FRC Games
Recycle Rush

Recycle Rush is the 2015 FIRST Robotics Competition game. It involves picking up and stacking totes on scoring platforms, putting pool noodles ("litter") inside recycling containers, and putting the containers on top of scoring stacks of totes. There is also a coopetition aspect of the game where both alliances of teams can pool their totes and stack them on a step dividing the field to each gain 20 points. Along with these robot actions, human players can attempt to throw noodles ("litter") across the field to gain 4 points for each noodle left in the opposing alliance's work zone.

Aerial Assist

In Aerial Assist the alliances win via getting the scoring elements (2'-diameter exercise balls) into the scoring areas located on the far end of the field. The game starts with each robots in either the White Zone (center field) or the goalie zones. They can be preloaded with 1 game ball prior to the start. The match begins with a 10-second autonomous period, where robots use the pre-programmed instructions to score points. Said points are worth 5 more during the Autonomous period, and one goal will be lit up ("hot") during each half. That goal is worth 5 additional points, for a maximum total of a 10 point bonus. In addition, every robot that moves from the center to their own side of the field earns another five point bonus. When Tele-op starts, the teams take control of their respective robots. The cycle starts when a human player transfers a ball onto the playing field. The robots can then do either the basic goal score (take the ball to the other end of the field), or assist them in doing so. The recipient of the latter will earn bonus points (2 assists=10 points, 3 assists=30 points). Throwing the ball over the truss (the midpoint overhang) when transferring, a la volleyball, will add 10 additional points. Having an alliance partner catch it will earn 10 more points. A robot in the goalie zones can block shots via extending upwards.

Ultimate Accent

Ulitmate Ascent is played by two competing alliances on a flat, 27 x 54 foot field. Each Alliance consists of three robots, and they compete to score as many discs into their goals as they can during a 2 minute and 15 second match. The higher the goal in which the disc is scored, the more points the Alliance receives.

The match begins with a 15 second Autonomous Period in which robots operate independently of driver inputs. Discs scored during this period are worth additional points. For the remainder of the match, drivers control robots and try to maximize their alliance score by scoring as many goals as possible. The match ends with robots attempting to climb up pyramids located near the middle of the field. Each robot earns points based on how high it climbs.

Rebound Rumble

Rebound Rumble is played by two competing alliances on a flat, 27 x 54 ft field. Each alliance consists of three robots. They compete to score as many basketballs into their hoops as they can during a 2 minute and 15 second match. The higher the hoop in which the basketball is scored, the more points the alliance receives.

The match begins with a 15-second Hybrid Period in which robots operate independently of driver inputs. During this Hybrid Period, one robot on each alliance may be controlled using a Microsoft Kinect. Baskets scored during this period are worth extra points. For the remainder of the match, drivers control robots and try to maximize their alliance score by scoring as many baskets as possible.


To mark FIRST's 20th anniversary, this year's game challenge is called Logomotion. Teams will have six weeks to design, prototype and build a robot that will accomplish all objectives in this exciting game. Robots will be moving and placing game pieces that resemble FIRST's logo, which consists of the red triangle, white circle, and blue square, onto different pegs inside a 27-foot by 54-foot carpeted playing field. Adding to the challenge, teams will also be able to design a minirobot to gain bonus points.


Robots play Breakaway on a 27 by 54-foot rectangular field known as the field. The field is bordered by a set of guardrails and alliance walls. There are two "bumps" in the field that divides it into three zones. During the game matches, the robots are controlled from alliance stations located outside the ends of the field. These rectangular zones consist of three team player stations that provide connectivity between the controls used by the robot operators and the arena. Goals are located at the corners of the field, and extend behind the alliance wall and adjacent to the player stations. After balls are scored, human players may pick up the balls and pass them to the center of the alliance station to be placed on the ball return rack and reenter play at midfield; teams are penalized if balls are not reentered beyond a set time limit.


The game is played on a field known as the "Crater", which is a 54-foot by 27-foot (16 x 8 m) carpeted rectangular field. The majority of the Crater is covered by a 50-ft by 24-ft (15 x 7 m) low-friction surface known as "Regolith". Two alliances, one red and one blue, composed of three FIRST Robotics Competition teams each, compete in each match. The object of the game is to attain a higher score than your opponent by placing the game pieces in the trailers hitched to the opposing alliance's robot. The game is made up of two scoring periods. The first 15 seconds of play is the Autonomous period, in which robots operate according to pre-programmed instructions. The next two minutes of play is the Teleoperated period. At this time, robots are radio-controlled by team operators standing at either end of the field.


FIRST Overdrive is a game played on the track. Two alliances, one red and one blue, compised of three teams each, comete in each match. The object of the game is to attain a higher score than your opponent by making counter-clockwise laps with your robot around the track while moving large trackballs over and/or under the overpass that bisects the track.
Introduced this year was the hybrid period, in which during the first 15 seconds of the game, robots opperate in autonomous mode and may receive signals from the "Robocoach" via an infrared(IF) remote control.

Rack N Roll

The game is played by two alliances, a red alliance and blue alliance of three teams each. The alliances are located at the end of the field from where they operate their robots. The center of the field is occupied by the scoring structure known as the rack. Three levels of scoring locations known as fighters are located within the rack. Each spider hangs from a series of chains that allows it to move freely if it's impacted by a robot or game piece. The game pieces are inflatable plastic pool tubes. Keepers are placed during the autonomous period. Ringers are placed during the teleoperated period. In addition to Keeprs and Ringers the 3rd type of game piece called a Spoiler, which was colored completely black, was used to negate any arm they were placed on. By the end of the match, robots raced to their end zones to have one of their alliance's robots try to lift up the other two robots for bonus points.

Aim High

Aim High is played by two alliances, red and blue, each consisting of three robots. During a 10 second autonomous mode, robots will be programmed to score intoany of the three goals: one raised center goal marked by a green vision target and two corner goals at floor level. At the end of the autonomous period, the alliance with the most points will gain a 10 point bonus and will be placed on defense for round two. Rounds two, three, and four, which are each 40 seconds long, are human-controlled rounds. Between rounds two and three, the alliances will switch from offense to defense, or from defense to offense accordingly. At the start of round 4, any alliance can score into their corresponding goals. At the end of the match, an alliance can receive bonus points by placing its three robots on a platform below the center goal. The alliance with the most points wins.

Triple Play

Triple Play was the first game in which there were three robots to an alliance. It featured tetrahedral objects made of PVC pipe as the game object, called "tetras." The game was played on a field set up like a tic-tac-toe board, with nine larger goal tetras in three rows. The object of the game was to place the scoring tetras on the larger goal tetras, creating rows of three by having a tetra of your allaince's color at the highest point on the goal. Tetras scored on the top of a goal tetra were worth 3 points, while tetras scored inside the goals were worth 1 point. Rows of three tetras on top of the goals were worth ten points, so long as the row was there at the end of the two minute and fifteen second match. Ten points could also be scored if all three alliance robots were behind the starting line at their end of the field at the end of the game.

FIRST Frenzy

Two mobile goals, four feet in height, were also on the field, originally found on either side of the center. On the sides of the field midway between each alliance station, there were two ball tee stations, each containing two tees with Bonus Balls on them. On the top of each tee's frame was an infrared beacon that robots with infrared sensors could detect. A line of white tape led from the robots' starting position to the ball tees. On top of each alliance station was a container with eighteen Small Balls in it at the beginning of the match that would release the Small Balls onto the field at the appropriate time. In each corner of the playing field there was a two-foot-wide gap in the wall separating the field from the alliance stations (known as the Ball Chute) so that robots could pass Small Balls to the human players. Each alliance stations contained areas for two teams. Each team area contained a Ball Corral in front of their Ball Chute with two crossbars on the front and sides. At the beginning of each match, three Small Balls were placed on the front crossbar for each team.

Stack Attack

Teams started in a gray-boxed area on either side of the giant ramp. When the game begins, one human player from each team competing (4 total) go on the field and place bins (4 bins per team, with 8 per alliance, and 16 total) in their colored area. The bins have reflective tape on them so opposing robots can knock over bins in autonomous mode, but more on that later. The human players have 15 seconds to place the bins, and then step onto a pressure sensitive mat to tell the software they are off the field. If done in 10 seconds, that team will enter into autonomous mode when all teams are on the mats. If done in 15 seconds, the teams won't enter autonomous mode, but will work afterwards. If the human player doesn't return in 15 seconds, the robot is disabled for the match. After all the human players are on the mats, the robots will then enter autonomous mode for 15 seconds, in which the robots move and operate on their own through programming and sensors. After autonomous mode, the robots then enter into 1:45 seconds of human controlled time. During this time, human controllers could push bins outside of their opposing alliance scoring zone, stack bins in their own, which multiplies the whole score of bins by how tall the stack is (but the bins in the stack are NOT counted as part of the total), and even park themselves on top of the ramp to block oncoming traffic. At the end of the game, robots would hurry up to the platform, since for each robot entirely on the ramp, the alliance gets 25 points.

Zone Zeal

Zone Zeal was the 2002 game for the FIRST Robotics Competition. In it, robots playing in alliances of 2 competed to move goals and balls into various zones within the playing field. The playing field was divided into fifths called zones. At the beginning of the match, there were 40 balls arranged along the sides of the field in the center zone and the two adjacent zones. In the center zone were three mobile goals. The zones were numbered 1 through 5. The Blue team could score by placing ball-filled goals in zones 4 or 5, and could score a bonus 10 points for every goal in zone 4. At the end of the match, for every robot Blue had in zone 1, Blue would score 10 points. For the red alliance, it was the opposite. Balls could be scored in zones 1 or 2, goals would receive bonus points for being in zone 2, and robots scored 10 points each for ending the match in zone 5.The primary source of points in Zone Zeal was placing balls in the mobile goals, then moving the goal into the appropriate zone. For every ball in a goal, an alliance received 1 point. For every goal in the alliance's goal zone at the end of the match, the alliance would receive 10 points. Further, the team would receive 10 points for every robot in the robot zone at the end of the match.

Diabolical Dynamics

The playing field is a carpeted, rectangular area. Dividing the field in half is an 18in high railing with a central bridge, which can tilt to either side of the field or remain level. Two 7 ft high movable goals begin on opposite sides of the field. Around the perimeter of the field are two stations for human players, who work with remote controlled robots on the field to score points. At the start of each match, the alliance station contains twenty small balls. An additional twenty small balls and four large balls are located at the far end of the playing field. Each match is a maximum of two minutes long. Alliances can end the match at any time. Alliances score one point for each small ball in the goal, ten points for each large ball in the goal, ten points for each robot in the End Zone, and ten points if the stretcher is in the End Zone. The alliance doubles its score for each goal that is on the bridge if the bridge is balanced, and multiplies its score by a factor of up to three by ending the match before the two minute time limit. Each team receives the alliance score. A team multiplies its score by 1.1 if its large ball is on top of a goal. Scores are rounded up to the nearest whole point after applying all multipliers.

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