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TRI Rules 2018
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TRI Rules 2018

Texas Robotics Invitational 2018 will be using the FRC Power Up 2018 rules except where noted below.

1. Game Rule Updates

  1. All Yellow and Red Cards are now at the discretion of the Head Referee. Minor non-match affecting incidents will be given warnings before cards are given. Teams will not be punished for field staff giving them directions such as entering the field.
  2. Pinning and other rules that shouldn’t be enforced when teams aren’t in direct control of their robots are not enforced during Autonomous Mode. (You still can’t cross the null territory or hit a robot in their null territory)

G01. Know your ROBOT setup.

        F. Deleted

        G. Deleted

Your robot can start in the exchange zone.


G05. Don’t overextend yourself. 

ROBOTS may not extend more than 16 in (41 cm) beyond their FRAME PERIMETER (see Figure 8-1). This rule doesn’t apply to a ROBOT with the majority of their robot within its PLATFORM ZONE during the ENDGAME and who is not impeding an opponent robot completely outside of their platform zone.

Violation: FOUL. If strategic, (e.g. expansion results in scoring a POWER CUBE, accidental early extensions of climbing mechanism or platforms are not strategic), RED CARD.

If you accidentally drop your platform early, it’s a foul and not a red card. If you accidentally go a little bit out of the platform zone while climbing or using a ramp, it is not a foul and your climb still counts. If you extend a bunch and go really far outside the zone and you impede your opponent, that’s a foul and red card.

G09. Launching POWER CUBES is okay, but keep it short.

Launching is illegal when a team is targeting a plate that is not the closest plate to them, when a team launches a cube directly from a portal location to a plate, if a team launches a cube trying to damage another robot or if a cube is recklessly launched out of the field.

Violation: TECH FOUL

Launching is generally legal. Don’t try to launch from directly near the portals to the switch (drive to near the switch) or from across the field into a plate that isn’t the closest to you.

G15. Opponent’s EXCHANGE ZONE: no camping.

A ROBOT may not block their opponent’s EXCHANGE ZONE for more than five (5) seconds. A ROBOT is considered “blocking” if any part of their ROBOT is breaking the plane of the EXCHANGE ZONE, and will continue to be considered blocking until the ROBOT has moved at least three (3) feet from the EXCHANGE ZONE. If an opposing ROBOT attempts to stop the blocking ROBOT from moving the required distance to clear the block, the blocking ROBOT will not be penalized, and the block will be considered complete. A ROBOT that is being pinned is exempt from G15. Once the pin is over, the 5-second count begins for this rule.

Violation: FOUL, plus an additional FOUL for every five (5) seconds in which the situation is not corrected. If extended and egregious, YELLOW CARD.

G18. Don’t mess with opponents in their PLATFORM ZONE. 

During the ENDGAME, ROBOTS may not contact an opponent ALLIANCE ROBOT completely contained within their ALLIANCE’S PLATFORM ZONE or one that is not in contact with the carpet, tape, or platform, either directly or transitively through a POWER CUBE, regardless of who initiates the contact.

Violation: An opponent alliance robot (Chosen in order, 1. one robot that is not parked, 2. one robot that is not climbed.) is considered to have CLIMBED at the end of the MATCH.

Free climbs are awarded to the alliance and not the robot; this prevents alliances from having to try to play weird games of tag or just not climbing because they have already been awarded a climb for a certain robot, etc. The order of selection is chosen similar to that of the levitate power up. This also extends G18 protections to teams that have climbed but are now partially outside of the platform zone such as over the outrigger or over the top of scale. (Closes the q414 hole)

G25. PLATES are moved by POWER CUBES, not ROBOTS.

Except via the weight of placed POWER CUBES, ROBOTS may not directly or transitively cause or prevent the movement of PLATES. Movement or prevention of movement, of PLATES because of momentary ROBOT action resulting in minimal PLATE displacement is not a violation of this rule. A ROBOT forced to Section 7 Game Rules V8 59 of 133 affect the position of a PLATE because of contact by an opponent ROBOT either directly or transitively through a POWER CUBE or other ROBOT (e.g. a ROBOT wedged underneath the SCALE by the opposing ALLIANCE either intentionally or accidentally) is not a violation of this rule.

Violation: FOUL per instance where the action gives an advantage to the offending team plus an additional 2x FOULs for every five (5) seconds in which the situation is not corrected. Repeated or extended violations of this rule are likely to escalate rapidly to YELLOW or RED CARDS.

It doesn’t make sense to penalize teams for tipping the scale towards their opponent’s side or when it clearly doesn’t change the scoring state of the scale.

A06. Alliances may stop their robot’s autonomous actions with no penalty.

This means that teams may program a control to stop their robots’ autonomous routine due to human interaction. Teams should not use this to change their autonomous actions—only to stop them. Teams may also remove the Ethernet cable from their driver station to stop their autonomous and replug it in at the beginning of Telop, but know that this method will prevent them from driving for some time while they reconnect.

H06. No wandering.

DRIVE TEAM members may not contact anything outside the zone in which they started the MATCH (e.g. the ALLIANCE STATION, PORTAL, designated area for the TECHNICIAN) during the MATCH. Exceptions will be granted for inadvertent, momentary, and inconsequential infractions and in cases concerning safety. Exceptions are given for Human Players moving between portals. They must cross behind the opponent’s vault. They can only touch power cubes that started in the portals.

Violation: FOUL. If strategic, RED CARD.

This change means human players may move power cubes between portals or go back and forth between portals when needed. They should do so safely only carrying a reasonable number of power cubes. Consider this like 2014 in-bounders and keep running to a minimum. Being unreasonable will result in a foul or yellow card, etc.

2. Everyone is given a free auto line cross

Autocross points are automatic for all teams. You don’t have to cross the line to get the 5pts for autocross.

To get the AUTO QUEST ranking point you only need to own your switch at the end of autonomous mode. At this point in the season, the only reason teams don’t cross the line is because something went wrong, and the penalty of missing a ranking point because of small errors by other teams is too large.

3. +5 pounds weight allowance and no formal inspections.

This allows for repairs and minor modifications without major work to maintain 120. Robots may weigh up to 125 lbs. We also won’t have inspections at this event; event staff may ask you to make modifications if your robot doesn’t meet the FRC robot rules.

4. Alliance Selection

  1. TRI will be adopting the standard championship subdivision level alliance selection process, including the 4 robots per alliance rules as outlined in game manual. 1-8, 8-1, 1-8

Please note that we will only be advancing 32 teams to the elimination rounds. It is likely we will have more than 32 teams at the event. We want to give every team the most playing time possible, but it isn’t feasible to include more than 32 teams in the tournament rounds.

  1. At the beginning of Alliance Selection the Emcee will ask if any teams would like to withdraw from Alliance Selection. Any teams wishing to not play can withdraw at this time. After alliance #1 has made their second pick, teams are no longer allowed to decline invitations.

5. Video Review

Given that the technology allows (video system doesn’t go down, etc), TRI will be instituting a video review process for the elimination rounds of the bracket.

We don’t plan on ever having this happen, but we want to provide the best event possible to teams; video review of other situations may allow us to do this.

6. Soft Time Cap

To allow teams to get out of the event in a reasonable amount of time if we have match delays we will be instituting a soft time cap during event. At the discretion of the event organizers, if any playoff round (quarter-finals, semifinals, finals) starts after 6 P.M. Central Time we will be moving to a “Best of 1” elimination format instead of the usual “Best 2 of 3” format.