<T1> Head Referees have ultimate and final authority on all gameplay and Robot ruling decisions during the competition.

  1. Scorekeeper Referees score the Match, and may serve as observers or advisers for Head Referees, but may not determine any rules or infractions directly.
  2. When issuing a Major Violation or Minor Violation to a Team, Head Referees must provide the rule number of the specific rule that has been Violated, and record the Violation on the Match Anomaly Log.
  3. Major Violations of the REC Foundation Code of Conduct and other rules related to the Code of Conduct require additional escalation beyond the Head Referee’s initial ruling, including (but not limited to) investigation by an REC Foundation representative. Rules <S1>, <S2>, <G1>, <G2>, <G4>, and <R28> are the rules for which this escalation may be required.
  4. Event Partners may not overrule a Head Referee’s decision.
  5. Every Qualification Match and Elimination Match must be watched by a certified Head Referee. Head Referees may only watch one Match at a time; if multiple Matches are happening simultaneously on separate fields, each field must have its own Head Referee.

Note from the VEX GDC: The rules contained in this Game Manual are written to be enforced by human Head Referees. Many rules have “black-and-white” criteria that can be easily checked. However, some rulings will rely on a judgment call from this human Head Referee. In these cases, Head Referees will make their calls based on what they and the Scorekeeper Referees saw, what guidance is provided by their official support materials (the Game Manual and the Q&A), and most crucially, the context of the Match in question.

The VEX V5 Robotics Competition does not have video replay, our fields do not have absolute sensors to count scores, and most events do not have the resources for an extensive review conference between each Match.

When an ambiguous rule results in a controversial call, there is a natural instinct to wonder what the “right” ruling “should have been,” or what the GDC “would have ruled.” This is ultimately an irrelevant question; our answer is that when a rule specifies “Head Referee’s discretion” (or similar), then the “right” call is the one made by a Head Referee in the moment. The VEX GDC designs games, and writes rules, with this expectation (constraint) in mind.

<T2> Head Referees must be qualified. V5RC Head Referees must have the following qualifications:

  1. Be at least 20 years of age.
  2. Be approved by the Event Partner.
  3. Be an REC Foundation Certified V5RC Head Referee for the current season. Visit this KB article for more details.
  4. Cannot be the Event Partner or a Judge Advisor for the event.

Note: Scorekeeper Referees must be at least 15 years of age, and must be approved by the Event Partner.

Head Referees should demonstrate the following attributes:

  • Thorough knowledge of the current game and rules of play
  • Effective decision-making skills
  • Attention to detail
  • Ability to work effectively as a member of a team
  • Ability to be confident and assertive when necessary
  • Strong communication and diplomacy skills

<T3> The Drive Team is permitted to immediately appeal a Head Referee’s ruling. If Drive Team Members wish to dispute a score or ruling, they must stay in the Alliance Station until the Head Referee from the Match talks with them. The Head Referee may choose to meet with the Drive Team Members at another location and/or at a later time so that the Head Referee has time to reference materials or resources to help with the decision. Once the Head Referee announces that their decision has been made final, the issue is over and no more appeals may be made (See rule <T1>).

  1. Head Referees may not review any photo or video Match recordings when determining a score or ruling.
  2. Head Referees are the only individuals permitted to explain a rule, Disqualification, Violation, warning, or other penalty to the Teams. Teams should never consult other field personnel, including Scorekeeper Referees, regarding a ruling clarification.

Communication and conflict resolution skills are an important life skill for Students to practice and learn. In VEX V5 Robotics Competitions, we expect Students to practice proper conflict resolution using the proper chain of command. Violations of this rule may be considered a Violation of <G1> and/or the Code of Conduct.

Some events may choose to utilize a “question box” or other designated location for discussions with Head Referees. Offering a “question box” is within the discretion of the Event Partner and/or Head Referee, and may act as an alternate option for asking Drive Team Members to remain in the Alliance Station (although all other aspects of this rule apply).

However, by using this alternate location, Drive Team Members acknowledge that they are forfeiting the opportunity to use any contextual information involving the specific state of the Field at the end of the Match. For example, it is impossible to appeal whether a game element was Scored or not if the Field has already been reset. If this information is pertinent to the appeal, Drive Team Members should still remain in the Alliance Station, and relocate to the “question box” once the Head Referee has been made aware of the concern and/or any relevant context.

<T4> The Event Partner has ultimate authority regarding all non-gameplay decisions during an event. The Game Manual is intended to provide a set of rules for successfully playing V5RC High Stakes; it is not intended to be an exhaustive compilation of guidelines for running a VEX V5 Robotics Competition event. Rules such as, but not limited to, the following examples are at the discretion of the Event Partner and should be treated with the same respect as the Game Manual.

  • Venue access
  • Pit spaces
  • Health and safety
  • Team registration and/or competition eligibility
  • Team conduct away from competition fields

This rule exists alongside <G1>, <S1>, and <G3>. Even though there isn’t a rule that says “do not steal from the concession stand,” it would still be within an Event Partner’s authority to remove a thief from the competition.

<T5> A Team’s Robot and/or Drive Team Member should attend every Match. A Robot or a Student member of the Team must report to the field for the Team’s assigned Match, even if the Robot is not functional. If no Student Drive Team Members report to the Field, the Team will be considered a “no show” and receive zero (0) WPs, AWPs, APs, and SPs.

<T6> Robots at the field must be ready to play. If a Team brings their Robot to the Field, it must be prepared to play (e.g., batteries charged, sized within the starting size constraint, displaying only the correct Alliance-color license plates, etc.).

  1. Teams who use VEX pneumatics must have their systems charged before they place the Robot on the Field.
  2. Robots must be placed on the Field promptly. Repeated failure to do so could result in a Violation of <G1>. The exact definition of the term “promptly” is at the discretion of the Head Referee and Event Partner, who will consider event schedule, previous warnings or delays, etc.
  3. If a Robot is delaying the scheduled start of a Match, it may be removed from the Field at the discretion of the Head Referee and Event Partner. A Drive Team Member may remain at the Field so that the Team does not get assessed a “no-show” (per <T5>).
  4. If a Robot is not placed on the Field prior to the start of a Match, it cannot be placed on the Field during that Match.

<T7> Match replays are allowed, but rare. Match replays (i.e., playing a Match over again from its start) must be agreed upon by both the Event Partner and Head Referee, and will only be issued in the most extreme circumstances. Some example situations that may warrant a Match replay are as follows:

  1. Match Affecting “field fault” issues.
    1. Scoring Objects not starting in the correct positions.
    2. Tape lines lifting.
    3. Field Elements detaching or moving beyond normal tolerances (not as a result of Robot interactions).
    4. The Autonomous Period or Driver Controlled Period ending early.
    5. Field control disconnecting or disabling Robots. Note, this is sometimes confused with a Robot whose motors have overheated, or bent pins on a controller’s competition port causing intermittent drop-outs. In general, any true field fault will impact both Alliances simultaneously, not one Robot at a time.
  2. Match Affecting game rule issues.
    1. Head Referee Disables a Robot for a misinterpretation of a rule Violation.
    2. Head Referee starts the Driver Controlled Period of the Match without determining the outcome of the Autonomous Period winner.
    3. The Field is reset before a score is determined.

Note: As of the 2024-2025 season, the V5 white screen error is no longer a permitted cause for a replay. More information about this error can be found here.

<T8> Disqualifications. When a Team receives a Disqualification in a Qualification Match, they receive a score of zero (0) for the Match, as well as zero (0) Win Points, Autonomous Win Points, Autonomous Points, and Strength of Schedule Points.

  1. If the Team receiving the Disqualification is on the winning Alliance, then Teams on the opposing Alliance who are not also Disqualified will receive the win for the Match and two (2) WP.
    1. The Team’s non-Disqualified Alliance Partner is unaffected, i.e. they will receive the win for the Match and two (2) WP.
  2. If the Match was a tie, then each Team on the opposing Alliance (the Alliance that did not receive the Disqualification) will receive the win for the Match and two (2) WP. If both Alliances have a Team receiving a Disqualification, then all non-Disqualified Teams will receive a tie for the Match and one (1) WP.
  3. Autonomous Win Points are not given to Teams that receive a Disqualification, and are not automatically awarded to the opposing Alliance.

When a Team is Disqualified in an Elimination Match, the entire Alliance is Disqualified; they receive a loss for the Match, and the opposing Alliance is awarded the win. If both Alliances receive a Disqualification in an Elimination Match, both Alliances receive a loss and will play another Match to determine a winner.

Note: If a Team is Disqualified in a Robot Skills Match, a score of zero (0) will be recorded for that Match.

<T9> Each Elimination Alliance gets one three-minute Time Out. Each Alliance may request one (1) Time Out during the Elimination Bracket. The Time Out will be served at the time of the Alliance’s next upcoming Match. Alliances must request their Time Out between Elimination Matches; they may not use their Time Out during a Match, for another Alliance’s Match, or after they have been eliminated.

<T10> Be prepared for minor field variance. Field Element tolerances and Scoring Objects may vary from specified locations/dimensions; Teams are encouraged to design their Robot accordingly. Please make sure to check Appendix A for more specific nominal dimensions and tolerances.

  1. Field Element tolerances may vary from nominal by up to ±1.0”.
  2. Rings and Mobile Goal placement at the beginning of the Match may vary from nominal by up to ±1” (25.4 mm).
  3. Ladder Rung Heights may vary from nominal by up to ±1” (25.4 mm).
  4. Rings have a nominal weight of .25lbs and may vary by +/- .075lbs (113.4g +/- 34g)
  5. Mobile Goals have a nominal weight of 2lbs and may vary by +/- .075lbs (907g +/- 34g)
  6. Wall Stake Height and Mobile Goal Heights may vary from nominal by up to ±1” (25.4 mm). g. The Rotation of Mobile Goals is not Specified.
  7. Mobile Goals should be positioned with flat edges facing the audience and Head Referee sides of the Field (as shown in figures throughout the game manual), with minor variance in rotation.

<T11> Fields may be repaired at the Event Partner’s discretion. All competition fields at an event must be set up in accordance with the specifications in Appendix A and/or other applicable Sections. Minor aesthetic customizations or repairs are permitted, provided that they do not impact gameplay (see <T4>).

  • Applying threadlocker to Field Element mounting hardware
  • Using non-VEX white electrical tape to add required lines to the Field
  • Using standard 1/2” Schedule 40 PVC pipe to replace a damaged Wall Stake

Examples of prohibited modifications include, but are not limited to:

  • Unofficial Field Perimeter walls, additional structural elements inside of the Field Perimeter, or unofficial/replica Field Elements
  • Additional VEX structural parts attached to a Field Element
  • Replacing the opaque field walls on the VEX Portable Competition Field Perimeter with transparent panels
  • Using PVC pipe of a different size or thickness to replace a damaged section of the Ladder, Mobile Goal, or Wall Stake

Any specific repairs and/or modifications which pertain to the current season’s game will be documented in this rule and Appendix A, as needed.

<T12> The red Alliance places last. The red Alliance has the right to place its Robots on the Field last in both Qualification Matches and Elimination Matches. Once a Team has placed its Robot on the Field, its position cannot be readjusted prior to the Match. If a Team chooses to reposition their Robot after it has already been placed, the opposing Alliance will also be given the opportunity to reposition their Robots promptly.

<T13> Qualification Matches follow the Match schedule. A Qualification Match Schedule will be available on the day of competition. The Match Schedule will indicate Alliance partners, Match pairings, and Alliance colors for each Match. For tournaments with multiple fields, the schedule will indicate which Field each Match will take place on. The Match Schedule is subject to change at the Event Partner’s discretion. Any multi-division event must be approved by the REC Foundation RSM prior to the event, and divisions must be assigned in sequential order by Team number.

<T14> Each Team will have at least six Qualification Matches.

  1. When in a tournament, the tournament must have a minimum of six (6) Qualification Matches per Team for a standard tournament or eight (8) Qualification Matches per championship event. The suggested amount of Qualification Matches per Team for a standard tournament is eight (8) and up to ten (10) for a championship event.
  2. When in a league, there must be at least three (3) league ranking sessions, with at least one (1) week between sessions. Each session must have a minimum of two (2) Qualification Matches per Team. The suggested amount of Qualification Matches per Team for a standard league ranking session is four (4). Leagues will have a championship session where elimination rounds will be played. Event Partners may choose to have Qualification Matches as part of their championship session.

<T15> Qualification Matches contribute to a Team’s ranking for Alliance Selection.

  1. When in a tournament, every Team will be ranked based on the same number of Qualification Matches.
  2. When in a league, every Team will be ranked based on the number of Matches played. Teams that participate at least 60% of the total Matches available will be ranked above Teams that participate in less than 60% of the total Matches available; e.g., if the league offers 3 ranking sessions with 4 Qualification Matches per Team, Teams that participate in 8 or more Matches will be ranked higher than Teams who participate in 7 or fewer Matches. Being a no-show to a Match that a Team is scheduled in still constitutes participation for these calculations.
  3. In some cases, a Team will be asked to play an additional Qualification Match. The extra Match will be identified on the Match Schedule with an asterisk; WPs, APs, and SPs for that Qualification Match will not impact a Team’s ranking, and will not affect participation percentage for leagues.
    1. Teams are reminded that <G1> is always in effect and Teams are expected to behave as if the additional Qualification Match counted.
    2. In Leagues, Teams may have a different number of Qualification Matches. Rankings are determined by the Win Percentage, which is the number of wins divided by the number of Qualification Matches that Teams have played.

<T16> Qualification Match tiebreakers. Team rankings are determined throughout Qualification Matches as follows:

  1. Average Win Points (WP / Number of Matches played)
  2. Average Autonomous Points (AP / Number of Matches played)
  3. Average Strength of Schedule Points (SP / Number of Matches played)
  4. Highest Match score
  5. Second highest Match score
  6. Random electronic draw

<T17> Send a Student representative to Alliance Selection. Each Team must send one (1) Student representative to the playing field (or other designated area) to participate in Alliance Selection. If the Team Representative fails to report in for Alliance Selection, their Team will be ineligible for participation in the Alliance Selection process.

<T18> Each Team may only be invited once to join one Alliance. If a Team representative declines an Alliance Captain’s invitation during Alliance Selection, that Team is no longer eligible to be selected by another Alliance Captain. However, they are still eligible to play Elimination Matches as an Alliance Captain.

For example:

  • Alliance Captain 1 invites Team ABC to join their Alliance.
  • Team ABC declines the invitation.
  • No other Alliance Captains may invite Team ABC to join their Alliance.
  • However, Team ABC may still form their own Alliance, if Team ABC ranked high enough after Qualification Matches to become an Alliance Captain.

Note: Alliances must have two Teams, and there are no “do-overs” during Alliance Selection. If enough Teams decline their invitations such that the full number of Alliances cannot be filled, the event will proceed with a reduced number of Alliances.

<T19> Elimination Matches follow the Elimination Bracket. A sixteen (16) Alliance bracket plays as shown in Figure T19-1:

image-198.png

Figure T19-1: A 16-Alliance bracket

 

If an event is run with fewer than sixteen (16) Alliances, then they will use the bracket shown above, with Byes awarded when there is no applicable Alliance. For example, in a tournament with twelve (12) Alliances, Alliances 1, 2, 3, & 4 would automatically advance to the Quarterfinals.

Thus, an eight (8) Alliance bracket would run as shown in Figure T19-2:

image-199.png

Figure T19-2: A 8-Alliance bracket

  1. Any Elimination Match that ends in a tied score with at least one Scored Ring and/or one Robot that has Climbed to a Level will result in a tiebreaker Match.
  2. Any Elimination Match that ends in a tied score with no Scored Rings and no Robots that have Climbed to a Level may be decided by the quantity of Mobile Goals that are fully on each side of the Autonomous Line. The Alliance with a higher quantity of Mobile Goals completely on their side of the Autonomous Line, and not in contact with the Autonomous Line, at the end of the Match should be awarded the value of 1 Scored Top Ring for that Match. If the Alliances have an equal number of Mobile Goals on their side of the Autonomous Line, a tiebreaker Match should be played.
  3. In a "Best of 1" Elimination Round, the higher-seeded Alliance will advance and be declared the winner under the following guidelines.
    1. After two (2) ties in a non-Finals Match
    2. After three (3) ties in a Finals Match.
  4. In a "Best of 3" Elimination Round, the higher-seeded Alliance will advance and be declared the winner under the following guidelines.
    1. After three (3) ties in a round in which neither Alliance has yet won a Match (0-0).
    2. After two (2) ties in a round in which each Alliance has won a single Match (1-1).
  5. After two (2) ties in a 'Best of 3" Elimination Round in which one Alliance has won a single match (1-0), the Alliance with one (1) win will be declared the winner.

<T20> Elimination Matches are a blend of “Best of 1” and “Best of 3.” “Best of 1” means that the winning Alliance in each Match advances to the next round of the Elimination Bracket. “Best of 3” means that the first Alliance to reach two wins will advance.

See the Flowchart in Figure T20-1 for more information.

image-202.png

Figure T20-1: The process for determining how Elimination Matches should be played.

<T21> Small tournaments have fewer Alliances. The number of Alliances for a given event is determined as follows, except in extraordinary circumstances with the permission of the RECF Regional Support Manager:

# of Teams # of Elimination Alliances
32+ 16
24-31  12
16-23 8
<16 # of Teams divided by 2, less any remainder

<T22> Fields at an event must be consistent with each other. There are many types of permissible aesthetic and/or logistical modifications that may be made to competition fields at the Event Partner’s discretion. If an event has multiple Head-to-Head competition Fields, they must all incorporate the same permissible/applicable modifications. For example, if one field is elevated, then all Head-to-Head competition Fields must be elevated to the same height.

Examples of these modifications may include, but are not limited to:

  • Elevating the playing Field off of the Floor (common heights are 12” to 24” [30.5cm to 61cm])
  • Field control systems (see <T23>)
  • Field display monitors
  • Field Perimeter decorations (e.g., LED lights, sponsor decals on polycarbonate panels)
  • Field Perimeter type (see <T24>)
  • Utilizing the VEX GPS Field Code Strips

Note: If an event has dedicated fields for Skills Challenge Matches, there is no requirement for them to have the same consistent modifications as the Head-to-Head Fields. See <RSC8> for more details.

<T23> There are three types of field control that may be used: 

  1. A VEXnet Field Controller controlled by Tournament Manager, which connects to a Controller’s competition port via ethernet cable.
  2. A V5 Event Brain controlled by Tournament Manager, which connects to a Controller via Smart Cable.
  3. A VEXnet Competition Switch, which connects to a Controller’s competition port via Cat-5 cable, may only be used in Practice Matches, Robot Skills Matches, and Leagues and only under extreme circumstances.

If an event has multiple Fields, then all Fields of the same game type must use the same control system, in accordance with <T23> and <RSC8>. For example, it would be permissible for Head-to Head competition Fields to use V5 Event Brains, and for Skills Challenge Fields to use VEXnet Field Controllers. However, it would not be permissible for one Head-to-Head Field to use a V5 Event Brain while another Head-to-Head Field uses a VEXnet Field Controller.

Note: Official Qualifying Events may only use the official, unmodified version of Tournament Manager for field control, along with approved hardware and networking solutions found in the REC Library.

Note 2: Add-ons that abide by the TM Public API guidelines are permitted. Once add-ons are enabled, the software is no longer supported by the REC Foundation, VEX Robotics, or DWAB Technologies; any necessary troubleshooting will be done at the user’s own risk.

<T24> There are two types of Field Perimeter that may be used:  

  1. VEX Metal Competition Field Perimeter (SKU 278-1501)
  2. VEX Portable Competition Field Perimeter (SKU 276-8242)

See Appendix A for more details.

If an event has multiple Fields, then all fields of the same game type must use the same Field Perimeter type, in accordance with <T22> and <RSC8>. For example, it would be permissible for Head-to-Head competition Fields to use metal Field Perimeters, and for Skills Challenge Fields to use Portable Field Perimeters. However, it would not be permissible for one Head-to-Head field to use a metal Field Perimeter, while other Head-to-Head fields use Portable Field Perimeters.

Note: See <RSC8> for more details specific to Skills Challenge fields.