RC sumo, or radio-controlled sumo, is a robotics competition where two robots, controlled by a human operator via a radio transmitter, compete in a sumo-style match. The goal is to push the opponent's robot out of a circular arena.
To promote STEM education through fun and challenging robotics activities.
To encourage creativity, teamwork, and sportsmanship among participants.
To provide equal and fair participation opportunities for all contestants.
Arena diameter: 100 cm
White boundary line: 3 cm
Arena height: 4 cm
Arena material: Plywood
**picture shown is only an example
Maximum size: 15 cm (L) x 15 cm (W) x 15 cm (H).
Maximum weight: 500 g (including chassis, motors, wheels, electronics, and battery).
Robot must remain in one piece during the match.
Robots must not use any device that interferes with opponents (e.g., jammers or bright lights).
Only manual RC controllers are allowed. No autonomous systems or AI.
Sharp weapons, fire, dangerous mechanisms, or release of liquids, powder, or gases are not allowed.
Robots must not have detachable components or projectile mechanisms.
Components that increase grip on the battle arena surface (e.g., suction cups, glue, vacuum, fans) are strictly prohibited.
Teams are responsible for any damage caused to the arena.
Teams' Robots must not cause significant damage to their opponents' robots, humans, or the arena.
Robot inspections will be conducted before every match.
Non-compliant robots will not be allowed to compete.
Each match consists of 3 rounds.
Each round lasts 1 minute.
At the beginning of a round, both robots are placed behind the starting markers and may face any direction. Placement must be simultaneous.
After the referee gives the start signal, operators may control their robots.
A round ends when:
Time expires; or
The referee declares a winner; or
The referee decides that the match cannot be continued.
A robot wins the round if the opponent's robot is out of the arena (any part of the robot touches the area outside the arena) or is disqualified.
A draw is declared if both robots remain in the arena after time ends or when the referee calls a draw.
The team winning the most rounds (out of 3) wins the match.
If tied after 3 rounds, an extra round is played. If still tied, the lighter robot wins.
Team member touches the robot during the match.
False start by robot.
Robot is inactive or not powered during the match.
Any other action deemed unfair by the referee.
Robot moves before the referee’s signal or before the 5-second mark.
First offence receives a warning. Second offence leads to disqualification.
Team fails to present robot for inspection 5 minutes before match.
Robot does not meet specifications.
Team member disrupts the event.
Team member displays unethical behavior.
Disqualification results in forfeiting the match.
Two teams compete per match.
The competition consists of group stages followed by knockout rounds.
Groups are formed randomly based on registration.
Top teams from each group advance to the knockout stage.
All participants, referees, and supervisors must uphold high sportsmanship.
Ethical violations or manipulation may result in penalties or disqualification.
All teams are expected to compete fairly and cleanly.
Teams that cheat, disrupt others, or damage the arena/facilities will be disqualified.
All referee decisions are final.
Referees may introduce new rules or decisions on issues not covered in these rules.
Teams are encouraged to decorate their robots to reflect their institution’s culture, aesthetics, and identity.
The organizer reserves the right to amend the rules without notice or reason.