The object of the game is to attain a higher score than the opposing Alliance by stacking Pins and Cups on Goals, setting Toggles to your Alliance color, and ending the Match with your Robot in the contested Midfield.
Teams may also compete in Robot Skills Matches, where one (1) Robot tries to score as many points as possible. See Section 3 for more information.
At the VEX U Collegiate level, Teams play in a modified Tournament with a 30-second Autonomous Period and additional Robot build challenges. See Section 6.
Note: The illustrations in this section of the Game Manual are intended to provide a general visual understanding of the game. Some figures may highlight or change the appearance of certain Field Elements and Scoring Objects to emphasize or clarify intent.
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.
We want to take the opportunity to explain how this game was designed and what kind of gameplay we expect to see during the season. This section also points out parts of the game that we will watch closely in case updates are needed.
This is not a rules section. It does not add any new rules. Instead, it helps you understand the purpose of the game and what we as designers had in mind.
What This Game is About & Scoring
Override is a game that focuses on stacking and teamwork. We intend for Teams to work together with their Alliance partners to assemble stacks, gain points using Scoring Objects, and control Toggles to outscore their opponents.
Because of this, success in the game is not just about building a good Robot. It also depends on how well you:
Interaction with the opposing Alliance is still an important part of the game. However, Matches cannot be dominated by tearing down what the other Alliance has built. Some defense and disruption is expected, but the main focus should stay on building and scoring.
If strategies that focus mostly on preventing stacks become too common, the Game Design Committee may consider making changes to ensure the game remains interesting with many strategy choices. We will look at how often these strategies are used and how they affect gameplay compared to our intentions.
Large Point Swings with Toggles and Yellow Pins
The scoring values in Override are designed to encourage dynamic strategy and decision making. Because of this, it is possible for actions like controlling Toggles or scoring yellow Pins to create large point swings during a Match.
These moments can be exciting, but they should not become the only way to win. Teams should still have multiple viable strategies, including building stacks and competing in the Endgame.
We will monitor how these point swings impact Matches throughout the season. If they begin to outweigh other scoring opportunities or reduce strategic variety, the Game Design Committee may adjust point values to maintain a balanced and engaging game.
The Endgame: Final 10 Seconds
The last 10 seconds of the Match are designed to feel more intense and competitive. During this time, the game shifts to a “king of the hill” style challenge in the Midfield. This section of the Match will likely include increased Robot interaction. As such:
Teams should expect more crowded and contested conditions than earlier in the Match.
If the Endgame consistently leads to problems like Robots getting stuck, tipping too often, or not being able to recover, the Game Design Committee may adjust rules to keep Matches fair and playable.
Using Sensors in the Game
Override is a game where sensors can be very helpful. Tools like AI Vision Sensors and Optical Sensors can help your Robot :
The Game Design Committee will work to support sensor use through Field and game design. However, real-world conditions are not always perfect. Lighting and object placement may vary. Because of this, Teams should design and code their Robots so their sensors can handle small changes and still work reliably during a Match.
In addition, Robot rules will continue to be reviewed to make sure the game stays fair throughout the season. One important focus is preventing Teams from building Robots that could interfere with sensors in unfair ways like intentionally trying to confuse sensors or adding parts that look like Field Elements.
Making sure all Teams can rely on their sensors to work as expected is an important part of fair competition.
<SC1>All scoring statuses are evaluated after the Match ends. Scores are calculated five seconds after the Match ends, or once all Scoring Objects, Field Elements, and Robots on the Field come to rest, whichever comes first.
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. A Robot which is breaking the plane of the Midfield but slowly droops down and away from the Midfield at five (5) seconds would not be considered in the Midfield.
At the end of the Match, the on-screen timer displayed by Tournament Manager will hold the current Match information and “0:00” for five (5) seconds before moving to queue the next Match. This should be the primary 5-second visual cue used by Teams and Head Referees.
This 5-second delay is only intended to be a “benefit of the doubt” grace period, not an extra five 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).
Referees should avoid contacting or moving Robots and/or Scoring Objects as much as possible while evaluating scoring statuses. If an object must be moved to evaluate the status of another object, its status must be agreed upon by all Teams and the Head Referee, and noted or recorded, before it is moved.
Referees must record counts based on verified scoring statuses evaluated after the Match, using final positions of Scoring Objects, Field Elements, and Robots. Point considerations used to determine whether a Violation is Match Affecting (e.g., specified in Violation Notes) should NOT be added to or deducted from the actual score, and points scored during a Violation should not be deducted from a score.
Figure SC2-2: The Pin resting on top is partially nested with the Cup, but the Pin is not considered Placed since that half of the Cup contains more than one Pin Half.
<SC3> Each Pin consists of two Pin Halves. Each visible half of a Placed Pin is Scored and earns points according to its color:
"For the purposes of Match Affecting calculations, the removal of Placed Scoring Objects from neutral Goals should be evaluated as follows:
2. 3. a. For an interaction resulting in the removal of 1, 2, or 3 Pins, each Pin removed as part of
this interaction should be considered worth a value of 10 points.
b. For an interaction resulting in the removal of 4+ Pins, the Pins removed as part of this
interaction should be considered worth a combined value of 50 points.
This question is the definition of "pin" in the violation note.
<SC3><SC3> "Each Pin consists of two halves. Each visible half of a Placed Pin counts as a Scored Pin, according to the following:
Each visible red half of a Placed Pin counts as a Scored red Pin, earning points for the red Alliance.
Each visible blue half of a Placed Pin counts as a Scored blue Pin, earning points for the blue Alliance.
Each visible yellow half of a Placed and Owned Pin counts as a Scored yellow Pin, earning points for the Alliance that Owns the Pin. (See <SC5><SC5>.)
For a Pin half to be considered visible, the Pinhalf must not be partially or fully nested inside the opaque half of a Cup.”
Below (image 1) is 2 (physical pins) or 3 (pin halves)?
(these are not my drawings, I borrowed them from a friend)
Currently, a whole Pin (consisting of two halves) is referred to as a "Pin", and a visible half of a Placed Pin is referred to as a "Scored Pin". We definitely understand the confusion here, and we're hoping to resolve this confusion between Pins and Pin halves in the next game manual update.
In Q&A 3232, we mentioned that when Scoring Objects were removed from neutral Goals, we felt that tracking extra details, such as which parts of Pins were visible or not, was likely too much of a burden on Head Referees that could lead to excessive guesswork. As a result, Head Referees should only count the number of whole Pins removed from the Goal for each SG10 Violation, not the number of visible Pin halves.
For example, if an SG10 Violation involved the removal of two whole Placed Pins (consisting of 4 Pin halves), that would count as 2 Pins removed, meaning this SG10 Violation would be valued at 20 points.
<SC4>A Toggle is considered set to a color when it meets all of the following criteria:
The Toggle must be fully seated, such that there is a face of the Toggle in contact and parallel with its mounts on the Field Perimeter at rest. (see Figure SC5-1)
If a Toggle is not considered set to a color, it is considered a neutral (yellow) Toggle by default, and neither Alliance receives Ownership of the yellow Pin Halves in that Quadrant. While the Toggle has infinite potential orientations, only three discrete orientations are considered “set” states.
<SC5>Ownership of Yellow Pin Halves. Each yellow half of a PlacedPin can be Owned by an Alliance under the following conditions:
<SC6> A Robot counts as ending in the Midfield if the Robot is at least partially within the Midfield at the end of the Match (i.e., any part of the Robot extends into the defined volume of the Midfield).
For events which qualify directly to the VEX Robotics World Championship (such as 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.
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 R3 and pass inspection without these influences.
Violation Notes:
The Match will not begin with any conditions in this rule unmet. If a Robot cannot meet these conditions in a timely manner, the Robot will be removed from the Field and rules <R2d> and GG2 will apply until the situation is corrected. They will not receive a Disqualification, but should receive a Minor Violation and will not be permitted to play in the Match.
Clause A of this rule is applied differently for VEX U. See Rule VUG1 and VUG3.
This rule is applied differently for the VEX AI Robotics Competition. See Rule VAIG4.
Figure SG-1: An overhead view of the Field, with four Robots in legal starting positions.
<SG2>Horizontal expansion is limited. Once the Match begins, Robots may expand horizontally beyond the starting size limit within the following criteria:
The Robot can never be larger than 24” wide or 24” long at any point during the Match (must fit within a 24”x24” square horizontal footprint).
Bent or broken mechanical components that are not used for strategic gain
Figure SG-2: A demonstration of how the size of the Robot may change horizontally through the course of a vertical expansion.
<SG3>Vertical expansion is limited. Once the Match begins, Robots may expand vertically beyond the starting size limit, but no part of the Robot may exceed an overall height of 50” at any point during the Match (must always be able to fit within a hypothetical 50” vertical sizing box).
<SG5>Each Robot gets one Pin as a Preload. Red AlliancePreloads are red/yellow Pins ; blue AlliancePreloads are blue/yellow Pins. Prior to the start of each Match, each Preload must be placed such that it meets all of the following criteria:
<SG6>Possession is limited to a maximum of one Pin and one Cup.Robots may not have Possession of more than one (1) Pin at once. Robots may not have Possession of more than (1) Cup at once. Robots in Violation of this rule must immediately stop all actions except for attempting to remove the excess Scoring Objects.
The Autonomous Period should be primarily Offensive, with Teams focusing on scoring and executing strategic maneuvers rather than Defensive disruption. Teams should avoid actions that are primarily Defensive in nature, including but not limited to:
While incidental contact or unintentional interactions may occur with Robots on the other side of the Autonomous Line, Teams that employ deliberate Defensive autonomous strategies that impact their opponents’ autonomous routines may be subject to Minor or Major Violations at the discretion of the Head Referee.
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, or the interactions described in <SG7e> will be considered Major Violations and should result in a Disqualification for the Match.
<SG8>Engage with the Midfield and/or Autonomous Line during the Autonomous Period at your own risk. Any Robot that engages with the Midfield and/or Scoring Objects that begin the Match on the Autonomous Line should be aware that opponent Robots may also choose to do the same. Per GG12 and GG13, Teams are responsible for the actions of their Robots at all times.
For the purposes of this rule, “engages with” means any combination of:
<SG9>Alliance Goals are protected.Robots may not directly or indirectly interact with opposing Alliance-colored Goals. Examples of interactions include, but are not limited to:
Strategically covering the Goal in a manner that prevents additional Scoring Objects from being Placed. (Indirect)
Pushing an opposing Robot into Scoring Objects stacked in their own Alliance-colored Goal, knocking some or all of them out of the Goal. (Indirect)
Violation Notes:
Incidental interactions, such as unintentional/inconsequential contact with the Goal and/or Scoring Objects stacked on the Goal, should typically be considered Minor Violations.
Intentional, strategic, or egregious interactions, as well as any interactions involving the addition or removal of PlacedScoring Objects on the Goal, will be considered Major Violations.
<SG10>Placed Scoring Objects may not be removed from neutral Goals via direct or indirect interactions. Examples of interactions include, but are not limited to:
For an interaction resulting in the removal of 1, 2, or 3 Pins, each Pin removed as part of this interaction should be considered worth a value of 10 points.
For an interaction resulting in the removal of 4+ Pins, the Pins removed as part of this interaction should be considered worth a combined value of 50 points.
The value of removed Pins is determined for each independent interaction/Violation. When multiple Violations occur, the point values attributed to each Violation may stack and can cumulatively become Match Affecting.
If subtracting these point values from the offending Alliance’s final score would change the outcome of the Match, then the Violation(s) should be considered Match Affecting. (These point values are not actually subtracted from the final scores of either Alliance; this is merely a check made by the Head Referee.) These calculations should be taken into account simultaneously for both Alliances, prior to determining whether any Violation affected the outcome of the Match in favor of one Alliance or the other.
Note: Head Referees cannot be expected to track the number of PinsPlaced in each Goal throughout a Match, and when Pins get removed from Goals, they cannot be expected to have a 100% accurate count of the Pins that were previously Placed in that Goal. For each interaction involving removed Pins, Head Referees can only be asked to make their best educated guess as to how many Pins were removed, and Teams must accept Head Referee counts, even if not perfectly accurate. (Accurately counting 1, 2, or 3 Pins is difficult. Counting beyond 3 becomes even less reliable, which is why a fixed point value applies to interactions resulting in the removal of 4+ Pins.)
"For the purposes of Match Affecting calculations, the removal of Placed Scoring Objects from neutral Goals should be evaluated as follows:
2. 3. a. For an interaction resulting in the removal of 1, 2, or 3 Pins, each Pin removed as part of
this interaction should be considered worth a value of 10 points.
b. For an interaction resulting in the removal of 4+ Pins, the Pins removed as part of this
interaction should be considered worth a combined value of 50 points.
This question is the definition of "pin" in the violation note.
<SC3><SC3> "Each Pin consists of two halves. Each visible half of a Placed Pin counts as a Scored Pin, according to the following:
Each visible red half of a Placed Pin counts as a Scored red Pin, earning points for the red Alliance.
Each visible blue half of a Placed Pin counts as a Scored blue Pin, earning points for the blue Alliance.
Each visible yellow half of a Placed and Owned Pin counts as a Scored yellow Pin, earning points for the Alliance that Owns the Pin. (See <SC5><SC5>.)
For a Pin half to be considered visible, the Pinhalf must not be partially or fully nested inside the opaque half of a Cup.”
Below (image 1) is 2 (physical pins) or 3 (pin halves)?
(these are not my drawings, I borrowed them from a friend)
Currently, a whole Pin (consisting of two halves) is referred to as a "Pin", and a visible half of a Placed Pin is referred to as a "Scored Pin". We definitely understand the confusion here, and we're hoping to resolve this confusion between Pins and Pin halves in the next game manual update.
In Q&A 3232, we mentioned that when Scoring Objects were removed from neutral Goals, we felt that tracking extra details, such as which parts of Pins were visible or not, was likely too much of a burden on Head Referees that could lead to excessive guesswork. As a result, Head Referees should only count the number of whole Pins removed from the Goal for each SG10 Violation, not the number of visible Pin halves.
For example, if an SG10 Violation involved the removal of two whole Placed Pins (consisting of 4 Pin halves), that would count as 2 Pins removed, meaning this SG10 Violation would be valued at 20 points.
<SG11>Drive Team Members may only introduce Match Loads to the Field through Loaders, under the following conditions:
Robots that attempt to end the Match in the Midfield should expect vigorous interactions from opposing Robots, and must accept increased risk of becoming Entangled or being tipped, especially when vertically expanded. When a Robot is contacting or engaging with the Midfield, or is in proximity to the Midfield, incidental damage that is caused by opposing Robots pushing, tipping, or becoming Entangled with them would not be considered a Violation of GG14. Intentional damage or dangerous mechanisms may still be considered a Violation of S1 or G1 at the Head Referee’s discretion.
<SG13>Load Zones are protected during the Driver Controlled Period of the Match.
A Robot is protected while it is at least partially within one of its AllianceLoad Zones. Robots may not directly or indirectly contact a protected opposing AllianceRobot.
The intent of this rule is to protect Load Zones from intentional interference by the opposing Alliance (i.e., obstructing the Load Zone in an effort to inhibit Loader access).
<S2>Students must be accompanied by an Adult. Every Student at a VEX Robotics Competition event must be supervised by a responsible Adult. 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 and additional penalties.
<S3>Each Student Team member must have a completed participant release form on file for the event and season. A StudentTeam member cannot participate in an event without a completed release form on file.
<S4>Stay inside the Field. If a Robot is completely outside of the Field during a Match, 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.
<S5>Wear safety glasses.Drive Team Members must wear eye protection. All Drive Team Members must wear some form of eye protection while at the Field for Matches. Safety glasses or other eye wear with side shields and non-shattering lenses are recommended. While in the pit and queuing areas, it is highly recommended that all Team members wear eye protection.
<G1>Participants must follow the Code of Conduct. All event attendees must abide by the guidelines set forth in the Code of Conduct.
Violation Notes:
Any Violation of G1 may be considered a Major Violation and should be addressed on a case-by-case basis. Teams at risk of a G1Major Violation due to multiple disrespectful or uncivil behaviors will usually receive a “final warning”, although the Head Referee is not required to provide one.
<G2>Participants must follow the Student Centered Policy. All event attendees must abide by the guidelines set forth in the Student Centered Policy.
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 programmed by an Adult scores points in a Match.
<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.
<G4>Students must meet the Student Eligibility Policy requirements. All Student participants must fall within the eligibility requirements set forth in the Student Eligibility Policy for their respective program.
Violation Notes:
Teams believed to be in Violation of this rule should be reported to the Judge Advisor, Head Referee, or Event Partner for further investigation in coordination with VEX Robotics. Based on the investigation the Team may be removed from further Matches, have their Robot Skills Match scores removed, and/or be removed from consideration from judged awards.
Violations of this rule will be evaluated on a case-by-case basis, in tandem with VEX Robotics as noted in G1 and G2.
<G5>There is a difference between accidentally and willfully violating a Robot rule. Any Violation of Robot rules, accidental or intentional, will result in a Team being unable to play until they pass inspection (per <R2d>).
However, Teams who intentionally and/or knowingly circumvent or violate rules to gain an advantage over their fellow competitors are in Violation of the spirit and ethos of the competition.
Violation Notes:
A Team that circumvents a Robot rule for a competitive advantage should receive an immediate Disqualification for the current Match.
Drive Team Members are prohibited from any of the following actions during a Match :
Using any sort of communication device in the Alliance Station. Non-headphone devices with communication features turned off (e.g., a phone in airplane mode, a walkie talkie turned off, smart glasses with communication features disabled) are allowed. Communication features can be enabled for translation apps during post-Match discussions.
Standing or sitting on any sort of object during a Match, regardless of whether the Field is on the floor or elevated, except as required by an officially approved accommodation request.
Bringing/using additional materials to simplify the game challenge during a Match (e.g., device to align or add Scoring Objects to a Loader.
To ensure that Drive Team Members are aware of verbal calls during a Match (as an application of rules T1, G1, S1, and G3 ), powered headphones, earbuds, passive earpieces connected to electronic devices, or other personal accessories/devices that transmit audio cannot be worn/used in the Alliance Station except as required by an officially approved accommodation request.
Individuals who are not Drive Team Members for a Match cannot provide directions, commands, or advice to the Drive Team Members during that Match. They’re welcome to provide cheerful, positive encouragement, but should not affect Match play or strategy.
<GG3>Robots on the Field must be ready to play. When a Team puts their Robot on the Field, it must be prepared to play (e.g., battery charged, sized within the starting size constraint, includes only the correct Alliance -color license plates, etc.).
Robots must be placed on the Field promptly. Repeated failure to do so could result in a Violation of G1 and/or removal of the Robot from the current Match at the Head Referee’s discretion.
If a Robot is delaying the scheduled start of a Match, it may be removed from the Field at the discretion of the Head Referee and Event Partner. The Robot may remain at the Field so that the Team does not get assessed a “no-show” (per GG2 ).
If a Robot is not placed on the Field prior to the start of a Match, it cannot be placed on the Field during that Match.
Teams who use VEX pneumatics must have their systems charged before they place the Robot on the Field.
If an event is using Smart Field Control and a Robot is unable to successfully connect to Smart Field Control prior to the scheduled start of a Match, the Head Referee may ask the Team to remove their Robot from the Field in accordance with clause B.
A Robot that connects to Smart Field Control but displays a ‘Legacy Field Control’ error on the field monitor is NOT considered successfully connected to Smart Field Control, and may be removed from the Field if it is delaying the scheduled start of a Match.
During the Driver Controlled Period, Drive Team Members may reach into the Field and touch their own Robot only if the Robot has not moved at all during the Match. Movement caused by an external force, such as another Robot, should not prevent a Drive Team Member from interacting with their Robot under this rule. Touching the Robot in this case is permitted only for the following reasons:
Touching the V5 Robot Brain screen, such as to start a program.
This rule is applied differently for the VEX AI Robotics Competition. See Rule VAIG2.
<GG5>Match replays are allowed, but rare.Match replays (i.e., playing a Match over again from its start) must be agreed upon by both the Event Partner and Head Referee, and will only be issued in the most extreme circumstances. Some example situations that may warrant a Match replay are as follows (note that this is not an exhaustive list):
Field control disconnecting or Disabling multiple Robots. Note, this is sometimes confused with a Robot whose motors have overheated, or bent pins on a controller’s competition port causing intermittent drop-outs. In general, any true Field fault will impact both Alliances simultaneously, not one Robot at a time.
<GG8>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 purpose 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.
<GG9>Don’t hook your Robot to the Field, and don’t get Entangled.Robots may not intentionally grasp, grapple, hook, attach to or otherwise Entangled with any Field Elements. Strategies with mechanisms that react against multiple sides of a Field Element in an effort to latch or hook onto said Field Element are prohibited. The intent of this rule is to prevent Teams from unintentionally damaging the Field and/or from anchoring to or otherwise Entangling themselves with the Field.
Whenever possible, Head Referees should alert Teams to potential Violations before they happen to prevent actual Violations. If a Robot takes immediate action to avoid or resolve the issue, and if the Head Referee determines that the issue had no effect on the Match, no Violation should be recorded.
<GG10>The red Alliance may choose to place last. The red Alliance has the right to place its Robots on the Field last in Qualification Matches and Elimination Matches. Once a Team has placed its Robot on the Field, in order to avoid schedule delays its position should not be adjusted prior to the Match. GG3 applies. If a Team chooses to reposition their Robot after it has already been placed, the opposing Alliance will also be given the opportunity to reposition their Robots promptly.
This rule is applied differently for VEX U. See Rule VUG2.
This rule is applied differently for the VEX AI Robotics Competition. See Rule VAIG1.
<GG11>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 T8 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.
<GG12>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 GG12.
<GG14>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.
VEX V5 Override is intended to be an Offensive game. Teams that partake in solely Defensive or destructive strategies will not have the protections implied by this rule (see GG15 ). However, Defensive play which does not involve destructive or illegal strategies is still within the spirit of this rule.
VEX V5 Override 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.
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 whose Robots have small and/or unstable wheel bases. A Team should design its Robot such that it is not easily tipped over or damaged by minor contact.
<GG15>Offensive Robots get the “benefit of the doubt” when judgment calls are required. In a case where a Head Referee is forced to make a judgment call regarding a destructive interaction between a Defensive and OffensiveRobot, or an interaction which results in a questionable Violation, referees will decide in favor of the OffensiveRobot. This also applies during the Autonomous Period (see <SG7a>).
<GG16>You can’t force an opponent into a penalty. Actions that cause an opposing Robot to break a rule are not permitted, and will not result in a Violation for the opposing Robot.
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 Team that forced a Violation. However, if the forced situation becomes Match Affecting in favor of the Team that forced the Violation, it will be considered a Major Violation for the Team that forced the Violation.
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 should begin immediately once the Head Referee observes a suspected Holding interaction.
The Holding count should pause when at least one of the following conditions is met:
The two Robots are separated by at least two (2) feet (approximately one foam tile).
Either Robot has moved at least two (2) feet away (approximately one tile) from the location where the Trapping or Pinning count began.
In the case of Lifting, this location is measured from where the Lifted Robot is released, not from where the Lifting began.
In this case, the original count would end, and a new count would begin for the newly Trapped or Pinned Robot.
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 a 5-count. If a Team resumes Holding the same Robot within that 5-count, the original Holding count will resume from where it ended. A Head Referee should use fingers to display the 5-count that occurs after the end of a Holding count, and “wave it off” after the Holding interaction has been cleared.
If two Robots are working together to Trap an opponent simultaneously, the Holding count can be applied to both Robots ; it’s possible for them to legally take turns Trapping, but it’s risky.
Violation Notes:
When determining whether a HoldingViolation was Match Affecting, they should consider the full context of the Match and both Robots’ actions, including the following. Because the first three seconds of a Hold are legal game play and not a Violation, only the extended portion of a Hold should be considered. Holding is an inherently Defensive action, so rule GG15 may also be considered if a judgment call is required.
How much extra time was included in the Holding interaction
How long the Robots were separated if the HoldingRobot backs away and returns too early
What both Robots were doing within the larger context of the Match
<GG18>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. If a rule is Violated through the use of a Scoring Objects instead of a Robot mechanism, it should be evaluated as though the rule in question had been Violated by a Robot mechanism. Examples include, but are not limited to:
Interfering with an opponent’s Autonomous routine per SG7
The intent of this rule is to prohibit Teams from using Scoring Objects 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.