In recognition of the exceptional play demonstrated by the teams competing at the MTI, the number of game elements available will be increased as follows:
Red Samples: 30
3 Red Samples on the Red Sample Spike Marks
2 Red Samples in the Red Alliance Human Player Station
25 Red Samples in the Submersible
Blue Samples: 30
3 Blue Samples on the Blue Sample Spike Marks
2 Blue Samples in the Blue Alliance Human Player Station
25 Blue Samples in the Submersible
Neutral (Yellow) Samples: 50
6 Samples on the Neutral Sample Spike Marks
2 Neutral Samples in the Red Alliance Human Player Station
2 Neutral Samples in the Blue Alliance Human Player Station
40 Neutral Samples in the Submersible
Clips per Alliance: 30
G427 Climbing ROBOTS are protected. In the last 30 seconds of the MATCH, a ROBOT may not contact (either directly or transitively through a SCORING ELEMENT CONTROLLED by either ROBOT and regardless of who initiates contact) an opponent ROBOT if any part of either ROBOT is in the opponent’s ASCENT ZONE. Exceptions to this rule are as follows:
Contact occurring while both ROBOTS have met the scoring requirements to achieve LEVEL 2 or LEVEL 3 ASCENT.
Contact occurring with an opponent ROBOT who is extending more than approximately 7 inches (i.e. roughly the length of two SAMPLES) into the SUBMERSIBLE ZONE as measured from the barrier.
Contact occurring that does not impact the opponent’s ROBOT's ASCENT or ability to ASCEND in the judgement of the Head REFEREE.
Violation: MAJOR FOUL plus the affected ALLIANCE ROBOT is awarded a LEVEL 3 ASCENT.
How many alliances will be in the playoffs?
The MTI will have eight alliances of two teams each in the playoffs.
13.6.7 BACKUP TEAMS
During the Playoff MATCHES an ALLIANCE CAPTAIN may elect to replace one of its ROBOTS. The team whose ROBOT and DRIVE TEAM replaces another ROBOT and DRIVE TEAM on an ALLIANCE during the Playoff MATCHES is called the BACKUP TEAM. In this situation, the ALLIANCE CAPTAIN has the option to bring in the highest ranked team from the pool of available teams to join its ALLIANCE for all future MATCHES, permanently replacing the original ALLIANCE partner’s robot for all remaining playoff matches.
13.6.7.1 BACKUP TEAM Coupons
Each ALLIANCE is allotted 1 BACKUP TEAM coupon during the Playoff MATCHES. If two ROBOTS from the ALLIANCE become inoperable, then the ALLIANCE must play the following MATCHES with only 1 ROBOT. Example: 2 teams, A and B, form an ALLIANCE going into the Playoff MATCHES. The highest ranked team not on 1 of the 8 ALLIANCES is Team C. During 1 of the Playoff MATCHES, Team B’s ROBOT suffers damage to its mechanical arm. The ALLIANCE CAPTAIN decides to bring in Team C to replace Team B in all future MATCHES. The new ALLIANCE of Teams A, B, and C is successful in advancing to the Finals and winning the event. Teams A, B, and C are all recognized as members of the Winning ALLIANCE and receive awards if all three Teams played in Playoff MATCHES. Only Teams with a ROBOT that played in at least 1 Playoff MATCH will be included in the AWARDS.
The Head REFEREE will not accept the BACKUP TEAM coupon unless it lists the number of the team whose ROBOT is being replaced and is initialed by the ALLIANCE CAPTAIN. Once a BACKUP TEAM coupon is submitted and accepted by the Head REFEREE, the BACKUP TEAM coupon may not be withdrawn by the ALLIANCE.
T606 *No BACKUP TEAM for replayed MATCHES.
An ALLIANCE may not request a BACKUP TEAM for a replayed MATCH. The sole exception is if, in the judgment of the Head REFEREE, the replay is due to an ARENA FAULT that rendered an ALLIANCE’S ROBOT inoperable.
Violation: The request is denied.
T607 *No BACKUP TEAMS for 1st MATCH.
An ALLIANCE may not request a BACKUP TEAM until after their first Playoff MATCH.
Violation: The request is denied.
T608 *BACKUP TEAMS play when called.
A BACKUP TEAM must be included for the ALLIANCE’S next MATCH following their recruitment.
Violation: Match will be delayed until the ALLIANCE is ready to play. G301 fouls will apply.
T609 *BACKUP TEAMS due 2 minutes before the MATCH start time.
The BACKUP TEAM Coupon must be submitted to the Head REFEREE (or their designee) by the ALLIANCE CAPTAIN not later than 2 minutes before the expected MATCH start time in which the BACKUP TEAM is to play.
Violation: The request is denied
13.6.7.2 BACKUP POOL
After the top ranked ALLIANCE has made their final pick during ALLIANCE Selection, the lead queuer (or their designee) polls the remaining eligible teams. In rank order, the lead queuer (or their designee) will invite remaining teams to accept or decline a position in the BACKUP POOL, i.e. the group of teams willing and able to join an ALLIANCE during the Playoff MATCHES, if needed, until up to 8 teams accept.
T610 *Be there to be a BACKUP TEAM.
A team must be present after ALLIANCE Selection to accept the lead queuer’s (or their designee) invitation to join the BACKUP POOL.
Violation: Team is ineligible to be a BACKUP TEAM.
T611 *Send a BACKUP TEAM Representative.
The top 2 ranked BACKUP TEAMS must send at least 1 STUDENT representative (and optionally 1 additional STUDENT or mentor) to a designated area near the FIELD for the duration of the Playoff MATCHES. These 2 representatives are available to answer questions and accept invitations to be a BACKUP TEAM from ALLIANCE CAPTAINS. If 1 of these 2 teams joins an ALLIANCE or excuses themselves from the BACKUP POOL, the next highest ranked team in the BACKUP POOL must provide their representative. Once a BACKUP TEAM has declined an invitation to join an ALLIANCE, it is no longer a member of the BACKUP POOL and ineligible to join another ALLIANCE.
Violation: VERBAL WARNING, plus the team is removed from BACKUP POOL if the situation cannot be corrected within a reasonable amount of time.