TRINITY ROBOTICS

Session 5: Scoring

There are several ways to score points in Override:

  • score alliance-colored pins in goals
  • control toggles to capture yellow pins in a quadrant 
  • end the match in the midfield
 

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

Autonomous Bonus12 points
Each scored alliance-colored pin5 points
Each scored yellow pin10 points
Each robot in midfield at end of match8 points

All scoring is evaluated after the match ends and all blocks, 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.

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 pins on your side of the field are counted. Being in the midfield at the end of the autonomous period is not considered for the autonomous bonus.

The team with the most points will be awarded 12 points.

In the case of a tie (including a zero-zero tie), each alliance will be awarded 6 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 assigned tasks by the end of the autonomous period of a qualifying round match. To earn the autonomous win point (AWP) in Override, an alliance must do the following tasks without breaking any rules:

  • score at least 7 pins for your alliance (not including any pins scored on opponent’s side)
  • at least 3 goals have at least 2 pins scored for your alliance (not including any pins scored on opponent’s side)
  • neither robot is touching the field perimeter

Pins Scored in Goals

Each alliance-colored pin scored is worth 5 points. To be scored, the pin must be placed in a goal or cup.

A pin is considered placed if it meets the following criteria:

  • the pin is partially or completely nested with a goal, or with a cup that is partially or completely nested with another pin
  • each goal or half cup contains only one pin half
 

 A cup is considered placed if it meets the following criteria:

  • the cup is partially or completely nested with a placed pin
 

It doesn’t matter if a robot is touching or possessing a pin or cup. They will still be considered placed if they meet the above criteria. 

There are 9 goals, but an alliance can only use 7 of them. The opponent’s alliance-colored goals are protected. You may use your own alliance-colored goals (which your opponents cannot touch) and any of the 5 black neutral goals (4 low and 1 high). 

The pins and cups stacked in this goal all count as placed. They are all at least partially nested within the goal or other placed pins and cups.

The top pin is not placed since the top part of the cup contains more than one pin half.

Each pin consists of two halves. Each placed pin can have zero, one, or two scored halves.  To count as scored for an alliance, the half of the pin must remain fully visible (not partially or fully in the opaque half of a cup).

Visible red halves of pins earn points for the red alliance. Visible blue halves of pins earn points for the blue alliance. Visible yellow halves earn points for the alliance that owns the pin. You own yellow pins by controlling the toggle in a quadrant or have the greater number of alliance robots in the midfield.

Toggles

Toggles begin each match set to yellow.  This is neutral and means that visible yellow pins are not owned by either alliance.

A toggle is considered set to an alliance color when:

  • it is fully seated so that it is resting with a face in contact and parallel with its mounts
  • it is not in contact with a robot from either alliance


An alliance owns all visible yellow pin halves in a quadrant (and earns 10 points for each) if the toggle in that quadrant is set to their color at the end of the match.

Any visible yellow pin halves in the midfield are owned by the alliance with the most robots in the midfield at the end of the match. No yellow pins will be owned if there are an equal number of robots in the midfield at the end of the match.

This quadrant’s toggle is set to red, so the three visible yellow pins in this quadrant are owned by the red alliance.  This earns 30 points for red.

The blue alliance has more robots in the midfield at the end of the match, so the three visible yellow pins in the midfield goal are owned by the blue alliance. This earns 30 points for blue (plus the 16 points for the two blue robots in the midfield). Red earns just 8 points for their single robot in the midfield.

The toggle in this quadrant is set to yellow.

Red pins: 15 points for the red alliance
Blue pins: 5 points for the blue alliance
Yellow pins: 0 points

The toggle in this quadrant is set to blue.

Red pins: 15 points for the red alliance
Blue pins: 5 points for the blue alliance
Yellow pins: 30 points for the blue alliance

The toggle in this quadrant is set to red.

Red pins: 15 points for the red alliance
Blue pins: 5 points for the blue alliance
Yellow pins: 30 points for the red alliance

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.