1 OBJECTIVE
The mission of Makers Cup is to build a robot with ability to carrier the ball to score more goals then your opponent in 3 minutes playing time frame.
2 DIFFICULTY LEVEL
Junior: 7 to 12 years old |
Senior: 13 to 17 years old |
1. Robot is pre-assembled before competition 2. Pre-coding before competition. 3. Tuning of coding is allowed. 4. No supervision or team work. |
1. Robot is pre-assembled before competition. 2. Pre-coding before competition. 3. Tuning of coding is allowed. 4. No supervision or team work. |
3 THE ROBOT
- Only one (1) robot for each group (2 players).
- The robots can only be built with Arduino or Micro:bit Robot Sets
- Only gears motor is allowed to use in the robot.
- Only papers, cardboards, ice cream sticks, satay sticks, rubber bands, tapes, glues and metal sheet are allowed to be additional materials to the
- Only one controller (Arduino/Micro:bit) for one robot.
- The robot must be motorized.
- The robots must be powered by independent power source, such as batteries.
- For battery capacity, the sum of maximum voltage of supply is not more than 7.4V (or 2 units of 3.7V).
- For example of electronic parts are shown on figure 6.
- All substitution robots within a team must be declared before the game start, if there is any.
- The footage size of the robot is 15cm (W) x 15cm (L), with height of 15cm (H), refer to figure 5. Any extension or decoration that is flexible is available. (This is to encourage art sense of participants)
- Robots are allowed to use any kind of communication control which is wireless devices.
- All sharp, liquid, powdered, meshy, sticky, flammable, explosive materials are prohibited.
- Any robot that damages the platform or hurts people will be disqualified immediately.
- If a robot is damaged, it has to be taken off the field and must be fixed before it can play again. Even if repaired, the robot must remain off the field for at least one minute or until the next kick-off is due or players can use the substitution robots with referee’s permission.
- Only the referee decided whether a robot is damaged. A robot can only be taken off or returned with the referee’s permission.
4 THE PLAYER & REFEREE
- Each team consists of 2 players and 1 player for one robot. These are made up of one robot of goalkeeper and 1 robot outfield player.
- Each group should play the game with their own robot and remote control, no sharing.
- All the position or formation of the player can be decided randomly on the field by the team member itself.
- There is no substitution of group (players) in the team.
- For the position of players, they can become either striker or defender or goalkeeper. It is totally depended on their own discussion among the team members.
- For every goal attacking moment, only 1 defender/ goalkeeper and 1 attacker are allowed to be in the Penalty Area. If any more players going in to Penalty Area during goal attacking moment, Referee has right to pick randomly any EXTRA attacker or defender and put at the end line of the other field.
- Teams are expected to be at the field 5 minutes before their game starts. If any one of the competing team failed to turn up after the final calling by referee(s), the winner of the game will be granted to the other team.
- Human interference from teams during the game is not allowed unless explicitly permitted by a referee. Violating team/member(s) can be disqualified from the game.
- The referee or a referee assistant can help robots get unstuck if the ball is not being disputed near them and if the situation was created from normal interaction between robots. The referee and referee assistant will start to count 10 seconds to warn the player avoid robot stuck to each other and once the countdown stop, they will pull back the ball just enough for them to be able to moveor to the neutral spot area if those robots are still sticking there.
- A referee can stop the game if there is a situation on or around the field which the referee wants to discuss with an official of the tournament or if the ball is malfunction and a replacement is not readily available.
- When the referee has stopped the game, all robots must be stopped and remain on the field untouched. The referee may decide whether the game will be continued or resumed from the situation in which the game was stopped or by a neutral kick-off.
- There is no coach allowed during the game.
5 THE BALL MOVEMENT & SCORING
- A robot cannot take full control of the ball by removing all if degrees of freedom. Examples for ball holding include fixing a ball to the robot’s body, surrounding a ball using the robot’s body to prevent access by others, encircling the ball or somehow trapping the ball with any part of the robot’s body.
- On the figure 5, shows the allowable maximum dimension of the robot with the ball holding structure.
- Any player founded out that their robot’s mechanism is controlling the ball without follow the rule design, the player will be disqualified for the game or required on the spot modification to suit the dimension giving by the rule of instruction.
- A goal is scored when the ball strikes or touches the back wall of the goal. Goals scored either by an attacking or defending robot have the same end result. They give one goal to the team on the opposite side. After a goal, the game will be restarted with a kick-off from the team who was scored against.
6 THE GAME
6.1 The Platform and Ball
- The platform is on a hard rectangular board in 240cm (L) x 120cm (W) which is showed in Figure 1.
- The platform is lifted to around 30cm
- The field is surrounded by sidewall with height of 5cm.
- The penalty area is the area contained the rectangle shape with size of 60cm(L) x 40cm(W) in front of the goal.
- The Figure 4 is an example of the soccer ball with size of 6cm diameter.
- There might be 5% tolerance to all measurement above.
6.2 Game Duration
- There are total two (2) rounds for all players.
- In each round, each robot has three (3) minutes to complete the
- All players must line up in the Standby Area near the field according the sequence of playing.
6.3 The Game Flow
6.3.1 Start of the Game
- Referee will call the player according to the competition list, all robots must be located on their own side of the field. The ball is positioned by a referee in the center of the field, Figure 2.
- After that, referee will toss a coin. The team mentioned first in the draw shall call the coin. The winner of the toss can choose either which end to kick towards, or to kick off first. The loser of the toss chooses the other option.
- For the robots choose to become goalkeeper, cannot be placed behind the goal line. For other robots, cannot be repositioned once they have been placed, except if the referee requests to adjust their placement to make sure that robots are placed properly within the field position.
- Referee then will blow whistle as a sign to start the After the first half (first 1.5 minutes), teams switch sides and continue the game for the remaining half game (remaining 1.5 minutes).
- All robots will start immediately and any robots that started early without referee command (usually by whistle) will be removed by the referee from the field and deemed damaged.
6.3.2 End of the Game
- The game ends immediately if
- the game duration of three (3) minutes is over or
- one of the team is disqualified during the game
6.3.3 The Winner of Game
- The team who scores the most goals will be the winner of the game.
6.4 The Game Stage
- There are League Games and Knock-out Matches for the whole competition.
6.4.1 League Game Stage
- All the teams will be separated into 4 small groups randomly; with each group has 4 teams.
- Those 4 teams will compete within their assigned group to accumulate points.
- Each team will play with all the other teams once and this will make up 3 rounds of matches per team.
- Each match will grant team with point(s), where a game won, drawn or lost will score 2 points, 1 point and 0 point respectively.
A. Winners of League Game
- The top 2 scorers, with the highest accumulated points, will be the shortlist teams qualified for Knock-out Match.
- If there is a coincident that teams shared same accumulated points, then total accumulated goals will be the next indices to shortlist knock-out teams.
- If teams have same points and goals, then there will be an extra knock-out match to shortlist the winning team.
- Both competing teams will play full two (2) minutes match.
- Team who scores more goals will be the winner of this extended match.
- If no goals are scored by both teams in the match, penalty sessions will be launched.
- Team who scores the most penalties goals will be the winner of this extended knock-out match.
B. Penalty Game Flow
- Under the penalty session, referee will toss coin to determine which team to start as attacker and goalkeeper.
- Team who is assigned as attacker will place their robot on the penalty spot, whereas team who is goalkeeper will place his goalkeeper robot in front of goal line.
- Referee then will blow whistler to start each penalty sessions.
- Then the attacker robot can start to carry the ball into the goal, whereas the goal keeper will defend the scoring.
- Each penalty sessions last for 15 seconds.
6.4.2 Knock-Out Stage
- All qualified top 8 teams will randomly distribute into knock-out match map.
- Each knock-out match follows the game flow of three (3) minutes game and penalty session if no goals are scored.
- Team who scores the most goals in the three (3) minutes match or penalties goals will be the winner of knock-out match.
6.5 The Champion of Makers Cup
- Team who win all the knock-out matches will be the champion.
7 ADDITIONAL RULE
- The committee has the total rights to add or amend the
- Once the rules are announced, no objection will be
8 MAKERS CUP FEILD & ROBOT SPEC. DIAGRAMS
Figure 1: Field Platform Dimension
Figure 2: Field Diagram with Position
Figure 3: Field Diagram with Dimension