Past OCCRA Games

2000

Something

2001

Something

2002

Twisting Tower Times

2003

Power Ball

2004

Tubie Trouble

2005

Hangin' Havoc

2006

Teeter Totter Torment

2007

Let's Rock

2008

Football Frenzy

2009

Bot Basketball

2010

Up & Over

2011

Tic - Tac - Stack

2012

 

2013

Grid Lock

2014

 

 

 

2001 - coming soon

2002 - Twisting Tower Times

Game Rules: Game Layout

Two alliances will play at a time on the court, and there will be two teams in each alliance during the seeding matches. For each team in the alliance, two student drivers, a human player, and a student coach are the only ones allowed on the playing field or in the staging area. The game pieces are yellow 10" diameter rubber balls. Each ball has a multiplier value of one. Ther are 30 of these balls in play during each match.

The object of the game is to build a robot that can pick up the balls and place them in the position that gains your team a scoring advantage by the end of the match. Each alliance is assigned a color and has a mobile scoring cart and a scoring goal-tower of that assigned color (either read or blue). The match score for an alliance will be calculated by multiplying the number of ballsin their scoring cart. The scoring goal has two colored towers where each alliance can score balls: a short tower that is 24" off the floor and a tall tower that is 72" above the floor level. Balls may also be placed inside the goal towers by forcing them in between the vertical PVC pipes. The scoring goal for an alliance is identified by a color that is randomly assigned for each match (either read or blue). Placing a ball inside your opponent's colored goal structure does not earn points unless you also place at least one ball inside your opponent's scoring cart.

Each match will last two minutes. The score for each match is determined by the position of the balls and robots at the end of the match. The alliance with the highest amount of points is the winner. The winner of the match will receive 10 bonues points plus their ball score. The losing team will receive only their ball score.

Robot interaction is allowed and expected anywhere on the field. This includes pushing, shoving, bumping, blocking and fighting for position. However, robot action/contact intended to disable or damage the opponent is forbidden. Pinning a robot for more than five seconds and preventing them from moving is not allowed. Entangling or latching on to an opponent is not allowed as it is considered to be a form of pinning. Blocking a robot's path is allowed because this allows for the interaction that happens as it occurs. Robots may push an opponent's cart but may not latch on or pull an opponent's cart.

 

2003 - Power Ball

Game Rules:

Two alliances will play at a time on the court and there will be two teams in each alliance during the seeding matches. For each team in the alliance, two student drivers, a human player, and a student coach are the only ones allowed on the playing field or in the Game Layoutstaging area.

The game pieces are yellow 13" diamter rubber balls and a single green 24" ball. Each yellow ball has a base value of one point (1) when in scoring position. There are twenty-four (24) of hese yellow 13" balles in play during each match. The base value of the green "Power Ball" is five (5) points.

The object of the game is to build a robot that can pick up the balls and place them in the position that gains your team a scoring advantage by the end of the match. Balls that are held off the ground by a robot within the scoring zone each score their base value (either 1 or 5 points). Balls that are placed into a goal that is in the scoring zone will have their value doubles (either 2 or 10 points). Each alliance is assigned a color and has two scoring goals of that assigned color (either blue or red.) The match score for an alliance will be calculated by doubling the value of the balls in their scoring goals and adding this score to the value of the balls held by the alliance robots in scoring position. The scoring goals have different sized towers; each alliance has a short tower that is 36" off the floor and a tall tower that is 72" above the floor level. All goal towers have openings at the top that the balls will fit into. The scoring goals for each alliance are identified by a color that is randomly assigned for each match (either blue or red).

Each match will last two minutes. The score for each match is determined by the position of the balls at the end of the match. Thescores are then tabulated and a winner is determined. The alliance with the highest amount of points is the winner. The winners of the match will each receive 10 bonus points plus their ball score. The losing teams will receive only their ball score.

Robot interaction is allowed and expected anywhere on the field. However, robot action/contact intended to disable or damage the opponent is forbidden. Pinning a robot for more than five (5) seconds and preventing them from moving is not allowed. Robots may push an opponent's goalbut may not latch on or pull an opponent's goal. A robot may not attempt to block an opponent from placing balls in scoring position by covering the opening at the top of the goal ("goaltending").

 

2004 - Tubie Trouble

Game Rules

Two alliances will play at a time on the court (red and blue) and there will be two teams in each alliance during the seeding matches. For each team in the alliance, two student drivers, a human player, and a student coach are the only ones allowed on the playing field or in the staging area.Game Layout

The game pieces are assemblies of three 3" diameter PVC pipes (a.k.a. "tubies") that are 7" long. There are 20 of these tubies in play during each match. The scoring structure has four colored ramps that connect to a central platform. The scoring ramps for each alliance are identified by the color that is randomly assigned for each match (either red or blue). Tubies score points when placed into the holes on the ramps and when placed up on the rotating arrow on the central platform. Each robo that gets into the end zone at the end of the match also scores points.

The object of the game is to build a robot that can pick up the tubies and place them in scoring positions by the end of the match. Each alliance is assigned a color and has two ramps of that assigned color (either red or blue). The human players will be on the field for the first 15 seconds of the match and may not place tubies on other teams' robots or on the field structures. They may not place more than 2 tubies on their own robot.

The match score for an alliance will be calculated by adding: The number of points from the tubies on the ramp (2-points each) 5 points for the alliance that the arrow is pointing toward at the end of the match, 5 points for each tubie on the arrow (for the alliance that the arrow is pointing at), and 5 points for each robot that is in the end zone at the end of the match.

Each match will last two minutes. The score for each match is determined by the position of the tubies and robots at the end of the match. The alliance with the highest amount of points is the winner. The winners of the match will each receive 10 bonus points plus their match score. The losing teams will receive only their match score.

 

2005 - Hangin' Havoc

Game Rules

Teams play a set number of matches in which they are randomly paired with an alliance partner. Two alliances (the red and the blue) play at a time on the court and there are two teams in each alliance. If a team is unable to compete, the remaining team in the alliance plays alone for that match or with the help of a league-supplied substitute robot (a.k.a. the "placebo".) The winners of the match will each receive 10 bonus points plus theri ball score. The losing teams will receive only their ball score. The alliances change with each seeding match and the team with the most points at the end of the matches wins the tournament.

The object of the game is to score more points than your opponents. Scores are tallied Game Structure at the end of each 2-minute match. Each alliance has 3 different scoring goals of their color: a lower rack, an upper rack, and a scoring tower. Any of the 24 yellow balls that are placed in the towers or scoring racks score 1 point each while the 5 red "ricochet" balls score 3 points apiece. (In the first few seconds of the match you will see how the red balls got the name "ricochet"!) An opponent may not remove balls scored in the towers but balls placed on one of the racks may be removed before the end of the match. A ball that is placed into a scoring rack during a match but removed before the end of the match does not count as a score. An additional bonus of 5 points is awared for each robot that is hanging from the hanging bar at the end of the match.

Each alliance has two human players who may throw balls into the scoring tower or the scoring racks, or feed the balls to a robot. One of these human players is designated the "feeder" and the other player is the "shooter." Human players must stay entirely within their own designated zones during the entire match. If a human player steps out of their zone while a ball is in their possession, the ball will be taken and returned to the field of play. Human players may only have one ball in their possession at a time and they may not place balls on the floor.

 

2006 - Teeter Totter Torment

Game Rules

The OCCRA 2006 game is called "TEETER-TOTTER TROUBLE." Teams play a set number of matches in which they are randomly paired with an alliance partner. Two alliances (the red and the blue) play at a time on the court and ther are two teams in each alliance. If a team is unable to compete, the remaining team in the alliance plays alone for that match or with the help of a league-supplied substitue robot (a.k.a. the "placebo.") The winners of the match will each recieve 10 bonus points plus their ball score. The losing teams will recieve only their ball score. The alliances change with each seeding match and the team with the most points at the end of the matches wins the tournament.

field layout

The object of the game is to score more points than your opponents. Scores are talliled at the end of each 2-minute mathch. Each alliance has 2 different scoring goals of their color: a mobile goal that must be in the "scoring zone" at the end of the match, and a scoring goal on one half of the teeter-totter. If any of the 32 balls, regarless of size and color, are in one of the goals at the end of a match, it will score 1 point for the alliance of that color. An opponent may remove balls from the goals before the end of the match. A ball that is placed into a goal during a match but removed before the end of the match does not count as a score. A 3-point bonus is awared for each robot that is completely on the ramp or platform at the end of the match. An additional bonus of 5 points is awarded to the alliance that has the teeter-totter tipped their way at the end of the match.

Each alliance has two human players who may launch balls into the mobile goals, onto the field, or into their robot. One of these human players is designated the "Feeder" and the other player is the "Launcher". Human players must stay entirely within their own designated zones during the entire match. If a human player steps out of their zone while a ball is in their possession, the ball will be taken and returned to the field of play. Human players may not intentionally throw or launch balls at spectators or the opponents' human players, drivers, coaches, or robots.

 

2007 - Let's Rock

Game Rules

The OCCRA 2007 game is called "LET'S ROCK!" Teams play a set number of matches in which they are randomly paired with an alliance partner. Two alliances (the red and Game Layoutthe blue) play at a time on the court and there are two teams in each alliance. If a team is unable to compete, the remaining team in the alliance plays alone for that match or with the help of a league-supplied substitue robot (a.k.a. the "placebo"). The winners of the match will each recieve 10 bonus point plus their ball score. The alliances change with each seeding match and the team with the most points at the end of the matches wins the tournament.

The object of the game is to score more points than your opponents. Scores are tallied at the end of each 2 minute 15 second match. Each alliance has 3 different kinds of scoring goals of their color: a low rack or "trough", a set of 4 rocking "cradles", and a central scoring structure. Any of the 24 small balls that are placed in the troughs or central scoring structure score 1 point each while the 9 large balls score 3 points apiece. An opponent may not remove balls scored in the central scoring structure but balls placed in one of the troughs or cradles may be removed before the end of the match. A ball that is placed into a scoring rack during a match but removed before the end of the match does not count as a score.

The first 15 seconds of each match is the time when the totally autonomous 18" VEX robots attempt to put the 5 pedestal balls into their scoring troughs. Officials will remove any of the 5 pedestal balls that do not get scored by the end of the autonomous period. The next 2 minutes of the match are played exclusively by the full-size robots.

Each allance has two "human players": the "Shooter" may throw balls into the goals and the "Feeder" may feed the balls to a robot. The human players must stay entirely within their own designated zones during the entire match. If a human player steps out of their zone while a ball is in their possession, the ball will be taken and returned to the field of play. Human players may not intentionally throw balls at spectators or the opponents' human players, drivers, coaches, or robots. Human players may pass balls to each other.

Robot interaction is allowed and expected anywhere on the field. This includes pushing, shoving, bumping, blocking, and fighting for position. However, robot action/contact intended to disable or damage the opponent is forbidden. Pinning a robot for more than five (5) seconds and preventing them from moving is not allowed. A robot may not intentionally flip an opponent's robot over or block an opponent from placing balls in scoring position by covering the opening at the top of the scoring goals ("goaltending"). A robot may attempt to steal or push a ball from an opponent at any time. Which contact is allowable is left to the referee's discretion. Referees may issue warnings of rule infractions to teams; if issued a warning, the teams are expected to stop the infraction or face possible power loss and/or disqualification. A yellow flag thrown by a referee indicates that an official warning orange flag will be thrown to indicate that a team has been disqualified.

 

2008 - Football Frenzy

Game Rules:

The 2008 OCCRA game is called "Football Frenzy". OCCRA robots will be kicking, passing and catching footballs in this year's head-to-head competition. The competition structure randomly pairs robots from two different schools in an "alliance" against two robots from an opposing alliance. The large robots may weigh as much as 120 pounds and be as much as 40 inches tall at the start of the match. The little VEX robots may be as tall as 18 inches at the start of the match with no weight limit.

Matches start with a 15-second "autonomous" period during which time the VEX robots are run by a computer program loaded earlier. During the first 15 seconds, only the VEX robots will move. During the autono ous time, the VEX robots score 6 points for each field goal that they make. After the autonomous period, bot the VEX robots and the larger robots have two minutes to score points under the radio-control of student drivers. Teams may each have five students on the fiedl during the matches: 2 drivers for their big robot, one driver for the VEX robot, one "Human Player", and one coach.

Scoring for the VEX and the large robots score one point for each ball that they have in their lower goal at the end of the match. The large robots score 3 points for each field goal that they make during the match, and they score 7 points for each touchdown. Touchdowns can only be scored with the brightly colored orange and purple footballs that are put into play during the last 30 seconds of the match. The teams on the winning alliance each get ten additional points per match. At the end of the tournament, the team with the most points is the winner.

Robots are not allowed to shoot field goals from beyond the midfield line. Human Players are allowed to pass footballs to each other, but not allowed to pass footballs over the midfield line. Robots are allowed to push and shove their opponents. OCCRA robots play rough and some damage will surely occur; but the rules prohibit teams from intentionally damaging another maching. A "Placebo" robot is available for use if a large robot is not able to compete in its match.

 

2009 - Bot Basketball

2010 - Up & Over

2011 - Tic - Tac - Stack

2012 -

2013 - Grid Lock

2014 -

 

 

 

 

 

Useful Links

 

OCCRA