•All games are played on a 12” by 12” field.
•Each match features 4 robotics, two on each alliance of blue & red.
•Match consists of autonomous and Tele-operated modes.
•Certain constrains which the robot must meet with.
•Game objects can be manipulated according to game rules.
VEX Toss Up is played on a 12 by 12 foot square field. Two teams, one Red Alliance and one Blue Alliance each composed of two robots built by the same team, compete in matches consisting of a sixty second autonomous period followed by sixty seconds of driver-controlled play (20 seconds and 120 seconds respectively at the high school level). The object of the game is to score more points than the opponent by scoring Buckyballs and Large Balls in Scoring Areas (the Middle Zone, Goal Zone, and Cylindrical Goal) and earning the Autonomous Bonus and/or Hanging Bonus.There are a total of 20 Buckyballs and 8 Large Balls available to score during the game, split evenly between Red and Blue. Most Scoring Objects begin in designated locations on the field, while four Buckyballs must be loaded onto Robots prior to the match. Each robot begins a match touching one of their Alliance Starting Tiles. There are three Scoring Areas where teams can score Buckyballs or Large Balls. The Middle Zone is divided from the Hanging Zone by a 2-inch high Bump, and a 12-inch high Barrier splits the Goal Zone from theMiddle Zone. Alliances earn an Autonomous Bonus by having the highest score at the end of the Autonomous Period, and a Hanging Bonus for ending the match suspended above the field tiles on their colored Hanging Bar.
Each Buckyball and Large Ball touching the ground in the Middle Zone is worth one point, even if a robot from the corresponding team is touching it at the end of the match. Likewise,Buckyballs touching the Goal Zone are worth 2 points, and Large Balls touching the Goal Zone are worth 5 points. Buckyballs in the Cylindrical Goal are worth 5 points each, andLarge Balls on top of a Cylindrical Goal are worth 10 points; these objects must not be touching a friendly robot to count.
Any object may be de-scored, but it may be difficult to de-score objects in the Cylindrical Goal. Teams may score on any Scoring Area which they can reach. Objects which score in more than one Scoring Area count only in the area with the highest value.
Ten points are awarded to the side with the highest score at the end of the Autonomous Period, even if the scored objects are later de-scored during the Teleoperated Period. At the end of the match, each robot not touching the foam field tiles and touching their corresponding colored Hanging Bar will receive a 5-point Hanging Bonus. The bonus increases to 10 points if no part of the robot is below the upper edge of the field perimeter border. If the robot is holding a Large Ball that is also not touching the field tiles, 10 additional points are added to theHanging Bonus.
Game PlayAutonomous Period
The first 60 seconds of the match are referred to as the Autonomous Period. During this time, Drivers may not use their controllers to control either robot. Robots must make decisions using autonomous code on their Cortex Microcontroller or additional computational hardware, taking input from either VEX sensors or additional sensing devices.
Robots are permitted to score any object and can pin a robot for any length of time. One Buckyball must be loaded onto each robot before the match starts; this scoring object is known as a Preload.
Robots may not be re-positioned, even if they return to their Alliance Starting Tile. The only interaction allowed is to repair a robot which has not moved from its Alliance Starting Tile. Robots may not enter the opposing Alliance Starting Tile, and doing so will cause the loss of the Autonomous Bonus for the offending team.
If all motion has ceased and both teams agree, the competition officials may allow the Autonomous Period to end early.
The next 60 seconds of a match are referred to as the Teleoperated Period or Driver Control Period. During this time, Drivers may use their controllers to directly control a robot. Teams may continue to use autonomous code and additional computational hardware if they so desire. Robots may not pin an opposing robot for more than five seconds, but contact with other robots is typical.
If a robot is unable to move for any reason (powered off, VEX Motor or PWM cable unplugged, or VEXNet key loose), the Driver may handle the robot in order to fix it if it has never left itsAlliance Starting Tile. Broken rubber bands or dead batteries can only be repaired or replaced with objects already on the robot. Once again, this is not intended to allow humans to score an object in a Scoring Area.
Robots may not intentionally attempt to drop a Buckyball or Large Ball on an opposing robot when not in the act of Scoring or de-scoring, or to intentionally hurl a scoring object outside the field of play while not Scoring or de-scoring. Doing so may result in a Disqualification.
The protections against pinning and entanglement do not apply to robots which are “obstructing the field”, to prevent wall-bot strategies from slowing down the game. Robots which expand horizontally with the intent of obstructing the field (as opposed to mechanisms which remain at their starting width or fold-out intakes which do not intend to obstruct the field) will undergo extra scrutiny, and damage or pinning incurred by attempts from other robots to remove the obstructing robot may be tolerated by referees.
The enhanced grasping and grappling rules from VEX Sack Attack remain in force; mechanisms which substantially surround field elements (on more than two sides), whether intended to latch onto the field or not, may be ruled illegal by referees if there is a significant chance of unintentionally damaging the field. A U-shaped alignment device to line up and score on theCylindrical Goal would likely violate the rules, but locking onto the Hanging Bar is legal.