11 Game Rules (G)
11.1 Personal Safety
A. pre-MATCH set-up in order to place their ROBOT and pre-loaded SCORING ELEMENTS per G301, G303, and G304, and
B. after a MATCH is over to stop and collect their ROBOT in a reasonable amount of time when instructed to do so by the Head REFEREE or their designee.
A team may not delay the FIELD reset process through an excessively lengthy process to remove the ROBOT from the FIELD.
It is not a violation of this rule if DRIVE TEAM members contribute to FIELD reset by placing SCORING ELEMENTS that they inadvertently move while setting up their ROBOT or placing removed SCORING ELEMENTS on the FIELD.
Egregious violations of this rule, such as entering the FIELD during a MATCH, are covered by G211.
A. climbing on,
B. hanging from,
C. manipulating such that it does not return to its original shape without human intervention, and
D. damaging.
11.2 Conduct
Examples of inappropriate behavior include, but are not limited to, the use of offensive language or other uncivil conduct.
Examples of particularly contemptible behavior that is likely to result in ARENA ejection include, but are not limited to, the following:
A. assault, e.g., throwing something that hits another person (even if unintended),
B. threat, e.g., saying something like “if you don’t reverse that call, I’ll make you regret it,”
C. harassment, e.g., badgering someone with no new information after a decision has been made or a question has been answered,
D. bullying, e.g., using body or verbal language to cause another person to feel inadequate,
E. insulting, e.g., telling someone they don’t deserve to be on a DRIVE TEAM,
F. swearing at another person (versus swearing under one’s breath or at oneself), and
G. yelling at another person(s) in anger or frustration.
NOTE: This rule is not intended to prevent an ALLIANCE from planning and/or executing its own strategy in a specific MATCH in which all the teams are members of the ALLIANCE.
Example 1: A MATCH is being played by Teams A and B. Team C requests Team A to open the GATE at the end of the MATCH in order resulting in teams A and B not earning the PATTERN RP. Team A accepts this request from team C. Team C’s motivation for this behavior is to prevent Team B from rising in the Tournament rankings and negatively affect Team C’s ranking. Team C has violated this rule.
Example 2: A MATCH is being played by teams A and B, in which team A is assigned to participate as a SURROGATE. Team D encourages team A not to participate in the MATCH so that team D gains ranking position over team B. Team D has violated this rule.
FIRST® considers the action of a team influencing another team to throw a MATCH, to deliberately miss RANKING POINTS, etc. incompatible with FIRST® values and not a strategy any team should employ.
NOTE: This rule is not intended to prevent an ALLIANCE from planning and/or executing its own strategy in a specific MATCH in which all the ALLIANCE members are participants.
Example 1: A MATCH is being played by Teams A and B. Team C requests Team A to open the GATE at the end of the MATCH in order resulting in teams A and B not earning the PATTERN RP. Team A accepts this request from team C. Team C’s motivation for this behavior is to prevent Team B from rising in the Tournament rankings and negatively affect Team C’s ranking. Team A has violated this rule.
Example 2: A MATCH is being played by Teams A and B, in which Team A is assigned to participate as a SURROGATE. Team A accepts Team D’s request to not participate in the MATCH so that Team D gains ranking position over Team B. Team A has violated this rule.
FIRST® considers the action of a team influencing another team to throw a MATCH, to deliberately miss RANKING POINTS, etc. incompatible with FIRST® values and not a strategy any team should employ.
This rule does not apply for strategies consistent with standard gameplay, for example:
A. a red ROBOT attempting to access its GATE pushes a blue ROBOT into an ARTIFACT on the red RAMP.
This rule requires an intentional act with limited or no opportunity for the team being acted on to avoid the penalty, such as:
B. a blue ALLIANCE ROBOT pushing a red ALLIANCE ROBOT from “far away” (more than one TILE distance away) into the blue ALLIANCE LOADING ZONE.
C. Placing an ARTIFACT into an opponent ROBOT such that it is in violation of G408.
In addition to rule violations explicitly listed in this manual and witnessed by a REFEREE, the Head REFEREE may assign a YELLOW or RED CARD for egregious ROBOT actions or team member behavior at any time during the event.
Continued violations will be brought to FIRST® Headquarters’ attention. FIRST® Headquarters will work with event staff to determine if further escalations are necessary, which can include removal from award consideration and removal from the event.
Please see section 10.6.1 YELLOW and RED CARDS for additional detail.
The intent of this rule is to provide the Head REFEREES with the flexibility necessary to keep the event running smoothly, as well as keep the safety of all the participants as the highest priority. There are certain behaviors that automatically result in a YELLOW or RED CARD because this behavior puts the FIRST® community at risk. Those behaviors include, but are not limited to the list below:
A. inappropriate behavior as outlined in the orange box of G201,
B. reaching into the FIELD and grabbing a ROBOT during a MATCH,
C. a single PIN in excess of 15 seconds,
D. descoring SCORING ELEMENTS strategically or REPEATEDLY
The Head REFEREE may assign a YELLOW or RED CARD for a single instance of a rule violation such as the examples given in items above, or for multiple instances of any single rule violation. Teams should be aware that any rule in this manual could escalate to a YELLOW or RED CARD. The Head REFEREE has final authority on all rules and violations at an event.
11.3 Pre-MATCH
A. The expected MATCH start time has passed, and
During Qualification MATCHES, the expected start time of the MATCH is the time indicated on the MATCH schedule or ~3 minutes from the end of the previous MATCH on the same FIELD, whichever is later. If T206 is in effect, the expected MATCH start time is the later of the end of the T206 time or the time indicated on the schedule.
During Playoff MATCHES, the expected start time of the MATCH is the time indicated on the MATCH schedule or 8 minutes from either ALLIANCE’S previous MATCH, whichever is later.
B. The DRIVE TEAM has access to the ARENA and is neither MATCH ready nor making a good faith effort, as perceived by the Head REFEREE, to quickly become MATCH ready.
The intent of this rule is to provide an equitable amount of time for both ALLIANCES to prepare for each MATCH and give DRIVE TEAMS grace given extenuating circumstances that cause them to be late.
Once a VERBAL WARNING/MAJOR FOUL is issued, the Head REFEREE starts a 2-minute timer and makes a good faith effort to share the timer’s status with the delaying DRIVE TEAM.
Being “MATCH ready” requires that the ROBOT is on the FIELD, in its STARTING CONFIGURATION, and turned on. Additionally, the DRIVE TEAM members must be in their starting positions.
In general, good faith efforts to quickly become MATCH ready are entirely for the purposes of transitioning the ROBOT into a MATCH ready state (i.e., not attempts to significantly alter a ROBOT’S capabilities.) Examples of good faith efforts to quickly become MATCH ready include but are not limited to:
A. walking safely towards the FIELD with a ROBOT that a team is not actively modifying.
B. applying quick fixes such as tape or cable ties to make the ROBOT compliant with STARTING CONFIGURATION requirements.
C. waiting for a DRIVER STATION device to boot.
D. actively working with field technical staff, including the FTA, to resolve an issue in a reasonable amount of time.
E. performing a MOMENTARY “wiggle test” to confirm communication between the DRIVER STATION and the ROBOT CONTROLLER. The ROBOT should not drive or interact with SCORING ELEMENTS (except contact with pre-loaded ARTIFACTS) while performing this test.
A. be employed in a way that introduces a safety hazard,
B. extend more than 6 ft. 6 in. (~198 cm) above the TILES,
C. communicate with anything or anyone outside of the ARENA with the exception of medically required equipment,
D. block visibility for FIELD STAFF or audience members, or
E. jam or interfere with anything in the ARENA.
It is not a violation of this rule to bring an alignment device to the FIELD to aid pre-MATCH ROBOT set-up and alignment. The use of any alignment devices should not delay MATCH start in violation of G301.
Examples of equipment that may be considered a safety hazard in the confined space of the ALLIANCE AREA include but are not limited to, a folding step stool, ladder, or a large signaling device.
Using an item that has wireless communications disabled complies with G302.C above.
Examples of jamming or interfering with remote sensing capabilities include, but are not limited to, mimicking the FIELD AprilTags and shining bright lighting or laser pointers onto the FIELD.
A. does not pose a hazard to humans, FIELD elements, or other ROBOTS.
B. has passed inspection, i.e., it is compliant with all ROBOT rules.
C. if modified after initial Inspection, it is compliant with I305.
D. is the only team-provided item left in the FIELD.
E. ROBOT SIGNS must indicate the correct ALLIANCE color (see R402).
F. ROBOT must be motionless following completion of OpMode initialization.
If a ROBOT is DISABLED prior to the start of the MATCH, the DRIVE TEAM may not remove the ROBOT from the FIELD without permission from the Head REFEREE or the FTA.
For assessment of many of the items listed above, the Head REFEREE is likely to consult with the LRI.
A. is over a LAUNCH LINE,
B. is either touching its own ALLIANCE’s GOAL or the FIELD perimeter,
C. is fully contained on its own ALLIANCE’s side of the FIELD (FIELD columns A, B, C for blue, or FIELD columns D, E, F for red) (Figure 9‑4),
D. not attached to, entangled with, or suspended from any FIELD element,
E. confined to its STARTING CONFIGURATION (see R101 and R102), and
F. in contact with no more than the allowed pre-load possession limit as described in section 10.3.1 SCORING ELEMENTS.
G304.C requires the ROBOT to be fully contained within the FIELD perimeter and not overhang the FIELD perimeter wall.
Figure 11‑1 shows examples of several possible legal ROBOT starting locations.
Figure11‑1: Examples of allowed ROBOT starting locations
Image showing examples of allowed ROBOT starting locations.
This rule requires all teams to select and INIT an OpMode regardless of whether or not an AUTO OpMode is planned to be used during AUTO. FIELD STAFF will use this as an indication that a team is ready to start the MATCH.
Teams without an AUTO OpMode should consider creating a default AUTO OpMode using the BasicOpMode sample and use the auto-loading feature to automatically queue up their TELEOP OpMode.
11.4 In-MATCH
Rules in this section pertain to gameplay once a MATCH begins.
11.4.1 AUTO
AUTO is the first 30 seconds of the MATCH, during which DRIVERS may not provide input to their ROBOTS, so ROBOTS operate with only their pre-programmed instructions.
A. to press the (▶) start button within a MOMENTARY reaction of the start of the MATCH,
B. to press the (■) stop button either at the team’s discretion or instruction of the Head REFEREE per T202, or
C. for personal safety or OPERATOR CONSOLE safety.
FIELD STAFF will not re-randomize the OBELISK due to violations of this rule prior to MATCH start.
Teams do not have to start an OpMode if they choose not to run an AUTO OpMode.
The intent of G401.A is for teams to start AUTO on time, accounting for the variability in human factors. Strategic violations of G401.A will be considered egregious behavior under G211.
A. contact an opposing ALLIANCE’S ROBOT which is completely within the opposing ALLIANCE’S side of the FIELD either directly or transitively through an ARTIFACT, or
B. disrupt an ARTIFACT from its pre-staged location on the opposing ALLIANCE’S side of the FIELD either directly or transitively through contact with an ARTIFACT, or by LAUNCHING an ARTIFACT directly into it.
Navigating into the opposing ALLIANCE’S side of the FIELD during AUTO is a risky gameplay strategy.
LAUNCHED ARTIFACTS which happen to enter the other side of the FIELD after being deflected by another object in the FIELD (e.g., FIELD element, ROBOT) will not be penalized.
Example 1: A red ROBOT LAUNCHES 1 ARTIFACT onto the opponent side of the FIELD. The LAUNCHED ARTIFACT disrupts 2 pre-staged ARTIFACTS on the blue side of the FIELD. Red is assessed 2 MAJOR FOULS under G402.
Example 2: A red ROBOT LAUNCHES 1 ARTIFACT at their GOAL in an attempt to score, but the ARTIFACT misses the open top of the GOAL, deflects off the GOAL structure and rolls into the blue side of the FIELD, disrupting 2 pre-staged ARTIFACTS. No G402 penalties are assessed.
11.4.2 TELEOP
Movement that occurs following the conclusion of an AUTO OpMode (due to inertia, gravity, or de-energizing of actuators, etc.) is not a violation of this rule.
Teams may press buttons on their DRIVER STATION app to stop the AUTO OpMode, initialize or start a TELEOP OpMode during the AUTO to TELEOP transition period. If the INIT portion of the OpMode causes the ROBOT to violate this rule (actuators moving or twitching in any way) then the team should wait until TELEOP begins before pressing INIT.
A ROBOT LAUNCHING an ARTIFACT during the transition period is considered a violation of this rule.
Strategic violations of this rule will be considered egregious behavior under G211. Strategic violations include, but are not limited to:
- LAUNCHING multiple SCORING ELEMENTS,
- operating the GATE, and
- moving the ROBOT a substantial distance in a preferred direction.
DRIVE TEAMS should make it obvious that the ROBOTS are no longer being controlled by pressing the (■) stop button on the DRIVER STATION app or by discontinuing any operation of the ROBOT by the end of the MATCH period and setting down their controllers.
Movement due to inertia, gravity, or de-energizing of actuators, etc. is not considered powered movement.
11.4.3 SCORING ELEMENT
Examples include, but are not limited to:
A. Intentionally positioning SCORING ELEMENTS to impede opponent access to FIELD elements
B. Intentionally placing SCORING ELEMENTS into inaccessible locations on the FIELD such as under the RAMP or GOAL
C. Intentionally using a SCORING ELEMENT to hold open the GATE
Examples of interaction with a SCORING ELEMENT that are not “CONTROL” include, but are not limited to:
A. “bulldozing” (inadvertent contact with a SCORING ELEMENT while in the path of the ROBOT moving about the FIELD)
B. “deflecting” (being hit by a SCORING ELEMENT that bounces into or off a ROBOT)
C. inadvertent contact with a SCORING ELEMENT while attempting to acquire a SCORING ELEMENT from the LOADING ZONE.
D. SCORING ELEMENTS that have been LAUNCHED by a ROBOT that are no longer in contact with the ROBOT.
It is important to design your ROBOT so that it is impossible to inadvertently or unintentionally CONTROL more than the limit.
Excessive violations of CONTROL limits include, but are not limited to:
A. simultaneous CONTROL of 5 or more ARTIFACTS, or
B. frequent (i.e., 3 or more separate violations in a MATCH), greater-than-MOMENTARY CONTROL of 4 or more ARTIFACTS.
REPEATED excessive violations of this rule do not result in additional YELLOW CARDS unless the violation reaches the level of egregious to trigger a G211 violation.
11.4.4 ROBOT
A. the ROBOT or anything it CONTROLS, i.e., a SCORING ELEMENT, disrupts anything outside the FIELD or contacts a human that is outside the FIELD.
B. the ROBOT operation is dangerous.
Please be conscious of REFEREES and FIELD STAFF working around the ARENA who may be in close proximity to your ROBOT.
Examples of violations include, but are not limited to:
A. Wildly flailing outside the FIELD
B. Knocking over a DRIVER STATION stand
C. Moving/damaging the FIELD timer display
D. Contacting FIELD STAFF or a DRIVE TEAM member outside the FIELD
ROBOT contact with ARENA elements outside the FIELD, such as a DRIVER STATION stand, the floor outside the FIELD, or the FIELD wall perimeter outside of the FIELD is not a violation of this rule.
Disrupting the OBELISK is not a violation of this rule.
SCORING ELEMENT damage is specifically covered in G407. G407 and G412 do not stack. G412 does not apply to damage caused by normal gameplay actions.
FIELD damage includes, but is not limited to:
- contaminating the FIELD with a liquid or fine solid as in R205,
- damaging TILE in R201,
- causing the GATE to bend or break off
FIELD damage does not include:
- normal GATE interaction resulting in a GATE that “sticks” open
- normal interaction with the GOAL that causes it to lift off the TILES
A. grabbing,
B. grasping,
C. attaching to,
D. becoming entangled with, or
E. suspending from.
A. If the over-expansion is due to damage and not used for strategic benefit.
A. during the final 20 seconds of the MATCH, and
B. when not in any LAUNCH ZONES.
A SCORING ELEMENT is considered LAUNCHED if it is shot into the air, propelled across the floor to a desired location or in a preferred direction, or thrown in a forceful way.
“Bulldozing” (inadvertent contact with a SCORING ELEMENT while in the path of the ROBOT moving about the FIELD) is not considered LAUNCHING
This is not intended to penalize teams with active manipulators which are expelling SCORING ELEMENTS through normal operation, such as:
A. Running an intake in reverse causing a SCORING ELEMENT to travel a short distance from the ROBOT.
B. A ROBOT pushing a SCORING ELEMENT a short distance away in the process of herding it across the FIELD.
A. contact, either directly or transitively through a SCORING ELEMENT, an opposing ALLIANCE’S GATE, or
B. apply, either directly or transitively through a SCORING ELEMENT, any closing force to either GATE.
A. remove an ARTIFACT from their own RAMP except by operating the GATE, or
B. remove an ARTIFACT from the opponent’s RAMP by any means.
Violation: MAJOR FOUL per ARTIFACT, and the ALLIANCE is ineligible for the PATTERN RP ifG418.A, or the opposing ALLIANCE is awarded the PATTERN RP ifG418.B.
Exceptions are granted for inconsequential and inadvertent contact made by a ROBOT while operating a GATE.
Example 1: A red ROBOT that contacts an ARTIFACT on the blue RAMP is in violation of this rule and is assessed 1 MAJOR FOUL under G418.
Example 2: A red ROBOT that LAUNCHES an ARTIFACT at an ARTIFACT on the red RAMP, removing it from the RAMP is in violation of this rule. The red ALLIANCE is assessed 1 MAJOR FOUL and is ineligible for the PATTERN RP under G418.A.
Example 3: A red ROBOT contacts and opens the blue GATE, causing 5 ARTIFACTS that were on the blue RAMP to leave the RAMP and return to the FIELD. Red is assessed a total of 6 MAJOR FOULS – 1 under G417.A and 5 under G418.B – in addition to blue being awarded PATTERN RP under G417.A/G418.B.
A. intentionally place or LAUNCH ARTIFACTS directly onto their own RAMP, or
B. place or LAUNCH ARTIFACTS into the opponent’s GOAL or onto the opponent’s RAMP.
The intent is for ROBOTS to score by LAUNCHING into the open top of their own GOAL. Attempts to intentionally score points with actions that enter the ARTIFACT further down on the RAMP are considered violations of this rule.
Attempts to score points for the opponent either through the opponent GOAL or with actions that enter an ARTIFACT further down on the opponent RAMP are also considered violations of this rule.
There is no violation for scoring in an opponent’s DEPOT.
11.4.5 Opponent Interaction
FIRST® Tech Challenge can be a high-contact competition and may include rigorous gameplay. While this rule aims to limit severe damage to ROBOTS, teams should design their ROBOTS to be robust. Teams are expected to act responsibly.
An example of a violation of this rule includes, but is not limited to:
A. A ROBOT high-speed rams and/or REPEATEDLY smashes an opponent ROBOT and causes damage. The REFEREE infers that the ROBOT was deliberately trying to damage the opponent’s ROBOT.
Examples of functionally impairing another ROBOT include, but are not limited to:
B. disconnecting wires for operation of a component inside the ROBOT CHASSIS.
C. disconnecting the opponent ROBOT’S battery (this example also clearly results in a RED CARD because the ROBOT is no longer able to drive).
D. powering off an opponent’s ROBOT using their reasonably well-protected power switch (This example also clearly results in a RED CARD because the ROBOT is no longer able to drive).
Teams should mount their main power switch so it is protected per R609. A team that mounts their ROBOT’S power switch in an exposed location puts themselves at high risk of incidental contact. Powering off an opponent’s ROBOT by their exposed power switch during normal interactive gameplay will be considered incidental and not deliberate.
At the conclusion of the MATCH, the Head REFEREE may elect to visually inspect a ROBOT to confirm violations of this rule made during a MATCH and remove the violation if the damage cannot be verified.
"Unable to drive" means that because of the incident, the DRIVER can no longer drive to a desired location in a reasonable time (generally). For example, if a ROBOT can only move in circles, or can only move extremely slowly, the ROBOT is considered unable to drive.
Examples of violations of this rule include, but are not limited to:
A. using a wedge-like MECHANISM to tip over an opponent ROBOT
B. making frame-to-frame contact with an opponent ROBOT that is attempting to right itself after previously falling over and causing them to fall over.
C. causing an opponent ROBOT to tip over by contacting the ROBOT after it starts to tip if, in the judgement of the REFEREE, that contact could have been avoided.
Tipping as an unintended consequence of normal ROBOT-to-ROBOT interaction, including single frame-to-frame hits that result in a ROBOT tipping, as perceived by the REFEREE, is not a violation of this rule.
"Unable to drive" means that because of the incident, the DRIVER can no longer drive to a desired location in a reasonable time (generally). For example, if a ROBOT can only move in circles, or can only move extremely slowly, the ROBOT is considered unable to drive.
A. the ROBOTS have separated by at least 2 ft. (~61 cm) from each other for more than 3 seconds,
B. either ROBOT has moved 2 ft. from where the PIN initiated for more than 3 seconds, or
C. the PINNING ROBOT gets PINNED.
For criteria A, the PIN count pauses once ROBOTS are separated by 2 ft. until either the PIN ends or the PINNING ROBOT moves back within 2 ft., at which point the PIN count is resumed.
For criteria B, the PIN count pauses once either ROBOT has moved 2ft from where the PIN initiated until the PIN ends or until both ROBOTS move back within 2ft., at which point the PIN count is resumed.
Examples of violations of this rule include, but are not limited to:
A. shutting down access to all SCORING ELEMENTS,
B. quarantining an opponent to a small area of the FIELD,
C. quarantining SCORING ELEMENTS out of the opposing ALLIANCE’S reach, or
D. completely blocking access to the opponent’s GATE.
A. A ROBOT in their own ALLIANCE’S GATE ZONE and in their opponent’s SECRET TUNNEL ZONE is not protected under G424.
For the exception in G424.A, G425 would apply instead.
Figure 11‑2 shows some examples of typically protected and non-protected contact in the GATE ZONE. The intent of this rule is to ensure an ALLIANCE has access to their own GATE. Some of the actions shown below may also fall under other penalties including G423 or escalate to G211.
Figure11‑2:G424Examples
Figure 11‑3 shows some examples of typically protected and non-protected contact in the SECRET TUNNEL ZONE. The intent of this rule is to ensure an ALLIANCE has access to ARTIFACTS exiting from the opponent’s GATE, but still allow the opponent the opportunity to also access ARTIFACTS if there is no defender present.
Figure 11‑3: G425 Examples
Figure 11‑4 shows some examples of typically protected and non-protected contact in the LOADING ZONE. The intent of this rule is to ensure an ALLIANCE has access to ARTIFACTS exiting from the opponent’s GATE but still allows the opponent the opportunity to also access ARTIFACTS if there is no defender present.
Some of the actions shown below may also fall under other penalties including G423.
Figure 11‑4: G426 Examples (before the last 20 seconds of the match)
11.4.6 Human
A. DRIVE TEAMS may be anywhere in their respective ALLIANCE AREA during a MATCH.
B. DRIVE TEAM members must be staged inside their respective ALLIANCE AREA prior to MATCH start.
The intent of this rule is to prevent DRIVE TEAM members from leaving their assigned AREA during a MATCH to gain a competitive advantage. For example, moving to another part of the FIELD for better viewing or reaching into the FIELD. Simply breaking the plane of the AREA during normal MATCH play is not a FOUL.
DRIVE TEAM members may retrieve SCORING ELEMENTS that have left the FIELD if they are able to do so without violating G428, G430, and G434. Reintroduction of SCORING ELEMENTS must follow rule G432.
Exceptions are granted in cases concerning safety and for actions that are inadvertent, MOMENTARY, and inconsequential.
A. holding the DRIVER STATION device,
B. troubleshooting the DRIVER STATION device,
C. selecting OpModes on the DRIVER STATION app,
D. pressing the INIT button on the DRIVER STATION app,
E. pressing the (▶) start button on the DRIVER STATION app, or
F. pressing the (■) stop button on the DRIVER STATION app.
A. directly contact a ROBOT,
B. contact a SCORING ELEMENT in contact with a ROBOT,
C. disrupt SCORING ELEMENT scoring, or
D. contact a FIELD element.
Exceptions are granted in cases concerning safety and for actions that are inadvertent, MOMENTARY, and inconsequential.
For G431.A and G431.B, the penalty is applied to the DRIVE TEAM member regardless of whether the DRIVE TEAM member or ROBOT initiates contact.
Impacting ARTIFACT scoring includes, but is not limited to:
A. Contacting an ARTIFACT LAUNCHED by the opponent within the FIELD
B. Contacting an ARTIFACT in the opponent’s GOAL
C. Disrupting the scoring of an ARTIFACT on the opponent’s RAMP or by operating the opponent’s GATE
A. only during TELEOP,
B. without using a tool,
C. without causing an ARTIFACT to enter into the LOADING ZONE from elsewhere on the FIELD, and
D. without causing an ARTIFACT to leave the LOADING ZONE and enter the rest of the FIELD unless the ARTIFACT is CONTROLLED by a ROBOT as follows:
i. ARTIFACT CONTROL begins when the ROBOT is in the LOADING ZONE, and
ii. ARTIFACT is still CONTROLLED by the ROBOT when the ROBOT leaves the LOADING ZONE.
DRIVE TEAM members may load SCORING ELEMENTS into a ROBOT that is partially or fully in the LOADING ZONE.
ARTIFACTS that are unintentionally deflected, e.g., a DRIVE TEAM member protecting themselves from a LAUNCHED ARTIFACT, are an exception to this rule.
DECODE is a fast-paced game and teams should practice coordination and communication between the DRIVE TEAM members to avoid unintentional contact between the ROBOT and any humans in violation of G431.A.
The intent of this rule is to prevent an ALLIANCE from starving the FIELD of ARTIFACTS during TELEOP.
Examples of “out of play” include, but are not limited to:
A. A DRIVE TEAM member holding an ARTIFACT inside or outside of the FIELD
B. DRIVE TEAM member storing an ARTIFACT outside the FIELD
During AUTO and transition, this rule is not enforced. Upon the start of TELEOP, DRIVE TEAM members must make a good-faith effort to immediately enter ARTIFACTS into the FIELD until compliant with G434.
Teams will not be in violation of this rule if FIELD STAFF return ARTIFACTS to the DRIVE TEAM that have left the FIELD per section 10.8 Other Logistics such that the ALLIANCE holds a number of ARTIFACTS over the limit. However, if the DRIVE TEAM does not then make a good-faith effort to immediately enter ARTIFACTS into the FIELD until compliant with G434, they will be in violation of this rule.
DRIVE TEAM members must keep ARTIFACTS accessible. DRIVE TEAM members intentionally losing access to ARTIFACTS, e.g., by purposefully removing them from the FIELD and ALLIANCE AREA, will be considered egregious behavior and handled per G211.