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Challenge Yourself, Invent the Future

yrs 3- 6
INFINITE
yrs

EXPANSION
RULES
3-6 Infinite Expansion

1. Overview
A. In Infinite Expansion, teams of children aged three (3) to six (6) will use LEGO Duplo
pieces in order to construct a tree with eight branches. The tree will be scored based on
the length of its branches
B. Each team consists of two (2) children and one (1) adult coach
C. Team members must be no older than six (6) on the day of the competition
D. Team members are only allowed to compete in one (1) team at the event
E. Coaches may work with multiple teams. It is recommended that if a coach has multiple
teams, they have assistance for each team such as an assistant coach or parent
volunteer

2. Required Materials
a. A set amount of 144 pieces will be used to construct the tree (excluding the two
aforementioned beginning pieces). These pieces are as follows:
i. One (1) Duplo Building Plate (10980)
ii. One (1) 4x4 LEGO Duplo plate (14721)
iii. Forty (40) 2x2 LEGO Duplo Squares (3437)
iv. Sixty (60) 2x4 LEGO Duplo Rectangles (3011)
v. Four (4) 2x8 LEGO Duplo Rectangles (4199)
vi. Thirty (30) 2x4 LEGO Duplo Plates (40666)
vii. Four (4) 2x8 LEGO Duplo Plates (44524)
viii. Eight (8) 2x3 LEGO Duplo Curved Slopes (2302)

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3-6 Infinite Expansion

4 - 2x8 Rectangles (4199) 60 - 2x4 Rectangles (3011) 40 - 2x2 Squares (3437)

8 - 2x3 Curved Slopes (2302) 30 - 2x4 Plates (40666) 4 - 2x8 Plates (44524)

1 - 4x4 Plate (14721) 1 - Building Plate (10980)

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3-6 Infinite Expansion

3. Competition Setup
a. The competition field is 300x300cm
b. Students will place their LEGO Duplo Building Plate on
the yellow square in the center of the mat. The 4x4
plate is places in the center of the Building Plate
c. Each ring on the mat is used to measure the length of
each branch. Each ring has a thickness of 10cm.

4. Competition Task
a. Teams of two (2) members and one (1) adult coach will have 5 minutes to construct a
tree that will be scored based on the length of its branches
b. Students will have a total of five (5) minutes to build their tree. Once the timer is up,
students must no longer interact with their tree. If a team ends before the timer ends,
students must raise their hand to demonstrate to a referee that a team has completed
their tree.
c. Students will build a tree trunk out of LEGO Duplo blocks above their 4x4 duplo plate.
The structure must be a minimum of ten (10) blocks high. The tower must be either 2x4
or 4x4
d. The tree must consist of eight (8) branches that reach out from
the top of the tree trunk. Each branch will expand out towards
North, Northeast, East, Southeast, South, Southwest, West and
Northwest. The number on the bottom left of the map is in the
Southwest direction.
e. Branches cannot be parallel for more than eight (8) LEGO studs
f. Each branch must be suspended above the ground and will not
be scored if it is touching anything including the ground,
participant, etc.

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3-6 Infinite Expansion

5. Scoring Criteria
a. The distance of each branch will be added together in order to determine a team’s final
score.
b. Distance of each branch is determined by the judge observing how far the branch
extends. When scoring, the judge will look from above the edge of each branch to see
what circle they extended to. Scoring criteria is printed on the mat.
c. If two teams have the same final score, the team that took less time to build during that
score will be ranked higher
d. Each team will compete for three (3) rounds. The lowest scores will be dropped when
determining final placement

6. Penalty
1. The following behaviors will result in a penalty:
2. Connecting two adjacent tree branches
3. Malicious damage to an opposing team’s build
4. Violating the USEF code of conduct
5. Penalties will be given out and punished based
on the head referees discretion

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Challenge Yourself, Invent the Future

6-10
SOCCERBOT
yrs

RULES
6-10 SoccerBots

1. Overview
1. Students will be facing off in a two (2) versus two (2) soccer competition using robots
completely built and coded by each team
2. Teams consist of one (1) to two (2) students
3. Students must be no younger than six (6) and no older than ten (10) years old on the
day of the competition
4. There are two separate divisions that
will compete independently of each
other: a LEGO WeDo 2.0 division and a
Spike Essentials division. Robotics
systems including motors and sensors
must be from each respective set, e.g.,
if you are using Spike Essentials, you
cannot use any WeDo 2.0 motors or
sensors
a. Division 1: WeDo 2.0
b. Division 2: Spike Essentials
5. Coaches may work with multiple teams;
however, it is recommended to have an
assistant coach for each team

2. Equipment and
Materials
1. A maximum of two LEGO WeDo 2.0
(45300) or Spike Essentials (45345-
1) system’s may be used
2. A LEGO Duplo Ball (41250) will be
used as the “soccer ball”
3. Students may use up to four (4)
motors and any amount of sensors
4. Any amount of LEGO pieces may
be used to construct the robot
5. LEGO and robotics systems may
not be modified from their original
shape
a. Any LEGO that appears modified will be checked at the head referee’s discretion
b. Robot parts cannot be permanently fixed with glue, screws, etc.
6. Robots will require a way to control them;
a. Controllers can consist of up to two (2) of the following in any combination:
i. Laptop
ii. Phone

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6-10 SoccerBots

iii. Tablet
7. Students may only code using Scratch, LEGO WeDo 2.0, or LEGO Spike Essentials
8. Students are not allowed to adjust their code during a match

3. Robot Specifications
A. Maximum weight: 1 lb or 0.5 kg
B. Maximum dimensions: Robot must fit into a 10 x 10 x 10 inch cube
a. Each robot and its extensions must be fully extended when determining size

C. Limitations on holding the ball are as follows:


a. When in possession of the ball, the robot cannot enclose the ball within the robot
i. Possession is defined as the ball turning when your robot is turned
b. Half of the LEGO Duplo ball must stick out from the robot
c. The robot cannot carry the ball on top of it or allow the ball to go under it
d. When in possession of the ball, the ball must be rolling while the robot is in
motion, e.g., teams cannot use an attachment that picks up the ball off of the mat
or grip the ball so it stops the ball's motion
Check- In
e. At check-in, the head referee will test each robot for ball enclosure; if more than
half of the ball fits into the robot, it will need to be modified by the team members
before the end of the check in session. If the robot fails to meet these standards
by the end of the check-in session, the robot will be disqualified

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6-10 SoccerBots

4. Field
A. The play field has an inside perimeter of 45 in x 95 in
B. The perimeter of the play field has a wall measuring three (3) inches tall
C. The mat is secured to a smooth surface in order to ensure that the surface is seamless
a. When securing the mat to the table, use NANO Magic Tape Double Sided at the
four (4) corners of the mat. A link to the tape can be found here:
https://www.amazon.com/Transparent-Reusable-Waterproof-Adhesive-
Cleanable/dp/B09FTDMVZN
D. At the four (4) corners of the mat there are duplo
blocks that create a perimeter for the edge of the play
field and the goals
E. Play field details:
a. The line in the middle separates sides A and B
b. The white area at the ends of the mat are the
goals
c. The dark area in front of the goal is the goalie
zone
d. The white dots at the corner of the goalie zone indicate robot starting positions
e. The white dot on the middle line indicates the starting ball placement

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6-10 SoccerBots

5. Preparing to Play
A. Teams play in a 2 vs 2 game of soccer
B. Teams are randomly paired before the beginning of each match
C. The objective of the game is to score as many goals as possible before the 2.5 minute
timer runs out
D. Robots have two roles to pick from, and must remain the same role until the end of the
match. In between games and rounds, students may switch which role they are in as
long as they specify with the referee. The two available roles are:
a. Goalkeeper:
i. The goalkeeper's job is to protect their side of the play field and prevent
opponents from scoring in their goal
ii. The goalkeeper is the only robot allowed to stay in THEIR team’s goalie
zone for an indefinite amount of time
iii. The goalkeeper may not cross into the opponent's half of the field. If this
occurs, a penalty token will be awarded to the offending robot
b. Striker:
i. The strikers job is to collect the ball and push it into the opponents goal
ii. The striker is allowed to travel across the whole field but is not allowed to
be within either team's penalty zones for more than five seconds. If this
occurs, a penalty token will be awarded to the offending robot

6. Playing the Game


A. Start of the match
a. The ball will be placed in the center of the mat on the white circle
b. The robots will be positioned on the corners of their goalie zone
c. After a countdown of five seconds from the referee, the robots will move to take
control of the ball and score in the opponents goal
B. During Play
a. A goal is scored when the ball goes completely into the goal
b. The clock never stops. Robots must quickly be placed in their starting locations
after a goal has been scored or a penalty has been awarded
c. The robots may not tackle another robot or impede its movement for more than 5
seconds. This will be enforced by the referee by a countdown from 5 to 1. Before
the end of the countdown the robots must fully be separated
d. If a robot does not purposefully separate before the end of the countdown, their
team will receive a penalty token
e. Robots designated as “striker” are not allowed to enter either team’s goalie zone
for more than five seconds. If this occurs a penalty token will be awarded to the
offending robot
f. Any robot that is at least partially inside the goal will be given 5 seconds to leave
before they get a penalty token. If an opposing robot pushes the goalie into their
own goal, the countdown will not begin until the robots are no longer touching

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6-10 SoccerBots

C. Penalty Tokens
a. Robots may receive a penalty token if they
i. Are designated as a “striker” and enter either penalty zone for more than
five seconds. A referee will count from five to one in order to ensure that a
penalty token is properly given
ii. Are designated as a “goalkeeper” and cross the mat into the opposing
team’s side. NOTE: If a goalkeeper crosses the midpoint line of the mat
they will NOT be given five seconds to return to their side. Instead, they
will be given a warning first at the referee's discretion, and then receive a
penalty token
iii. Impede the movement of an opposing robot for more than five seconds.
iv. Impeding the movement of the ball by trapping it under or on top of the
robot

v. Enter the
goal for more
than 5 seconds (see B.e)
vi. Excessively damage another robot, the field, goals, etc
vii. Break the USEF rules of conduct
b. If a team received three (3) penalty tokens by the conclusion of the match,their
team will be disqualified from the rest of the match with a score of 0
c. If a robot is disqualified two times throughout the elimination matches of the
event, they will be disqualified from the rest of the event

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Challenge Yourself, Invent the Future

yrs 9-16
SUMOBOT
yrs

RULES

1
9 - 16 Sumo Bots

1. Team Requirements
A. Each team consists of the following:
a. One (1) to two (2) children (team members)
b. One (1) adult coach
c. One (1) robot
B. Team members must be between the ages of nine (9) and sixteen (16) on the day of the
competition
a. If the date of the competition is moved, the original date will be used as a marker for the
competition age cut-off
b. If a student is younger than the required age, permission from the host of the tournament
(USEF) must be obtained before participating in the competition, provided that at least
one (1) player on the team is of the required age
i. If special permission is given, the age of the oldest student on that team will be
used to determine the division they will compete in
C. Team members are only allowed to compete in one (1) team at the event
a. If any team members worked with multiple teams before competition day, they must pick
which team they will compete with
on competition day
D. Coaches may work with multiple teams;
however, it is recommended they have an
assistant coach for each team

2. Equipment and
Materials
A. Each team’s robots may only be
constructed by that team’s members. Construction of any portions of a team’s robot by coaches,
teachers, parents, etc. is prohibited
B. A maximum of the following electronic LEGO parts may be used:
a. One (1) EV3 (95646c01) or NXT (53788)
b. Two (2) large motors (EV3: 95658 | NXT: 53787)
c. Two (2) medium motors (EV3: 99455)
d. Two (2) color sensors (EV3: 95650 | NXT: 55969)
e. Two (2) ultrasonic sensors (EV3: 95652 | NXT: 53792)
f. Two (2) gyroscopic sensors (EV3: 99380)
g. Two (2) touch sensors (EV3: 95648 | NXT: 53793)
C. Only LEGO MINDSTORMS EV3 (#31313) and LEGO MINDSTORMS NXT (#8547) control
systems may be used to control the robot
D. Any amount of non-electronic LEGO parts may be used to construct the robot
E. Materials may not be modified from their original shape
a. Any LEGO parts that appear modified will be checked at the head referees discretion;
this check can be performed at any point of the event
b. No parts may be permanently fixed with glue, screws, etc.

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9 - 16 Sumo Bots

3. Robot Specifications
A. Robots must be built using only LEGO pieces
B. Each robot’s weight and dimensions will be inspected at check in at the beginning of the event
a. Maximum weight: 1.5 kg or 3.3 lbs
b. Maximum dimensions: the robot must fit within a 10 x 10 x 10 inch cube.
i. Robots may expand once the match starts

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9 - 16 Sumo Bots

4. Field
A. The play field is a round Sumo Table
B. Dimensions of the table:
a. Four (4) foot diameter, black, circle
b. Two (2) inch, white outline along the
edge of the table
c. The top of the table is two (2) to four
(4) inches above the ground

5. Playing the Game


A. Matches are played with two (2) Sumo robots; one robot opposing the other.
B. Matches last a maximum of one (1) and a half minutes
C. Starting a Match
a. Robots are placed on the table facing any direction on
their half of the field
b. The referee will start the match via countdown
c. Once the countdown is complete, team members will
launch their code and move away from the table
i. Robots must have a five (5) second “wait” at the
beginning of their code to leave time for team
members to step away from the table
D. Ending a Match
a. Robots will attempt to “knock out” the opposing robot; this consists of:
i. Pushing a robot out of the ring until any part of the robot touches the floor.
ii. Flipping a robot so it is no longer able to move forward or backward on its own.
b. The match ends when any robot is knocked out
c. If robots are not able to knock the opponent out before the time limit has been reached a
tie will be called.
E. Resolving a Tie
a. Robots will be placed at the center of the field facing opposite directions with the drive
motors parallel to each other (See figure)

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