Updated rule <T21> to clarify intent · Revised <VUG2b> and <VUG2d> to reference <SC7>, and clarify intent · Added new Significant Q&A boxes throughout the manual · Minor typo / formatting fixes
Version 2.2 – December 3, 2024 · Added rule <S5> as a new rule, stating that each Student must have a completed participant release
form on file · Updated <SC3b> and removed the red box to clarify intent · Expanded <SC5a> to clarify intent · Updated <SG1b> and <SG5> to clarify intent regarding preloads · Updated the note of <SG7> to include portions of the Ladder · Updated <R9> to include Head Referees having final say in what is considered “non-functional” · Added a note to <R9a> stating that anodizing / color changing of parts is no longer allowed in mainland
China · Added a new bullet point to <T2> stating that Head Referees are not permitted to be Event Partners or a
Judge Advisor for the same event · Added a new bullet point to <T6> clarifying that Robots arriving late to a Match are not allowed to be
placed on the Field · Updated <T9> to clarify that Time Outs are three minutes, and cannot be rejected by Head Referees or
Event Partners · Updated <RSC9> to better clarify how Scoring Objects should be returned to the Field · Updated <VUG2d> to clarify that a Robot contacting another Robot from their Team also receives
protection · Added new Significant Q&A boxes throughout the manual · Minor typo / formatting fixes
Version 2.1 – October 8, 2024
· Updated Figures FO-1, FO-2 and FO-3 to specify which side of the Field should be facing the audience
· Revised the definition of Climb to clarify intent
· Updated <SC3a> to clarify intent of “encircled” Rings
· Updated <G9b> to reflect September 3rd update
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· Added a red box and Violation note to <SG6> to clarify intent · Updated <R21> to include M2.5 x 8mm screws · Revised <R27> to eliminate mandatory enable/disable tests · Added two new bullet points to <T19> to clarify the advancement procedure after the maximum number
of ties in Elimination Matches is reached · Updated <T23> to include leagues · Updated <RSC4> to clarify intent · Updated <VUG2a> to clarify that <SC7a> does not apply to all Robots in a VURC Match, and added a bullet
point to clarify intent · Minor typo/formatting fixes
Version 2.0 – September 3, 2024 · Changed the Field tape layout so that Corners are now triangular · Changed the starting Ring configuration; the Ring stacks that begin in the right Corner along each Alliance
Station wall have been flipped · Added Figure FO-3, to show the recommended locations of referees, and the field monitor · Rewrote the definition of Corner to account for the new tape layout · Added Significant Q&A boxes and bullets throughout the manual · Add Violation notes and clarifications to <S1>, <S2>, <G1>, <G2>, <G4>, <R28>, and <T1> to clarify intent · Rewrote <SC3> and updated its figures so that Rings can still be Scored while in contact with a foam tile
or a Robot of the same color · Rewrote <SC5> to provide new criteria for Placed Mobile Goals, and tiebreakers if more than one Mobile
Goal ends a Match in the Corner · Updated <SC8> to include the Autonomous Win Point tasks for World Championship qualifying events · Updated <SG2> to clarify intent · Revised <SG3> to clarify that Robots may not break more than two Planes of the Ladder at any time · Rewrote <SG4> to only apply to opponent’s Scoring Objects · Updated <SG6> to clarify that Robots may posses two (2) Rings and one (1) Mobile Goal at one time · Updated <SG11> to change the Positive Corner protection period to fifteen (15) seconds · Changed <T10g> to state that Mobile Goal orientation should be consistent · Added Elimination Match tiebreaker criteria to <T19> · Added a new Violation note to <RSC1> to clarify that Violations that occur in Robot Skills Matches do not
carry over to Head-to-Head Matches · Updated <RSC3c> to clarify that preloads must be used · Added rule <RSC9>, stating that there is no penalty for removing Scoring Objects from the field during
Robot Skills Matches · Updated <VUT7c> to clarify intent of Student eligibility · Minor typo/formatting fixes
Version 1.1 – August 6, 2024
· Added Grey Boxes throughout the manual to highlight significant Q&As pertaining to individual rules
· Rewrote the definition of Plowing
· Updated <SG2> with new verbiage and figures to clarify intent
· Updated <SG5c> to include Scoring Objects
· Updated <SG10> to clarify Scoring for Rings that end the Match on the opposing color Alliance Wall Stake
· Updated <SG11> to clarify intent
· Minor typo / formatting fixes
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VEX V5 Robotics Competition High Stakes – Game Manual
Version 1.0 – June 25, 2024 · Changed the Field layout such that Positive Corners and Negative Corners are now on the same side
of the Field, rather than catercornered · Updated Figures throughout the manual to display the new Corner layout · Added a new definition of “Plane” · Expanded <SC3> to clarify that Rings can only be counted for points once, even in situations where
they qualify as Scored on multiple Stakes · Updated Figures SC7-1 and SG3-1 to show Planes · Updated <SC7di> to clarify intent · Revised <SC8> to clarify the Autonomous Win Point requirements · Added a new rule, <SC9>, that adds a 2-point bonus per Climb for whichever Alliance has a Ring
Scored on the High Stake at the end of a Match · Updated <SG2> to clarify that Robots may expand beyond their starting size and configuration · Added an additional bullet to <SG3> and updated the red box to clarify intent · Added an additional Violation Note to <SG4> to state that a Team will receive a Major Violation for
removing three (3) or more Rings from the Field in a single Match · Rewrote <SG5c> to clarify that preloads cannot start in a Scored location or in contact with Stakes · Updated <SG9> to clarify that Teams cannot negate an opponent’s Climb by contacting their Robot
with a Mobile Goal · Added a new rule, <SG11>, to add a 10 second protection to Positive Corners at the end of a Match · Updated <R10bi> to clarify intent regarding License Plates showing the wrong color · Added two new bullets to <RSC3> to clarify that the blue Alliance Stake may be used in Robot Skills
Matches, and that Positive Corners aren’t protected at the end of a Match · Updated <VUG1c> to reflect changes in <SG3> · Added Section 7, VEX AI Robotics Competition · Minor typo / formatting fixes
Version 0.2 – June 4, 2024 · Updated Figure SC3-2 to show a different angle that more clearly shows the Scored Rings · Updated <SC8> to clarify that at least one Robot must be touching the Ladder · Added a bullet to <SG5> to clarify that preloads may not start in a Scored location · Updated <SG6> to clarify Possession limits · Deleted <SG6a>; <SG6a-i> was moved into the main part of the rule · Updated the Violation Note of <SG6> to clarify that an intentional Violation will be considered a
Major Violation, rather than Match Affecting · Updated <R16e> to clarify that <R8d> is an exception · Updated <T10d> and <T10e> to clarify Ring and Mobile Goal weights · Updated <RSC4> to clarify intent, and added a new bullet point · Minor typo / formatting fixes
Version 0.1 – April 30, 2024 · Initial Release
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Quick Reference Guide
<SC1> <SC2> <SC3> <SC4> <SC5> <SC6> <SC7> <SC8> <SC9>
Scoring Rules All Scoring statuses are evaluated after the Match ends. Scoring of the Autonomous Bonus is immediately after the Autonomous Period ends Scored on a Stake criteria Top Ring criteria Placed in a Corner criteria Corner modifiers to Scored Rings Climbed to a Level criteria Autonomous Win Point High Stake bonus
<S1> <S2> <S3> <S4> <S5>
Safety Rules Be safe out there Students must be accompanied by an Adult Stay inside the Field Wear safety glasses Each Student Team member must have a completed participant release form on file
<G1> <G2> <G3> <G4> <G5> <G6> <G7> <G8> <G9> <G10> <G11> <G12> <G13> <G14> <G15> <G16> <G17>
General Game Rules Treat everyone with respect V5RC is a Student-centered program Use common sense The Robot must represent the skill level of the Team Robots begin the Match in the starting volume Keep your Robots together Don’t clamp your Robot to the Field Only Drive Team Members, and only in the Alliance Station Hands out of the Field Controllers must stay connected to the Field Autonomous means “no humans” All rules still apply in the Autonomous Period Don’t destroy other Robots Offensive Robots get the “benefit of the doubt” You can’t force an opponent into a penalty No Holding for more than a 5-count Use Scoring Objects to play the game
Copyright 2025, VEX Robotics Inc. Version 3.0 – Released January 28, 2024
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<SG1> <SG2> <SG3> <SG4> <SG5> <SG6> <SG7> <SG8> <SG9> <SG10> <SG11>
Specific Game Rules Starting a Match Horizontal expansion is limited Vertical expansion is limited Keep Scoring Objects in the field Each Robot gets one Ring as a preload Possession is limited to two Rings and/or one Mobile Goal Don’t cross the Autonomous Line Engage with the Autonomous Line at your own risk Don’t remove opponents from the Ladder Alliance Wall Stakes are protected Positive Corners are protected during the endgame
Robot Rules
<R1> One Robot per Team
<R2> Robots must represent the Team’s skill level
<R3> Robots must pass inspection
<R4> Robots must fit within an 18″ x 18″ x 18″ volume
<R5> Robots may only expand horizontally in one direction
<R6> Robots must be safe
<R7> Robots are built from the VEX V5 system
<R8> Certain non-VEX components are allowed
<R9> Decorations are allowed
<R10> Officially registered Team numbers must be displayed on Robot license plates
<R11> Let go of Scoring Objects after the Match
<R12> Robots have one Brain
<R13> Motors are limited
<R14> Electrical power comes from VEX batteries only
<R15> No modifications to electronic or pneumatic components are allowed
<R16> Most modifications to non-electrical components are allowed
<R17> Robots use VEXnet
<R18> Give the radio some space
<R19> A limited amount of custom plastic is allowed
<R20> A limited amount of tape is allowed
<R21> Certain non-VEX fasteners are allowed
<R22> New VEX parts are legal
<R23> Pneumatics are limited
<R24> One or two Controllers per Robot
<R25> Custom V5 Smart Cables are allowed
<R26> Keep the power button accessible
<R27> Use a “Competition Template” for programming
<R28> There is a difference between accidentally and willfully violating a Robot rule
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<T1> <T2> <T3> <T4> <T5> <T6> <T7> <T8> <T9> <T10> <T11> <T12> <T13> <T14> <T15> <T16> <T17> <T18> <T19> <T20> <T21> <T22> <T23> <T24>
Tournament Rules Head Referees have final authority on all gameplay and Robot ruling decisions Head Referees must be qualified The Drive Team is permitted to immediately appeal a Head Referee’s ruling Event Partners have final authority regarding all non-gameplay decisions A Team’s Robot and/or Drive Team Member should attend every Match Robots at the field must be ready to play Match replays are allowed, but rare Disqualifications Each Elimination Alliance gets one three-minute Time Out Be prepared for minor Field variance Fields may be repaired at the Event Partner’s discretion The red Alliance places last Qualification Matches follow the Match Schedule Each Team will have at least six Qualification Matches Qualification Matches contribute to a Team’s ranking for Alliance Selection Qualification Match tiebreakers Send a Student representative to Alliance Selection Each Team may only be invited once to join one Alliance Elimination Matches follow the Elimination Bracket Elimination Matches are a blend of “Best of 1” and “Best of 3” Small tournaments have fewer Alliances Fields at an event must be consistent with each other There are three types of field control that may be used There are two types of Field Perimeter that may be used
<RSC1> <RSC2> <RSC3> <RSC4> <RSC5> <RSC6> <RSC7> <RSC8> <RSC9>
Robot Skills Challenge Rules All rules from “The Game” section still apply, unless otherwise noted Skills Match Schedule Robots must start the Robot Skills Match in a legal starting position for the red Alliance Blue Rings may only be Scored as Top Rings on Stakes. Any red Ring Scored above a blue Ring on the same Stake will not have a point value Top Ring criteria No Corner Modifiers Skills Challenge Fields do not require the same modifications as the Head-to-Head Fields No penalty for removing Mobile Goals or Rings from the field during a Robot Skills Match.
VURC Game Rules
<VUG1> Different expansion
<VUG2> Different Climbing <VUG3> Different autonomous
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VURC Robot Rules <VUR1> Teams may use two (2) Robots in each Match <VUR2> Teams may use any official VEX Robotics products <VUR3> Fabricated Parts <VUR4> Fabricated Parts must be made from legal Raw Stock <VUR5> Raw Stock <VUR6> Fabricated Parts may not be made from Raw Stock which poses a safety or damage risk <VUR7> Fabricated Parts must be made by Team members <VUR8> Springs <VUR9> Fasteners <VUR10> One (1) V5 Robot Brain and up to two (2) V5 Robot Radios <VUR11> No motor restrictions <VUR12> No sensor and other Additional Electronics restrictions <VUR13> Unlimited amount of the following commercially available pneumatic components <VUR14> Teams may use commercially available bearings on their Robot
<VUT1> <VUT2> <VUT3> <VUT4> <VUT5> <VUT6> <VUT7>
VURC Tournament Rules VURC Matches will be played 1-Team vs. 1-Team Qualification Matches will be conducted in the 1v1 format Elimination Matches will be conducted without an Alliance Selection The Autonomous Period at the beginning of each Head-to-Head Match will be 30 seconds The Driver Controlled Period is shortened to 90 seconds Each Robot is allowed up to three (3) Drive Team Members in the Alliance Station VURC Student eligibility
VURC Robot Skills Rules <VURS1> Different Field layout for VURC Robot Skills Matches <VURS2> Both Robots must start in legal starting positions for the red Alliance <VURS3> There are no preloads in VURC Robot Skills Matches <VURS4> Scored Blue Ring criteria
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<VAIG1> <VAIG2> <VAIG3> <VAIG4>
VEX AI Game Rules All <VUGx>, <SCx>, and <Sx> and rules apply as written Drive Team Members are not permitted to interact with their Robots in any way Teams are responsible for the actions of their Robots throughout the entirety of a Match Robots may only Climb the Ladder on their Alliance’s side of the Autonomous Line
<VAIT1> <VAIT2> <VAIT3>
VEX AI Tournament Rules The following VURC rules apply as written VAIRC Teams may consist of Students that fall into one of the following categories Students may only participate on one (1) VAIRC Team in a given season
<VAIR1> <VAIR2> <VAIR3>
VEX AI Robot Rules All <VURx> rules apply as written. Any components used for AI vision processing, are considered Additional Electronics Crossover Teams are encouraged to build separate Robots, but it is not required
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Introduction
Overview
This section provides an introduction to the VEX V5 Robotics Competition (V5RC) and V5RC High Stakes.
The VEX V5 Robotics Competition
Our world faces a serious problem. It’s a problem that, without explicit and intentional action, will eventually stagnate global progress and lead to a workforce that is unmotivated and ill-equipped to solve its future problems. As the world grows more technologically complex, the challenges we face every day will continue to escalate along with it. A cell phone has more failure modes than a landline. The internals of an electric vehicle are more difficult to comprehend than a V8 combustion engine. Unmanned drone legislation is more nuanced than defining a maximum speed limit.
Dubbed “the STEM problem,” the situation is equally simple to understand, yet difficult to solve. In many cases, the traditional methods of teaching science, technology, engineering, and math (STEM) will not be enough to adequately prepare students for this complex world. This is often coupled with the unfortunate reality that by the time they reach an age capable of grasping these critical topics, students may have already determined that they are “not cool” or “boring.” Without the skills or passion necessary to approach these problems in an educated manner, you cannot possibly expect to be productive in making forward progress or even sustaining the status quo.
The VEX V5 Robotics Competition exists to solve this problem. Through its uniquely engaging combination of teamwork, problem solving, and scientific discovery, the study of competitive robotics encompasses aspects of STEM. You’re not building VEX robots because your future job will involve tightening shaft collars on a metal bar–you’re executing an engineering design and problem-solving process that resembles the same mindset used by rocket scientists, brain surgeons, and inventors around the world. VEX V5 Robotics Competition High Stakes is not just a game that we invented because it is fun to play–it is a vehicle for teaching (and testing) teamwork and perseverance in the face of hardship, and provides a methodology to approach and solve new challenges with confidence.
Contained in this manual are the rules that shape V5RC High Stakes. These rules are designed to simulate the constraints that will outline any real-world project. They are intended to promote creativity without punishing innovation. They are balanced to promote fair play while encouraging competition.
We encourage you to keep in mind that a VEX V5 Robotics Competition game is more than just a set of game objectives worth varying amounts of points. It is an opportunity to hone the lifelong skills that will characterize the problem-solving leaders of tomorrow.
Good luck, and we’ll see you on the playing field!
Sincerely,
The VEX Robotics Game Design Committee, composed of members from the Robotics Education & Competition Foundation, DWAB Technology, and VEX Robotics
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Copyright 2025, VEX Robotics Inc. Version 3.0 – Released January 28, 2024
VEX V5 Robotics Competition High Stakes – Game Manual
V5RC High Stakes: A Primer
VEX V5 Robotics Competition High Stakes is played on a 12’x12′ square Field, set up as illustrated in the figures throughout. In Head-to-Head Matches, two (2) Alliances–one (1) “red” and one (1) “blue”–composed of two (2) Teams each, compete in Matches consisting of a fifteen (15) second Autonomous Period followed by a one minute and forty-five second (1:45) Driver Controlled Period. The object of the game is to attain a higher score than the opposing Alliance by Scoring Rings on Stakes, Placing Mobile Goals, and Climbing at the end of the Match. An Autonomous Win Point is awarded to any Alliance that completes four (4) assigned tasks by the end of the Autonomous Period. An Autonomous Bonus is awarded to the Alliance that has the most points at the end of the Autonomous Period. Teams may also compete in Robot Skills Matches, where one (1) Robot tries to score as many points as possible. See Section 5 for more information.
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About the Game Manual – A Note from the GDC
This Game Manual contains everything there is to know about this season’s game, V5RC High Stakes. It is intended to be a resource for all Teams, Head Referees, Event Partners, and other members of the V5RC community. The rules contained in the following pages can be thought of as “constraints” that define this game, just as engineers begin any design project by defining their constraints. At the beginning of a season, “constraints” are all we have. We don’t know what the winning Robot, best strategy, or most-frequentlyviolated rule will be any more than you do. Isn’t that exciting? When exploring a new game, please approach this Game Manual with that mentality of looking at rules as “constraints.” The Game Manual contains the full and complete list of constraints that are available for a competitor to strategize, design, and build their Robots. Obviously, all Teams must adhere to these rules, and any stated intents of these rules. However, beyond that, there is no “right” way to play. There are no hidden restrictions, assumptions, or intended interpretations beyond what is written here. So, it is up to you, the competitor, to find the path through these constraints that best suits your team’s goals and ambitions.
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VEX V5 Robotics Competition High Stakes – Game Manual
Updates
This manual will have a series of “major” and “minor” updates over the course of the season. Each version is official and must be used in official V5RC events until the release of the next version, upon which the previous version becomes void.
The latest version of the Game Manual can always be found at: https://link.vex.com/docs/24-25/v5rc-high-stakes/GameManual
Known major release dates are as follows:
April 30, 2024 May 14, 2024
June 4, 2024
Version 0.1 N/A
Version 0.2
June 25, 2024 Version 1.0
August 6, 2024 Version 1.1
Sept. 3, 2024 Version 2.0
Oct. 8, 2024 Dec. 3, 2024
Version 2.1 Version 2.2
January 28, 2025 Version 3.0
April 2, 2025 Version 4.0
Initial game release Official Q&A system opens Minor typographical errors or formatting issues found in the initial release. Very few rule changes are expected May include gameplay or rule changes inspired by input from the official Q&A system and the VEX community Clarification / minor update May include gameplay or rule changes inspired by early-season events Clarification / minor update Clarification / minor update May include gameplay or rule changes inspired by mid-season events May include gameplay or rule changes pertaining specifically to the VEX Robotics World Championship
In addition to these known major updates, there may also be unscheduled updates released throughout the season if deemed critical by the GDC. Any unscheduled updates will always be released on a Tuesday, no later than 5:00 PM CST (11:00 PM GMT). These updates will be announced via the VEX Forum, automatically pushed to the V5RC Hub app, and shared via VEX Robotics / REC Foundation social media & email marketing channels.
Game Manual updates are effective immediately upon release; it is every Team’s responsibility to be familiar with all rules and updates. There are no “grace periods” if an update prohibits a previously legal part, mechanism, or strategy.
Note: REC Foundation Regional Support Managers will contact Event Partners involved with multi-week league events that “cross over” an update, and/or Event Region Championships that
occur within 2 weeks of an update. If a rule change impacts their event (such as a Robot which previously passed inspection no longer being legal), these cases will be reviewed individually depending on the context of the event and the rule that has changed. Exceptions may also be available for non-US championship events that occur within one (1) week of an update. These are the only possible “grace period” exceptions.
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The Q&A System
When first reviewing a new robotics game, it is natural to have questions about situations which may not be immediately clear. Navigating the Game Manual and seeking out answers to these questions is an important part of learning a new game. In many cases, the answer may just be in a different place than you first thought–or, if there is no rule explicitly prohibiting a gameplay strategy, then that usually means it is legal!
However, if a Team is still unable to find an answer to their question after closely reviewing the relevant rules, then every Team has the opportunity to ask for official rules interpretations and clarifications in the VEX Robotics Question & Answer System. These questions may be posted by an Adult via the RobotEvents account that is associated with that Team.
All responses in this Q&A system should be treated as official rulings from the VEX Robotics Game Design Committee, and they represent the correct and official interpretation of the VEX V5 Robotics Competition Rules. The Q&A system is the only source besides the Game Manual for official rulings and clarifications, and is functionally an extension of the Game Manual. Like Game Manual updates, Q&A rulings are effective immediately upon release.
The VEX V5 Robotics Competition Question & Answer System can be found here.
Before posting on the Q&A system, be sure to review the Q&A Usage Guidelines.
1. Read and search the manual before posting. 2. Read and search existing Q&As before posting. 3. Quote the applicable rule from the latest version of the manual in your question. 4. Make a separate post for each question. 5. Use specific and appropriate question titles. 6. Questions will (mostly) be answered in the order they were received. 7. This system is the only source for official rules clarifications.
If there are any conflicts between the Game Manual and other supplemental materials (e.g., Referee Certification courses, the V5RC Hub app, etc.), the most current version of the Game Manual takes precedence.
Similarly, it can never be assumed that definitions, rules, or other materials from previous seasons apply to the current game. Q&A responses from previous seasons are not considered official rulings for the current game. Any relevant clarifications that are needed should always be re-asked in the current season’s Q&A.
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VEX V5 Robotics Competition High Stakes – Game Manual
The Game
Field Overview
The VEX V5 Robotics Competition High Stakes field consists of the following: · Five (5) Mobile Goals, each with one (1) Stake · Four (4) Wall Stakes, one (1) per Alliance and two (2) neutral · One (1) Ladder, with three (3) Levels and one (1) High Stake · Forty-eight (48) Rings, twenty-four (24) of each color · Four (4) Corners, two (2) Positive and two (2) Negative
Figure FO-1: Top view of the Field in its starting configuration, with highlighted Mobile Goals (orange), Alliance Stations (yellow), Corners (Green), and the Ladder (pink).
Note: The illustrations in this section of the Game Manual are intended to provide a general visual understanding of the game. Teams should refer to official field specifications, found in Appendix
A, for exact field dimensions, a full field bill of materials, and exact details of field construction. 6
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Figure FO-2: Top view of the Field in its starting configuration, with highlighted Rings (Red / Blue).
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Figure FO-3: The recommended locations of the Field Monitor (green), Head Referee (black & white stripes), and Scorekeeper Referees (black & white checkerboard).
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VEX V5 Robotics Competition High Stakes – Game Manual
General Definitions
Adult Anyone who is not a Student or another defined term (e.g., Head Referee).
Alliance A pre-assigned grouping of two (2) Teams that are paired together during a given Match.
Alliance Station The designated regions where the Drive Team Members must remain for the duration of the Match.
Autonomous Bonus A point bonus awarded to the Alliance that has earned the most points at the end of the Autonomous Period. See <SC2> for more information.
Autonomous Win Point An additional Win Point awarded to any Alliance that has completed a defined set of tasks at the end of the Autonomous Period of a Qualification Match. See <SC8> for more information.
Disablement A penalty applied to a Team for a safety Violation. A Team that receives a Disablement is not allowed to operate their Robot for the remainder of the Match, and the Drive Team Member(s) will be asked to place their controller(s) on the ground.
Disqualification A penalty applied to a Team for a Major Violation. A Team that receives a Disqualification in a Qualification Match receives zero (0) Win Points, (0) Autonomous Win Points, (0) Autonomous Points, and (0) Strength of Schedule Points. When a Team receives a Disqualification in an Elimination Match, the entire Alliance is Disqualified and they receive a loss for the Match. At a Head Referee’s discretion, repeated Violations and/or Disqualifications for a single Team may lead to its Disqualification for the entire tournament (see <T8>). A Team that receives a Disqualification in a Driving Skills Match or Autonomous Coding Skills Match receives a score of zero (0) for that Robot Skills Match.
Drive Team Member(s) A Student who stands in the Alliance Station during a Match. Adults are not allowed to be Drive Team Members. See rules <G8>, <G9>, and <G10>.
Entanglement A Robot status. A Robot is Entangled if it has grabbed, hooked, or attached to an opposing Robot or a Field Element. See rule <G13>.
Field The entire playing Field, comprising the Floor and the Field Perimeter.
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Field Element The Field, white tape, Ladder, Wall Stakes, and all supporting structures or accessories (such as Alliance Station posts, field monitors, etc.).
Field Perimeter The outer part of the Field, made up of twelve (12) straight sections.
Floor The interior flat part of the playing Field, made up of six (6) grey foam field tiles wide by six (6) grey foam field tiles long (totaling thirty-six (36) field tiles) that are within the Field Perimeter.
Game Design Committee (GDC) The creators of V5RC High Stakes, and authors of this Game Manual. The GDC is the only official source for rules clarifications and Q&A responses; see Section 1.
Holding A Robot status; see rule <G16> for more information. A Robot is considered to be Holding if it meets any of the following criteria during a Match:
· Trapping Limiting the movement of an opponent Robot to a small or confined area of the Field, approximately the size of one foam field tile or less, without an avenue for escape. Note that if a Robot is not attempting to escape, it is not considered Trapped.
· Pinning Preventing the movement of an opponent Robot through contact with the Field Perimeter, a Field or Game Element, or another Robot.
· Lifting Controlling an opponent’s movements by raising or tilting the opponent’s Robot off of the foam tiles.
If the Head Referee determines that the opponent Robot is not attempting to move or escape, then it is not considered Pinned or Trapped. This commonly occurs when the Robot has malfunctioned and lost the ability to move.
This criteria is not required for Lifting; the Holding status begins as soon as the opponent becomes Lifted.
Match A set time period, consisting of Autonomous and/or Driver Controlled Periods, during which Teams play a defined version of High Stakes to earn points. See Section 4.
· Autonomous Period A time period during which Robots operate and react only to sensor inputs and pre-programmed commands.
· Driver Controlled Period A time period during which Drive Team Members operate their Robot via remote control.
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VEX V5 Robotics Competition High Stakes – Game Manual
Match Type
Participants
Head-to-Head
Two Alliances (red/blue), each composed of two Teams, with one Robot each
Driving Skills Match
Autonomous Coding Skills
Match
VURC
VEX AI
One Team, with one Robot
One Team, with one Robot
Two Teams (red/blue), with two Robots each Two Teams, (red/blue), with two Robots each, utilizing the VEX GPS and VEX AI Camera
Pertinent Rules
Scoring (“SC”), Game (“G”), and Specific Game (“SG”) sections
Section 5
Section 5
Section 6
Section 7*
Autonomous Period (m:ss)
Driver Controlled Period (m:ss)
0:15
1:45
None 1:00 0:30 0:30
1:00 None 1:30 1:30
*Note: The time periods in VAIRC are referred to as the Isolation Period and the Interaction Period.
Robot A machine that has passed inspection, designed by Student Team Members to execute one or more tasks autonomously and/or by remote control from a Drive Team Member.
Student A person is considered a Student if they meet both of the following criteria:
1. Anyone who is earning or has earned credit toward a secondary school (i.e., high school) diploma, certificate, or other equivalent during the six (6) months preceding the VEX Robotics World Championship. Courses earning credits leading up to high school would satisfy this requirement.
2. Anyone born after May 1, 2005 (i.e., who will be 19 or younger at VEX Worlds 2025). Eligibility may also be granted based on a disability that has delayed education by at least one year. · Middle School Student A Student born after May 1, 2009 (i.e., who will be 15 or younger at VEX Worlds 2025). Any Students who meet this criteria may also compete as High School Students. · High School Student Any eligible Student that is not a Middle School Student.
Team One or more Students make up a Team. · A Team is classified as a Middle School Team if all members are Middle School Students. · A Team is classified as a High School Team if any of its members are High School Students, or if the Team is made up of Middle School Students who declare themselves “playing up” as High School Students by registering their Team as a High School Team.
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· Once a Team has competed in an event as a High School Team, that Team may not change back to a Middle School Team for the remainder of the season.
· Teams may be associated with schools, community/youth organizations, or groups of neighborhood Students.
In the context of this Game Manual, Teams contain three types of Student roles related to Robot build, design, and coding. See <G2> and <G4> for more information. Adults may not fulfill any of these roles.
· Builder The Student(s) on the Team who assemble(s) the Robot. Adults are permitted to teach the Builder(s) how to use concepts or tools associated with Robot construction, but may never work on the Robot without the Builder(s) present and actively participating.
· Coder The Student(s) on the Team who write(s) the computer code that is downloaded onto the Robot. Adults are permitted to teach the Coder(s) how to use concepts or tools associated with programming, but may never work on the code that goes on the Robot without the Coder(s) present and actively participating.
· Designer The Student(s) on the Team who design(s) the Robot. Adults are permitted to teach the Designer(s) how to use concepts or tools associated with design, but may never work on the design of the Robot without the Designer(s) present and actively participating.
Violation The act of breaking a rule in the Game Manual.
· Minor Violation A Violation which does not result in a Disqualification. Accidental, momentary, or otherwise non Match Affecting Violations are usually Minor Violations.
Minor Violations usually result in a verbal warning from the Head Referee during the Match, which should serve to inform the Team that a rule is being Violated before it escalates to a Major Violation.
· Major Violation A Violation which results in a Disqualification. Unless otherwise noted in a rule, all Match Affecting Violations are Major Violations. If noted in the rule, egregious or intentional Violations may also be Major Violations. Multiple Minor Violations within a Match or tournament may escalate to a Major Violation at the Head Referee’s discretion.
· Match Affecting A Violation which changes the winning and losing Alliance in the Match. Multiple Violations within a Match can cumulatively become Match Affecting. When evaluating if a Violation was Match Affecting, Head Referees will focus primarily on any Robot actions that were directly related to the Violation.
Determining whether a Violation was Match Affecting can only be done once the Match is complete and the scores have been calculated.
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Some rules include Violation Notes in red italicized text to denote special circumstances or provide additional clarifications. If no Violation Notes are found in a given rule, then it should be assumed that the above “default” definitions apply. To determine whether a Violation may have been Match Affecting, check whether the Team who committed the Violation won or lost the Match. If they did not win the Match, then the Violation could not have been Match Affecting, and it was very likely a Minor Violation. See the flowchart below for more information.
Figure V-1: The process for determining whether or not an infraction should result in a Major Violation or Minor Violation.
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Game-Specific Definitions
Autonomous Line The pair of white tape lines that run across the field, and the space between those lines. See <SG7> for more information.
Corner One of four 12″ (304.8 mm) x 12″ (304.8 mm) triangular sections of the Field in which Mobile Goals can be Placed. Each Corner is an infinitely tall three-dimensional volume bordered by the inner edges of the Field Perimeter and the outer edge of the associated white tape line.
· Negative Corner – A Corner of the field, designated by the “-” sign on the stickers applied to the top of the Field Perimeter. See <SC5> and <SC6>.
· Positive Corner – A Corner of the field, designated by the “+” sign on the stickers applied to the top of the Field Perimeter. See <SC5> and <SC6>.
Figure C-1: A depiction of the Corner’s boundaries.
Figure C-2: A Negative Corner.
Figure C-3: A Positive Corner.
Climb A Robot action. A Robot is considered to be Climbing if it has intentionally grasped, grabbed, or attached itself to the bottom/black rung of the Ladder and/or a higher point of the Ladder. In most cases, this means a Robot mechanism will be reacting against multiple sides of a rung or vertical section in an effort to latch, clamp, or hook onto the Ladder. See <SC7> for the criteria for a Robot to be considered to have Climbed to a Level.
Ladder A 36″ (914.4 mm) x 36″ (914.4 mm) x 46″ (1168.4 mm) structure located in the center of the field. The Ladder has four vertical posts, and three sets of horizontal rungs at 18″ (457.2 mm), 32″ (812.8 mm), and 46″ (1168.4 mm) to denote the three Climbing Levels. There is also a single High Stake atop the vertical post nearest the audience side of the Field, at the 180 degree mark on a GPS strip. All supporting structures, hardware, and the High Stake are considered part of the Ladder.
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Figure L-1: The Ladder.
Figure L-2: A depiction of the heights for each Level of the Ladder.
Level A status used for scoring and expansion rules. See <SC7> and <SG3>.
Mobile Goal One of five (5) large Scoring Objects, each with a Stake in the center. Mobile Goals are hexagonal, with a maximal diameter of 10″ (254 mm) and an overall height of 14.5″ (368.3 mm). The Stake is considered part of the Mobile Goal.
Figure MG-1: A depiction of a Mobile Goal.
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Placed A Mobile Goal status. See <SC5>.
Plane An imaginary horizontal surface that divides the vertical space between two Levels, and expands infinitely across the Field.
Plowing A Robot / Scoring Object status. A Robot is considered to be Plowing a Scoring Object if the Robot is intentionally moving it in a preferred direction with a flat or convex face of the Robot or with another Scoring Object.
Possession A Robot / Scoring Object status. A Scoring Object is considered Possessed by a Robot if a Robot’s change in direction would result in controlled movement of the Scoring Object. This typically requires at least one of the following to be true:
· The Scoring Object is fully supported by the Robot. · The Robot is moving the Scoring Object in a preferred direction with a concave face of the Robot
(or inside of a concave angle formed by multiple mechanisms/faces of the Robot). · The Robot is holding the Scoring Object against the Floor or a Field Element.
The difference between Possession and Plowing is analogous to the difference between the terms “controlling” and “moving.”
Ring A hollow red or blue torus-shaped plastic object with an outer diameter of 7″ (177.8 mm), an inner “hole” diameter of 3″ (76.2 mm), and a thickness (or “tube diameter”) of 2″ (50.8 mm).
Figure R-1: A depiction of red and blue Rings.
Scored A Ring status. See <SC3>.
Scoring Object A Ring or Mobile Goal.
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Stake A vertical ½” (12.7 mm) Schedule 40 PVC pipe (black, yellow, red or blue) with a compliant barb at the top, used for Scoring Rings. There are ten (10) Stakes:
· Five (5) neutral Stakes in Mobile Goals, which fit six (6) Rings each · Two (2) Alliance Wall Stakes, one per Alliance, which fit two (2) Rings each · Two (2) neutral Wall Stakes, which fit six (6) Rings each · One (1) neutral High Stake, which fits one (1) Ring
Stake
Image
Color
Location
Max # of Rings
Neutral Mobile Goal Stake
Yellow
Mobile Goals
6
Alliance Wall Stake
Field walls parallel
Red / Blue
to Alliance
2
Stations
Neutral Wall Stake
Field walls
Black / Yellow
perpendicular to
6
Alliance Stations
High Stake
Yellow
Top of Ladder
1
Starting Line An infinite vertical plane aligned with the outside edge (closest to the Ladder) of the white tape line that runs parallel to each Alliance Station. See <SG1>.
Top Ring A Ring status. See <SC4>.
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Scoring
Autonomous Bonus Each Ring Scored on a Stake
Each Top Ring on a Stake Ring Scored on High Stake
Climb – Level 1 Climb – Level 2 Climb – Level 3 Each Ring Scored on a Mobile Goal Stake that has been Placed in a Corner
6 Points 1 Point 3 Points See <SC9> 3 Points 6 Points 12 Points
See <SC6>
<SC1> All Scoring statuses are evaluated after the Match ends. Scores are calculated 5 seconds after the Match ends, or once all Scoring Objects, Field Elements, and Robots on the Field come to rest, whichever comes first.
a. This 5 second delay is intended to be the only permitted “benefit of the doubt” for last-second scoring actions. If an object or Robot is still in motion and “too close to call” between two states at the 5-second mark, then the less advantageous of the two states should be awarded to the Robot(s) in question. For example:
i. A Robot which has Climbed on the Ladder but is slowly drooping down, and crosses a Level threshold right at 5 seconds, would be considered in the lower of the two Levels.
ii. A Ring which slowly slides out of a Robot’s mechanism and lands on a Stake right at 5 seconds would not be considered Scored.
b. At the end of the Match, the on-screen timer displayed by Tournament Manager will hold the current Match information and “0:00” for 5 seconds before moving to queue the next Match. This should be the primary 5-second visual cue used by Teams and Head Referees.
c. This 5 second delay is only intended to be a “benefit of the doubt” grace period, not an extra 5 seconds of Match time. Robots which are designed to strategically exploit this grace period will receive a Minor Violation, and any post-Match movement will not be included in score calculation (i.e., the Match will be scored as it was at 0:00).
<SC2> Scoring of the Autonomous Bonus is evaluated immediately after the Autonomous Period ends (i.e., once all Scoring Objects, Field Elements, and Robots on the Field come to rest).
a. Climb points and Corner modifiers are not included in the calculation of an Alliance’s score for the purposes of determining the Autonomous Bonus.
b. If the Autonomous Period ends in a tie, including a zero-to-zero tie, each Alliance will receive an Autonomous Bonus of three (3) points.
c. Any rule Violations, Major or Minor, during the Autonomous Period will result in the Autonomous Bonus being awarded to the other Alliance. If both Alliances violate rules during the Autonomous Period, no Autonomous Bonus will be awarded. 18
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<SC3> A Ring is considered Scored on a Stake if it meets the following criteria: a. The Ring is “encircling” a Stake. In this context, “encircling” means that any part of the Stake is at least partially within the volume defined by the inner edges of the Ring. i. Each Ring can only be counted for points once, even in cases where the Ring qualifies as Scored on multiple Stakes. ii. If multiple Stakes are encircled by the same Ring, Top Rings will not be awarded for those Stakes. iii. If multiple Stakes are encircled by the same Ring and either of those Stakes is on a Mobile Goal that is Placed in a Corner, that Ring should earn the points for the Stake that is not Placed in the Corner (i.e., that Ring should be Scored as 1 point, and not modified by the Corner). Intentionally causing a Ring to be Scored on multiple Stakes will, at minimum, receive a Minor Violation. b. The Stake does not exceed its total permitted number of Rings (see definition of Stake). In the event of too many Rings on a Stake, the “highest” Ring(s) will not be considered Scored on the Stake. If the “highest” Ring(s) cannot be determined, neither/none of those Rings will be considered Scored on the Stake.
Note: There is no requirement for a Mobile Goal to be upright in order for its Rings to be considered Scored. Contact with any other Field Elements or Rings is irrelevant.
Significant Q&As: · 2060 – Opposing color Ring will not count as Scored on an Alliance Wall Stake · 2166 – A Ring that is only encircling part of the flexible top can still count as Scored · 2315 – How to decide whether a Ring is encircling a Stake
Figure SC3-1: The six (6) green highlighted Rings would be considered as Scored, because they are “encircling” a Stake. The three (3) red
highlighted Rings would not be considered as Scored, because they exceed the permitted number of Rings on the Mobile Goal Stake.
Figure SC3-2: Even though the Mobile Goal is not upright, the six (6) green highlighted Rings would be considered as Scored, because they meet all the other criteria listed above. The red highlighted Ring would not be considered as “Scored” because it is not “encircling” the Stake.
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<SC4> A Ring is considered a Top Ring if it meets the following criteria:
a. The Ring is Scored on a Stake (i.e., meets all criteria in <SC3>). b. The Ring is the furthest Scored Ring from a given Stake’s base (i.e., Mobile Goal base or Field
Perimeter wall). c. There is no minimum number of Rings required; if only one Ring is Scored on a Stake, then it is still
considered that Stake’s Top Ring.
Note: A Ring that is considered a Top Ring does not also receive points for being Scored on a Stake; i.e., that Ring is worth 3 points, not a total of “3 + 1” points.
Note 2: If a Top Ring cannot be determined, but the two Rings in question are of the same color, then either of them may be considered the Top Ring. If the two Rings in question are of opposite colors, then that Stake will have no Top Rings.
<SC5> A Mobile Goal is considered Placed in a Corner if it meets the following criteria:
a. The Mobile Goal base (any part of the Mobile Goal that is not the Stake or the flexible top) is contacting the Floor or a white tape line.
b. Some portion of the flexible top of the Mobile Goal’s Stake is higher than the top edge of the Field Perimeter.
c. The Mobile Goal base is breaking the plane of the Corner.
Note: Only one Mobile Goal may be considered Placed in each Corner. If multiple Mobile Goals meet the above requirements in the same Corner, the following criteria will be used as a series of “tiebreakers” to determine which Mobile Goal is Placed. If a Head Referee determines that a tiebreaker is visually too close to call, the Mobile Goals will remain tied and the Head Referee should move to the next tiebreaker.
1. The Mobile Goal whose base extends farthest into the Corner is Placed. See Figure SC5-1. 2. The Mobile Goal whose Stake is most vertical (perpendicular to the Floor) is Placed. 3. The Mobile Goal whose flexible top extends farthest into the Corner is Placed. 4. If multiple Mobile Goals are still tied for the above criteria, then no Mobile Goal is considered
Placed in this Corner.
Significant Q&As: · 2321 – Contacting any part of the Field Floor or any tape line meets the criteria in
clause A · 2384 – There is no requirement that a Corner be otherwise empty for a Mobile Goal to
count as Placed
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Figure SC5-1: Per the first tiebreaker, and as shown by the arrows in the image, the base of the left Mobile Goal extends farther into the Corner. Therefore, the left Mobile Goal would be considered Placed in this Corner. Referees should assess this criteria by looking straight down onto the corner and tape line. The distance represented by the
arrows is evaluated perpendicular to the tape line.
<SC6> A Mobile Goal that has been Placed will result in the following Corner modifiers to its Scored Rings:
a. Placed in a Positive Corner i. Values of all Scored Rings on the Mobile Goal will be doubled. Scored Rings will receive two (2) points, and Scored Top Rings will receive six (6) points.
b. Placed in a Negative Corner i. Values of all Scored Rings on the Mobile Goal will be set to zero points. ii. For each Ring, an equivalent amount of points will be removed from that Alliance’s other Scored Rings. Scored Rings will remove (1) point, and Scored Top Rings will remove three (3) points. iii. This negator only applies to an Alliance’s “Ring points.” Points received for Climbing and the Autonomous Bonus cannot be removed.
Note: The impact of Corner modifiers is subject to change in any of the major Game Manual updates (June 25, 2024; September 3, 2024; January 28, 2025; and/or April 2, 2025).
Example Before Negative Corner
After Negative Corner
1
Blue: +6 Points Blue: +5 Points Blue: +6 Points Blue:-5 Points
Notes
Stake 2 was initially worth 5 points for the Blue Alliance, but is now worth negative 5 points
after being moved into the Negative Corner.
Blue: +1 Point
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Example Before Negative Corner
After Negative Corner
Notes
Even though
2
the net total is -1, you cannot
have negative
total points.
Blue: +4 Points Blue: +5 Points Blue: +4 Points Blue:-5 Points
Blue: 0 Points
Even though the
Blue Alliance has
no Top Rings, the
negative Top Ring
still removes three
3
points. Because none of the red
Alliance’s Rings
are Scored in the
Negative Corner,
their points are
not affected.
Red: +3 Points Blue: +4 Points
Blue: +4 Points
Red: +3 Points Blue: +4 Points
Blue: -4 Points
Red: +3 Points Blue: 0 Points
Corners do not
4
affect Climb or Autonomous
Bonus Points.
Blue: +3 Points Blue: +5 Points Blue: +3 Points Blue:-5 Points
+3 Points
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<SC7> A Robot is considered to have Climbed to a Level if it meets the following criteria: a. The Robot is contacting the Ladder. b. The Robot is not contacting any other Field Elements, including the gray foam tiles. c. The Robot’s lowest point is past that Level’s minimum height from the gray foam tiles. i. Each Level corresponds to a vertical section of the Ladder. For example, a Level 1 Climb represents a Robot whose lowest point is above the foam tiles, but not higher than the black rung of the Ladder. Significant Q&As: · 2093 – Contact with Rings does not affect a Robot’s Climb status
Figure SC7-1: A depiction of the different Levels and Planes of the Ladder
Figure SC7-2: This Robot is still in contact with the top of the black Ladder rung. Therefore, it
would receive credit for a Level 1 Climb.
<SC8> An Autonomous Win Point is awarded to any Alliance that ends the Autonomous Period with the following tasks completed, and that has not broken any rules during the Autonomous Period:
1. At least three (3) Scored Rings of the Alliance’s color
2. A minimum of two (2) Stakes on the Alliance’s side of the Autonomous Line with at least (1) Ring of the Alliance’s color Scored
3. Neither Robot contacting / breaking the plane of the Starting Line
4. At least one (1) Robot contacting the Ladder
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For events which qualify directly to the World Championship (e.g., Event Region Championships and Signature Events), the following tasks must be completed for an Alliance to receive an Autonomous Win Point. The standard criteria above still apply to all other events.
1. At least four (4) Scored Rings of the Alliance’s color. 2. A minimum of three (3) Stakes on the Alliance’s side of the Autonomous Line with at least one
(1) Ring of the Alliance’s color Scored. 3. At least one Ring of the Alliance’s color Scored on the Alliance’s Wall Stake. 4. Neither Robot contacting / breaking the plane of the Starting Line. 5. At least one (1) Robot contacting the Ladder.
Significant Q&As: · 2077 – Neutral Wall Stakes don’t count toward the AWP · 2117 – The expanded AWP criteria for World-qualifying events do not apply to the
VEX U or VEX AI Robotics Competitions · 2147 – All Scored Rings count toward the AWP criteria, regardless of where they’re
Scored · 2248 – Contacting the Ladder with a non-functional decoration (including a license
plate) doesn’t meet the AWP criterion · 2261 – Each Stake used to meet the 2nd criteria must include at least one Scored
Ring of the Alliance’s color · 2325 – Transitive contact with the Ladder (e.g., with a Ring) doesn’t meet the 4th
criteria · 2327 – For the 2nd criteria, Mobile Goals cannot be overhanging the Autonomous
Line · 2332 – It doesn’t matter which Alliance/Robot completes these tasks, just that
they’re completed · 2364 – Contacting the Ladder with any functional Robot part (not decoration) meets
the 4th criteria
<SC9> A High Stake bonus is available to an Alliance that ends the Match with a Ring Scored on the High Stake. Each Robot from that Alliance which has earned points for a Climb will receive an additional two (2) points for that Climb. A Ring Scored on the High Stake will also earn a bonus three (3) points in addition to the standard three (3) points earned for a Top Ring, for a total of six (6) points.
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Safety Rules
<S1> Be safe out there. If at any time the Robot operation or Team actions are deemed unsafe or have damaged a Field Element, Scoring Object, or the Field, the offending Team may receive a Disablement and/or Disqualification at the discretion of the Head Referee. The Robot will require re-inspection as described in rule <R3> before it may take the field again.
Violation Notes: Major <S1> Violations should be reported to and/or discussed with the Event Partner during the event, and should be reported to the REC Foundation Rules and Conduct Committee following the event.
<S2> Students must be accompanied by an Adult. No Student may attend a VEX V5 Robotics Competition event without a responsible Adult supervising them. The Adult must obey all rules and be careful to not violate Student-centered policies, but must be present for the full duration of the event in the case of an emergency. Violations of this rule may result in removal from the event.
Violation Notes: <S2> Violations should be reported to the Event Partner during the event, and should be reported to the REC Foundation Rules and Conduct Committee following the event.
<S3> Stay inside the field. If a Robot is completely out-of-bounds (outside the Field), it will receive a Disablement for the remainder of the Match.
Note: The intent of this rule is not to penalize Robots for having mechanisms that inadvertently cross the Field Perimeter during normal game play.
<S4> Wear safety glasses. All Drive Team Members must wear safety glasses or glasses with side shields while in the Alliance Stations during Matches. While in the pit area, it is highly recommended that all Team members wear safety glasses.
<S5> Each Student Team member must have a completed participant release form on file for the event and season. A Student Team member cannot participate in an event without a completed release form on file.
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General Game Rules
<G1> Treat everyone with respect. All Teams are expected to conduct themselves in a respectful and professional manner while competing in VEX V5 Robotics Competition events. If a Team or any of its members (Students or any Adults associated with the Team) are disrespectful or uncivil to event staff, volunteers, or fellow competitors, they may receive a Disqualification from a current or upcoming Match. Team conduct pertaining to <G1> may also impact a Team’s eligibility for judged awards. Repeated or extreme violations of <G1> could result in a Team being Disqualified from an entire event, depending on the severity of the situation.
We all can contribute to creating a fun and inclusive event experience for all event attendees. Some examples include:
When dealing with difficult and stressful situations, it is…
· Okay for Teams to be gracious and supportive when your Alliance partner makes a mistake.
· Not okay for Teams to harass, tease, or be disrespectful to your Alliance partner when a Match does not go your way.
When a Team does not understand a Match ruling or score, it is…
· Okay for Drive Team Members to consult with a Head Referee to discuss a ruling per the process outlined in <T3> in a calm and respectful manner.
· Not okay for Drive Team Members to continue arguing with the Head Referees after a decision has been finalized, or for Adults to approach a Head Referee with ruling/ scoring concerns.
When Teams are getting ready for an upcoming Match, it is…
· Okay for Teams in an Alliance to develop a game strategy that utilizes the strengths of both Robots to cooperatively solve the game.
· Not okay for Teams in an Alliance to intentionally play beneath their abilities to manipulate the Match results.
This rule exists alongside the REC Foundation Code of Conduct. Violation of the Code of Conduct can be considered a Major Violation of <G1> and can result in Disqualification from a current Match, an upcoming Match, an entire event, or (in extreme cases) an entire competition season. The Code of Conduct can be found here.
More information regarding the event Code of Conduct process can be found here.
Violation Notes: Any Violation of <G1> may be considered Major Violations and should be ad-
dressed on a case-by-case basis. Teams at risk of a Major <G1> Violation due to multiple disrespectful or uncivil behaviors will usually receive a “final warning”, although the Head Referee is not required to provide one. All Major <G1> Violations/Disqualifications should be reported to and/or discussed with the Event Partner during the event, and should be reported to the REC Foundation Rules and Conduct Committee following the event.
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<G2> V5RC is a student-centered program. Adults should not make decisions about the Robot’s build, design, or gameplay, and should not provide an unfair advantage by providing `help’ that is beyond the Students’ independent abilities. Students must be prepared to demonstrate an active understanding of their Robot’s design, construction, and programming to judges or event staff.
Some amount of Adult mentorship, teaching, and/or guidance is an expected and encouraged facet of VEX competitions. No one is born an expert in robotics! However, obstacles should always be viewed as teaching opportunities, not problems for an Adult to solve for the Team.
When a mechanism falls off, it is… · Okay for an Adult to help a Student investigate why it failed, so it can be improved. · Not okay for an Adult to investigate or put the Robot back together.
When a Team encounters a complex coding concept, it is… · Okay for an Adult to guide a Student through a flowchart to understand its logic. · Not okay for an Adult to write a premade command for that Student to copy/paste.
During Match play, it is… · Okay for an Adult to provide cheerful, positive encouragement as a spectator. · Not okay for an Adult to explicitly shout step-by-step commands from the audience.
This rule operates in tandem with the REC Foundation Student Centered Policy, which is available in the REC Library for Teams to reference throughout the season.
Violation Notes: Potential Violations of this rule will be reviewed on a case-by-case basis. By definition, all Violations of this rule become Match Affecting as soon as a Robot which was built or coded by an Adult wins a Match. All reported and/or suspected <G2> Violations should be reported to the Event Partner during the event, and should be reported to the REC Foundation Rules and Conduct Committee following the event.
<G3> Use common sense. When reading and applying the various rules in this document, please remember that common sense always applies in the VEX V5 Robotics Competition.
For example…
· If there is an obvious typographical error (such as “per <T5>” instead of “per <G5>”), this does not mean that the error should be taken literally until corrected in a future update.
· Understand the realities of the VEX V5 Robot construction system. For example, if a Robot could hover above the Field for a whole Match, that would create loopholes in many of the rules. But… they can’t. So don’t worry about it.
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· When in doubt, if there is no rule prohibiting an action, it is generally legal. However, if you have to ask whether a given action would violate <S1>, <G1>, or <T1>, then that’s probably a good indication that it is outside the spirit of the competition.
· In general, Teams will be given the “benefit of the doubt” in the case of accidental or edge-case rules infractions. However, there is a limit to this allowance, and repeated or strategic infractions will still be penalized.
· This rule also applies to Robot rules. If a component’s legality cannot be easily/intuitively discerned by the Robot rules as written, then Teams should expect additional scrutiny during inspection. This especially applies to those rules which govern non-VEX components (e.g. <R7>, <R8>, <R9>, etc.). There is a difference between “creativity” and “lawyering.” Basically, if there’s not a rule that makes a Robot part legal, it’s not allowed.
<G4> The Robot must represent the skill level of the Team. Each Team must include Drive Team Members, Coder(s), Designer(s), and Builder(s). Many also include notebooker(s). No Student may fulfill any of these roles for more than one VEX V5 Robotics Competition Team in a given competition season. Students may have more than one role on the Team, e.g., the Designer may also be the Builder, the Coder and a Drive Team Member.
a. Team members may move from one Team to another for non-strategic reasons outside of the Team’s control.
i. Examples of permissible moves may include, but are not limited to, illness, changing schools, conflicts within a Team, or combining/splitting Teams.
ii. Examples of strategic moves in Violation of this rule may include, but are not limited to, one Coder “switching” Teams in order to write the same program for multiple Robots, or one Student writing the Engineering Notebook for multiple Teams.
iii. If a Student leaves a Team to join another Team, <G4> still applies to the Students remaining on the previous Team. For example, if a Coder leaves a Team, then that Team’s Robot must still represent the skill level of the Team without that Coder. One way to accomplish this would be to ensure that the Coder teaches or trains a “replacement” Coder in their absence.
Points ii and iii are intended to represent real-world situations that are found in industry engineering. If a vital member of a professional engineering team were to suddenly leave, the remaining members of the team should still be capable of working on / maintaining their project.
b. When a Team qualifies for a Championship event (e.g., States, Nationals, Worlds, etc.) the Students on the Team attending the Championship event are expected to be the same Students on the Team that was awarded the spot. Students can be added as support to the Team, but may not be added as Drive Team Members or Coders for the Team.
i. An exception is allowed if only one member of the Team is able to attend the event. The Team can make a single substitution of a Drive Team Member or Coder for the Championship event with another Student, even if that Student has competed on a different Team. This Student will now be on this new Team and may not substitute back to the original Team during the season.
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Violation Notes: Violations of this rule will be evaluated on a case-by-case basis, in tandem with the REC Foundation Student Centered Policy as noted in <G2>, and the REC Foundation Code of Conduct as noted in <G1>. All reported and/or suspected <G4> Violations should be reported to the Event Partner during the event, and should be reported to the REC Foundation Rules and Conduct Committee following the event.
Event Partners should bear in mind <G3>, and use common sense when enforcing this rule. It is not the intent to punish a Team who may change Team members over the course of a season due to illness, changing schools, conflicts within a Team, etc.
Event Partners and referees are not expected to keep a roster of any Student who has ever been a Drive Team Member for one day. This rule is intended to block any instance of loaning or sharing Team members for the sole purpose of gaining a competitive advantage.
<G5> Robots begin the Match in the starting volume. At the beginning of a Match, each Robot must be smaller than a volume of 18″ (457.2 mm) long by 18″ (457.2 mm) wide by 18″ (457.2 mm) tall.
Note: Using external influences, such as preloads or the Field Perimeter, to maintain a Robot’s starting size is only acceptable if the Robot would still satisfy the constraints of <R4> and pass inspection without these influences.
Violation Notes: Any Violation of this rule will result in the Robot being removed from the field prior to the start of the Match, and rules <R3d> and <T5> will apply until the situation is corrected.
<G6> Keep your Robots together. Robots may not intentionally detach parts during the Match or leave mechanisms on the Field.
Note: Parts which become detached unintentionally are a Minor Violation, are no longer considered “part of a Robot,” and should be ignored for the purposes of any rules which involve Robot contact or location (e.g., Scoring) or Robot size.
Violation Notes: Major Violations of this rule should be rare, as Robots should never be designed to intentionally violate it. Minor Violations are usually due to Robots being damaged during gameplay, such as a wheel falling off.
<G7> Don’t clamp your Robot to the Field. Robots may not intentionally grasp, grapple, or attach to any Field Elements other than the Ladder. Strategies with mechanisms that react against multiple sides of a Field Element in an effort to latch or clamp onto said Field Element are prohibited. The intent of this rule is to prevent Teams from both unintentionally damaging the Field and/or from anchoring themselves to the Field in locations other than the Ladder.
Violation Notes: Major Violations of this rule should be rare, as Robots should never be designed to intentionally violate it.
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<G8> Only Drive Team Members, and only in the Alliance Station. During a Match, each Team may have up to three (3) Drive Team Members in their Alliance Station, and all Drive Team Members must remain in their Alliance Station for the duration of the Match. Drive Team Members are prohibited from any of the following actions during a Match:
a. Bringing/using any sort of communication devices into the Alliance Station. Non-headphone devices with communication features turned off (e.g., a phone in airplane mode) are allowed.
b. Standing on any sort of object during a Match, regardless of whether the Field is on the floor or elevated.
c. Bringing/using additional materials to simplify the game challenge during a Match. d. To ensure that Drive Team Members are aware of verbal calls or warnings during a Match (as an ap-
plication of rules <T1>, <G1>, <S1>, and <G3>), powered headphones, earbuds, and passive earpieces connected to electronic devices cannot be worn/used in the Alliance Station except as required by an officially approved accommodation request.
<G8c> is intended to refer to non-Robot-related items that directly influence gameplay, such as a speaker that plays a buzzer sound to distract your opponent. Provided no other rules are violated, and the items do not pose any safety or field damage risks, the following examples are not considered violations of <G8>:
· Materials used before or after a Match, such as a pre-Match alignment aid, or a carrying case for Robots/Controllers
· Strategic aids, such as a whiteboard or clipboard · Earplugs, gloves, or other personal accessories
Note: Drive Team Members are the only Team members that are allowed to be in the Alliance Station during a Match.
Note 2: During a Match, Robots may be operated only by the Drive Team Members and/or by software running on the Robot’s control system, in accordance with <R27> and <G10>.
Violation Notes: Major Violations of this rule are not required to be Match Affecting, and could invoke Violations of other rules, such as <G1>, <G2>, or <G4>.
<G9> Hands out of the field. Drive Team Members are prohibited from making intentional contact with any Scoring Objects, Field Elements, or Robots during a Match, apart from the contact specified in <G9a>.
a. During the Driver Controlled Period, Drive Team Members may only touch their own Robot if the Robot has not moved at all during the Match. Touching the Robot in this case is permitted only for the following reasons:
i. Turning the Robot on or off
ii. Plugging in a battery
iii. Plugging in a V5 Robot Radio
iv. Touching the V5 Robot Brain screen, such as to start a program
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b. Drive Team Members are not permitted to break the plane of the Field Perimeter at any time during the Match, apart from the actions described above.
c. Transitive contact, such as contact with the Field Perimeter that causes the Field Perimeter to contact Field Elements or Scoring Objects inside of the Field, could be considered a Violation of this rule.
Note: Any concerns regarding Field Element or Scoring Object starting positions should be raised with the Head Referee prior to the Match. Team members may never adjust Scoring Objects or Field Elements themselves.
<G10> Controllers must stay connected to the field. Prior to the beginning of each Match, Drive Team Members must plug their V5 Controller into the field’s control system. This cable must remain plugged in for the duration of the Match, and may not be removed until the “all-clear” has been given for Drive Team Members to retrieve their Robots. See <T23> for more information regarding field control system options.
Violation Notes: The intent of this rule is to ensure that Robots abide by commands sent by the tournament software. Temporarily removing the cable to assist with mid-Match troubleshooting, with an Event Partner or other event technical staff present and assisting, would not be considered a Violation.
<G11> Autonomous means “no humans.” During the Autonomous Period, Drive Team Members are not permitted to interact with the Robots in any way, directly or indirectly. This could include, but is not limited to:
· Activating any controls on their V5 Controllers · Unplugging or otherwise manually interfering with the field connection in any way · Manually triggering sensors (including the Vision Sensor) in any way, even without touching them
Note: In extreme cases, with permission from the Head Referee, Teams may Disable their Robot during the Autonomous Period by holding the power button on their V5 Controller. This exception is only intended for egregious safety- or damage-related circumstances; disabling an autonomous routine for strategic purposes would still be considered a Violation of <G11>.
Violation Notes: See <G12>.
<G12> All rules still apply in the Autonomous Period. Teams are responsible for the actions of their Robots at all times, including during the Autonomous Period. Any Violations , Major or Minor, during the Autonomous Period will result in the Autonomous Bonus being awarded to the other Alliance. If both Alliances violate rules during the Autonomous Period, no Autonomous Bonus will be awarded.
Violation Note: In general, Minor Violations of SG rules that occur during the Autonomous Period should only affect the outcome of the Autonomous Period (i.e., the Alliance can’t win the Autonomous Bonus or earn an Autonomous Win Point) and should not be considered when determining whether a Violation has been repeated during the event.
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If a Head Referee determines that a Violation of an SG or G rule during the Autonomous Period was intentional/strategic rather than accidental/situational, they should be recorded as Minor or Major Violations and considered when determining whether a Violation has been repeated during the event.
<G13> Don’t destroy other Robots. But, be prepared to encounter defense. Strategies aimed solely at the destruction, damage, tipping over, or Entanglement of opposing Robots are not part of the ethos of the VEX V5 Robotics Competition and are not allowed.
a. V5RC High Stakes is intended to be an offensive game. Teams that partake in solely defensive or destructive strategies will not have the protections implied by <G13> (see <G14>). However, defensive play which does not involve destructive or illegal strategies is still within the spirit of this rule.
b. V5RC High Stakes is also intended to be an interactive game. Some incidental tipping, Entanglement, and damage may occur as a part of normal gameplay without Violation. It will be up to the Head Referee’s discretion whether the interaction was incidental or intentional.
c. A Team is responsible for the actions of its Robot at all times, including the Autonomous Period. This applies both to Teams that are driving recklessly or potentially causing damage, and to Teams that drive around with a small wheel base. A Team should design its Robot such that it is not easily tipped over or damaged by minor contact.
Violation Notes:
· Major Violations of this rule are not required to be Match Affecting. Intentional and/or egregious tipping, Entanglement, or damage may be considered a Major Violation at the Head Referee’s discretion.
· Repeated Violations within a Match or tournament could be considered a Violation of <G1> and/or <S1> at the Head Referee’s discretion.
<G14> Offensive Robots get the “benefit of the doubt.” In a case where Head Referees are forced to make a judgment call regarding a destructive interaction between a defensive and offensive Robot, or an interaction which results in a questionable Violation, referees will decide in favor of the offensive Robot.
<G15> You can’t force an opponent into a penalty. Intentional strategies that cause an opponent to break a rule are not permitted, and will not result in a Violation for the opposing Alliance.
Violation Notes: In most cases, if a Team causes their opponent to break a rule, the Head Referee will simply not enforce the penalty on that opponent, and it will be considered a Minor Violation for the guilty Team. However, if the forced situation becomes Match Affecting in favor of the guilty Team, it will be considered a Major Violation.
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<G16> No Holding for more than a 5-count. A Robot may not Hold an opposing Robot for more than a 5-count during the Driver Controlled Period.
For the purposes of this rule, a “count” is defined as an interval of time that is approximately one second in duration, and “counted-out” by Head Referees verbally.
A Holding count is over when at least one of the following conditions is met: a. The two Robots are separated by at least two (2) feet (approximately one foam tile). b. Either Robot has moved at least two (2) feet away (approximately 1 tile) from the location where the Trapping or Pinning count began. i. In the case of Lifting, this location is measured from where the Lifted Robot is released, not from where the Lifting began. c. The Holding Robot becomes Trapped or Pinned by a different Robot. i. In this case, the original count would end, and a new count would begin for the newly Held Robot. d. In the case of Trapping, if an avenue of escape becomes available due to changing circumstances in the Match.
After a Holding count ends, a Robot may not resume Holding the same Robot again for another 5-count. If a Team resumes Holding the same Robot within that 5-count, the original count will resume from where it ended.
<G17> Use Scoring Objects to play the game. Scoring Objects may not be used to accomplish actions that would be otherwise illegal if they were attempted by Robot mechanisms. Examples include, but are not limited to:
· Interfering with an opponent’s Autonomous routine per <SG8> · Interfering with an opponent’s Climb per <SG9>
The intent of this rule is to prohibit Teams from using Rings and Mobile Goals as “gloves” to loophole any rule that states “a Robot may not [do some action].” This rule is not intended to be taken in its most extreme literal interpretation, where any interaction between a Scoring Object and a Robot needs to be scrutinized with the same intensity as if it were a Robot.
Violation Notes: If a rule is Violated through the use of a Scoring Object instead of a Robot mechanism, it should be evaluated as though the rule in question had been Violated by a Robot mechanism.
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Specific Game Rules
<SG1> Starting a Match. Prior to the start of each Match, the Robot must be placed such that it is: a. Contacting / “breaking the plane” of their Alliance’s Starting Line. See Figure SG1-1. b. Not contacting any Scoring Objects other than one (1) preload. See rule <SG5>. c. Not contacting any other Robots. d. Completely stationary (i.e., no motors or other mechanisms in motion). Violation Notes: The Match will not begin until the conditions in this rule are met. If a Robot cannot meet these conditions in a timely manner, the Robot will be removed from the Field and rules <R3d> and <T5> will apply until the situation is corrected.
Figure SG1-1: An overhead view of the Field, with the Starting Lines highlighted green.
<SG2> Horizontal expansion is limited. Once the Match begins, Robots may only expand beyond their starting size and configuration within the following criteria:
a. Robots may never exceed an overall footprint of 24″ x 18″. For reference, 24″ is roughly the width of one foam field tile.
b. From the Robot’s perspective, only one “X/Y” direction may expand outside of the starting configuration during the Match (i.e., the Robot can’t get both wider and longer). This single expansion direction must be identified and measured during Robot inspection, as shown in the figures below.
c. Vertical expansion is addressed separately by rule <SG3>. Robots may expand both horizontally and vertically; the top of the Robot is not considered an “X/Y” direction in the context of this rule.
Note: Horizontal expansion is measured from the Robot’s perspective; i.e., it does “rotate with the Robot.” Robots that tip over, or rotate while Climbing, are still restricted to expanding “from the one side” in the chosen direction that was measured during inspection.
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Note 2: Intentionally exploiting a loophole in vertical expansion to get past the horizontal expansion limit is not allowed, and should be considered a Violation of rule <SG2>. The overall intent of the expansion rules is to prevent wall bots and/or Climbs that skip rungs, and to avoid penalizing Robots that tip or slip slightly while Climbing.
The intent of this rule is to limit horizontal expansion in a way that can be easily interpreted by Head Referees during a Match and assessed by Robot inspectors.
For example, a Robot can expand a mechanism in a single direction up to a 24″ maximum size, but cannot expand a Mobile Goal manipulator from one side and a Ring manipulator from another (unless one of those is already identified and extended as part of the Robot’s inspected starting configuration).
The figures below do not not provide an exhaustive list of all possible Robot configurations and expansions, and should serve as examples to provide some clarity about the intent of this rule.
Violation Notes: Incidental minor infractions out of non-expansion sides that occur during a Match are only considered Minor Violations. Repeated Minor Violations should only escalate to a Major Violation in extreme circumstances. Examples include, but are not limited to:
· Loose wires · Broken zip ties / rubber bands · Bent or broken mechanical components that are not used for strategic gain
Significant Q&As: · 2006 – The Robot’s size includes the entire Robot, including decorations and cables · 2036 – Horizontal expansion rotates with the Robot, even during climbing · 2138 – A Robot’s overall footprint is based on the Robot’s current configuration
Figure SG2-1: This is legal. The Robot is expanding 6″ outside of the legal 18″ x 18″
starting size in the chosen direction.
Figure SG2-2: This is legal. The Robot is expanding 6″ outside of the legal 18″ x 18″
starting size in the chosen direction.
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Figure SG2-3: This is legal. Even though the Robot does not fill the full 18″ x 18″ starting size, it may still expand outwards to the full 24″
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Figure SG2-4: This is legal. Even though the Robot does not fill the full 18″ x 18″ starting size, it may still expand outwards to the full 24″
limit in the chosen direction.
Figure SG2-5: This is legal. Even though the Robot does not fill the full 18″ x 18″ starting size, it may still expand outwards to the full 24″
limit in the chosen direction.
Figure SG2-6: This is legal. Even though the Robot does not fill the full 18″ x 18″ starting size, it may still expand outwards to the full 24″
limit in the chosen direction.
Figure SG2-7: This is legal. Even though the Figure SG2-8: This is legal. Even though the Figure SG2-9: This is not legal. The Robot is
Robot does not fill the full 18″ x 18″ starting Robot does not fill the full 18″ x 18″ starting expanding outside of the 24″ limit, and is also
size, it may still expand outwards to the full 24″ size, it may still expand outwards to the full 24″ expanding in a direction other than the chosen
limit in the chosen direction.
limit in the chosen direction.
expansion direction.
Figure SG2-10: This is not legal. The Robot is Figure SG2-11: This is not legal. The Robot is
Figure SG2-12: This is legal. The Robot
expanding in a direction other than the chosen expanding in a direction other than the chosen deploys a mechanism during the Match that
expansion direction.
expansion direction.
fits within the 18″ x 18″ starting size. It may then
expand up to 24″ in the chosen direction.
Figure SG2-13: This is not legal. The Robot expands outside of the starting configuration in
multiple directions.
Figure SG2-14: This is not legal. The Robot expands outside of the starting configuration in
multiple directions.
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<SG3> Vertical expansion is limited. Once the Match begins, Robots may expand vertically, but may never contact and/or break more than two Planes of the Ladder at any given time.
a. For a Robot that is on the Floor (i.e., not Climbing), this is effectively a height limit of 32″, the distance between the Floor and the top of the gray rung of the Ladder.
b. This vertical limit is measured from the perspective of the Field; i.e., it does not “rotate with the Robot.”
c. Levels and Planes coincide with the horizontal and vertical dimensions of the Ladder rungs, but expand infinitely and are not limited to the volume of the Ladder. i. Each Level corresponds to a vertical section of the Ladder. Level 0: 0″, the Floor tiles Level 1: less than 18.16″, from the Floor to the top of the black rung Level 2: 18.17″-32.16″, from the top of the black rung to the top of the gray rung Level 3: 32.17: to 46.16 inches, from the top of the gray rung to the top of the yellow rung Level 4: 46.17 inches, above the yellow rung ii. Each Plane marks the dividing line between two Levels. Plane 0: Floor tiles Plane 1-2: top edge of the black rung of the Ladder Plane 2-3: top edge of the gray rung of the Ladder Plane 3-4: top edge of the yellow rung of the Ladder
Violation Notes: If a Robot falls or “droops” after the Match ends and leads to an <SG3> Violation, this will likely be considered a Minor Violation, provided no other rules are Violated. Their Climb will be scored where they come to rest; see <SC1>.
Figure SG3-1: Examples of legal and illegal vertical expansion.
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<SG4> Keep Scoring Objects in the field. Teams may not intentionally or strategically remove Mobile Goals or their opponent’s Rings from the field. Rings that leave the Field during Match play will be returned to the Field by a referee such that they satisfy the following conditions:
a. Contacting the Field Perimeter wall on the side that coincides with their Alliance Station. b. Contacting the Floor. c. Not contacting a Mobile Goal. d. Not contacting a Robot. e. Not contacting a Corner.
Note: If a Mobile Goal leaves the Field, a referee should return it to the Field in a position on the Autonomous Line. Any Rings which were scored on this Mobile Goal will be returned to the Field as described above.
Violation Notes:
· After a Team’s third Violation of this rule (either Major or Minor), all subsequent Violations of this rule will immediately escalate to a Major Violation.
· Any Team that removes three (3) or more of their opponent’s Rings from the Field in a single Match will receive a Major Violation.
· If it is not clear which Robot was the last to contact the Ring, the Team with a color that is opposite to the Ring will receive a Violation.
· Due to the difficulty of determining Match Affecting implications of this rule, most Violations should be considered Minor. However, blatantly intentional and/or Match Affecting Violations (especially during Elimination Matches) may still immediately escalate to a Major Violation at the Head Referee’s discretion. For example, a Top Ring that is removed with 5 seconds remaining by an Alliance who wins the Match by 1 point.
· Any Team who removes a Mobile Goal from the field will immediately receive a Major Violation. · For the purposes of <G14> and <G15> in interactions where a Robot is attempting to remove
Scored Rings from a Neutral Wall Stake and drops one or more of their opponent’s Rings out of the Field due to defensive interactions from that opponent, the Robot that is actively attempting to Score or de-Score Rings will get the benefit of the doubt provided by rule <G14>.
Significant Q&As: · 2059 – Removing Rings from the Field while descoring is a Violation · 2265 – Each opponent Ring removed from the Field is a separate Violation
<SG5> Each Robot gets one Ring as a preload. Prior to the start of each Match, each Robot must have a preload placed such that it is:
a. Contacting one Robot of the same Alliance color as the preload. b. Not contacting the same Robot as another preload.
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c. Not contacting or encircling a Stake or any other Scoring Objects.
Note: If a Robot is not present for their Match, then that Robot’s preload may be placed prior to the Match such that it satisfies the criteria listed in <SG4>.
Violation Notes: See <SG1>.
Significant Q&As: · 2226 – Preloads can contact the Field Perimeter · 2352 – A Preload can only contact one Robot
<SG6> Possession is limited to two Rings and one Mobile Goal. Robots may not have Possession of more than two (2) Rings at once. Robots may not have Possession of more than (1) Mobile Goal at once. Robots in Violation of this rule must immediately stop all actions except for attempting to remove the excess Scoring Objects.
If they are unable to remove the excess Scoring Objects, then they must return to a legal starting position (as described by <SG1>). They will not be eligible to receive points for Climbing. Any offensive or defensive interactions with Mobile Goals, Stakes, and Corners will be included in Match Affecting calculations.
a. Rings Scored on a Stake are not included in a Robot’s Possession count.
b. Plowing multiple Mobile Goals is permitted. However, Plowing an additional Mobile Goal while also Possessing one is considered a Violation of this rule due to the extremely high likelihood of accidental/implied Possession. Teams which employ Plowing strategies are encouraged to clearly demonstrate that none of the Mobile Goals are being Possessed, e.g., by using a flat face of the Robot with no active mechanisms.
If your Robot is carrying a Mobile Goal, you can’t manipulate other Mobile Goals until you put down the one you’re carrying. Period.
Violation Notes:
· Any egregious or clearly intentional Violation will be considered a Major Violation. Examples of “clearly intentional” Violations include, but are not limited to:
Possessing two or more Mobile Goals in a single Corner.
Continuing to play other portions of the game (e.g., defensive maneuvers, Climbing) without returning to a starting position for the majority of the Match.
“Accidentally” Possessing an egregious amount of opponent Rings.
Possessing six Rings, and Scoring them onto one Stake with a single action.
“Removing excess Scoring Objects” directly into Placed/Scored states.
· For the purposes of Match Affecting calculations that don’t fall within the previous note (e.g., in a tied Match), each Ring Scored during a Possession violation should be considered worth a value
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of 2 points. These values are not added or removed from the actual score. As with all Match Affecting calculations, only the winner’s points should be considered. If these points were enough to change the offending Alliance’s score from a loss to either a win or a tie, it is Match Affecting. If they would have won the Match even without these points, it’s not Match Affecting. For example, a Robot is in Possession of three Rings and Scores one; this should be calculated as 2 points when considering whether it was Match Affecting (once the Robot is down to two Rings, they’re no longer in Violation of rule <SG6>).
· In a Robot Skills Match, Scoring a Ring or Placing a Mobile Goal into a Corner while in Violation of Possession limits will be considered a Score Affecting Violation and will result in a score of 0 for that Match.
Significant Q&As:
· 2011 – Any Ring(s) removed from a Stake can count toward Possession
· 2013 – Guarding a Mobile Goal isn’t the same as Possessing (or Plowing) it
· 2026 – Possession is not transitive through other Robots
· 2182 – Clarifications on Possession of Rings and the inside of concave angles of a Robot
· 2304 – Minor, incidental contact with a 2nd Mobile Goal probably isn’t Plowing
· 2307 – More clarification on Possession of Rings and the inside of concave angles of a Robot
· 2363 – More guidance on whether a Mobile Goal Violation is Minor or Major
· 2419 – Intentionally collecting 3 Rings at a time, then discarding one, is a Violation that will result in a DQ if the Team is on the winning Alliance
<SG7> Don’t cross the Autonomous Line. During the Autonomous Period, Robots may not contact foam tiles, Scoring Objects, or Field Elements which are on the opposing Alliance’s side of the Autonomous Line.
Note: Scoring Objects, Wall Stakes, and portions of the Ladder that contact or are positioned above the Autonomous Line are not considered to be on either side, and may be utilized by either Alliance during the Autonomous Period.
Violation Notes:
· All Violations of this rule (Major or Minor) will result in the Autonomous Bonus being awarded to the opposing Alliance. See <SG8b> for a potential exception caused by Autonomous Line interactions.
· Intentional, strategic, or egregious Violations, such as intentional contact with an opposing Robot while contacting the foam tiles on the opposing side of the Autonomous Line, will be considered Major Violations. Significant Q&As:
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· 2066 – Pushing a Ring across the Autonomous Line isn’t automatically a Violation
<SG8> Engage with the Autonomous Line at your own risk. Any Robot who engages with Scoring Objects and/or Wall Stakes on the Autonomous Line should be aware that opponent Robots may also choose to do the same. Per <G11> and <G12>, Teams are responsible for the actions of their Robots at all times.
During the Autonomous Period, when Robots from opposing Alliances are both engaged with the same Scoring Object or Wall Stake:
a. If a possible <G13> Violation occurs (e.g., damage, Entanglement, or tipping over), a judgment call will be made by the Head Referee within the context of <G13> and <G14> (just as it would if the interaction had occurred during the Driver Controlled Period).
b. Incidental Violations of <SG7> will not be penalized, nor will they result in an automatic loss of the Autonomous Bonus as described by <G12>. However, this allowance only applies when opposing Robots are interacting with the same element.
c. Intentional, strategic, repeated, or egregious offenses may still be deemed a Violation of <G12>, <G13>, <G14>, <SG7>, <G1>, and / or <S1> at the Head Referee’s discretion.
These gameplay elements are intended to be utilized by either Alliance during the Autonomous Period. This will inevitably result in Robot-on-Robot interactions, both incidental and intentional. The overarching intent of <SG8> is for the vast majority of these interactions to result in no rule Violations and/or penalties for either Alliance, just as no rules Violations occur in 99% of Driver Controlled interactions.
<SG9> Don’t remove opponents from the Ladder. There are no rules explicitly prohibiting incidental contact between Climbing Robots. However, if contact does occur, the principles behind rules <G13>, <G14>, and <G15> still apply. Intentional or egregious strategies aimed solely at damage or tipping are not allowed (in this context, “tipping” can be equated with “removing an opponent from the Ladder”). Teams cannot negate an opponent’s Climb by contacting their Robot with a Mobile Goal, and an affected Climb will still be Scored. Doing so will result in a Minor Violation for the offending Team, assuming no other rules are broken and no damage is caused to the opponent.
The core intent of this rule is the paragraph above. Everything that follows this red box is meant to provide guidance for interpreting questionable/incidental interactions, similar to how <G14> is used for ground level interactions. These are not explicit/absolute “hard lines” that supersede an obvious Violation. If a Robot has a mechanism designed to violently kick opponents off of the Ladder, none of the factors below can protect them.
If a destructive incident occurs that requires a Head Referee judgment call between two Robots, the following factors may be used to determine “benefit of the doubt”.
a. If the two Robots are not at the same Level, the higher Robot has the “right of way.” i. Point A especially applies if one Robot is not Climbing, i.e., is still in contact with the Floor. Driving directly into a Climbing Robot will always incur a Minor Violation at a minimum, even if no damage 41
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occurs.
b. If a Robot is contacting the horizontal rungs of the Ladder facing their Alliance Station, they should generally be considered in a more “offensive” or “safe” position.
c. Teams are responsible for their own Robots. Climbing mechanisms should be robust. If a Robot is not firmly attached to the Ladder, or has a history of falling without any opponent interaction, it will be difficult to claim that later damage was an opponent’s fault.
d. Teams should expect possible interaction between Robots when engaging with the High Stake. These interactions will be treated similarly as two Robots engaging with the Autonomous Line in <SG8>; other than repeated/egregious cases, this contact/damage is likely to be ruled incidental.
Teams can use this rule as a gradient of “risk tolerance” when designing Climbing mechanisms or playing Matches.
· Low risk = Be the first Robot up, have a robust build, stay on your side of the Ladder, avoid the High Stake. Low chance of interacting with others intentionally or accidentally.
· High risk = Last-second dash up to de-score the High Stake. Technically possible to accomplish legally, but you’re not allowed to be surprised when an accident is not ruled in your favor.
Violation Notes:
· This rule exists as an application of <G13> that is specific to Climbing. Violations should be treated effectively the same as Violations of <G13>.
· As with <G13>, Major Violations are not required to be Match Affecting, at the Head Referee’s discretion.
Significant Q&As: · 2252 – Guidance on Match Affecting calculations for egregious or damaging Violations · 2292 – A Robot that Climbs with a Mobile Goal still gets Climbing Protection from SG9
<SG10> Alliance Wall Stakes are protected. Robots may not directly or indirectly interact with the opponent’s Alliance Wall Stake. This includes both Scoring and/or removing Rings of either color. For the purposes of this rule, “Score” (and “remove”) means causing them to satisfy (or no longer satisfy) the criteria listed in <SC3>.
If a Ring of the opposing color ends the Match or the Autonomous Period in a Scored position on an Alliance Wall Stake, that Ring should not be considered as Scored, and will not earn points for either Alliance (it will still, however, count toward the maximum number of 2 Rings that can be placed on an Alliance Wall Stake).
Significant Q&As: · 2300 – Contact with the Field Perimeter is not an SG10 Violation
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<SG11> Positive corners are protected during the endgame. During the last thirty (30) seconds of a Match, Robots may not contact Mobile Goals that are Placed in the Positive Corners of the Field, may not contact Rings that are Scored on Mobile Goals Placed in the Positive Corners of the Field, and may not Place Mobile Goals or Score Rings in the Positive Corners of the Field. During this protected period, Robots can remove Mobile Goals that are not Placed and Rings that are not Scored from the Positive Corners of the Field, provided that the interaction does not affect the Placed/Scored status of any protected Mobile Goals or Rings.
Violation Notes: Intentional, strategic, or egregious Violations will be considered Major Violations.
Significant Q&As: · 2179 – Major Violations don’t have to be Match Affecting · 2201 – Guidelines for scenarios where a Robot is pinned in a Corner · 2376 – Incidental, inconsequential contact with a protected object probably isn’t a
Major Violation · 2420 – If the score doesn’t change and the Team doesn’t benefit, it probably isn’t a
Major Violation
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The Robot
Overview
This section provides rules and requirements for the design and construction of your Robot. A VEX V5 Robotics Competition Robot is a remotely operated and/or autonomous vehicle designed and built by a registered VEX V5 Robotics Competition Team to perform specific tasks.
There are specific rules and limitations that apply to the design and construction of your Robot. Please ensure that you are familiar with these Robot rules before beginning your Robot design. These “inspection rules” are verified prior to the beginning of each event, in a formal Robot Inspection.
Inspection Rules are “pass/fail”; there are no Major or Minor Violations, only Violations. The penalty for all Violations is the same, as outlined in <R3d> and <R28>.
Most of these rules are “hard limits,” such as the maximum number of motors permitted. However, some are “at inspector discretion,” such as determining a mechanism’s potential safety risk. At many events, the lead inspector and the Head Referee are the same person; if they are not, then the volunteer inspector should confirm any questionable judgment calls with the Head Referee. The Head Referee has final authority regarding all Robot rules, since it is ultimately their decision whether a Robot takes the field for a Match after inspection has concluded (per <R3d> and <R3e>).
Inspection Rules
<R1> One Robot per Team. Only one (1) Robot will be allowed to compete per Team at a given event in the VEX V5 Robotics Competition. Though it is expected that Teams will make changes to their Robot at the competition, a Team is limited to only one (1) Robot at a given event. A VEX Robot, for the purposes of the VEX V5 Robotics Competition, has the following subsystems:
· Subsystem 1: Mobile robotic base including wheels, tracks, legs, or any other mechanism that allows the Robot to navigate the majority of the flat playing field surface. For a stationary Robot, the robotic base without wheels would be considered Subsystem 1.
· Subsystem 2: Power and control system that includes a legal VEX battery, a legal VEX control system, and associated motors for the mobile robotic base.
· Subsystem 3: Additional mechanisms (and associated motors) that allow manipulation of Rings, Field Elements, or Climbing the Ladder.
Given the above definitions, a minimum Robot for use in any VEX V5 Robotics Competition event (including Skills Challenges) must consist of subsystems 1 and 2 above. Thus, if you are swapping out an entire subsystem 1 or 2, you have now created a second Robot and have Violated this rule.
a. Teams may not compete with one Robot while a second is being modified or assembled at a competition.
b. Teams may not have an assembled second Robot on-hand at a competition that is used to repair or swap parts with the first Robot. 44
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c. Teams may not switch back and forth between multiple Robots during a competition. This includes using different Robots for Skills Challenges, Qualification Matches, and/or Elimination Matches.
d. Multiple Teams may not use the same Robot. Once a Robot has competed under a given Team number at an event, it is “their” Robot; no other Teams may compete with it.
The intent of <R1a>, <R1b>, and <R1c> is to ensure an unambiguous level playing field for all Teams. Teams are welcome (and encouraged) to improve or modify their Robots between events, or to collaborate with other Teams to develop the best possible game solution.
However, a Team who brings and/or competes with two separate Robots at the same tournament has diminished the efforts of a Team who spent extra design time making sure that their one Robot can accomplish all of the game’s tasks. A multi-Team organization that shares a single Robot has diminished the efforts of a multi-Team organization who puts in the time, effort, and resources to undergo separate individual design processes and develop their own Robots.
To help determine if a Robot is a “separate Robot” or not, use the subsystem definitions found in <R1>. Above that, use common sense as referenced in <G3>. If you can place two Robots on a table next to each other, and they look like two separate legal/ complete Robots (i.e., each has the 3 subsystems defined by <R1>), then they are two Robots. Trying to decide if changing a screw, a wheel, or a microcontroller constitutes a separate Robot is missing the intent and spirit of this rule.
<R2> Robots must represent the Team’s skill level. The Robot must be designed, built, and programmed by members of the Team. Adults are expected to mentor and teach design, building, and Programming Skills to the Students on the Team, but may not design, build, or program that Team’s Robot. See rules <G2> and <G4>.
In V5RC, we expect Adults to teach fundamental Robot principles like linkages, drivetrains, and manipulators, then allow the Students to determine which designs to implement and build on their Robot.
Similarly, Adults are encouraged to teach the Students how to code various functions involving applicable sensors and mechanisms, then have the Students program the Robot from what they have learned.
<R3> Robots must pass inspection. Every Robot will be required to pass a full inspection before being cleared to compete. This inspection will ensure that all Robot rules and regulations are met. Initial inspections will take place during team registration/practice time. Noncompliance with any Robot design or construction rule will result in removal from Matches or Disqualification of the Robot at an event until the Robot is brought back into compliance, as described in the following subclauses.
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a. Significant changes to a Robot, such as a partial or full swap of Subsystem 3, must be reinspected before the Robot may compete again.
b. All possible functional Robot configurations must be inspected before being used in competition. This especially pertains to modular or swappable mechanisms (per <R1>) and Match starting configurations/sizes (per <R4>).
c. Teams may be requested to submit to spot inspections by Head Referees. Refusal to submit will result in Disqualification.
i. If a Robot is determined to be in Violation of a Robot rule before a Match begins, the Robot will be removed from the Field. A Drive Team Member may remain at the Field so that the Team does not get assessed a “no-show” (per <T5>).
d. Robots which have not passed inspection (i.e., that may be in Violation of one or more Robot rules) will not be permitted to play in any Matches until they have done so. <T5> will apply to any Matches that occur until the Robot has passed inspection.
e. If a Robot has passed inspection, but is later confirmed to be in Violation of a Robot rule during or immediately following a Match by a Head Referee, they will be Disqualified from that Match. This is the only Match that will be affected; any prior Matches that have already been completed will not be revisited. <R3d> will apply until the Violation is remedied and the Team is re-inspected.
f. All Inspection Rules are to be enforced within the discretion of the Head Referee within a given event. Robot legality at one event does not automatically imply legality at future events. Robots which rely on “edge-case” interpretations of subjective rules, such as whether a decoration is “non-functional” or not, should expect additional scrutiny during inspection.
<R4> Robots must fit within an 18″ x 18″ x 18″ volume.
a. Compliance with this rule must be checked using the official VEX Robotics On-Field Robot Expansion Sizing Tool.
b. Any restraints used to maintain starting size (i.e., zip ties, rubber bands, etc.) must remain attached to the Robot for the duration of the Match, per <G6>.
c. For the purposes of this rule, it can be assumed that Robots will be inspected and begin each Match on a flat standard foam field tile.
The official sizing tool is intentionally manufactured with a slightly oversized tolerance. Therefore, any contact with the sizing tool (i.e., a “paper test”) while being measured should be considered a clear indication that a Robot is outside of the permitted size. This tolerance also provides a slight “leeway” for minor protrusions, such as screw heads or zip ties.
Other tools, such as custom sizing boxes or the legacy non-expanding VEX Sizing Tool (276-2086), may be used for informal checks. However, in the event of a conflict or “close call,” a check with the official On-Field Robot Expansion Sizing Tool takes precedence.
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<R5> Robots may only expand horizontally in one direction. Robots who choose to expand horizontally must demonstrably meet all criteria listed in rule <SG2>. The configuration / “expansion direction” that is measured during inspection must also be the direction used during Match play.
<R6> Robots must be safe. The following types of mechanisms and components are NOT allowed:
a. Those that could potentially damage Field Elements or Scoring Objects. b. Those that could potentially damage other competing Robots. c. Those that pose an unnecessary risk of Entanglement with other Robots or Field Elements. d. Those that could pose a potential safety hazard to Drive Team Members, event staff, or other
humans.
<R7> Robots are built from the VEX V5 system. Robots may be built ONLY using official VEX V5 components, unless otherwise specifically noted within these rules. Product pages on the VEX Robotics website should be used as the official definitive source for determining if a product is a “V5 component.”
a. Products from the VEXpro, VEX EXP, VEX IQ, VEX GO, VEX 123, VEX CTE, VEX AIM, VEX AIR, or VEX Robotics by HEXBUG* product lines cannot be used for Robot construction, unless specifically allowed by a clause of <R7> or “cross-listed” as part of the VEX V5 Product lines. For example, Flex Wheels and VersaHubs are VEXpro components that can be found on the VEX “Flex Wheels” page, and specific sizes are thus legal.
* The HEXBUG brand is a registered trademark belonging to Spin Master Corp
b. The following electronics from the VEX Cortex control system are not permitted:
SKU 276-2192 276-1891 276-2194 276-2245 / 276-3245 276-2177 276-2162 276-2210 276-2193
Description VEXnet Joystick VEXnet Partner Joystick VEX ARM® Cortex-based Microcontroller VEXnet Key 1.0 / 2.0 2-Wire Motor 393
3-Wire Servo VEX Flashlight Motor Controller 29
c. The following electronics from the VEX Cortex control system are permitted:
SKU
Description
276-2174 / 276-4859
Limit Switch V1 / V2
276-2159
Bumper Switch
276-2156
Optical Shaft Encoder
276-2216
Potentiometer
276-2155
Ultrasonic Range Finder
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276-2176 276-2333 276-2332 276-2154 276-1380 276-2158
LED Indicator Yaw Rate Gyroscope Analog Accelerometer V1.0
Line Tracker Jumper
Light Sensor
d. Components that are unique to the V5 Workcell / CTE product line are not permitted. This includes the following:
SKU 276-7151 276-7152 276-7153 276-7720 276-7047
Description Robot Arm Metal Robot Brain Mount Input Output Conveyor
Disc Feeder V5 Electromagnet
e. VEX IQ pins are permitted.
f. Components obtained from the V5 beta program, including V5 beta firmware, are not legal for competition use.
i. All V5 beta hardware can be identified by its lighter gray pre-production color. Robot Brains, Robot Batteries, Controllers, and Vision Sensors from the V5 beta have a “BETA TEST” stamp on them. Smart Motors and Radios do not have this stamp, but can still be identified by color.
g. Components from the VEXplorer kit that are not found in modern VEX V5 kits are not permitted. These include (but may not be limited to) electronics, wheels, non-standard gears, and plastic connectors.
h. Legacy / discontinued products are only permitted if they are explicitly listed in this game manual, or still listed as V5RC or V5RC legal on the VEX Robotics website.
Using VEX apparel, competition support materials, packaging, or other non-Robot products on a VEX V5 Robotics Competition Robot goes against the spirit of this rule and is not permitted.
<R8> Certain non-VEX components are allowed. Robots are allowed the following additional “non-VEX” components:
a. Any material strictly used as a color filter or a color marker for a legal sensor, such as the VEX Light Sensor or the VEX V5 Vision Sensor.
b. Any non-aerosol-based grease or lubricating compound, when used in extreme moderation on surfaces and locations that do NOT contact the playing field walls, foam field surface, Scoring Objects, or other Robots. Grease or lubricant applied directly to V5 Smart Motors or Smart Motor cartridges is prohibited.
c. Anti-static compound, when used in extreme moderation (i.e., such that it does not leave residue on Field Elements, Scoring Objects, or other Robots).
d. Hot glue when used to secure cable connections. 48
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e. An unlimited amount of rope/string, no thicker than 1/4″ (6.35 mm).
f. Commercially available items used solely for bundling or wrapping of 2-wire, 3-wire, 4-wire, or V5 Smart Cables, and/or pneumatic tubing are allowed. These items must solely be used for the purposes of cable/tubing protection, organization, or management. This includes but is not limited to electrical tape, cable carrier, cable track, etc. It is up to inspectors to determine whether a component is serving a function beyond protecting and managing cables and tubing.
g. Non-functional 3D printed license plates, per <R9> and <R10>, are permitted. This includes any supporting structures whose sole purpose is to hold, mount, or display an official license plate.
h. Rubber bands that are identical in length and thickness to those included in the VEX V5 product line (#32, #64, and 117B).
i. Pneumatic components with identical SMC manufacturer part numbers to those listed on the VEX website. For more detail regarding legal pneumatic components, see the Legal VEX Pneumatics Summary document.
j. Zip ties with identical dimensions as those included in the VEX V5 product line.
k. A Micro SD card installed in the V5 Robot Brain.
See this REC Library article for more information.
Significant Q&As: · 2290 – If the inspector and Head Referee agree it’s string, it’s string
<R9> Decorations are allowed. Teams may add non-functional decorations, provided that they do not affect Robot performance in any significant way or affect the outcome of the Match. These decorations must be in the spirit of the competition. Inspectors and Head Referees will have final say in what is considered “non-functional.” Unless otherwise specified below, non-functional decorations are governed by all standard Robot rules.
To be considered “non-functional,” any guards, decals, or other decorations must be backed by legal materials that provide the same functionality. For example, if a Robot has a giant decal that prevents Scoring Objects from falling out of the Robot, the decal must be backed by VEX material that would also prevent the Scoring Objects from falling out. A simple way to check this is to determine if removing the decoration would impact the performance of the Robot in any way.
a. Anodizing and painting of parts is considered a legal nonfunctional decoration.
Note: As of October 1, 2024, anodizing or color changing of parts (such as painting, etc., which changes the original appearance of parts) is no longer allowed in events in mainland China.
b. Small cameras are permitted as non-functional decorations, provided that any transmitting functions or wireless communications are disabled. Unusually large cameras being used as ballast are not permitted.
c. VEX electronics may not be used as non-functional decorations.
d. Decorations that visually mimic Field Elements or Scoring Objects, or that could otherwise interfere
with an opponent’s Vision Sensor, are considered functional and are not permitted. The Inspector and
Head Referee will make the final decision on whether a given decoration or mechanism violates this
rule.
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e. Internal power sources (e.g., for a small blinking light) are permitted, provided that no other rules are violated and this source only provides power to the non-functional decoration (i.e., does not directly or indirectly influence any functional portions of the Robot).
f. Decorations which provide feedback to the Robot (e.g., by influencing legal sensors) would be considered “functional,” and are not permitted.
g. Decorations which provide visual feedback to Drive Team Members (e.g., decorative lighting) are permitted, provided that they do not violate any other rules and serve no other function (e.g., structural support).
<R10> Officially registered Team numbers must be displayed on Robot license plates. To participate in an official VEX V5 Robotics Competition event, a Team must first register on robotevents.com and receive a V5RC Team number. This Team number must be displayed on the Robot using license plates. Teams may choose to use the official V5RC License Plate Kit, or may create their own.
a. License plates must be placed on a minimum of two (2) horizontally opposing sides of the Robot (i.e., the top of a Robot is not considered a “side”), and must remain visible and attached for the entirety of the Match.
b. Robots must use plates that match their Alliance color for each Match (i.e., red Alliance Robots must have their red plates on for the Match). It must be abundantly clear which color Alliance the Robot belongs to.
i. If both colors of license plates are mounted on a Robot, then the incorrect color must be covered, taped over, or otherwise obscured. Since license plates are considered non-functional decorations, this is a legal non-functional use of tape.
c. License plates are considered non-functional decorations (per <R9>), and must fulfill all relevant Robot rules (e.g., they must fit within the 18″ cube, cannot functionally change the stability or rigidity of the Robot, cause Entanglement, etc.).
d. Team numbers must be in white font, and clearly legible.
e. License plates must be at least 2.48 inches (63 mm) tall and 4.48 inches (114 mm) wide, i.e., at least the height/width dimensions of the plates in the V5RC License Plate Kit.
The intent of this rule is to make it immediately apparent to Head Referees which Alliance and which Team each Robot belongs to, at all times. The `wrong’ color doesn’t have to be 100% obscured, but being able to “see through” a Robot arm to the wrong color license plate on the opposite side of the Robot could cause confusion, and would be considered a Violation of <R10a>. It will be at the full discretion of the Head Referee and inspector at a given event to determine whether a given custom license plate satisfies the criteria listed in <R10>.
Teams wishing to utilize custom plates should be prepared for the possibility of this judgment, and ensure that they are prepared to replace any custom parts with official VEX license plates if requested. Not bringing official replacement plates to an event will not be an acceptable reason for overlooking a violation of one or more points in <R10>.
If a Robot must be removed from the Field based on this rule, <R3ci> applies and the Team
should not be issued a “no-show.”
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Figure R10-1: : An example of a license plate made from the V5RC License Plate Kit.
Figure R10-2: An example of a legal custom license plate.
<R11> Let go of Scoring Objects after the Match. Robots must be designed to permit easy removal of Scoring Objects from any mechanism without requiring the Robot to have power after a Match.
<R12> Robots have one Brain. Robots must ONLY use one (1) VEX V5 Robot Brain (276-4810). Any other microcontrollers or processing devices are not allowed, even as non-functional decorations.
This includes microcontrollers that are part of other VEX product lines, such as VEX Cortex, VEX EXP, VEXpro, VEX CTE, VEX RCR, VEX IQ, VEX GO, or VEX Robotics by HEXBUG. This also includes devices that are unrelated to VEX, such as Raspberry Pi or Arduino devices.
<R13> Motors are limited. Robots may use any combination of VEX V5 Smart Motors (11W) (276-4840) and EXP Smart Motors (5.5W) (276-4842), within the following criteria:
a. The combined power of all motors (11W & 5.5W) must not exceed 88W. This limit applies to all motors on the Robot, even those which are not plugged in.
b. V5 Smart Motors, and EXP Smart Motors connected to Smart Ports, are the only motors that may be used with a V5 Robot Brain. The 3-wire ports may not be used to control motors of any kind.
Example
ABCDE
Qty of 11W Motors 8 7 6 5 0
Qty of 5.5 Motors 0 2 4 6 16
<R14> Electrical power comes from VEX batteries only. Robots may use one (1) V5 Robot Battery (276-4811) to power the V5 Robot Brain.
a. No other sources
Documents / Resources
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VEX ROBOTICS V5 Competition High Stakes [pdf] Owner's Manual V5, V5 Competition High Stakes, Competition High Stakes, High Stakes, Stakes |