<T1>Head Referees have ultimate and final authority on all gameplay and Robot ruling decisions during the competition.Head Referees are the only individuals permitted to explain a rule, Disqualification, or Violation to the Teams in a Teamwork Match.
Be a certified VEX IQ Robotics CompetitionHead Referee for the current season.
Cannot be the Event Partner or a Judge Advisor for the event.
<T3>The Drive Team Members are permitted to immediately appeal the Head Referee’s ruling. If Drive Team Members wish to dispute a score or ruling, they must stay in the Driver Station until the Head Referee talks with them. The Head Referee may then choose to meet with the Drive Team Members at another location and/or at a later time so that the Head Referee has time to reference materials or resources to help with the decision.
Once the Head Referee announces that their decision has been made final, the issue is over and no more appeals may be made (see rule T1); failure to accept this final decision may be considered a G1Violation. There is no system or opportunity for an appeal of the Head Referee’s final decision, either at or after the event.
Referees are not permitted to review any photo or video Match recordings when determining a score or ruling. Some events may also prohibit Drive Team Members from reviewing photo or video Match recordings while in the Driver Station; this should be announced to all Teams before Matches start.
Communication and conflict resolution skills are an important life skill for Students to practice and learn. In the VEX IQ Robotics Competition, we expect Students to practice proper conflict resolution using the proper chain of command. Violations of this rule may be considered a Violation of G1
<T4>The Event Partner has ultimate authority regarding all non-gameplay decisions during an event. The Game Manual is intended to provide a set of rules for successfully playing VEX IQ Robotics Competition Level Up; it is not intended to be an exhaustive compilation of guidelines for running a VEX IQ Robotics Competition event. Rules such as, but not limited to, the following examples are at the discretion of the Event Partner and should be treated with the same respect as this Game Manual:
<T5>Be prepared for minor field variance.Field Element tolerances and Scoring Object positions may vary from nominal by up to ±0.5” [12.7mm], unless otherwise specified. Teams are encouraged to design their Robots accordingly. Please make sure to check Appendix A for more specific nominal dimensions and tolerances.
<T6>Fields and Field Elements may be repaired at the Event Partner’s discretion. All competition Fields and other Field Elements at an event must be set up in accordance with the specifications in Appendix A and/or other applicable support materials. Minor aesthetic customizations or repairs are permitted, provided that they do not impact gameplay (see T4).
Examples of permissible modifications include, but are not limited to:
Replacing a damaged or missing VEX IQ component with an identical part of any color
Elevating the playing Field off of the floor (common heights are 10” to 24” [254mm to 609.6mm])
Using off-the-shelf PVC to replace a damaged or missing pipe
Placing Field display monitors outside of the Field walls
Adding decorations to the outside of the Field walls or risers (e.g., LED lights, sponsor banners)
Using 0x2 or 0x3 Pins fully inserted into tiles to mark Bean Bag starting locations for field reset. Using colored pins that match the corresponding Bean Bags is recommended but not required
Repairing a Bean Bag that has been ripped open by sewing it back together
Modifications that may impact Robot functionality and/or how the game is played are generally not allowed. Examples of prohibited modifications include, but are not limited to:
Unofficial FieldFloor and/or walls, additional structural elements inside of the Field, or unofficial/replica Field Elements
Significant/large markings on Scoring Objects that could positively or negatively affect Robot sensors
Any specific repairs and/or modifications which pertain to the current season’s game will be documented in this rule and Appendix A, as needed.
<T7>Fields at an event must be consistent with each other. There are many types of permissible aesthetic and/or logistical modifications that may be made to competition Fields at the Event Partner’s discretion (see T6). If an event has multiple Teamwork MatchFields, they must all incorporate the same permissible modifications. If an event has multiple Robot Skills MatchFields, they must all incorporate the same permissible/applicable modifications. For example, if one Teamwork MatchField is elevated, then all Teamwork MatchFields must be elevated to the same height.
<T8>Qualification Matches will occur according to the official Match schedule. This schedule will indicate Alliance partners, Qualification Match times, and, if the event has multiple Fields, which Field each Qualification Match will be played on.
A Qualification Match can only start before its scheduled time if all Teams, Robots, and assigned volunteers are at the Field and ready to play.
Any multi-division event must be approved by VEX Robotics prior to the event, and divisions must be assigned in sequential order by Team number.
The official Match Schedule is subject to changes at the Event Partner’s discretion. Events should generally wait to generate the Match Schedule until all Teams have checked in and passed Robot inspection, or when it has been confirmed that Teams will not be participating.
If a Team must be removed from the Finals Match schedule after Finals Alliances have been formed (see T12B), the Event Partner can use the full-event Disqualification feature in TM to remove that Team from their scheduled Finals Match. Their spot in the Finals Alliance will be filled manually by the Event Partner by the next-highest-ranked Team that is not already in a Finals Alliance. If that Team is unavailable or unwilling to participate, the Event Partner can manually select the next-highest-ranked and available Team. If no replacement Team is available, the remaining half of that Alliance will play alone.
<T9>Each Team will be scheduled Qualification Matches as follows.
A league must include at least three league ranking sessions, with at least one week between sessions. Each session must include a minimum of two Qualification Matches per Team at that session. The suggested number of Qualification Matches per Team for a standard league ranking session is four. Event Partners may also choose to have Qualification Matches as part of their league finals session.
<T10>Teams are ranked by their average Qualification Match scores.
For Tournaments that have more than one division, Teams will be ranked among all Teams in their specific division.
When in a league, every Team will be ranked based on the number of Matches played. Teams that participate in less than 60% of the total Matches available will be ranked below Teams that participate in at least 60% of the total Matches available (e.g., if the league offers 3 ranking sessions with 4 Qualification Matches per Team, Teams that participate in 8 or more Matches will be ranked higher than Teams who participate in 7 or fewer Matches). Being a no-show to a Match that a Team is scheduled in still constitutes participation for these calculations.
A certain number of a Team’s lowest Qualification Match scores will be excluded from the rankings based on the quantity of Qualification Matches each Team plays. Excluded scores do not affect participation for leagues. “No show” Matches, as described in GG2, are not considered lowest scores for the purposes of calculating a Team’sQualification Match ranking and will never be excluded from the calculation.
In some cases, a Team will be asked to play an additional Qualification Match. The extra Match will be identified on the Match Schedule with an asterisk and will not impact the Team’s ranking (or participation for leagues). Teams are reminded that G1 is always in effect and Teams are expected to behave as if the additional Qualification Match counted.
If a Team must be removed from the Finals Match schedule after Finals Alliances have been formed (see T12B), the Event Partner can use the full-event Disqualification feature in TM to remove that Team from their scheduled Finals Match. Their spot in the Finals Alliance will be filled manually by the Event Partner by the next-highest-ranked Team that is not already in a Finals Alliance. If that Team is unavailable or unwilling to participate, the Event Partner can manually select the next-highest-ranked and available Team. If no replacement Team is available, the remaining half of that Alliance will play alone.
<T13>Teams playing in Finals Matches. The number of Finals Matches, and therefore the number of Teams who will participate in Finals Matches, is determined by the Event Partner. Events that qualify Teams directly to the VEX Robotics World Championship must have a minimum of five Finals Matches per division if there are ten or more Teams in attendance.
Alliances are ranked by their Finals Match score. The highest-scoring Alliance is in first place, the second-highest-scoring Alliance is in second place, etc.
If the Match Stop Time is also tied, a second series of tiebreaker Finals Matches will be played. If this second series of tiebreaker Finals Match is also tied, then the higher-seeded Alliance will be declared the winner.
If there is a tie for a place other than first, the higher-seeded Alliance will receive the higher rank.
For Tournaments that have more than one division, each division will have its own set of Finals Matches. The winners of each division will then have an overall event Finals.
Skills scores recorded by ineligible Teams will be deleted from Tournament Manager before the event is finalized on events.vex.com.
<T16>There is no requirement that Robot Skills Match fields have the same consistent modifications as the Teamwork fields. For example, there is no requirement that Robot Skills MatchFields are elevated to the same height as Teamwork MatchFields.
Teams must be given an opportunity to select which type of Field they want to use, i.e. they cannot be required to use a Teamwork Field for any Robot Skills Match.
<T17>Skills Rankings at events.Teams will be ranked at an event based on the following scores and tiebreakers:
If the tie still cannot be broken, the same process in the step above will be applied to the Teams’ highest Driving Skills Matches.
If the tie still isn’t broken, the Event Partner may choose to allow Teams to have one more deciding Match, or both Teams may be declared the winner.
<T18>Skills Rankings globally.Teams are ranked based on their Robot Skills scores from Tournaments and Leagues that upload results to events.vex.com, according to the following tiebreakers.
Earliest posting of the highest Autonomous Coding Skills Match score. The first Team to post a score ranks ahead of other Teams that post the same score at a later time, all else being equal.
Earliest posting of the highest Driving Skills Match score. The first Team to post a score ranks ahead of other Teams that post the same score at a later time, all else being equal.
<T19>Robot Skills at League Events. At league events in which Teams may submit Robot Skills Challenge scores across multiple sessions, the Robot Skills scores (combined highest Autonomous Coding Skills Match and Driving Skills Match scores) used for rankings will be calculated from Matches within the same session.
For example, consider the following scores for a hypothetical Team across two league event sessions:
This Team would have a Robot Skills score of 72 for this event’s rankings, and their scores from Session 2 would be used for the event and global tiebreakers listed in T17 and T18.