Match Rules

Based on MRCA Match Rules v1
Last updated: 9/12/2023

All changes for the most recent update will show up highlighted.


Robot Activation

Robots are only to be activated in a designated arena or test box. When activating a robot, use the following procedure:

  1. Turn the transmitter(s) on

  2. Turn the robot(s) on

  3. Remove the weapon lock(s) and or weapon cover(s)

Once both robots are activated and in their starting squares, the arena access point will be closed and a maximum of 20 seconds will be allowed for a brief weapon/drive system test if either operator desires. No weapon testing of any sort will be allowed prior to the arena door being closed.

After this, the referee will ask both operators if they are ready and the match will begin.

Post Match Activities

At the end of the match both robots are to cease movement and, if applicable, allow their weapon systems to de-energize. Once the weapon systems have de-energized, the judges may request that one or both robots demonstrate that their drive and/or weapon system is still functional.

  • Demonstration of drive system functionality will be done by the robot returning to its starting location.

  • Demonstration of weapon system functionality will be done by the robot returning to its starting location and briefly applying power to the weapon system to show that the weapon is still active and functional. The robot should not spin to full speed during this demonstration.

Once this is completed, the robot deactivation and load out procedure can begin.

Robot Deactivation

Use the following process to deactivate a robot:

  1. Disable the weapon system. This includes any applicable weapon locks, power cut off, and/or venting. The exact order of this procedure will be at the discretion of the builder as differing designs may necessitate different safe shutdown procedures.

  2. Turn off the main power.

  3. Turn off the transmitter.

  4. Reinstall any weapon covers.

Emergency Match Stoppage

In the event of a safety risk, such as a burning robot or arena breach, the referee will immediately halt the match.

The standard robot deactivation procedure does not apply to emergencies. Competitors are expected to stop their robots as quickly as possible and turn off their controllers, making it safe for the arena doors to be opened.

If a competitor continues to match after the referee has called for the match to be stopped, they will forfeit the match. Repeated infractions, or an egregious infraction, will result in removal from the tournament. It is the responsibility of the operator to ensure that they respond promptly to the call to stop fighting.

Once a safety issue has been resolved, a determination will be made as to whether or not the match will resume. If possible to resume safely, the match will resume from the point where it was paused. If resuming the match is determined to not be possible due to a safety concern or other issue, the match will be judged based on the results up until the point where it was stopped.

Match Frequency

All robots will be given a minimum of a 20 minute repair time from removing the robot from the arena at the end of the previous match until beginning to load the robot into the arena at the start of the next match. A forfeit may be declared at any time if a robot is not ready to fight after 20 minutes of repair time. The event staff will make every effort to apply consistent leniency and expectations to all robots, and exceptions will only be made if time constraints or other external factors require a change in expectations.

Match Duration

Matches are 2 minutes in length.

Un-sticks

Matches will be paused to separate robots in the event that they become stuck together in the arena. Robots that become stuck together will be allowed 10 seconds to attempt to separate. If they are not able to do so, an un-stick will be called for by the referee. An unstick can only be called for by the operators or referee, and the referee has the final say on whether or not the unstick will be granted. No modifications or repairs are allowed during an unstick by either builder. The referee may cut or bend the robots minimally to aid in the separation (example: a drive belt becomes entangled in a weapon and needs to be cut for both robots to separate).

Arena Unstick: Referees can grant one Arena Unstick to each competitor in a match. This will only be granted if the arena has deformed or been damaged in some way that causes your robot to be stuck (embedding a blade into the wall, getting stuck on a fallen light, getting stuck on a buckled floor seam, etc.). This is different from getting propped up against a wall, becoming balanced on a non-drivable side of the robot, or becoming stuck on a piece of debris from another robot. It must be a direct fault of the arena.

Knock-outs

When a robot has ceased moving in a controlled manner but has not tapped out, the referee will request motion and begin a 10-second countdown out loud. If the robot is unable to demonstrate controlled translational movement before the countdown ends, it will be declared the loser by knockout. If, during this time, the robot is able to show controlled translational movement or if the opposing robot touches it, the countdown will stop. This means that a “dead” robot will not be counted out should the opposing robot continue to attack, and the match will not end until the match timer expires, one robot taps out, or a new countdown is completed.

A robot with one side of its drivetrain disabled will not be counted out if it can demonstrate controlled translational movement. Controlled translational movement is defined as being able to traverse in a manner such that the net movements of the robot are in a linear direction.

In the case of multi-bots, the countdown will begin when greater than 75% of the mass of the multi-bot is unable to move.

In the event of a simultaneous knock-out, the match will go to a judges’ decision.

Should the battery of a robot become uncontained or dangerously exposed (at the discretion of the referee), the match will be halted and the robot with the exposed battery will lose by knockout. If both robots have an exposed battery, the match will go to a judges’ decision.

A new count out cannot be started in the final 20 seconds of the match.

Pinning/Lifting

The maximum time you can pin an opponent is 15 seconds. However, judges will not award additional control points for pinning longer than 5 seconds. Failure to show aggression during longer pins may negatively affect your aggression score.

After 15 seconds have elapsed, the robot in control must release the opposing robot. If the robot in control is not able to release the opposing robot, the match will be halted and the robots will be separated.

“Release” is defined as complete physical separation such that both robots are able to freely move away from their current location without positional advantage. A releasing robot can only resume combat after a pin when one of the following criteria has been met.

  • The robot has touched a designated release marker painted on the arena

  • The robot has backed up greater than half the arena length away

  • The opponent started to engage

Refusal to comply with the referee’s request to release the opponent when the robots are not stuck together will result in forfeit of the match.

Tapping Out

At any time during a match, the robot operator may choose to tap out. Once an operator has tapped out, combat will cease and the opposing robot will be declared the winner. Tapping out is done by verbally informing the referee that you are tapping out (and ideally hitting the arena to make some noise). If the referee is unsure if a tapout has occurred, the referee should request clarification immediately.

If a referee declares a tapout in error, the referee may restart the match from the point it was ended as long as the confusion does not completely alter the outcome.  (For example, a robot stops fighting due to the perceived tapout and is damaged significantly afterward.)