FRC Rules: A History - Part 1: CONTROL

TLDR: I’m going through how specific rules were written over the years and highlighting the changes and progression. The first of these will be game piece control.

The goal of this post (or posts) is to show how some rules have evolved over time. This is partly in response to some of the discussion about Momentary Control that compared the rules from 2022-2024. The rules were obviously different between these years for reasons related to both the intent of the GDC and the other details of the game/field. It is hard (and discouraged) to speculate about intent, and every game will have different requirements to prevent game-breaking actions, but it can’t hurt to spread more knowledge of how the GDC has attempted to meet the challenges of successfully creating and constraining a game over the years.

I will be limiting my post to only the publicly available, finalized rulebooks, and excluding any references to anecdotal experiences of how things were enforced, any private or publicly available Q/A, and (most) Team Updates. My personal experience is mostly 2012-2014 as a student and 2022-2024 as an adult. Anecdotes of rule enforcement and mid-season changes through Team Updates can still add to the discussion and would be welcomed.

My current list of rule topics to eventually discuss includes:

  • Game piece control
  • Robot to Robot Interaction:
    • Pinning
    • Robot damage
    • Tipping
    • Blockading
  • Protected zones
  • RP/Rankings
  • Robot Size
    • Height/Extension Limits
    • Frame Perimeter
    • Other robot build rules, but I am not as knowledgeable about these.

I’m still figuring out how to best format my information, and I would be open to any additional topics the community would be interested in.

Game Piece Control

The first rule I will be covering is game piece control. The two main points covered in rules are: defining CONTROL (the term most recently used) and limiting when/where a robot may CONTROL game pieces.

2007: Rack ‘N’ Roll

This is the first game to have limits on how many game pieces a robot could “POSSESS”.

The rule from that year:

From the Definitions section:

Notable from this year and as a starting point:

  • POSSESSION is a defined term in the glossary and is defined by support or controlled movement
  • There is a mention of “herding” game pieces and some details about game pieces that are on the floor but could still be considered POSSESSED
  • The rule is long and has many specific situations addressed that could cause unintended POSSESSION

2008: Overdrive

The rules:

Definitions:

Notable from these rules:

  • Multiple rules describing allowed and disallowed actions instead of a single huge paragraph
  • Herding is a defined term
  • Bulldozing is allowed and described but not defined
  • There is only a rule against POSSESSING opponent’s balls, but not against HERDING

2009: Lunacy

No relevant control rules.

2010: Breakaway

This game had some rules related to how the robot was allowed to POSSESS the game piece that were specific to the Soccer theme that I won’t include because they don’t really apply moving forward (but are still worth looking at on their own if you are interested).

The 2010 rule:

From the Definitions section:

Notable from this rule:

  • Herding is no longer a defined term
  • The mention of “herded or POSSESSED” is unclear if “herded” is meant to be considered control or not (at least from my interpretation)
  • The rule includes text reminding teams to keep this rule in mind when designing and operating their robot but does not impose design rules
  • Referees are told to strictly enforce this rule, but without much additional detail

2011: Logomotion

Rule:

And from the Glossary:

Notable from this rule:

  • POSSESSION definition is identical
  • HERDING is a defined term again and a form of control

2012: Rebound Rumble

Rule:

No Glossary definition of any terms

Notable:

  • Changed from POSSESSION (all caps) to “control” (no caps)
  • “Foul per extra” language is first used, potentially related to the limit being more than one
  • Control is focused on “gaining advantage” by the movement or positioning
  • First mention of a defensive intent when controlling: “trapping”
  • Added terms of “bulldozing” and “deflecting” that are not control

2013: Ultimate Ascent

Rule:

No Glossary definition of any terms

Notable:

  • No new information but slightly better formatting (A, B, C)

2014: Aerial Assist

EDIT: Adding 2014 Rule:

Notable:

  • “Launching” was added as a form of control, defined by motion of a component relative to the robot

2015: Recycle Rush

Excluding 2015 because there is no relevant rule.

2016: Stronghold

Rule:

No Glossary definitions

Notable:

  • “FOUL per extra” remains even though the limit is back to one
  • EDIT: “Launching” stays from 2014, but is defined slightly differently

2017: Steamworks

Rule:

No Glossary definitions

Notable:

  • Addition of escalation to TECH FOUL and YELLOW CARD if “strategic”, but no definition of strategic
  • “Foul per extra” is gone again

2018: Power Up

Rule:

No Glossary Definitions

Notable:

  • “Foul per extra” is back
  • Change from “strategic” to “repeated” for escalation (but no TECH FOUL), “repeated” is not officially defined
  • “Launching” added
  • “Plowing” and “Nudging” added, likely due to the cubes being staged in a tight stack

2019: Destination: Deep Space Presented by The Boeing Company

Rule:

No Glossary definitions, but “repeated” is defined in “Rule Violations”:

Notable:

  • “Greater-than-momentary” exception is added, but “momentary” is not officially defined
  • “Strategic” is described by gaining an advantage of scoring both game pieces held, and allows for a stuck game piece to only be a foul each time without escalation
  • A, B, C, etc. definitions of types of control are gone. These appear to be replaced by Examples.

2020: Infinite Recharge

Rule:

Glossary definition of Control for the first time:

“Momentary” and “Repeated” are defined, but only in the “Rule Violations” section:

Notable:

  • A, B, C definitions are back
  • “Strategic” is gone, replaced with “Egregious” which is defined by a higher number (10) or an example of repeated and long movement of game pieces
  • “Greater-than-momentary” remains and “momentary” is officially defined

2021: Infinite Recharge

Ignoring this one.

2022: Rapid React

Rule:

Glossary definitions:

Notable:

  • All terms are officially defined in the glossary (other than “frequent” which is in the rule)
  • Added CONTINUOUS and defined it
  • “Repeated” is removed from the rule, replaced by “frequent”
  • Unclear if frequent-but-less-than-momentary control is considered Egregious

2023: Charged Up

Rule:

Glossary definitions:

Notable:

  • First time that the rule depends on robot location
  • Removal of “less-than-momentary” exception (this was done in Team Update 1)
  • Simplification to only A, B
  • Exception for moving a piece to access an area of the field
  • Egregious is the same (with adjusted amounts)

2024: Crescendo

Rules (AUTO and TELEOP):

Glossary definitions:

Notable:

  • Different rules and penalties for AUTO and TELEOP
  • AUTO rule makes a distinction for staged (not yet moved) game pieces
  • TELEOP rule:
    • Adds an instant violation for leaving a game piece gathering area, but allows any amount in that protected area
    • “Less-than-momentary” exception is back and is now location based
  • “Excessive” (replaces “egregious”) violations exclude frequent, less-than-momentary control of two game pieces, but is unclear on three

Conclusion

Throughout the history of FIRST, the GDC has identified that the game would be “dramatically different” (taken from 2010 rule text) if there were no limits on control, and that it is important that Referees are able to enforce these limits. My goal is not to make any recommendations or judgements with this post, only to highlight the history. FIRST has tried many different approaches and continues to show interest in improvement. The current iteration of the rule, with an exception for “less-than-momentary” control, began in 2019, with clarifications about what this phrase means added over time. The 2024 rule included new concepts entirely, and every game will have its own rule-writing challenges, so we will likely keep seeing changes to control rules.

Thank you for reading my history of the FRC game piece control rules. Please let me know if there is a specific rules topic that would be good as my next focus.

31 Likes

Cool! Just another interesting thing is the deflecting rule in 2024. I don’t think I’ve seen an exception for deflected pieces before? Could be wrong. Edit: Am very wrong do not read

All of the 2013 through 2018 rules posted above specifically mention an exception for deflection?

:person_facepalming: those years are so funny since my first year of FRC was 2019 and an older mentor mentioned that at some point and I went with it. Oh well

Actually… it’s a bit of a pity that 2014 was excluded, because as I recall, technically a controlled deflection was in fact possession/control, at least for scoring purposes. So a common strategy that developed was that the inbounding HP would toss the Ball in so that it would bounce off of the inbounding robot, back to the HP, who would then inbound it to the mid-field robot that was on the way over. (Or bounce it straight to the mid-fielder.)

@Braden_Reed would you mind grabbing the 2014 text with that strategy in mind?

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Good catch! I’ll add it to the post soon.

“Launching” was defined and was POSSESSION (rule text item C), but “deflecting” was not (blue box item B).

Oh, bloody… I forgot about the “Trapping” part of that. Had all kinds of entertainment the first time it was given because someone blocked an opposing ball in the triangle between the opposing low goal and the wall. Including needing to explain it to two different HRs (one the first time the call happened, one because their event was coming up) in Week 1.

On top of which, Possession (of your own alliance’s Balls) in the zones was all kinds of heck to score properly. There’s a REASON the zone rules use bumpers as “what’s in or out” not wheels, and 2014 IS that reason. (Future post, I think–probably cover in Protected Zones; the change would happen in the 2016 season as a result of 2014.)

As a person who was not able to be on a team in 2014 and does not know the ins and out of those rules it would be interesting to see a breakdown of how the rules worked at champs compared to say an offseason like IRI. For example in this video of Einsteins you see the balls being passed on the field but in the video of IRI the ball is being passed back off the field like you described.
Einsteins:

IRI:

During the regular season you had to have 1 robot having control of the ball per zone in order to gain the extra assist points, this meant that refs had to watch if teams fully crossed the lines after they picked up a pass from their alliance partners. For IRI they removed the zone restrictions, so all 3 assists could happen within the same zone. So most alliances would get the first assist over with more quickly by passing it back to the HP instead of another robot.

4 Likes

One of the most important unintended consequences of these rules starting with 2007 was the fact if you got a game piece stuck on an opponent within the way the rules allowed you could take them out of the game offensively. This is still something that a lot teams still don’t actually design for to shed game pieces that get stuck or prevent it from happening.
I’m not sure teams try this as overtly as used to be done but some games you could throw game pieces on the field allowed it to be done.

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I think G211 + G212, as well as a healthy dose of Gracious Professionalism, keeps teams from planning to sabatoge their opponents in this way.

In 2007, it didn’t help that FIRST required teams to have flags to show alliance (opposed to bumper colors like today). Those things were magnets to catch tubes. 111 was one of the very few teams that could use their arm to remove a tube stuck around their flag.

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I agree, but that wasn’t always the case. You have to remember that intentionally flipping opponents wasn’t that far in the past when these rules came out, and teams still thought that way when strategizing.

1 Like