In Ultimate Ascent, two alliances consisting of three individual teams (red and blue),compete against each other to score the most points. The goal of the game is to score points by interacting with the field elements and scoring with the game pieces. Points are scored in one of two ways. The first and most common way, will be to successfully shoot or place the game pieces into one of four goals each alliance is allowed to score within. The second way is that robots can attempt to climb up their alliance’s pyramid, earning points based on how far they can ascend. At the end of the 2 minute and 15 second match, the alliance who could score faster and climb the highest receives the most points and is declared the winner.
In LogoMotionRebound Rumble, two alliances (red and blue), consisting of three teams each, competed to score baskets and balance on bridges in 2 minutes and 15 seconds. The alliance who had scored the most points at the match’s end was declared the winner. The teams could score more points by aiming higher, as there were 4 hoops to score in and, the taller the hoop, the more points it was worth. Also, in the end game (the last 30 seconds), alliances received more points for robots balanced on the bridge.
LogoMotion was played by two competing alliances on a flat 27 by 54 foot field. Each alliance consisted of three robots each. They compete to hang as many inflated plastic triangles, circles, and squares on their grids as they can during a 2 minute and 15 second match. The higher the teams hang their game pieces on their scoring grid, the more points their alliance receives.
Breakaway was played by two competing alliances on a 27 by 54-foot field. Each alliance consisted of three robots. They competed to score soccer balls in the opposing team’s goal during a two minute and 15 second match. The more goals they scored, the more points their alliance received.
In Lunacy, six teams, two alliances of three, competed on the crater. The objective was to score the most points in opposing alliances’ trailers. The game was divided into two periods: the autonomous and teleoperated period. The match, including both the autonomous and teleoperated periods, was two minutes and 15 seconds long .
FIRST Overdrive was played on a game field, called the track, which was carpeted and had the dimensions of 27 by 54 feet. The overpass spanned across the center of the field. Running lengthwise were the lane dividers, a six foot tall structure. The lane dividers were approximately 27 feet long and filled with clear plastic.
Rack ‘n Roll pitted two alliances of three teams against one another. The main objective of each alliance was to place tubes onto the center rack.
Aim High consisted of three teams from two alliances. They had to compete to gain points by delivering balls into goals and by positioning their robots at key locations throughout the field to garner points.
In Triple Play, two alliances of three teams each had to place red and blue game tetra game pieces in or on one or more of the nine goals to score points and claim “ownership” of the goals.
FIRST Frenzy consisted of two alliances, each with two teams, that had to pass balls to the human players and shoot them into fixed and moveable goals. They competed to score as many of the balls as possible during the two minute and 15 second match.
Stack Attack required a robot to collect and stack plastic storage containers on their side of the playing field. The precise location of the robot, containers, and height of the stacks determined the score for each alliance.
In Zone Zeal, two alliances of two teams each competed to move goals and balls into various zones within the playing field.
Diabolical Dynamics consisted of four teams working together as an alliance to try to achieve as high of a score as possible in each match. All teams on the field shared the same score at the end of the match.
In Co-opertition FIRST, two alliances of two teams each competed to score as many points as possible by placing yellow and black balls into goals.
Double Trouble consisted of alliances of two teams each that had to position “floppies,” robots, and a “puck” on the playing field. Each alliance competed to rack up the most points possible.
2013 Persephone – means bringer of destruction
2012 Margarita – means pearl
2011 Seraphina – means fiery one
2010 Veronika – means bearer of victory
2009 Olympia – means home of the Gods
2008 Amelia – means imitating, rivaling
2007 Arcadia - means place of plenty
2006 Elizabeth – means God is perfection
2005 Victoria – means victor, conqueror
2000 Golden Eyes
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