Bot Pool Party
2024 Fall Season Game
Team 2338, Gear it Forward
Manual revision 11/16/2024
Foreword
Rules are subject to change. Pay attention to team announcements to make sure you are up to date with the latest versions. If you are unsure about a rule, ask a Mentor for clarification.
If you would like to download a copy of this manual, use your browser's print to pdf or download the html version using "save page as".
Useful links
Changes
11-16-2024:
- Changed balls per crate from 8 to 5
09-24-2024:
- Release version
- Added QR code and step file of field
- Added missing information about the DRIVER's Stations
- Clarified some gameplay rules' wording
- Specified that you cannot remove BALLS from the POOLS
09-03-2024:
Game Introduction
The 2024 fall season game, Bot Pool Party, is a simplified take of this year's FIRST theme, where ROBOTS will score BALLS into POOLS to earn points.
The game will be played in a one-on-one match style, including 15 seconds of AUTONOMOUS and 2:15 of TELEOPERATED play.
During the 15 second AUTONOMOUS Period, ROBOTS follow pre-programmed instructions. Teams score points by:
- Having any part of the ROBOT cross into the TRAVERSAL ZONE
- Scoring BALLS into the POOL
During the remaining 2 minutes 15 seconds, DRIVERS control their ROBOTS to score points by getting BALLS into their POOL.
The team with the most total points at the end of the match wins.
Field

The game field will consist of several components:
- DRIVER's Stations
- STARTING ZONE
- TRAVERSAL ZONE
- HUMAN ZONE
- POOLS
Overall field dimensions
- The total ROBOT play area will consist of a 20'x20' square.
- The entire field is enclosed with a masonite barrier from 2-18.5 inches high.
- Tape will demark the separate STARTING ZONES and TRAVERSAL ZONES for each alliance in equal quadrants of the field.
See Useful Links for the field CAD drawing.
DRIVER's Stations
The DRIVER's Stations are 2 6-foot work surfaces for each TEAM to place their OPERATOR CONSOLE. They are located behind the 6-foot fence segments directly across from the POOLS.
STARTING ZONE
The STARTING ZONE is the half of the field closer to the DRIVER's Stations. ROBOTS must start here, and additional BALLS can be introduced here.
TRAVERSAL ZONE
The TRAVERSAL ZONE is the half of the field located opposed to the DRIVER's Stations. It contains the POOLS.
HUMAN ZONE
The HUMAN ZONE is the 6-foot segment of fence on the sides of the FIELD closest to the DRIVER's Stations. The HUMAN PLAYER can introduce additional BALLS here.
POOLS
POOLS are blue plastic wading pools 8 inches tall and 42 inches in diameter. They have a 1.5 inch wide rounded lip and are slightly smaller diameter at the base. These POOLS were purchased at Meijer; similar wading pools can be found elsewhere.
The POOLS are placed in the TRAVERSAL ZONE such that each TEAM's POOL is touching both the side and far fence. A cinderblock is placed in the middle to help keep the POOLS in place.

Water and dog not included.
BALLS
BALLS are yellow whiffle-type balls 5 inches in diameter, identical to those used in FIRST Robotic Competition game STEAMWORKS. They can be found on Andymark.

Match Play
Setup
ROBOTS
ROBOTS may start anywhere within their STARTING ZONE where their BUMPERS are fully contained within their half.
Humans
DRIVERS, COACHES, and HUMAN PLAYERS must stay at least 3 feet back from all field components except for one (1) individual DRIVER to press the start button on their DRIVER STATION computer.
Once the end of AUTONOMOUS period is ended by the signal from the DRIVER STATION computers, human DRIVERS may pick up the controls and begin TELEOPERATED play.
BALLS
- There will be a total of Ten (10) BALLS evenly distributed across the TRAVERSAL LINE.
- Each HUMAN ZONE will have four (4) CRATES with five (5) BALLS in each. These CRATES are identical to those used in Milk Crate Madness.
- Robots may not pre-load any BALLS.
Scoring
Point values are as follows:
| Scoring method |
During... |
Point Value |
| Crossing to the TRAVERSAL ZONE |
AUTONOMOUS |
4 |
| BALL scored into the POOL |
End of AUTO |
1 |
| BALL scored into the POOL |
End of TELEOP |
1 |
| Earning a PENALTY |
Any |
-4 |
| Earning a RED CARD |
- |
Loss of MATCH |
When calculating points for BALLS in the POOL, the following method will be used:
- At the end of AUTONOMOUS, BALLS in the POOL will be counted. One (1) point will be awarded for each.
- At the end of the MATCH, BALLS in the POOL will be counted. One (1) point will be awarded for each.
Balls removed before the count has completed will not be scored.
DRIVE TEAM
Each team may have the following DRIVE TEAM members:
| Role |
Quantity |
Qualification |
| DRIVER |
2 |
At least one (1) rookie team member |
| HUMAN PLAYER |
1 |
Any student |
| COACH |
1 |
Any veteran team member |
Other Logistics
An ARENA FAULT is not called for MATCHES that accidentally begin with an incorrect number of, incorrectly positioned, or damaged BALLS. Damaged BALLS are not replaced until the next ARENA reset period. DRIVE TEAMS should alert the FIELD STAFF to any missing or damaged BALLS prior to the start of the MATCH.
Once the MATCH is over and the Head REFEREE determines that the FIELD is safe for FIELD STAFF and DRIVE TEAMS, humans will be allowed on the field to prepare for the next match.
In addition to the two minutes and thirty seconds (2:30) of game play, each MATCH also has pre- and post-MATCH time for setup and reset of the ARENA. During ARENA reset, the ARENA is cleared of ROBOTS and OPERATOR CONSOLES from the MATCH that just ended. The ROBOTS and OPERATOR CONSOLES for the subsequent MATCH are loaded into the ARENA by DRIVE TEAMS at this time. FIELD STAFF also use this time to reset ARENA elements.
ROBOT Connections
There will be no Field Management System for this event. Each team will connect to their ROBOT via their OPERATOR CONSOLE's wireless connection. Each team will configure their ROBOT to run in "Practice Mode", with 15 seconds of AUTONOMOUS play and 2 minutes 15 seconds of TELEOPERATED play.
Safety Rules
Safety is always paramount, and each rule below is intended to establish norms that will mitigate injury risk to all participants.
Coaches and Adult Mentors have the final decision authority for all safety-related issues within the venue.
- Dangerous ROBOTS: not allowed. ROBOTS whose operation or design is dangerous or unsafe are not permitted.
- Do not enter the field until a REFEREE allows you to do so.
- ROBOTS, stay on the FIELD during the MATCH. ROBOTS and anything they control may not contact anything outside the FIELD.
- Humans, stay off the FIELD during the MATCH. DRIVE TEAMS may not extend any body part into the FIELD during the MATCH.
- Be a good person. All teams must be civil toward their team members, other team members, competition personnel, FIELD STAFF, and event attendees.
Game Rules
A break in any of the following rules will result in a PENALTY per infraction.
Gameplay
- No cannonballs. During TELEOP, ROBOTS may only score BALLS into POOLS when they are touching the POOL. BALLS scored incorrectly will not be counted.
- Clean up before you score. Only BALLS retrieved from the floor may be scored.
- BALLS that incidentally bounce into a ROBOT do not incur a penalty
- Keep BALLS in play. A PENALTY will be incurred for each BALL ejected by a ROBOT out of the FIELD. This includes BALLS that bounce out as a result of being ejected by a ROBOT.
- Just keep swimming. BALLS my not intentionally be removed from a POOL.
- No humans at the party. No HUMAN PLAYER, DRIVER, or COACH may touch a BALL, except for safety purposes.
- BALLS by only be introduced into the field from the HUMAN ZONE, when the following conditions are met:
- A HUMAN PLAYER is holding the CRATE containing the BALLS to be introduced
- The aforementioned CRATE is touching the FENCE
- There is a clear area around the HUMAN ZONE, such that it is unambiguous that the BALLS will land on the floor
In other words: the HUMAN PLAYER must pour BALLS out of the CRATE onto the floor while it is touching the fence.
Interactions With Other Teams
- Damaging other ROBOTS, not allowed. Regardless of intent, a ROBOT may not initiate direct contact inside the vertical projection of an opponent ROBOT's FRAME PERIMETER that damages or functionally impairs the opponent ROBOT.
This rule will be enforced aggressively. It is strongly advised to avoid contact with opposing ROBOTS.
- No pinning. A ROBOT is PINNING if it is preventing the movement of an opponent ROBOT by contact, either direct or transitive (such as against a FIELD element). (If egregious, Red Card)
- Don't tear others down to lift yourself up. ROBOT actions that appear to be deliberate to a REFEREE and that cause damage or inhibition via attaching, tipping, or entangling to an opponent ROBOT are not allowed.
- Stay out of other ROBOTS. A ROBOT with a COMPONENT(S) outside its FRAME PERIMETER, other than BUMPERS, may not initiate direct contact with an opponent ROBOT inside the vertical projection of its FRAME PERIMETER using that COMPONENT.
- Asking other teams to throw a MATCH: not cool. A team may not encourage another team to play beneath its ability. (Red Card)
- Don't gain by doing others harm. Strategies clearly aimed at forcing the opponent team to violate a rule are not in the spirit of FIRST ROBOTICS Competition and not allowed. Rule violations forced in this manner will not result in an assignment of a PENALTY to the targeted team.
During AUTONOMOUS
- During AUTO, no defense. Do not enter the opposing Alliances half by crossing the midline during AUTONOMOUS period.
- DRIVERS, COACHES, and HUMAN PLAYERS must stay at least 3 feet back from all field components except for one (1) DRIVER to press the start button on their DRIVER STATION computer.
- During AUTO, let the ROBOT do its thing. During AUTO, DRIVE TEAMS may not directly or indirectly interact with ROBOTS or OPERATOR CONSOLES unless for personal safety or OPERATOR CONSOLE safety.
DRIVE TEAM Rules
- COACHES and other teams: hands off the controls. A ROBOT shall be operated only by the DRIVERS, and/or HUMAN PLAYERS of that team.
- No wandering. During the MATCH, DRIVERS, COACHES, and HUMAN PLAYERS may not contact anything outside the ALLIANCE STATION Exceptions are granted in cases concerning safety and for actions that are inadvertent, momentary, and inconsequential.
- NO FALLING. Any COACH, DRIVER, or HUMAN PLAYER who is negligent of safety precautions will be penalized. (If egregious, ejection of the offending individual)
This rule is to remind you to not be reckless. We understand that in exciting competitions it may be tempting to run, but if you are acting to rashly you will be penalized for it, including verbal warnings and point deductions.
- Be careful what you interact with. DRIVE TEAMS are prohibited from the following actions with regards to interaction with ARENA elements:
- Climbing
- Hanging
- Deforming
- Damaging
Please see the official FIRST Robotics Competition game manual for any other general ARENA Rules.
Equipment
You can't bring/use anything you want. The only equipment that may be brought to the ARENA and used by DRIVE TEAMS during a MATCH is listed below. Regardless if equipment fits criteria below, it may not be employed in a way that breaks any other rules, introduces a safety hazard, blocks visibility for FIELD STAFF or audience members, or jams or interferes with the remote sensing capabilities of another team or the FIELD.
- the OPERATOR CONSOLE,
- non-powered signaling devices,
- reasonable decorative items,
- special clothing and/or equipment required due to a disability,
- devices used solely for planning or tracking strategy,
- devices used solely to record gameplay,
- non-powered Personal Protective Equipment (examples include, but aren't limited to, gloves, eye protection, and hearing protection)
Items brought to the ARENA under the above allowances beyond the OPERATOR CONSOLE must meet all of the following conditions:
- do not connect or attach to the OPERATOR CONSOLE, FIELD, or ARENA
- do not communicate with anything or anyone outside of the ARENA
- do not include any form of enabled wireless electronic communication
- do not in any way affect the outcome of a MATCH, other than by allowing the DRIVE TEAM to plan or track strategy for the purposes of communication of that strategy to other team members or
- use items allowed to communicate with the ROBOT.
ROBOT Rules
Basic Construction
- Tall ROBOTS not allowed. ROBOT height, as measured when it's resting normally on a flat floor, may not exceed 36 inches.
- Don't overextend yourself. ROBOTS may not extend more than 12 inches (~30 cm) beyond their FRAME PERIMETER.
- The ROBOT (excluding BUMPERS) must have a FRAME PERIMETER, contained within the BUMPER ZONE and established while in the ROBOT's STARTING CONFIGURATION, which is comprised of fixed, non-articulated structural elements of the ROBOT. Minor protrusions no greater than 1/4 in. (~6 mm) such as bolt heads, fastener ends, weld beads, and rivets are not considered part of the FRAME PERIMETER.
- To determine the FRAME PERIMETER, wrap a piece of string around the ROBOT (excluding BUMPERS) at the BUMPER ZONE described and pull it taut. The string outlines the FRAME PERIMETER.
- In the STARTING CONFIGURATION (the physical configuration in which a ROBOT starts a MATCH), no part of the ROBOT shall extend outside the vertical projection of the FRAME PERIMETER, with the exception of its BUMPERS and minor protrusions such as bolt heads, fastener ends, rivets, cable ties, etc.
- A ROBOT's FRAME PERIMITER is defined by the frame the team is given. No frame swapping with other teams.
This limitation applies to FRC Team 2338 in particular. If you are from another team, standard 120 inch FRAME PERIMITER rules apply.
- In the STARTING CONFIGURATION, the height of the ROBOT may not exceed 30 inches.

Additional Construction Rules
- Keep it together. ROBOTS may not intentionally detach or leave parts on the FIELD.
- BUMPERS: use as intended. Do not modify your BUMPERS in any way unless explicitly allowed by a coach.
BUMPER rules will be less strictly enforced than during a standard FIRST Robotics Competition, but please make sure that your ROBOT is mostly protected from incidental collisions using standard FRC BUMPER procedures.
BUMPER color does not matter for Bot Beach Party. Use whatever colors you have available.
- Keep it light. ROBOTS may not weigh more than 100 pounds.
- Traction devices must not have surface features that could damage the ARENA (e.g. metal, sandpaper, hard plastic studs, cleats, hook-loop fasteners or similar attachments). Traction devices include all parts of the ROBOT that are designed to transmit any propulsive and/or braking forces between the ROBOT and FIELD carpet.
- Protrusions from the ROBOT and exposed surfaces on the ROBOT shall not pose hazards to the ARENA elements (including the POOLS) or people.
- ROBOT parts shall not be made from hazardous materials, be unsafe, cause an unsafe condition, or interfere with the operation of other ROBOTS.
- ROBOT BUMPERS shall not be modified in any way. The BUMPERS are there to protect you and your ROBOT, do not remove them for competition play.
- Keep it moving. All motors attached to a ROBOT must move during a MATCH. Each motor that does not move during a MATCH with result in a PENALTY.
This rule enforces the minimum motor requirements outlined in special device restrictions. A damaged mechanism does not necessarily result in a penalty, based on the discretion of the REFEREES.
Any additional ROBOT construction rules will default to rules as listed in FIRST 2023 CHARGED UP manual section 9.
Special device restrictions
The 2024 offseason competition has the following additional device restrictions:
These restrictions are meant to limit the overall power of ROBOTS for safety reasons, as well as impose an additional design challenge that teams will have to overcome.
The minimum requirements are designed to give programmers a challenge and an opportunity to learn software library functions.
A ROBOT may have no more than:
- One (1) powered CIM-class motor per drivetrain side.
- Five (5) Talon SRX or Spark MAX motor controllers.
- Two (2) CIM motors or REV NEO motors not connected to the drivetrain.
A ROBOT may have no less than:
- Three (3) Talon SRX or Spark MAX motor controllers, connected to a motor.
A ROBOT may not have ANY:
- CTRE Falcon 500 motor/motor controller combos.
- Kraken motor/motor controller combos.
- Pneumatic Control Modules (PCM)
- Pneumatic cylinders
A sample ROBOT might have:
- A tank drivetrain with 1 CIM motor per side
- A hopper that moves using a CIM motor
- A floor collector powered by a REV NEO
- An ejector raised by a 775-class motor
Manual QR Code
