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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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