Games
2012 - Rebound Rumble
Rebound Rumble is played on a 27 by 54-foot field called the court. On the two ends of the field are 4 scoring hoops postioned at three different hights. A 6-inch barrier as well as three bridges seperate the field across the middle. Robots play rebound rumble by attempting to score 8-inch foam basketballs into the hoops for either 1, 2, or 3 points each. At end game teams can balance on their alliance bridge for bonus points, or balance with an opposing alliance robot on the middle bridge for "Co-opertition" points.
2011 - Logomotion
Logomotion is played with inflatable tubes shaped like the elements in the FIRST logo. These pieces are placed onto scoring pegs at the each end of the field, extra points are given for creating the FIRST logo. Mini-Bots are deployed at the end of the game onto 4 towers, with each mini-bot racing towards the top.
2010 - Breakaway
Robots play Breakaway on a 27 by 54-foot rectangular field known as the field. The field is bordered by a set of guardrails and alliance walls. During the game matches, the robots are controlled from alliance stations located outside the ends of the field. These rectangular zones consist of three team player stations that provide connectivity between the controls used by the robot operators and the arena. Goals are located at the corners of the field, and extend behind the alliance wall and adjacent to the player stations. After balls are scored, human players may pick up the balls and pass them to the center of the alliance station to be placed on the ball return rack and reenter play at midfield; teams are penalized if balls are not reentered beyond a set time limit.
2009 - Lunacy
The game is played on a field known as the "Crater", which is a 54-foot by 27-foot (16 × 8 m) carpeted rectangular field. The majority of the Crater is covered by a 50-ft by 24-ft (15 × 7 m) low-friction surface known as "Regolith". Two alliances, one red and one blue, composed of three FIRST Robotics Competition teams each, compete in each match. The object of the game is to attain a higher score than your opponent by placing the game pieces in the trailers hitched to the opposing alliance's robot. The game is made up of two scoring periods. The first 15 seconds of play is the Autonomous period, in which robots operate according to pre-programmed instructions. The next two minutes of play is the Teleoperated period. At this time, robots are radio-controlled by team operators standing at either end of the field. While playing Lunacy, robots manipulate game pieces — 9-inch diameter round objects, made of 1-inch wide strips of fabric-covered polymer. There are three types of game pieces, "Moon Rocks", "Empty Cells", and "Super Cells". Only "Moon Rocks" and "Empty Cells" are available to the human player. To obtain a "Super Cell", a robot needs to transport an "Empty Cell" from the outpost to the fueling station. The "Super Cell" cannot be used until the last 20 seconds of the game.
2008 - Overdrive
FIRST Overdrive allows teams to compete to complete counterclockwise laps around a central barrier while manipulating large 40-inch (1 m) diameter "Trackballs" over and under overpasses to score additional points.
2007 - Rack N Roll
Rack n Roll is the game for the 2007 FIRST Robotics Competition season, announced on January 6, 2007. In it, two alliances of three teams each compete to arrange toroidal game pieces on a central arena element known as "The Rack". The Rack n Roll field is dominated by "The Rack", a large metal contraption with three levels of hanging metal bars, with each level having 8 arms evenly spaced in an octagonal manner. Each arm (known as a "spider leg") has space for two game pieces. Any more pieces placed on a spider leg beyond the first two are ignored for scoring purposes. At the beginning of the match, the rack is arbitrarily translated or rotated within three feet of the center of the field in order to give some randomness and to encourage autonomous modes that do not depend on dead-reckoning. At the top of the Rack are four green-colored lights above the 1, 3, 5, and 7 legs to aid in autonomous-mode tracking.
2006 - Aim High
Aim High is played by two alliances, red and blue, each consisting of three robots. During a 10 second autonomous mode, robots will be programmed to score into any of the three goals: one raised center goal marked by a green vision target and two corner goals at floor level. At the end of the autonomous period, the alliance with the most points will gain a 10 point bonus and will be placed on defense for round two. Rounds two, three, and four, which are each 40 seconds long, are human-controlled rounds. Between rounds two and three, the alliances will switch from offense to defense, or from defense to offense accordingly. At the start of round 4, any alliance can score into their corresponding goals. At the end of the match, an alliance can receive bonus points by placing its three robots on a platform below the center goal. The alliance with the most points wins. Scoring will be as follows: 3 points for any ball scored in the center goal, 1 point for any ball scored in the corner goals; 10 bonus points for scoring the highest in the autonomous round; and 25 points for placing all 3 robots on the platform at the end (10 points for 2 robots and 5 points for 1 robot).
2005 - Triple Play
This game was the first to feature three robots per alliance. The primary game piece were called "Tetras" which are tetrahedra made from 1.25-inch PVC pipe 30-inches long. The game was played on a field set up like a tic-tac-toe board, with nine larger goals, also shaped as tetras in three rows of three. The object of the game was to place the scoring tetras on the larger goals, creating rows of three by having a tetra of your alliances color at the highest point on the goal. Triple Play was a very strategy intensive game, requiring quick thinking on the part of the drivers and operators to optimise the field for their alliance.
2004 - FIRST Frenzy Raising the Bar
There were elements from several previous games, including mobile goals, 'capping' goals with large inflateable balls, and others. In Raising the Bar, teams could score by having their human player score purple balls in any of the goals, capping the goals with a multiplier ball, or hanging their robot suspended from the 10 foot high 'chin up bar'. In the qualifying matches, Teams competed in 2-member randomly generated alliances. In the elimination rounds, 3-member alliances competed against each other with one team sitting out each match. The alliance that won two matches advanced in the tournament.
2003 - Stack Attack
In Stack Attack, two teams of two robots each attempt to win by moving large Sterilite bins into their zone and arranging them into stacks. At the beginning of the match, each team is given 4 bins, which they may arrange as they see fit. Each of these bins are marked with a retroreflective tape that is highly visible to the infrared sensors included in the kit of parts. In the center of the field on top of the ramp is a large stack of 29 bins. The object of this game is for each two player alliance to rack up more points than the other team. Scoring is one point for every bin in an alliance's scoring zone the bins in their highest stack, multiplied by the height of their highest stack. Each robot on the top of the ramp at the end of the match adds 25 points to an alliance's score. Bins that are supported by a robot do not count towards the final score.
2002 - Zone Zeal
The primary source of points in Zone Zeal was placing balls in the mobile goals, then moving the goal into the appropriate zone. For every ball in a goal, an alliance received 1 point. For every goal in the alliance's goal zone at the end of the match, the alliance would receive 10 points. Further, the team would receive 10 points for every robot in the robot zone at the end of the match.
2001 - Diabolical Dynamics
Each match is a maximum of two minutes long. Alliances can end the match at any time. Alliances score one point for each small ball in the goal, ten points for each large ball in the goal, ten points for each robot in the End Zone, and ten points if the stretcher is in the End Zone. The alliance doubles its score for each goal that is on the bridge if the bridge is balanced, and multiplies its score by a factor of up toa three by ending the match before the two minute time limit. Each team receives the alliance score. A team multiplies its score by 1.1 if its large ball is on top of a goal. Scores are rounded up to the nearest whole point after applying all multipliers.
Summaries of each game were taken from www.wikipedia.org








