VEX Robotics Camp

Session 5: Scoring

There are several ways to score points in High Stakes:

  • place a ring on a stake
  • have the top ring on a stake
  • climbing to level 1, 2, or 3
  • placing a mobile goal in a positive (or negative) corner
 

You may also earn an Autonomous Win Point, but this only helps your qualifying match rankings and will not affect your match score.

Autonomous Bonus6 points
Each ring scored on a stake1 point
Each top ring on a stake3 points
Climb - level 13 points
Climb - level 26 points
Climb - level 312 points
High Stake Bonus2 additional points per climbing robot
Each ring on mobile goal placed in positive corner2 points or 6 points (top ring)
Each ring on mobile goal placed in negative corner-2 points or -6 points (top ring)

All scoring is evaluated after the match ends and all scoring objects, field elements, and robots on the field come to a rest, or 5 seconds goes by (whichever comes first).  If something changes a score during that five seconds, the lower score will be given.

Negative corner deductions can only reduce an alliance’s ring points.  Points received for the autonomous bonus or climbing cannot be removed.

The value of the corner modifiers is subject to change in any major update of the game manual.

Autonomous Bonus

At the end of the 15-second autonomous period, once all objects come to rest, the score for each alliance is calculated.  Only scored rings are counted.  Climb points and corner modifiers are not considered for the autonomous bonus.

The team with the most points (rings scored on stakes) will be awarded 6 points.

In the case of a tie (including a zero-zero tie), each alliances will be awarded 3 points.

Autonomous Win Point

Winning a qualifying round match gives each team in the winning alliance 2 “win points” to improve their overall ranking.  (A tie gives each alliance 1 “win point”.)  An additional win point can be earned by any alliance that completes four assigned tasks by the end of the autonomous period of a qualifying round match.  To earn the autonomous win point (AWP) in High Stakes, an alliance must do the following tasks without breaking any rules:

  • score at least three alliance rings
  • place alliance rings on at least two stakes on your side of the field
  • have both robots move off the starting line 
  • have at least one robot touching the ladder

Rings Scored on Stakes

A ring is considered scored on a stake if it meets the following criteria:

  • the ring is not contacting a robot of the same color alliance as the ring
  • the ring is not touching a gray foam tile
  • the ring is encircling a stake (below the stake topper) 
  • the stake does not exceed its maximum permitted rings
 

There are 10 stakes and their stake limits are as follows:

  • mobile goals can fit 6 rings each
  • alliance wall stakes fit 2 rings each
  • neutral wall stakes fit 6 rings each
  • the high stake fits just 1 ring
 
Any rings in excess of these limits will not be scored.
 
The alliance wall stakes are protected and robots may not directly or indirectly interact with the opponent’s alliance wall stake.

The 6 lowest rings (highlighted in green) would be scored, but the 3 highest rings (highlighted in red) would not count as they exceed the limit for mobile goal stakes.

A mobile goal does not have to be upright in order for its rings to be scored.  However, rings touching the tile would not count.  In this example, the 6 rings on the stake (highlighted in green) would be scored, but the ring highlighted in red would not be scored as it touches the tile and is not encircling the stake.

Top Rings

Most rings that are scored on a stake are worth a single point.  The top ring (highest) on each stake is worth 3 points if it meets the following criteria:

  • it meets the definition of scored
  • it is the furthest ring from the stake’s base
  • if only one ring is scored on a stake, that ring is the stake’s top ring
 
A triball that is contacting the tiles in both offensive zones is not considered scored for either alliance.

Corners

Each of the four corners is marked with a negative or positive sign.  There are stickers on the top and outside edges of the field perimeter.

Mobile goals placed in the positive corners cause any scored rings on those goals to become double their value.  (Scored top rings will be worth 6 points for the alliance of that color, while all other rings will be worth 2 points for the alliance of the ring’s color.)

Mobile goals placed in the negative corners cause any scored rings on those goals to become negative values.  (Scored top rings will remove 3 points from the alliance of that color, while all other rings will remove 1 point from the alliance of the ring’s color.)

The reduction in points can only come from an alliance’s ring points.  Points received for climbing and the autonomous bonus cannot be removed.

The value of corner modifiers is subject to change in any of the major game manual updates.

 

A mobile goal is considered placed in a corner if is:

  • touching the floor tile inside the corner or the white tape marking the corner
  • upright (the stake and rings are not touching the floor or field perimeter)
  • contact with a robot does not matter
 

There can only be one mobile goal placed in each corner.  If two mobile goals are placed, the tiebreakers will be:

  • the number of walls the mobile goal base is touching (higher is better)
  • being completely inside the tape is better than touching the tape
  • a stake that is perfectly straight is better than one that is leaning
 
If the goals are still tied after checking these three criteria, then neither goal will be considered placed.

Climbing the Ladder

A robot is considered to have climbed to a level if the following criteria are met:

  • the robot is touching the ladder and not any other field elements (including the gray tiles)
  • the robot is not touching any mobile goals
  • the robot’s lowest point is past that level’s minimum height from the gray foam tiles
 

Level 1: the robot’s lowest point is above the tiles but not above the black rung (receives 3 points)

Level 2: the robot’s lowest point is above the black rung but not above the gray rung (receives 6 points)

Level 3: the robot’s lowest point is above the gray rung (receives 12 points)

High stake bonus: an alliance that ends the match with a ring scored on the high stake will receive an additional 2 points for each of that alliance’s robots which have earned points for a climb.

This robot is still touching the first ladder rung (black) so it would be at a Level 1 climb.

Assignment:

Go to the V5RC Drive Team Training Course and complete the Unit 2 Quiz.

If you miss any of the questions, now is the time to figure out why.  Look back through the rules and the information listed in this session for clarification.