Competition Rules:
Elimination Round:Each
team will be given a time of total two minutes. There will be only one
team in the arena at a time. Teams have to score maximum points during
this time.
The total score for the eliminations would be calculated according to
the number of balls in the cylinders at the end of two minutes.
The total score for each team will be calculated
according to the number of balls in the cylinders at the end of match as follows:
Level 1:
Each ball deposited in a cylinder will fetch 20 points (max 2 balls in each cylinder).
Level 2:
Side cylinders: First ball deposited will fetch 10 points, second ball 20 points and third
ball will fetch 30 points.
(max 3 balls in each cylinder.)
Central cylinder: Ball deposited here will fetch 50 points (only 1 ball.)
If a team places all the balls in the cylinders before the allotted
time, the time remaining in seconds will be added to the team's score.
The balls deposited in the cylinders, above the specified limits do not carry any points.
No points will be given on basis of Time Left if any ball is remaining to be deposited.
Teams would be ranked according to their scores in the eliminations. The top 32 teams will
qualify for the Main Round.
In case of a tie in eliminations, team which deposits the ball in
central cylinder, proceeds further. In case both teams have placed the
ball in central cylinder(or both have not deposited in the central
cylinder), then team depositing higher number of balls in side
cylinders on Level 2 will proceed. The scores of the teams from the
elimination round have no significance in the Main Round.
Main Round:
The main round will start with 32 teams in knockout fashion.
Each match will last for three minutes. Team having the maximum points
at the end of the specified time will be declared the winner.
In the event that a team deposits all its balls in the cylinder before
the allotted time, the match will be declared in favor of the team
immediately.
The total score for each team will be calculated according to the
number of balls in the cylinders at the end of match as follows:
Level 1:
Each ball deposited in a cylinder will fetch 20 points (max 2 balls in each
cylinder.)
Level 2:
Side cylinders: First ball deposited will fetch 10 points, second ball 20 points and third
ball will fetch 30 points.
(max 3 balls in each cylinder.)
Central cylinder: Ball deposited here will fetch 50 points (only 1 ball.)
The team depositing balls in the bottom-most positions in all six
cylinders (three on Level 1 and three on Level 2) will be straightaway
declared the winner of the game.
In case of a tie, a tie-breaker match will be played.
There will be three balls in Zone 2. The team depositing one ball in
each cylinder on Level 1, in minimum time, will be declared the winner.
Restart Rules:
Three hand-touches will be allowed to each team for each match. The
hand touch will be allowed only when the machine is stuck/rendered
immobile and cannot proceed further on its own. The manual operator
will have to first ask for a hand-touch to the judges and take the
hand-touch only when allowed.
The machine will have to start from exactly the same place where the
hand touch was taken. The orientation of the machine after the
hand-touch will be decided by the judges. The timer will continue to
run in this period and the other team will continue.
At each hand-touch, the team's balls other than those already deposited
and those in the ditches will be replaced at their original position in
Zone 2.
If a team touches opponent's balls deliberately, their machine will
have to restart from their starting zone. Opponent's ball that is being
touched will be placed at the same position where it was earlier. This
will be counted as a hand touch for the team and ball replacement in
Zone 2 will take place as stated above. A team having used all three
hand touches commits such a foul, will not be allowed to continue the
match.
In case the wires of the two machines get stuck, the judges will call
for a time-out in the game. The machines will be restarted from the
same position after the wires have been sorted out.
Restart rules apply to elimination round as well.
General Rules:
Any team that is not ready at the time specified will be scratched from the competition
automatically.
The machine will be checked for its safety before the match and will be
discarded if found unsafe for other participants and spectators.
The name of your machine must be prominently displayed on the machine.
Judge's decision shall be treated as final and binding to all.
The organizers reserve the rights to change any or all of the above
rules as they deem fit. Change in rules, if any will be highlighted on
the website.
Participants will have to wear socks on the arena.
Safety Rules:
Use of fire, water, spraying chemicals is not allowed. This would lead to immediate
disqualification of the team.
The machine can only block the opposing machine. Only pushing/pulling
and lifting the opponent's machine is allowed. However, the machine
cannot try to destroy the opposite machine.
NO mechanism should be used to
attack the opponent's
machine or cause any harm to the opponent's machine or its wires or the
arena. Doing so will lead to disqualification. The judge's decision in
this matter will be final and binding.
Participants can expect that their robots may be pushed or lifted and hence should be sturdy
enough to bear the fall.
Jamming of RF control signals is NOT allowed. Teams MUST inform the
judges about the RF signals involved in its machine during the
Registration of the machine AND before the start of the game.
No deliberate damage must be done to the arena. The mechanism to carry
the balls should NOT cause damage to balls, arena or the cylinders.