FRC Seasons

2024 Crescendo

In CRESCENDO two alliances are invited to score notes, amplify their speaker, harmonize onstage, and take the spotlight before time runs out. Alliances earn additional rewards for meeting scoring thresholds and for cooperating with their opponents. During the first 15 seconds robots are autonomous. Robots leave their starting zone, score notes in their speaker or amp, and collect and score additional notes. During the remaining 2 minutes and 15 seconds, drivers control their robots. Robots collect notes from human players and score them in their amp and speaker. Each time an alliance gets 2 notes in their amp, the human player can amplify their speaker for 10 seconds. Notes scored in an amplified speaker are worth more points. A human player may choose to repurpose a note scored in their amp in cooperation with their opponent. If each alliance repurposes a note by hitting their Coopertition button in the first 45 seconds of teleop, all teams in the match receive a Coopertition point and the number of notes needed for the melody bonus is reduced. As time runs out, robots race to get onstage and deliver notes to their traps. Harmonizing robots earn an added bonus. Robots earn even more points if a human player spotlights robots on a chain by scoring a note on the chain’s microphone. The alliance that earns the most points wins the match 

2023 Charged Up

In CHARGED UP presented by Haas, two competing alliances are invited to process game pieces to bring energy to their community. Each alliance brings energy to their community by retrieving their game pieces from substations and scoring it into the grid. Human players provide the game pieces to the robots from the substations. In the final moments of each match, alliance robots race to dock or engage with their charge station! 


2022 Rapid React

In RAPID REACT two competing alliances are invited to process cargo for transportation. Each alliance is assigned a cargo color (red or blue) to process by retrieving their assigned cargo and scoring it into the hub. Human players assist the cargo retrieval and scoring efforts from within their terminals. In the final moments of each match, alliance robots race to engage with their hangar to prepare for transport! Each match begins with a 15-second autonomous period, during which time alliance robots operate only on pre-programmed instructions to score points

In the final 2 minutes and 15 seconds of the match, drivers take control of the robots and score points by continuing to retrieve and score their assigned cargo into the hub and engaging with their hangar.

The alliance with the highest score at the end of the match wins

2020-21 Infinite Recharge

In INFINITE RECHARGE, two Alliances work to protect FIRST City from approaching asteroids caused by a distant space skirmish. Each Alliance, along with their trusty droids, race to collect and score Power Cells in order to energize their Shield Generator for maximum protection. To activate Stages of the Shield Generator, droids manipulate their Control Panels after scoring a specific number of Power Cells. Near the end of the match, droids race to their Rendezvous Point to get their Shield Generator operational in order to protect the city! During the 15 second Autonomous Period, droids follow pre-programmed instructions. Alliances score points by: 1. Scoring Power Cells in the Power Port 2. Moving from the Initiation Line In the final 2 minutes and 15 seconds of the match, drivers take control of the droids. Alliances score points by: 1. Continue to score Power Cells in the Power Port 2. Completing Rotation Control 3. Completing Position Control 4. Hanging from the Generator Switch 5. Getting the Generator Switch to the level position The Alliance with the highest score at the end of the match wins. 

2019 Rapid React

In DESTINATION: DEEP SPACE, we join two competing ALLIANCES collecting samples on Planet Primus. Unpredictable terrain and weather patterns make remote ROBOT operation essential to their mission on the planet. With only 2:30 until liftoff, the ALLIANCES must gather as many CARGO pods as possible and prepare their spaceships before the next SANDSTORM arrives. T-minus 2:30: A SANDSTORM limits DRIVER visibility so ROBOTS independently follow preprogrammed instructions or are operated by human DRIVERS via video from their stations. ALLIANCES score points by: 1. Deploying ROBOTS from Habitat (HAB) 2. Preparing ROCKETS and CARGO SHIP with HATCH PANELS 3. Loading CARGO pods into their ROCKETS and CARGO SHIP T-minus 2:15: The SANDSTORM clears, and human operators take control of their ROBOTS. ALLIANCES continue to score points by: 1. Preparing ROCKETS and CARGO SHIP with HATCH PANELS 2. Loading more CARGO pods 3. Returning the ROBOT safely to the ALLIANCE’s HAB 0:00: ROCKET liftoff The ALLIANCE with the highest score at the end of the MATCH wins!

2018 Power Up

FIRST® POWER UP, the 2018 FIRST® Robotics Competition game, includes two alliances of video game characters and their human operators who are trapped in an arcade game. Both alliances are working to defeat the boss in order to escape! Each three-team alliance prepares to defeat the boss in three ways: 1. Control the Switches and the Scale. Robots collect Power Cubes and place them on Plates to control Switches or the Scale. When the Scale or their Switch is tipped in their favor, it is considered owned by that Alliance. Alliances work to have Ownership for as much time as possible. 2. Earn Power Ups. Robots deliver Power Cubes to their humans who then place them into the Vault earning the Alliance Power Ups. Alliances use Power Ups to gain a temporary advantage during the Match. There are three Power Ups available to teams: Force, Boost, and Levitate. o Force gives the alliance ownership of the Switch, Scale, or both for a limited period of time o Boost doubles the rate points are earned for a limited period of time o Levitate gives a robot a free climb 3. Climb the Scale. Robots Climb the Scale in order to be ready to Face The Boss. 

2017 Steamworks

FIRST® STEAMWORKS, the 2017 FIRST® Robotics Competition game, invites two adventurers’ clubs, in an era where steam power reigns, to prepare their airships for a long distance race. Each three-team alliance prepares in three ways: 1. Build steam pressure. Robots collect fuel (balls) and score it in their boiler via high and low efficiency goals. Boilers turn fuel into steam pressure which is stored in the steam tank on their airship – but it takes more fuel in the low efficiency goal to build steam than the high efficiency goal. 2. Start rotors. Robots deliver gears to pilots on their airship for installation. Once the gear train is complete, they turn the crank to start the rotor. 3. Prepare for flight. Robots must latch on to their airship before launch (the end of the match) by ascending their ropes to signal that they’re ready for takeoff.

2016 Stronghold

Alliances of three robots are on a Quest to breach their opponents’ fortifications, weaken their tower with boulders, and capture their tower 

The Quest  - Robots operate independently for first 15 seconds of the Quest  Alliances score points by:

Human drivers take control for the final 2 minutes and 15 seconds controlling their robot to: 

2015 Recycle Rush

RECYCLE RUSH is a recycling-themed game played by two Alliances of three robots each. Robots score points by stacking totes on scoring platforms, capping those stacks with recycling containers, and properly disposing of litter. In keeping with the recycling theme of the game, all game pieces used are reusable or recyclable by teams in their home locations or by FIRST® at the end of the season. Each Alliance competes on their respective side of the field. Each match begins with a 15-sec. period in which robots operate independently. During this robots attempt to earn points by moving themselves, yellow totes, and recycling containers into the area between the scoring platforms. During the remaining 2:15 of the match, robots are controlled remotely. Teams work to place as many totes on their scoring platforms as possible. Alliances earn points for recycling containers placed on the scored totes, with containers at greater height earning more points. Alliances earn points for disposing of their litter in their Landfill Zone near the center of the field or placing litter in or on scored recycling containers. Alliances that leave litter on their side of the field at the end of the match will add points to the score of the other Alliance. Coopertition points are awarded if, at some point in the match, there are at least four yellow totes on the step simultaneously. Coopertition points are doubled if the Alliances arrange at least four of those yellow totes in a single stack on the step. 

2014 Aerial Assist

AERIAL ASSIST is played by two competing Alliances of three robots each on a flat 25’ x 54’ foot field, straddled by a truss suspended just over five feet above the floor. The objective is to score as many balls in goals as possible during a two (2)-minute and 30-second match. The more Alliances score their ball in their goals, and the more they work together to do it, the more points their Alliance receives. The match begins with one 10-second Autonomous Period in which robots operate independently of driver. Each robot may begin with a ball and attempt to score it in a goal. Alliances earn bonus points for scoring balls in this mode and for any of their robots that move in to their zones. Additionally, each high/low pair of goals will be designated “hot” for five seconds, but the order of which side is first is randomized. For each ball scored in a “hot” goal, the Alliance earns additional bonus points. For the rest of the match, drivers remotely control robots from behind a protective wall. Once all balls in autonomous are scored, only one ball is re-entered in to play, and the Alliances must cycle a single ball as many times as possible for the remainder of the match. With the single ball, they try to maximize their points earned by throwing balls over the truss, catching balls launched over the truss, and scoring in the high and low goals on the far side of the field. 

2013 Ultimate Ascent

ULTIMATE ASCENT is played by two competing alliances on a flat, 27 x 54 foot field. Each Alliance consists of three robots, and they compete to score as many discs into their goals as they can during a two (2)-minute and fifteen (15)-second match. The higher the goal in which the disc is scored, the more points the Alliance receives. The match begins with a fifteen (15)-second Autonomous Period in which robots operate independently of driver inputs. Discs scored during this period are worth additional points. For the remainder of the match, drivers control robots and try to maximize their alliance score by scoring as many goals as possible 

2012 Rebound Rumble

Rebound Rumble is played by two competing Alliances on a flat, 27 x 54 foot field. Each Alliance consists of three robots. They compete to score as many basketballs into their hoops as they can during a 2 minute and 15 second match. The higher the hoop in which the basketball is scored, the more points the Alliance receives. The match begins with a 15-second Hybrid Period in which robots operate independently of driver inputs. During this Hybrid Period, one robot on each Alliance may be controlled using a Microsoft Kinect. Baskets scored during this period are worth extra points. For the remainder of the match, drivers control robots and try to maximize their Alliance score by scoring as many baskets as possible. The match ends with robots attempting to balance on bridges located at the middle of the field. 

2011 Logo Motion

LOGO MOTION™ is played by two competing alliances on a flat 27’ x 54’ foot field. Each alliance consists of three robots. They compete to hang as many inflated plastic shapes (triangles, circles, and squares) on their grids as they can during a 2 minute and 15 second match. The higher the teams hang their game pieces on their scoring grid, the more points their alliance receives. The match begins with one 15-second Autonomous Period in which robots operate independently of driver inputs and must hang Ubertubes to score extra points. For the rest of the match, drivers control robots and try to maximize their alliance score by hanging as many logo pieces as possible. Any logo piece hung on the same peg as an Ubertube receives double points. If teams assemble the logo pieces on their scoring grids to form the FIRST® logo (triangle, circle, square, in a horizontal row in that order), the points for the entire row are doubled. The match ends with robots deploying minibots, small electro-mechanical assemblies that are independent of the host robot, onto vertical poles. The minibots race to the top of the pole to trigger a sensor and earn additional bonus points. 

2010 Breakaway

Breakaway is a game played on the FIELD . Two ALLIANCES, one red and one blue, composed of three FIRST Robotics Competition (FRC) teams each, compete in each MATCH. The object of the game is to attain a higher score than your opponent by shooting BALLS into a GOAL, climbing on the ALLIANCE TOWER or PLATFORM, or by lifting an ALLIANCE ROBOT off the PLAYING SURFACE. 

A MATCH is 2 minutes and 15 seconds long. An AUTONOMOUS PERIOD starts each MATCH during which the ROBOTS are controlled by pre-programmed instructions. The AUTONOMOUS PERIOD is followed by the TELEOPERATED PERIOD during which the DRIVERS assume control of the robot. The ROBOTS continue to play the game until the TELEOPERATED PERIOD is over. 

2009 Lunacy

Lunacy is a game played on a field known as the CRATER . Two ALLIANCES, one red and one blue, composed of three FIRST Robotics Competition (FRC) teams each, compete in each MATCH. The object of the game is to attain a higher score than your opponent by placing the GAME PIECES in the TRAILERS hitched to the opposing ALLIANCE’S ROBOTS. 

A MATCH is 2 minutes and 15 seconds long. An AUTONOMOUS PERIOD starts each MATCH in which the ROBOTS are controlled by pre-programmed instructions. The AUTONOMOUS PERIOD is followed by the TELEOPERATED PERIOD during which the PILOTS assume control of the robot. The ROBOTS continue to play the game until the TELEOPERATED PERIOD is over. 

2008 Overdrive

FIRST Overdrive is a game played on the TRACK . Two ALLIANCES, one red and one blue, composed of three teams each, compete in each MATCH. The object of the game is to attain a higher score than your opponent by making counter-clockwise laps with your robot around the TRACK while moving large TRACKBALLS over and/or under the OVERPASS that bisects the TRACK. The point values for each of those actions are explained below 

A MATCH is 2 minutes and 15 seconds long. A HYBRID PERIOD starts each MATCH in which the ROBOTS are controlled by pre-programmed instructions and/or transmitted information from the ROBOCOACH. The HYBRID PERIOD is followed by the TELEOPERATED PERIOD during which the DRIVERS assume control of the robot. There may be a short pause between HYBRID PERIOD and the start of the TELEOPERATED PERIOD as the player's controls are activated. The ROBOTS continue to play the game until the TELEOPERATED PERIOD is over. 

2007 Rack "N" Roll

In the 2007 game, “Rack ‘N’ Roll,” students’ robots are designed to hang inflated colored tubes on pegs configured in rows and columns on a 10-foot high center “rack” structure. Extra points are scored by robots being in their home zone and lifted more than 4” off the floor by another robot before the end of the 2 minute and 15 second match. 

2006 Aim High

In the 2006 game, “Aim High,” students’ robots are designed to launch balls into goals while human players enter balls into play and score points by throwing/pushing balls into corner goals. Extra points are scored by robots racing back to their end zones and climbing the ramp to the platform before the end of the 2 minute and 10 second match. 

2005 Triple Play

The game for the 2005 season is played on a 27' wide by 52' long playing field with the 9 goals configured in 3 x 3 matrix, similar to tic-tac-toe. The robots will attempt to place the red and blue game tetras in or on one or more of the nine goals to score points and “claim ownership” of the goals 

2004 First Frenzy

The game for the 2004 season requires robots to collect and pass 13” balls to the human player to then shoot them into fixed and moveable goals. There are three 30” balls on the playing field that can be placed on top of any goal by a robot, which will double the point value in the goal. Additionally, robots may attempt to “hang’ from a 10’ bar. 

2003 Stack Attack

The game for the 2003 season requires robots to collect and stack plastic storage containers on their side of the playing field. The location of the robots and containers and the height of the stacks at the end of the match determine each team’s score for the round. 

2002 Zone Zeal

Each 2 minute match begins with the 24’ x 48’ field broken up into 5 zones and set up as follows. Four robots start on the playing field and are paired in alliances of 2. There are 2 robots at diagonally opposite corners, 10 soccer balls in each driver station area, 20 soccer balls centered along each side of the field, and 3 moveable goals weighing approximately 130 lbs each in the center zone. The strategies are endless, but the basic objectives are simple. Robots race around the playing field trying to gather balls, place them into goals, place the goals in their scoring zone, and return their robot to their starting zone before the 2 minutes have elapsed. 

2001 Diabolical Dynamics

Four teams work together as one alliance to try to achieve as high a score as possible in each match. Points are scored by placing balls in their goal, and by positioning their robots and goals in designated areas at the end of each match. At the start of each match, the alliance station contains twenty small balls. In addition there are twenty small balls and four large balls on the far side of the field which may be used to score points. At the end of the two minute match, points are awarded as follows: the alliance will receive one point for each small ball in the goal and not in contact with a robot, and ten points for each large ball in the goal and not in contact with a robot. Each alliance will receive ten points for each robot that is in the End Zone. An additional ten points will be added if the stretcher is in the End Zone. The alliance doubles its score if the bridge is balanced. The alliance multiplies its score by a factor of up to three by ending the match before the two minute time limit. Each team receives the alliance score. A team multiplies its’ score by 1.1 if its large ball is on top of a goal. Scores are rounded up to the nearest whole point after applying all applicable multipliers 

2000 Co-opertition FIRST 

Four teams, paired in two alliances, will compete in each match. An alliance scores points by placing balls in their goal, and by positioning their robots in designated areas at the end of each match. At the start of a match each alliance has seven yellow balls and one black ball in their station. In addition, there are fifteen yellow balls and two black balls on the far side of the field which may be scored by either alliance. 

1999 Double Trouble 

Points are scored by positioning “floppies,” robots, and the “puck” on the playing field. Floppies are light weight, pillow-like objects with Velcro-loop material located in the center and around the perimeter. Each alliance has ten color coded floppies located on the playing field and at the player stations. At the end of each two minute match, points are awarded as follows: Each two-team alliance will receive one point for each of its floppies that is at least 2” over and not touching the playing field surface, and less than eight feet above the surface if the playing field. Each alliance will receive three points for each of its floppies eight feet or higher over the surface of the playing field. Any robot that climbs onto the puck will multiply its alliance’s score by three. 

1998 Ladder Logic - 201 Rookie Season 

In two minutes matches, the three robots and human players score points by placing the balls onto the side goals or into the central goal. The balls are color-coded to identify team ownership. A human player, located outside the perimeter of the field, is allowed to hand balls to the robot or throw balls directly at the goals 

1997 Toroid Terror 

In two minute matches, the three robots and human players score points by placing the inner tubes onto pegs in the goal, or around the top of the goal. The tubes are color coded to identify team ownership. Human players are not allowed onto the field, but they may hand tubes to the robots or throw tubes directly onto the goal. 

1996 Hexagon Havoc 

In two minute matches, the three robots, with their human partners, score points by placing the balls in the central goal. The balls may be carried, pushed or thrown into the goal by the robots. The human players are not allowed on the playing field as they are seat-belted down at their stations, but they may score points by throwing ball(s) into the central goal. Points are awarded for balls located in the central goal at the conclusion of each two minute match. 

1995 Ramp N’ Roll 

In two minute matches, three robots race down a 30-foot raceway, over a speed bump just wide enough for two to pass through, to retrieve their 24” and 30” vinyl balls. To score, they must carry the ball(s) back up the raceway and push or shoot the ball over a nine-foot field goal from either the playing floor or a raised platform area, all the while trying to keep their opponents from scoring. Teams may score more than once with each ball – the smaller ball is worth two points and the larger ball is worth three points. 

1994 Tower Power 

Contestants attempt to place as many of their soccer balls possible inside one of two goals. In each match, three-team alliances compete to place 12 balls of their team color inside either the high goal, worth 3 points, or in the low goal, worth one point per ball. The winner is the team that has the highest total point value of soccer balls within the two goals at the end of the two minute match. In the case of a tie, the team with more balls in the upper goal wins 

1993 Rug Rage 

Contestants attempt to collect balls from either the playing field or their opponents’ goals, place them in their own goals, and defend them. There are five large air-filled kick balls each worth five points, and twenty smaller water-filled balls worth one point each. The winner is the team with the highest total point value of balls within their foal at the conclusion of a two minute match. In the case of a tie, the team with the most large balls wins. If still a tie, the team which collected their balls first wins 

1992 Maize Craze 

Four contestants vie in a round to see who can collect the highest point value total of tennis balls, return to home base, and defend their cache successfully. Each round is two minutes long. The game is played on a 16’ X 16’ square playing arena covered with 1-1/2” layer of whole corn kernels 

Agent S/D

Agent Spyder

Agent Dawn

Agent Ebenezer

AGENT FROIDUS-2020-2021

AGENT FRED - 2019

AGENT EDNA - 2018

AGENT DENNIS - 2017

AGENT SUSAN- 2016

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