Skyrise Referee`s Guide

VEX Robotics Competition – Skyrise
Referee’s Guide
Overview
Thank you for your willingness to help make the VEX Robotics Competition a success. This document will serve as a
guide to assist you during your time as a VRC Referee.
Refereeing is one of the most challenging and rewarding volunteer positions. This guide contains information that is
vital to your success as a referee. Please take the time to become familiar with both VEX Skyrise and the role of the
referee as soon as you can. In this manual you will find:
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A volunteer description for the referee position
A summary referee task list for the various stages of a competition
A general tip sheet
A list of selected rule discussion points
Refereeing a VRC competition is different from a traditional sporting event in that the referees actually HELP the
competitors avoid breaking the rules. You will note in this manual that we like to remind team members if they are
getting close to an infraction and warn them rather than watching passively. Please keep that in mind as you train and
perform your ref duties.
Referee Position Summary
Referees observe matches, identify rule violations, and enforce the VEX Skyrise manual as written. They keep track
of all game objects scored and record these results on a score sheet. The scorekeeper will enter this data into the
scoring program that then calculates and displays the match score. Referees play a critical role in ensuring smooth
flow of match play, and maintaining the pace of the event.
Key Roles of a Referee:
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Oversees that fields are properly reset for each match
Cognizant of time cycle of matches and helps the field manager to stay on schedule
Checks that teams are placed correctly at the field and prepared to compete
Consistently enforces the rules of the game to score the match upon completion
Complete and submit a scoring sheets to the Head Referee
Participate in discussions with Head Referee and other referees to determine official match scores and rulings
Key Skills of an Effective Referee:
• Effective decision maker
• Confident and projects authority
• Ability to “take charge”; be assertive, but tactful
• Thorough knowledge of the competition game and rules of play
• Strong communication, diplomacy skills
• Ability to collaborate with others, work as a member of a team
• Attention to detail
Referee Responsibilities:
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Review and learn all the rules and game details contained in the VEX Skyrise Game Manual found at
http://www.vexforum.com/wiki/index.php/Skyrise
Review the official VEX Skyrise Q&A at http://www.vexforum.com/forumdisplay.php?f=400
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In addition to the responsibilities and roles listed above, one event referee will be designated “head referee” who will
be the final authority for all match related rulings. The head referee is responsible for organizing and overseeing the
other referees.
Additional Head Referee Key Roles:
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Training all referees, and ensuring that referees are fully versed in the VEX Skyrise game rules
Is the liaison between the teams and the referee crew
Works with the field manager to ensure that matches are proceeding in a timely fashion
Works with the lead inspector to ensure that all robots on the field are safe and rule compliant
Makes all final scoring decisions and rulings.
Discussing any rules or ruling questions with teams.
Referee Staffing
It is recommended that each tournament have two referees per field, as well as one head referee. If your tournament
is running a two-field configuration, it is feasible to have one head referee who works both fields. This is contingent on
having experienced and well-trained referees working each individual field.
The referees should be stationed at the three corners that are adjacent to the Alliance Stations, with the head referee
in between the two Alliance Stations. You should never have referees in front of the field, as it makes viewing difficult
for the audience.
Referee Task List
The following is a list of the major tasks the referees are responsible for during a match cycle.
Pre Match:
• Make sure all team members are within the Alliance Station
• Check that each team has securely connected the Field Control Cables to each of their transmitters
• Make sure that all robots are turned on by checking the LED indicators on the Microcontroller
Autonomous Period:
• Watch the team members in the Alliance Station to be sure they do not operate their controls or touch any part
of the playing field
o One way to do this is to have all drivers hold their joysticks such that the buttons are facing away from
them. This makes it clear to the audience that the robots are truly acting without any driver control
• Make sure no interaction occurs with the robots, as per <G8>
• Quickly determine who wins the Autonomous Bonus
o Please do not count the exact score, unless necessary. All that is needed is to determine which
alliance scored the most. In many cases it will be obvious.
Driver Controlled Period:
• Watch for any instances of Adult Drive Team Members touching the controls, robots, or Skyrise Sections
• Watch for any instances of Drive Team Members touching robots or breaking the plane of the field, when not
explicitly allowed by the rules
• Observe the match and watch for any rules violations
Post Match:
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Discuss any rules violations with fellow referees and the Head Referee
Score the match, confirming with the Head Referee
Once the score is officially recorded on the score card, give the all clear signal, allowing the teams to take their
robots off the field
The Head Referee completes the score card and gives it to the Official Scorekeeper
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Referee Tips
The referee’s role is to watch for violations and “call” them. The teams have put a lot of time and effort into the
competition. Please help them before they violate the rules.
It is the philosophy of the VEX Robotics Competition to be helpful rather than punitive when it comes to refereeing.
Other tips include:
• Warn teams if they are close to being penalized
• Make the necessary calls, even if violations happen unintentionally.
• Be fair and consistent to all teams.
• Be friendly and positive
• A referee’s job is to enforce the rules as they are written, not as they think they should be written.
• A referee should not make up rules or penalize teams who do not play the game the way they “feel” is right.
• If a team violates a rule that calls for them to be disabled, the easiest way to disable them is to have the
drivers turn off their transmitters and place them on the ground.
• Be very vocal and visual when making calls. This way the audience and the teams will be aware of what is
happening.
• For example, when counting a team who is pinning, make large arm gestures as you count. This way the
team will know that they should back off, and the audience will be aware of the infraction
• Direct all team questions to the Head Referee. The Head Referee should be the only person discussing
rulings with the teams. When multiple referees are explaining rulings to the teams, inconsistencies in verbiage
can easily arise.
• The Head Referee and only the Head Referee should explain all controversial rulings and close calls to the
teams. This level of communication is a positive experience for the teams.
• When it comes to issues such as disqualifications, often referees will rule leniently in order to avoid being too
harsh. Unfortunately by not punishing a team for a rules violation, you directly punish their opponent. As
unpleasant as it is, if a team violates a rule that is punishable by disqualification, the team must be disqualified.
It is the only fair thing to do.
• If possible, attend some practice rounds in the morning to get an idea of the intensity of the event.
Discussion Points
The following section takes a closer look at some of the more complex rules in VEX Skyrise. Before reading this
section, it is crucial that you have become 100% familiar and comfortable with the rules in Section 2 of the VEX
Skyrise Game Manual. All definitions and rules mentioned in this section have been quoted directly from Section 2 of
the manual.
Definitions:
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Alliance Robot Interaction Spots – The colored (red or blue) X’s from which Student Drive Team members may
interact with the Robot.
Comments:
o Student Drive Team Members should only be at these spots when fixing a Robot that’s unable to
move, as per <SG4>. There are no other legal interactions in VEX Skyrise
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Built – A Skyrise Section is Built if it is not touching a Robot of the same color as the Alliance Starting Tile the
Skyrise Base is adjacent to and
a) Fully nested within the Skyrise Base
b) Fully nested within a Skyrise
Comments:
o Fully nested means that the Skyrise Section must fully sunk into the Skyrise/Skyrise Base. When this
happens, the two adjoining sections become approximately vertical
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Disablement – A penalty applied to a team for a rules violation. A team who is Disabled in a Match, is no
longer allowed to operate their robot, and will be asked to place their controller on the ground.
Comments:
o To disable a team, ask them to gently place their VEXnet Joystick on the ground. The software is
unable to disable Robots.
o <S1> and <S2> are the only rules which can call for a disablement
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Owned – A Post is Owned by an Alliance if its colored Cube is the vertically highest Scored Cube on that Post.
Comments:
o The top Cube Owns the Post
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Pinning – A Robot is considered to be Pinning an opposing Robot if it is inhibiting the movement of an
opponent Robot while the opposing Robot is in contact with the foam playing surface and another Field
Element.
Comments:
o Note that contact is not required for Pinning to take place
o A Robot cannot by definition be Pinned in the open field
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Preload – The one (1) Cube each team must place on the field such that it is touching its Robot, not touching
any grey foam tiles or the Skyrise Base, and fully within the field perimeter prior to each Match.
Comments:
o There are no Driver Control Loads this year. All Preloads must be entered before the Match
o Preloads are not optional. They must be touching the Robot prior to the start of the Match
o If a Robot does not show for their Match, their Preload is still placed on the Alliance Starting Tile
Scored – A Cube is Scored if it is not touching a Robot of the same color and meets one of the following
criteria.
1. A Cube is touching a Floor Goal of its own color, and is not Scored on a Skyrise.
2. Any part of a Post is within the volume defined by the outer edges of the Cube.
3. Any part of a Skyrise is within the volume defined by the outer edges of the Cube of the same color as
the Alliance Starting Tile adjacent to the Skyrise Base.
Note: If a Cube is Scored in a Floor Goal and on a Skyrise, it will only count on the Skyrise.
Comments:
o Unlike past years, the Goals do not extend infinitely. Some part of the Cube must be surrounding
either the Post or Skyrise
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Trapping – A Robot is considered to be trapped if an opposing Robot has restricted it into a small, confined
area of the field, approximately the size of one foam field tile or less, and has not provided an avenue for
escape.
Comments:
o Robots that are restricted to an area smaller than 2’x2’, and do not have enough room to get out are
considered trapped
Safety Rules
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<S1> If at any time the Robot operation or team actions are deemed unsafe or have damaged the Field
Elements or Scoring Objects, including, but not limited to disassembly of Cubes and/or Skyrise Sections, by
the determination of the referees, the offending team may be Disabled and/or Disqualified. The Robot will
require re-inspection before it may again take the field.
Comments:
o This rule is up to the discretion of the Head Referee. If the Head Referee feels that a Robot is
damaging the playing field, the team should not be allowed to compete until this is no longer an issue.
If a team damages the field during a match, they should be warned and asked to speak to the Lead
Inspector. If this same team damages the field in the same manner in a later match they should then
be disqualified.
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General Game Rules
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<G2> At the beginning of a Match, each Robot must be smaller than a volume of 18 inches wide by 18 inches
long by 18 inches tall. An offending Robot will be removed from the match at the Head Referee’s discretion.
Comments:
o Many Robots will expand past the 18” limit after the start of the match. Often teams will place their
Robot on the field not in their starting configuration, and outside of the 18” restriction. If this occurs,
ask the team to re-orient their Robot such that it would fit in an 18” cube. If they cannot do so in a
timely manner, you will have to ask them to take their robot off the field and start the match without
them.
o It is handy to have a sizing tool and/or measuring device by the field to quickly verify if a Robot is
within the 18” starting cube
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<G3> Each team shall include up to three Drive Team Members. No Drive Team Member may fulfill this role
for more than one team at any given event.
Comments:
o Once someone acts on the Drive Team for one Team, they may not do so for any other team. Many
teams may miss this rule, so be sure to remind them if you see any violations.
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<G4> Only Student Drive Team Members may touch the team’s controls at any time during a Match, and are
the only Drive Team Members allowed to interact with the Robot as per <SG4>. Adult Drive Team Members
are not permitted to touch the controls or interact with the robot or Skyrise Sections. Minor violations of this
rule that do not affect the match will result in a warning. Egregious (match affecting) offenses will result in
a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the head
referee's discretion.
o Adults are not allowed to do any interaction with Robots, controls, or game pieces
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<G6> During the qualification rounds, the red Alliance has the right to place their Robots on the field last.
During the elimination rounds, the higher seeded Alliance has the right to place their Robots on the field last.
Once a team has placed their Robot on the field, its position cannot be readjusted prior to the match. Robots
must be placed on the field promptly. Teams who violate this rule will have their robots randomly repositioned
by the referees.
Comments:
o For the most part, teams aren’t too concerned about how places last, but if a team is particular about
the issue you will have to invoke this rule
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<G7> Drive Team Members are prohibited from making intentional contact with any Scoring Object, Field
Element or Robot during a Match, with the exception of the contact specified in <SG4> and <SG5> and when
protecting themselves from falling Robots. Minor violations of this rule that do not affect the match will result in
a warning. Egregious (match affecting) offenses will result in a Disqualification. Teams that receive multiple
warnings may also receive a Disqualification at the head referee's discretion.
a) Drive Team Members are not permitted to break the plane of field perimeter at any time during the match.
Comments:
o The key part of this rule is the differentiation between accidental contact and intentional contact.
Examples of intentional contact include:
A Driver picking up a Robot during the match, outside of the permissions of <SG4>
o Example of accidental contact impacting the final score:
A Coach pointing at the field and accidentally knocking over his opponent’s Robot.
o The exception to <G7a> are also <SG4> and <SG5>
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<G10> Scores will be calculated for all matches immediately after the match once all objects on the field come
to rest.
Comments:
o If a Robot is in the process of dropping a Scoring Object into a one and lets go of the Scoring Object
before the match ends, but the Scoring Object becomes scored after the end of the match, the Scoring
Object will still count as being Scored. It would be infeasible to have the referees make split second
rulings as to the state of the match at the 0:00 mark
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<G11> Robots may not intentionally detach parts during any match, or leave mechanisms on the field. If a
detached component or mechanism affects game play the team may be disqualified at the referees discretion.
Multiple intentional infractions may result in disqualification for the entire competition.
Comments:
o If an object remains connected to the Robot by a slim margin (i.e. a chain of zipties, or a PWM cable) it
is still considered to be attached
o Do not penalize teams for accidently dropping parts on the field. (i.e. a nut falling off the robot)
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<G12> Strategies aimed solely at the destruction, damage, tipping over, or Entanglement of Robots are not
part of the ethos of the VEX Robotics Competition and are not allowed. However, VEX Skyrise is an interactive
game. Some incidental tipping, Entanglement, and damage may occur as a part of normal game play. If the
tipping, Entanglement, or damage is ruled to be intentional or egregious, the offending team may be
disqualified from that Match. Repeated offenses could result in a team being Disqualified from the remainder
of the competition.
VEX Skyrise is intended to be an offensive game. Teams that partake in solely defensive strategies will
undergo extra scrutiny in regards to <G12>. In the case where referees are forced to make a judgment call on
interaction between a defensive and offensive Robot, the referees will err on the side of the offensive Robot.
a. Robots which have expanded horizontally in an effort to obstruct the field will undergo even more
scrutiny under <G12>, and will not be protected under <G12>. e.g. If you choose to undertake
this type of strategy, your robot should be built to withstand vigorous interaction.
i. Furthermore, teams that undertake this type of obstructive strategy would not be protected by
<SG3>. e.g. There is no penalty for pinning a “wall-bot”.
All teams are responsible for the actions of their Robots. This goes for teams who are driving recklessly and
potentially causing damage, but also goes for teams who drive around with a small wheel base and arm
extended. Teams should design their Robots such that they are not easily tipped over or damaged by minor
contact.
Comments:
o This is another case where the Head Referee will have to exercise his or her discretion. Some
examples of behaviour that violates <G12> are:
Intentionally grasping of an opponent Robot.
Pushing high on a Robot causing them to tip over.
o For entanglement to be considered intentional, it should be clear that the offending team attempted to
entangle their opponent. Examples include:
Reaching into an opponent Robot and deploying a mechanism that is likely to get stuck.
Intentionally grasping an opponent Robot
o Teams who accidentally entangle an opponent should be warned after the match, and re-inspected for
compliance with <R3c>
o If there is ever a judgement call between a team who is trying to score, and a team who is trying to
play defense, the tie-breaker should always be to rule in favour of the offensive team. However,
offensive teams who are trying to intentionally lure their opponent into penalties should not be
rewarded
o Robots which expand in an effort to obstruct/block the field are no longer protected by <G12> or
<SG3>. Basically, as soon as you expand and start obstructing the field, teams are allowed to do
whatever they want to get through the obstruction. However, this is not a carte blanche for teams to
recklessly damage Robots, this exception was created to give teams the leeway to ram or push their
way through Robots who have expanded to block the field.
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<G15> Replays are at the discretion of the event partner and head referee, and will only be issued in the most
extreme circumstances.
Comments:
o The most likely reason for a replay is due to a field error that interferes with a Robot (e.g. tape lines
coming up and getting caught in a Robot, Goal being tipped over), or a refereeing error. (e.g. A
miscounted score that cannot be verified, etc.)
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VEX Skyrise Specific Game Rules
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<SG1> At the beginning of each Match, each Robot must be placed such that it is touching one of its colored
Alliance Starting Tiles, not touching any Scoring Object other than those permitted by <SG2> and not touching
any other foam field tiles, the Skyrise Base, any Post, or the Autoloader. No more than one Robot may start
the match on any one Alliance Starting Tile. (See figures 16 & 17)
Comments:
o A Robot must only touch their Alliance Starting Tile and no other tiles; However, they are allowed to
break the plane of other tiles.
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<SG3> A Robot cannot Pin or Trap an opposing Robot for more than five seconds during the Driver Controlled
Period. A Pin or Trap is officially over once the Pinning Robot has moved away and the Robots are separated
by at least 2 feet (approximately one (1) foam tile). After ending a Pin or Trap, a Robot may not Pin or Trap the
same Robot again for a duration of 5 seconds; if a team does pin the same Robot again, the pinning count will
resume from where it left off when the pinning Robot initially backed off. If a referee determines this rule to be
violated, the offending Robot will be Disqualified for the match. There is no penalty for Pinning during the
Autonomous Period.
Comments:
o If a Robot is unable to move away by 2 feet due to obstacles being in the way, this is alright as long
they’re give the team enough room to escape the pin or trap.
o Pinning should only be called if it is intentional. For example if a Robot is trying to score in a Goal and
a Robot is guarding the Goal, the scoring robot should not be called for Pinning the defending Robot.
Common sense applies here, as per usual.
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<SG5> There can only ever be one Skyrise Section in an Autoloader at any one given time. There will be one
Skyrise Section in the Autoloader to start the Match. Additional Skyrise Sections will be loaded by a Student
Drive Team Member into the Autoloader. Robots may not contact a Skyrise Section if it is being touched by a
human. Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a
Disqualification at the head referee's discretion.
Comments:
o Skyrise Sections must be inserted into the Autoloader by a Student Driveteam Member, and may only
be removed by Robots
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<SG6> Robots are not permitted to remove any Cubes that are Scored on a Post unless the Cubes are either:
a. Partially above the top of the Post.
b. Above the defined normal capacity of the Post. (e.g. If there are four (4) Cubes scored on a
Medium Post, the bottom three (3) Cubes cannot be removed, since the normal capacity of a
Medium Post is three. However, the fourth and topmost Cube may be legally removed.) (See
figures 20 & 21)
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match
affecting) offenses will result in a Disqualification. Teams that receive multiple warnings may also
receive a Disqualification at the head referee's discretion.
Comments:
o Descoring is only permitted if the Post is filled beyond its specified capacity, or for Cubes that are
partially above the top of the Post
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<SG8> Robots may not Carry more than one (1) Skyrise Section at once. Minor violations of this rule that do
not affect the match will result in a warning. Egregious (match affecting) offenses will result in
a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the head
referee's discretion.
Comments:
o Robots should only be manipulating Skyrise Sections one at a time. Carrying a stack of 2 or more,
while only contacting 1, is still illegal.
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<SG9> Robots may not Carry more than one (1) Skyrise Section at once. Minor violations of this rule that do
not affect the match will result in a warning. Egregious (match affecting) offenses will result in
a Disqualification. Teams that receive multiple warnings may also receive a Disqualification at the head
referee's discretion.
a) Contacting an opponent’s Autoloader and/or contents. (See Figure 22)
b) Contacting an opponent’s Skyrise Base and/or Skyrise. (See Figure 23)
c) Contacting an opponent’s Alliance Starting Tile or the grey foam field tile between the two Alliance
Starting Tiles and located in the corner of the field. (See Figures 24-25)
d) Contacting an opponent’s Robot that is contacting the foam field tiles mentioned in c) and not
contacting any other foam field tiles. (See Figure 26)
e) Contacting any Scoring Objects that are contacting the foam field tiles mentioned in c) and not
contacting any other foam field tiles.
f) Depositing Scoring Objects in/on the opponent’s foam field tiles mentioned in c) or on Robots or
Scoring Objects touching said tiles.
Please note that both direct contact (e.g. Robot making contact) and indirect contact (e.g. Robot contacting a
Scoring Object that makes contact) are considered violations of the above listed clauses.
Minor violations of this rule that do not affect the match will result in a warning. Egregious (match affecting)
offenses will result in a Disqualification. Teams that receive multiple warnings may also receive a
Disqualification at the head referee's discretion. (See Figures 22-26)
Comments:
o The intent of this rule is to allow teams to build their Skyrise without interference.
o Remember both direct and indirect contact count in all these cases
o Do not DQ teams for offenses that do not affect the match. e.g. A Robot contacts their opponent’s
starting tile when there’s no opposing Robot present
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<SG10> Intentional strategies causing an opponent to violate a rule are not permitted, and will not result in a
foul on the opposing alliance. Minor violations of this rule that do not affect the match will result in a warning.
Egregious (match affecting) offenses will result in a Disqualification. Teams that receive multiple warnings
may also receive a Disqualification at the head referee's discretion.
Comments:
o Attempting to draw a penalty on your opponent will not lead to a penalty on your opponent. e.g.
Pushing your opponent into your own Skyrise
o In these cases, it should always just be a warning. It’s hard to fathom a situation where forcing your
opponent to violate a rule would be match affecting, since you would just be hurting yourself by
employing this strategy. e.g. If you force someone to interfere with your Skyrise, you’ve only affected
your own Skyrise building
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