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       #Post#: 208--------------------------------------------------
       Lego BattleBots Rules
       By: Dutch Date: July 7, 2021, 4:48 pm
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       [list]Part One: Design Rules
       Section I: Motors and power
       [list type=decimal]
       [li]No electric motors may be used. The only non-hand propulsion
       mechanisms that may be used are rubber bands, springs, windup
       mechanisms, and gears. [/li]
       [li]Main bots can only be driven by hand, but minibots my use
       windup mechanisms.[/li]
       [/list]
       Section II: Active weapons
       [list type=decimal]
       [li]Whether it’s a flipper, hammer, grabber, etc, your bot must
       have at least one active weapon that can deal damage to or score
       Control points against another bot. If your bot does not enter
       the arena with a functional, effective weapon, you will forfeit
       your match. If your entire bot spins, this counts as an active
       weapon. MultiBots only need at least one active weapon mounted
       on the largest bot of the multibot.[/li]
       [li]Active weapon is defined as, "a weapon that moves to
       attack". Thus rams, spikes and wedges do not count as active
       weapons.[/li]
       [li]Projectile weapons do not count as active weapons.[/li]
       [li]Entanglement weapons, such as nets and fishing line, may not
       be used.[/li]
       [li]Officials may demand the removal of a weapon for any
       reason.[/li]
       [/list]
       Section III: Materials
       [list type=decimal]
       [li]Only official Lego bricks and custom ones that work with
       them may be used to make the body of the bot.[/li]
       [li]Rubber bands may be used for traction, weapon power, and
       additional armor.[/li]
       [li]Rocks/metal may be used as weights, but must inspected for
       safety first. The weight of these weights counts toward the
       total weight of the bot.[/li]
       [/list]
       Section IV: Size and weight
       [list type=decimal]
       [li]Each bot (excepting walkers) has to start the match from
       completely within the space of a 20" long by 20" wide by 35"
       tall cube. Walkers must start within a 35" long by 30" wide by
       40" tall cube.[/li]
       [li]No non-walker bot may weigh over 500 grams. This includes
       everything, like rubber bands, weights, and dust. There is no
       minimum weight. Walkers may weigh up to 1000 grams.[/li]
       [/list]
       Section V: Other design notes
       [list type=decimal]
       [li]A bot must have at least three wheels (or designated contact
       points) on the ground if any other part of it touches the floor.
       If your bot does not touch the floor with any other part, then
       it may have a few wheels as it likes, as long as it has at least
       one. Note that this does not apply to tops/full-body spinners
       when they are not spinning. They must have at least one
       designated contact point on the floor, but another part touching
       the floor does not mean they are knocked out.[/li]
       [li]If a bot's wheel(s) are not spinning, they do not count as
       wheels or as designated contact points.[/li]
       [li]Designated contact points that are not wheels may have an
       area of up to 8 Lego studs.[/li]
       [li]No wedge (officials may decide what is and isn't one) extend
       more than 4 Lego studs beyond the primary weapon, unless the bot
       is 200 grams or under. Those lighter bots can have wedges as
       long as they want.[/li]
       [/list]
       Part Two: Fighting Rules
       Section I: Driving/pushing
       [list type=decimal]
       [li]"Driving" consists of pushing your bot toward the other
       person's.[/li]
       [li]The officials may request that you push your bot more
       gently. However, this should not happen often as the threshold
       is high.[/li]
       [li]You must release your bot within five seconds of your
       opponent doing so.[/li]
       [li]You must not be touching your bot or the other person's when
       they collide.[/li]
       [li]Both drivers must be obviously ready. The referee gives the
       signal to go.[/li]
       [li]The drivers push their bots into each other's, then back up
       and do it again.[/li]
       [/list]
       Section II: Knockouts
       [list type=decimal]
       [li]If a bot loses wheels or contact points so that it no longer
       holds to the rules 1, 2, and 3 in Part One Section V, it is
       knocked out after ten seconds. If the driver can place it, by
       turning its wheels, blowing on it, firing its weapon or using a
       self-righting mechanism, within those ten seconds, the countdown
       stops and fighting resumes.[/li]
       [li]If a bot is flipped on its side, back, etc, so that it no
       longer holds to the rules above, it is knocked out after ten
       seconds. If the driver can place it, by turning its wheels,
       blowing on it, firing its weapon or using a self-righting
       mechanism, so that it holds to the rules, within those ten
       seconds, the countdown stops and fighting resumes.[/li]
       [li]If a wheel on a bot gets jammed up and prevents the bot from
       driving forward, the bot is knocked out unless it can find a way
       to drive forward within ten seconds.[/li]
       [li]If a bot flies or rolls out of the arena, it is knocked out
       unless it can get back in within ten seconds. The driver may
       turn its wheels, push it gently, blow on it, or fire any
       weapon/self-righting mechanism.[/li]
       [li]If a bot armed with a spinner is unbalanced by firing its
       weapon, so much so that the referee decides that it no longer
       exhibits controlled movement, it is knocked out unless it can
       get under control within ten seconds. It may get under control
       by not firing its weapon, or by driving so it becomes balanced,
       etc.[/li]
       [li]If a bot is down to less than two pieces, even if one is a
       contact point, it is KO'ed.[/li]
       [li]These rules apply to MultiBots, but with a difference: once
       at least 60% by weight of the MultiBot is KO'ed, it (the
       MultiBot) is knocked out.[/li]
       [li]If both robots are KO'ed, the drivers may decide if they
       want a judges' decision or a rematch. As long as one driver
       wants a JD, it will go to the judges.[/li]
       [li]If a driver wishes to surrender, they may. This will count
       as a technical KO.[/li]
       [/list]
       Section III: Judges' Decisions
       [list type=decimal]
       [li]If the bots have collided ten times and neither has been
       knocked out, the fight goes to the judges. The judges rule on
       who won.[/li]
       [li]The judges shall score the combatants in three areas:
       Damage, Aggression, and Control. Each bot wins Damage points of
       x/5, Aggression points of x/3, and Control points of x/3. So
       it's not winner-take all, as in whoever did more damage gets all
       5 Damage points, but proportional—one bot gets 3, the other 2,
       or 4-1, or 5-0, depending on the proportional amount of damage.
       Whichever bot has the most total points wins.[/li]
       [li]Damage points are scored in the following priority: overall
       damage, primary weapon damage, and visibility of damage.
       Disabling a primary weapon earns high priority, as does taking
       off wheels or wedges.[/li]
       [li]Aggression takes into account aggressiveness of driving and
       use of the primary weapon.[/li]
       [li]If a robot never fires its primary weapon during a match
       then that robot cannot be awarded more than one Aggression
       point.[/li]
       [li]Control prioritizes knocking enemies around, or
       lifting/throwing them.[/li][/list][/list]
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