LEGO Combat Robotics – WilF’s rules and guidelines

A few people expressed interest in starting up a group of fighting robots with the hope of possibly holding tournaments during conventions.

I think our intention should be to provide constantly exciting tournaments during conventions, with entertainment value being the main focus. In many Lego robot tournaments, matches tend to become slow and meandering, with neither competitor really able to do much to the other. As such, they end up being relatively underwhelming and boring.

Lego is designed to be a toy for kids, but the motors have potential to be more than what they are. Current Lego brand speed controllers and power supplies are intentionally designed to underpower their outputs. As such, I think the following rules should be applied:

ROBOT DESIGN RULES:

1. ELECTRONICS AND POWER SUPPLIES
a. Motors must be LEGO Brand and unmodified.
b. Speed Controllers may be, but not limited to:
-third party bluetooth controllers. ex. SBrick
-LEGO Brand IR receivers
LEGO Brand IR receivers are discouraged though, as they are easily disrupted by interference from fluorescent lighting.
c. Battery packs and power supplies may be third party or LEGO brand.
d. Batteries may not be left exposed. Housings must have covers or shields to protect internal components. For instance, a x6 AA battery box MUST use its covers and may not be removed to save weight

2. BUILD LIMITS
a. Robot must fit in a 45x45x45 stud box.
b. The weight classes are 2 Pounds(907 grams) and 4 Pounds(1814 grams).
c. Robots using non-wheeled locomotion receive a 25% increase on their weight limit.
d. The number of electronic components used is unlimited.
e. The use of Tape, Glue or String to secure components is prohibited. However, tape may be used to insulate exposed wiring or other electronic components in danger of shorting out.
f. Unless otherwise noted as an exception, the robot must use LEGO brand parts.

3. WEAPON LIMITS
a. Prohibited weapons include but may not be limited to:
-Fire, heat or weapons designed to alter the temperature properties of the opponent.
-Liquids.
-Electro-magnetic devices.
-Projectiles.
-Devices intended to interfere with radio connectivity between the controller and receiver.
-Devices intended to obscure or blind the vision of the operators.
-Devices intended to entangle or otherwise render parts of the opponent as jammed or immovable, including nets, detachable harpoons and tow cables, debris dropped on the floor, such as ball bearings or pins.
-weapons that may cause extreme damage to the arena*.
(arena construction to be determined)
b. Robot MUST have an active weapon. An active weapon is defined as
-being independently powered from the drivetrain of said robot
-having a form of locomotion designed to over-power your opponent
-able to be activated by the operator’s remote control. Automation is allowed, but must be able to be overridden by the operator
c. Metal is prohibited as a weapon contact tip.

MULTI-BOTS:
a. You may operate more than one robot registered under the same name, simultaneously in the arena as long as:
-the total sum of the multi-bot’s weight may not exceed the weight limits of its weight category. For instance, two 1 pound robots may compete as a single entity in the 2 pound weight category
-at least one of the multi-bot robots has an active weapon outlined within the weapon limits column
b. A multi-bot will be counted as incapacitated if 50.1% of the robot’s total weight is rendered inoperable. This does not include debris dislodged from a competitor, but rather the full weight of a robot as determined at weigh-in.

COMPETITION RULES

LIABILITY:
a. Once a competing robot is placed in the arena, the operator and/or owner of said competing robot hereby acknowledges that their opponents and the competition organizers will be in no way responsible for any broken/damaged components to their robot entrant.
b. Operators/owners assume all responsibility for their own entrant.
c. Tournament organizers reserve the right to reject a robot from the tournament for safety concerns, unsportsmanlike conduct or other.

ARENA:
a. The arena shall consist of an enclosure with a total area to be determined by the host organizers.
b. There will be four transparent walls made of impact resistant plastic separating the audience and the arena.
c. A lower reinforced barricade shall surround the interior to prevent direct weapon impacts against the walls.
d. There may be arena hazards and obstacles concealed within the floor or along the walls.
e. There will be a roof made of impact resistant transparent plastic.

MATCH LENGTH:
a. A match’s duration will take no longer than 2:00 minutes
b. A match may end prior to 2:00 minutes if:
-a competitor is rendered incapacitated
-a competitor forfeits before or during the match
-a serious safety issue has occurred

DURING THE MATCH:
a. The goal of all competitors is to defeat their opponent by incapacitating and/or disabling them. In the event that this cannot be achieved within the allotted match time limit, then either competitor will be scored and judged on strategy, aggression, and damage inflicted upon their opponent.
b. Several events may occur to competitors during the match and are defined as follows:
-Pin: A competitor may hold their opponent in a way where they are unable to move for up to 20 seconds. After 20 seconds, an official will tell the competitor to release their opponent. For instance, you may push your opponent against a wall and hold them there for 20 seconds.
-Grapple: A competitor may hold and control their opponent in a way where the competitor is able to move and manipulate their opponent’s mobility.
-Stuck: When either competitor are unable to free themselves from each other after 20 seconds. Officials will pause the match to pull either robots apart. The match will immediately be resumed after this has occurred.
-Incapacitated: A competitor in unable to move. A 10 second countdown will begin before they are knocked out.
-Disabled: An operator in unable to show directional movement. A 10 second countdown will begin before they are knocked out.
-Directional Movement: Unless pinned or grappled, an operator must always be able to show that they have full control over their robot at an official’s discretion. If an operator is unable to display directional movement, a 10 second countdown will begin before they are knocked out. For instance, moving forward counts as directional movement. Spinning in place because of a malfunctioning drive motor or lost wheel does not count as directional movement.
-Knockout: When a competitor is either incapacitated or disabled after 10 seconds, they will be considered knocked out. That competitor loses the match.
-Tapout/Forfeit: When a competitor requests to immediately end the fight. That competitor loses the match.

GOOD FAITH RULES:
a. In good faith and in the spirit of sportsmanlike conduct, operators shall exercise restraint from causing excessive damage to their opponents at their own discretion. This would apply particularly in the case of when their opponent is in the process of being counted out for a knockout.

 

The latest rules update can be found here: https://www.facebook.com/groups/6557730 … 549021114/

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