Game A: Quadrant III – Cubes

2016 GAME GUIDE
Game A: Quadrant III – Cubes
Overview
Deliver three cube-shaped Game Pieces to the Orange Compass in Q-III. Additional points for
stacking cubes upon each other.
Constraints

Cubes are constructed and decorated to the team’s preference and theme. Cubes do not
need to be exactly smooth or have matching faces, but simply be recognizable as the shape of
a cube.

Cubes may never cross into Home Base or leave Q-III. Otherwise all Cube points are void.

Cube 1 - All equal sides between 4” and 5”.

Cube 2 - All equal sides between 3” and 4”.

Cube 3 - All equal sides between 1” and 2”.
Setup

All cubes start just outside of Home Base, with one side each touching the -9 axis line.

Exact location or specific spacing is not required, only the alignment to -9.
-9 coordinate line
FIGURE 1 – CUBE SETUP
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2016 GAME GUIDE
Game A: Quadrant III – Cubes
Tasks

Deliver cubes into or at least touching the Orange Compass in Q-III.

Stack cubes two or three cubes atop one another for additional points.
Points

1 point per cube that is “in” or “touching” the Q-III compass.

2 additional points per cube that is supported solely by one another cube (2-high).

3 additional bonus points for all cubes stacked (3-high).
Maximum 10 points
Notes

When stacked, only the bottom cube of a stack needs to be “in” or “touching” the Q-III
compass. See Figure-3.
FIGURE 2 - TOUCHING
3 pts
FIGURE 3 - STACKED
5 pts
5 pts
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7 pts
10 pts
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2016 GAME GUIDE
Game B: Quadrant II – Arch
Overview
You arch-allenged : ) to move objects through an arch or tunnel centerpiece. Teams are to construct
a centerpiece that creates any type of covered pathway with an open tunnel or archway to navigate
through (under). The example arch shown in Figure-X is “curved” shape with an optional base (floor).
Constraints

The centerpiece Arch is constructed and decorated to the team’s preference and theme.
Arches do not need to be curved in shape or smooth in texture.

The centerpiece Arch forms a pathway with two sides and a ceiling. A base or floor is
optional. The game table wall cannot be used as one of the sides.

The centerpiece Arch must fit and remain completely in Quadrant-II at all times.

The archway opening max height is 10”.

The archway opening max width is 10”.

The archway length is between 4” and 8”. Walls and ceiling must be equal length.

Five Deliverable Game Pieces (team choice of any shape).
o any one measurement is at least 1”
o no measurement may be greater than 4”

Robots can leave Home Base with only one Deliverable Game Piece at a time.

Objects must pass through the archway opening from right-to-left as looking from Home Base.

No part of the centerpiece Arch may touch the Green Compass in Q-II.

No part of the centerpiece Arch may extend right of the -10 axis line.
Setup

Deliverable Game Pieces start inside or on the thick black border of Home Base.

The archway opening faces from Q-II to Q-I. The archway leads to the Green Compass in Q-II.

The centerpiece Arch sits on the mat, such that the bottom-left corner of the archway opening
rests at Coordinate (+7, -10).
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2016 GAME GUIDE
Game B: Quadrant II – Arch
Tasks

Deliver Game Pieces to the Green Compass in Q-II, via the archway path.

Navigate the robot thru/under the archway.
Points

1 point per Deliverable being sent through the archway, but do not reach the Green Compass
in Q-II.

2 points per Deliverable being “in” the Green Compass in Q-II. Deliverable must have passed
through/under the Arch centerpiece.

3 points for the robot passing through the arch at least once. Entire robot must be visible
when looking at the robot from above the Arch as it exits the archway opening closest to the
Green Compass in Q-II. This task can only be scored once and is an exception to the fact all
other tasks are scored at the end of the 2 ½ minute run.
Maximum 13 points
Notes

Consider designing your centerpiece with some weights or non-slip materials so that is stays
put on the mat. Judges will reset the Arch centerpiece to its starting position if bumped out of
position by the robot. This judge reset is an exception to the fact that only robots can alter
objects outside Home Base.
FIGURE 4 – ARCH PLACEMENT AND ORIENTATION
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2016 GAME GUIDE
Game C: Quadrant I – Dome
Overview
Deliver various Game Pieces to a dome-shaped centerpiece. The example dome shown in Figure-5 is
a smooth exact “circular” or half-sphere shape.
Constraints

The centerpiece Dome is constructed and decorated to the team’s preference and theme.
Domes do not need to be exactly smooth or perfectly circular, but be recognizable as a dome
shape.

The centerpiece Dome must remain touching some portion the Blue Compass in Q-I at all
times. Otherwise all Dome points are void.

The dome base is between 7” and 9” at its widest base diameter.

The dome hole is at least 3” high from the base and game mat.

The dome hole round diameter is no larger than 4” across.

The dome hole should be centered at the top as best possible.

Five Deliverable Game Pieces (team choice of any shape).
o any one measurement is at least 1”
o no measurement may be greater than 4”

Robots can leave Home Base with only one Deliverable Game Piece at a time.
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2016 GAME GUIDE
Game C: Quadrant I – Dome
Setup

Deliverable Game Pieces start inside or on the thick black border of Home Base.

Centerpiece Dome is placed largest diameter down and touching the Blue Compass in Q-I.
FIGURE 5 – DOME HOLE
FIGURE 6 – DOME SETUP
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2016 GAME GUIDE
Game C: Quadrant I – Dome
Tasks

Deliver Game Pieces to the Dome Centerpiece.
Points

1 point per Game Piece that is “on” the surface of the Dome.

or
2 points per Game Piece that is “inside” the Dome.
Maximum 10 points
Notes

Game Pieces touching the mat outside of the Dome are not scored. Remember all tasks are
evaluated at the end of the robot run. Figure-7 is an example 8pts.
FIGURE 7 – DELIVERABLES ON/IN DOME
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2016 GAME GUIDE
Game D: Quadrant IV – H
Overview
Deliver and retrieve Game Pieces in and around the H-Town Centerpiece.
Constraints

The centerpiece H-Town is constructed and decorated to your preference and theme. HTowns do not need to be exactly smooth, but be clearly recognizable as an H-shape from
above.

The centerpiece H-Town must fit and remain completely in Quadrant-IV at all times.

The center box is made up of walls A/B/C/D, see Figure-8.

The center box has an equal length and width between 4” and 6”.

The center box has a top that is at least 6” up from the mat.

The center box has a solid wall C nearest Home Base.

The center box has an opening in the middle of the wall D.

The opening on wall D is between 2” and 3” wide, between 4” and 5” tall.

The long wall A is between 13” and 14” long.

The short wall B is between 8” and 10” long and is centered onto the box.

All walls are at least 6” tall from the mat.

Four Deliverable Game Pieces (team choice of any shape).
o any one measurement is at least 1”
o no measurement may be greater than 4”

One Retrievable Game Piece (team choice of any shape).
o any one measurement is at least 1”
o no measurement may be greater than 4”

Robots can leave Home Base with only one Deliverable Game Piece at a time.
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2016 GAME GUIDE
Game D: Quadrant IV – H
Diagrams
Between 8" - 10"
B
equal
C
Between 4" - 6"
equal
D
Between 4" - 6"
equal
A
Between 13" - 14"
FIGURE 8 – WALL DIMENSIONS
D
Between 4" - 5"
center
box
Between 2" - 3"
FIGURE 9 – D-WALL OPENING
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2016 GAME GUIDE
Game D: Quadrant IV – H
Setup

Deliverable Game Pieces start inside or on the thick black border of Home Base.

Centerpiece H-Town is placed in the corner of the mat and in Quadrant-IV. It is aligned
alongside the mat’s edge.

Retrievable Game Piece is located just inside the Red Compass in Q-IV at the 90o mark.
Tasks

Deliver Game Pieces to various location zones in the H-Town Centerpiece.

Transport the Retrievable Game Piece either back to Home Base or directly to Zone 3.
Points

1 point per Deliverable being “in” Zone 1, the large area.

2 points per Deliverable “touching the top” Zone 2, on top of the center box.

3 points per Deliverable “inside” Zone 2, the inside of the center box, must be delivered via
the opening in wall D.

1 point for the Retrievable being “in” Home Base.

or
3 points for the Retrievable being “in” Zone 3, without ever coming into Home Base.
Maximum 15 points
Zone 3
Zone 2
Zone 1
FIGURE 10 – SCORING ZONES
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