2018: Power Up!
First Power Up. Two alliances of video game characters and the human operators are trapped in an arcade game. To escape, alliances use power cubes to control switches and a scale, pass power cubes through the exchange for powerups and ascend to face the boss. Team may preload up to one power cube per robot. After a 15 second Autonomous period, drivers control their robot, the alliance with the greater number of points at the end is declared the winner.
2017: Steamworks
FIRST® STEAMWORKS, the 2017 FIRST® Robotics Competition game, invites two adventurers’ clubs, in an era where steam power reigns, to prepare their airships for a long distance race. Each three-team alliance prepares in three ways: 1. Build steam pressure. Robots collect fuel (balls) and score it in their boiler via high and low-efficiency goals. Boilers turn fuel into steam pressure which is stored in the steam tank on their airship – but it takes more fuel in the low-efficiency goal to build steam than the high-efficiency goal. 2. Start rotors. Robots deliver gears to pilots on their airship for installation. Once the gear train is complete, they turn the crank to start the rotor. 3. Prepare for flight. Robots must latch on to their airship before launch (the end of the match) by ascending their ropes to signal that they’re ready for takeoff. The alliance with the greater number of points is declared the winner.
2016: Stronghold
FIRST STRONGHOLD is played by two alliances of three teams each. Alliances compete against each other to breach their opponents’ defenses, known as outer works, and capture their tower. They score points by crossing elements of their opponents’ outer works, scoring boulders in their opponents’ tower goals, and surrounding and scaling their opponents’ tower itself. Each alliance commands one tower, five defenses, and a ‘secret passage’ which allows their robots to restock on ammunition, called boulders. A win is determined by comparing total match points between alliances at the end of the match.
2015: Recycle Rush
RECYCLE RUSH is a recycling-themed game designed for the 2015 FIRST Robotics Competition (FRC). It is played by two Alliances of three Teams each. Alliances compete simultaneously to score points by stacking Totes on Scoring Platforms, capping those stacks with Recycling Containers, and properly disposing of Litter, represented by pool noodles, in designated locations. There are multiple ways for each alliance to earn additional points, including co-opertition. The alliance with the most points will be declared the winner.
2014: Aerial Assist
Aerial Assist is played between two opposing teams: the Red & Blue Alliance. Each alliance is composed of three robots that are designed and built by high-school FIRST Robotics teams. In this year’s game of Aerial Assist, points are awarded to robots that score exercise balls in their correct goal. Teams may earn additional points by working together with their alliance and passing the ball from team to team before scoring. The greater the number of assists, the greater the number of points. Higher points are also awarded to alliances who are able to throw and catch the ball over the central obstacle known as the “Truss”. The team with the greatest amount of points at the end of the game is the winner.
2013: Ultimate Ascent
Ultimate Ascent is played on a 27′ by 54′ field. Located at each end of the field are four goals at varying heights; robots can score points by shooting discs into any of these four goals. Discs scored on the highest goal are worth 3 points each, the middle goal: 2 points each, and the lowest goal: 1 point each.
The match begins with a 15 second autonomous period. During this period, each disc scored is worth double the amount of points of their respective goals. For the remainder of the match, drivers control their robots and try to maximize their alliance score by scoring as many goals as possible. Robots can attempt to score additional points at the end of the match by climbing a 90” tall pyramid near the center of the field; the higher the robot climbs, the more points they score. Atop the pyramid is an additional goal that robots may score on; each disc scored here is worth 5 points.
2012: Rebound Rumble
Rebound Rumble is played on a 27′ by 54′ carpeted court. There is a set of 4 basketball hoops, at varying heights forming a diamond at either end of the court. The tallest hoop sits at 98″ above the floor, the two middle hoops sit at 61″, and the shortest hoop sits at 28″. Points are scored when basketballs are shot through the hoops. The tallest hoop is worth 3 points, the middle 2 points, and the lowest 1 point. The first 15 seconds of the game are played in hybrid. In this time, teams can choose between driving their robot with autonomous or by using Xbox Kinect. Basketballs scored during hybrid have an extra 3 point bonus. Teams can also earn points by balancing on one of the three bridges set in the middle of the field. Teams will balance with their alliance partners on the bridge that coordinates with their alliance colour. The third bridge in the middle of the field is where teams on opposing alliances will balance for co-opertition points. You only earn points from balancing on the bridges if at the very end of the match you are balanced.
2011: Logomotion
Logomotion is played on a 27′ by 54′ carpeted field. This field has 2 sets of 9 pegs on either end of the field, measuring up to 10′. Points are scored by placing innertubes in the shapes of triangles, circles, and squares on the peg wall to create the FIRST logo. On each end of the field, there are 2 feeder stations where human players may manually give tubes to robots instead of picking them off the ground. Four 10′ poles are located on the field, 2 for each alliance, for the end game minibot race.
During Autonomous mode, robots can place yellow innertubes (Ubertubes) on the peg wall for bonus points. At the end of this 15 second, any Ubertubes placed will result in a penalty.During the teleoperated period, robots will place the tubes on their alliance peg wall. Placing the tubes to form the FIRST logo will give the alliance bonus points. Robots who cross into the opposing alliance’s peg wall zone will result in a penalty. In the last 15 seconds of the match, robots can line up to one of their alliance’s 2 minibot poles and prepare for deployment. At the 10 second mark, robots will deploy their minibots and the minibots race to the top of the pole for bonus points.
2010: Breakaway
Breakaway is played on a 27’ by 54’ carpeted field with bumps sectioning the field off into thirds. Robots are autonomous during the first 15 seconds of play and teleoperated for the remaining two minutes, In the last 20 seconds of gameplay, the robot dimensions may expand.
Breakaway game pieces are size five soccer balls. Two three-team robot alliances collect and score balls in their goals. Additional bonus points are earned for each robot not touching the field at the end of the match.
Robots may not possess more than one ball at a time, but they may herd and kick multiple balls at a time. Balls must remain in contact with the floor while in robot’s possession. Alliances must return scored balls to the field quickly. Only one robot at a time is permitted to play defense in front of opponent’s goals.
2009: Lunacy
This year’s official game description of Lunacy from FIRST: Lunacy is played on a 54’ by 74’ low friction field. Robots are equipped with slippery wheels and payload trailers. Lunacy game pieces are “Orbit Balls” designated as Moon Rocks, Empty Cells, or Super Cells. Two three-team robot alliances collect and score Orbit Balls in trailers attached to the opposing teams’ robots. Human players are positioned around the perimeter of the arena and can score from their stations.
Robots are autonomous during the first 15 seconds of play and teleported for the remaining two minutes. Trailers begin each match empty, but robots may be loaded with up to seven Moon Rocks by their team prior to the start of the match. Human players are equipped with 20 Moon Rocks, less the number they load into their robot, and a quantity of Empty and Super Cells determined by the outcome of their previous match. If a team has not yet played a match, the human player receives 4 Empty Cells and 2 Super Cells.
Moon Rocks and Empty Cells are scored in an opponent’s trailer, at any time and by any player are worth 2 points. Super Cells scored in an opponent’s trailer are worth 15 points. Super Cells must be “activated” before they can be played. Activation occurs when a robot delivers an Empty Cell from their Outpost to their Fueling Station. Empty Cells can be delivered throughout the match. Super Cells may only be played during the last 20 seconds of the match.
2008: FIRST Overdrive
Two alliances of three teams race around a track. Over the track is an overpass. While racing around the track to score points, robots race with the trackballs around the field and have the option of either herding them under the overpass or hurdling them over the overpass. Bonuses are awarded to alliances with their trackballs ending on top of the overpass
2007: Rack’n’Roll
Two alliances of three teams aim to place rings on a rack in the centre of the field. Points are awarded on a basis of how many rings are in a row. Black tubes can be used to veto rings on the opposing alliance. Bonuses are awarded to alliances that can lift robots approximately one foot off the ground.
2006: Aim High
Two alliances of three teams aim to either shoot balls into the high centre goal, located above the driver station wall, or to score balls into the low corner goals, located at either side of the driver station wall. Bonuses are awarded to alliances with all three robots on the platform at their end of the field.
2005: Triple Play
Two alliances of three teams stack tetras on top of the goals as well as place them underneath the goals for points. Bonuses are given to alliances with all of their robots in their home end-zone and for rows and tetras.
FIRST Frenzy: Raising The Bar Game Animation
2004: FIRST Frenzy: Raising the Bar
Two alliances of two teams score balls into their alliance’s vertical immobile goal, attached to a deck in the middle, or their alliance’s mobile goal. Bonus balls are involved at the end of the match to top the vertical goals and to multiply the score. Bonuses are awarded to alliances can lift themselves off the ground using the bar at the center of the field.
2003: Stack Attack
Two alliances of two teams, stack bins in their alliance’s end, to multiply their final score, and to collect bins in their scoring area. A bonus is rewarded to robots who, end at the top of the ramp.
2002: Zone Zeal
Two alliances of two teams try to score balls into three movable goals, while at the same time, try to move the goals into a “zone”, a strategically more beneficial than the others, to earn points. Bonuses are rewarded to goals, in the bonus zones, and to robots ending in their home zone.