Each team will construct a CARRYER.
The CARRYERs compete in the arena to pick up and place CRATEs into slots in their two STACKs.
CRATEs may be moved by any mechanism that otherwise does not violate the rules, however, CRATEs must never become ballistic, unless it is falling off the tower.
Before the start of each game round, each competing team will place their CARRYER in the marked starting area in their region, centered on the black tape line. The teaching staff will choose the starting orientation of the CARRYERs.
After the starting orientation of a CARRYER is chosen, the team responsible for the CARRYER may place one, and only one, CRATE directly adjacent or into the CARRYER of their choosing.
The game round begins when a member of the teaching staff announces the start. At this time, a member of each team is expected to press a button on their CARRYER to commence gameplay. Any further interaction with the CARRYERs is prohibited until the game round ends.
Prior to the start of the game, a single CRATE is placed at the top level of each CARRYER’s closest STACK (meaning each team starts the game with a score of 5).
Each game round lasts for 2 minutes, 18 seconds.
During the game, each CARRYER scores by acquiring CRATEs and placing them in its STACKs. A CARRYER can also improve its relative score by pushing the opposing CARRYER’s CRATEs out of the other STACKs.
When a CARRYER detects that the round time has elapsed, the CARRYER must cease movement and deactivate its game-in-progress indicator. At the end of a game round, the CARRYER with the highest total score, as calculated by multiplying the number of CRATEs in each of its STACK by the point value of that STACK’s level, and taking the sum, is declared the winner.
If both teams have an equal score at the end of a game round, then a Sudden Death round is played. In Sudden Death, the first CARRYER to cause a score change in their favor (by either gaining a point or by making the opponent lose a point) wins.