Tag-Team Truss Toss
2026 Gear Up Game
Team 2338, Gear it Forward
Manual revision 09-20-26
Table of Contents
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".
Changes
09-20-2026:
- Minor formatting changes and rewording
09-15-2026:
Game Introduction
In Tag-Team Truss Toss, teams must use their ROBOT to score their BALL into the GOAL for points.
Additionally, they should TOSS the BALL to their HUMAN PLAYER and over the TRUSS for additional 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 SCORING ZONE
- Scoring the BALL into the GOAL
During the remaining 2 minutes 15 seconds, DRIVERS control their ROBOTS to score points by:
- Scoring the BALL into the GOAL
- TOSSING the BALL to the HUMAN PLAYER or over the TRUSS to earn additional points once scored
The team with the most total points at the end of the match wins.
Field

The game field will consist of several components:
- DRIVER Stations
- HUMAN PLAYER Station
- STARTING ZONE
- SCORING ZONE
- RETRIEVAL ZONE
- TRUSS
- GOALS
Overall field dimensions
- The total ROBOT play area will consist of a 20'x20' square.
- The entire field is enclosed with a 19.5" tall fence using standard two-by-fours across the entire
length, with two rows starting 6.5" and 16" off the ground.
- Tape will demarcate the separate STARTING ZONES and SCORING ZONES for each alliance in equal quadrants
of the field.
See Useful Links for the field CAD drawing once available.
DRIVER Stations
The DRIVER 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 SCORING ZONE.
HUMAN PLAYER Station
The HUMAN PLAYER Station is the area outside of the fence, along the side edge of the STARTING ZONE, where
HUMAN PLAYERS may reintroduce BALLS back into the field. They can enter it from the RETRIEVAL ZONE, and only
one (1) HUMAN PLAYER may be in the zone at a time.
STARTING ZONE
The STARTING ZONE is the half of the field closer to the DRIVER Stations. ROBOTS must start here.
SCORING ZONE
The SCORING ZONE is the half of the field located opposite the DRIVER Stations.
Midline
The midline is the tape line that bisects the field perpendicular to the DRIVER Stations.
It separates the two halves of the field into quadrants for each team.
RETRIEVAL ZONE
The RETRIEVAL ZONE is the area around the perimeter of the SCORING ZONE, outside the fence. HUMAN PLAYERS
start here and can freely walk here to retrieve their team's BALL to return it into play.
TRUSS

The TRUSS is a 1.5" tall board that bisects the field between STARTING ZONES and SCORING ZONES.
Its bottom is 32" from the floor, with support structures two (2) feet from either side of the midline.
GOALS

The GOALS are 24" square vertical goals with their bottoms 48" from the ground.
It has hanging material behind the opening to slow down the BALL as it passes through.
They are each centered on their respective team's SCORING ZONE, five (5) feet from the midline and
immediately behind the fence opposite the DRIVER Stations.
BALLS

BALLS are oversized tennis balls with a fuzz surface, 9½ in. (~24 cm) in diameter, and weigh 9½ oz. (~270 g).
BALLS are inflated to 3½ psi (±½ psi). Each team will have one (1) BALL corresponding to their color.
These BALLS are identical to cargo in FRC 2022 Rapid React.
Match Play
Setup
ROBOTS
ROBOTS may start anywhere within their STARTING ZONE with their BUMPERS fully contained therein.
Humans
DRIVERS and COACHES must stay at least three (3) feet back from all field components except for one (1)
individual DRIVER to press the start button on their DRIVER STATION computer. HUMAN PLAYERS must stay inside
the RETRIEVAL ZONE for the duration of AUTONOMOUS.
Once the AUTONOMOUS period is ended by the signal from the DRIVER STATION computers, human DRIVERS may pick
up the controls and begin TELEOPERATED play.
BALLS
Each team may pre-load their BALL in their ROBOT. If the team decides not to pre-load, the BALL will be
placed in the HUMAN PLAYER Station for the duration of AUTONOMOUS.
Scoring
Point values are as follows:
| Scoring method |
During... |
Point Value |
| Crossing to the SCORING ZONE |
AUTONOMOUS |
10 |
| Scoring a BALL |
AUTONOMOUS |
10 |
| Scoring a BALL |
TELEOPERATED |
4 |
| ... after one (1) TOSS |
TELEOPERATED |
9 |
| ... after two (2) TOSSES |
TELEOPERATED |
15 |
| Earning a PENALTY |
Any |
-10 |
| Earning a RED CARD |
Any |
Loss of MATCH |
BALLS only count as scored when passing through the matching team's GOAL
TOSSES
A TOSS is when a ROBOT causes a BALL to do one of two things:
-
Enter a HUMAN PLAYER's hands by (safely) launching it toward them while the HUMAN PLAYER is in the
RETRIEVAL ZONE and the ROBOT is entirely within the SCORING ZONE. The HUMAN PLAYER does not need to
catch the BALL out of the air, but they must hold it in their hands for it to count as a completed TOSS.
-
Pass over the TRUSS when launched by a ROBOT fully contained within the STARTING ZONE.
The BALL must hit the floor within the SCORING ZONE for it to count as a completed TOSS.
Only one of each type of TOSS may be counted per scored BALL.
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 |
2 |
Any team member |
| 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 field elements. DRIVE TEAMS should alert the FIELD STAFF to any missing or damaged
field elements 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, with a 3 second delay in
between, to allow for sufficient time for the DRIVERS to pick up their control systems.
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.
If you have to ask if the design is safe, it is almost certainly not.
- 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
- TOSSES, one-way only:
- ROBOTS must be entirely within the STARTING ZONE when TOSSING over the TRUSS for it to count.
- ROBOTS must be entirely within the SCORING ZONE when TOSSING to the HUMAN PLAYER for it to
count.
- HUMAN PLAYERS may only introduce BALLS into the FIELD while both feet are in the HUMAN PLAYER Station,
and the BALL must either land:
- On the floor within the STARTING ZONE
- On or in a ROBOT that has any part of its BUMPERS within the STARTING ZONE
-
Short shots only. BALLS only count as scored in a GOAL when ejected by a ROBOT with its bumpers entirely
contained within the SCORING ZONE.
- Don't move the TRUSS. Any ROBOT that interacts directly with the TRUSS in such a way as to cause it to
move more than one (1) inch will be considered to have hit the TRUSS, including transitive interaction.
- ROBOTS and HUMAN PLAYERS may not control, handle, or otherwise intentionally manipulate the opposing
team's BALL, unless it is short-lived and inconsequential (e.g. bumping the opposing team's BALL with
BUMPERS while driving to score your own BALL)
- Errant shots, not allowed. BALLS launched out of the field (e.g. to HUMAN PLAYERS or at the GOAL) in
such a way that it appears to a REFEREE that they may harm a spectator will be considered errant.
(warning for first offense)
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. (If egregious, RED CARD)
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 are not allowed. Rule violations forced in this
manner will not result in an assignment of a PENALTY to the targeted team.
During AUTONOMOUS
- During AUTONOMOUS, no defense. Do not enter the opposing Alliance's half by crossing the midline during
the 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 AUTONOMOUS, let the ROBOT do its thing. During AUTONOMOUS, DRIVE TEAMS may not directly or
indirectly interact with ROBOTS or OPERATOR CONSOLES except 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.
- Only one (1) HUMAN PLAYER may be in the HUMAN PLAYER Station at a time.
- No DRIVE TEAM member may touch, either directly or transitively through game pieces (e.g. BALLS), a
ROBOT during MATCH play, except in extraordinary circumstances concerning safety.
- NO FALLING. Any COACH, DRIVER, or HUMAN PLAYER who is negligent in observing 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 too 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 2026 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 of whether the equipment fits the 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
- Don't overextend yourself. ROBOTS may not extend more than 18 inches (~45 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 PERIMETER is defined by the frame the team is given. No frame swapping with
other teams.
This limitation applies to FRC Teams 2338 and 5934 in particular. If you are from another
team, standard 120 inch FRAME PERIMETER rules apply.
- In the STARTING CONFIGURATION, the height of the ROBOT may not exceed 32 inches.
- Keep it light. ROBOTS may not weigh more than 100 pounds.

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 Gear up Games. Use whatever colors you have available.
- 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 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 will 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 2026 REBUILT manual section
9.
Special device restrictions
The 2026 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. (Additional, disconnected motors inside a
drivetrain gearbox are acceptable)
- Five (5) Talon SRX or Spark MAX, or similar motor controllers.
Multiple motors may be connected to a motor controller as per general FRC electrical guidelines.
- 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
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