Here’s mine (I already put it in the 2012 rumor thread):
6 robots on the field. 4 mobile goals, similar in design to the 2004 ones (or 2001). Two goals start on each side of center; each alliance starts touching its own driver station.
The center of the field has “terrain”–a shallow ramp on a pivot to act as a teeter-totter. Over the ramp is a large-ish arch of steel pipe. Let’s call it 10’ high at the top. The ramp is divided into a red zone and a blue zone (may also be split in 2-4 segments, each marked for one alliance or the other); the arch is marked into point zones.
On the sides of the fields there are minibot tracks, 2 per alliance (1 track per side of the field). The tracks on each side meet at midfield.
At dead center on both sides, there is a stand holding two bonus balls. When removed during autonomous, the balls trigger an avalanche of lower-score balls onto the field.
Also on the field are three trackball-sized “doubler” balls. They start on the balanced ramp. (Field resetters, please keep your rotten tomatoes in hand for now. I’m not done yet.)
There is a line on each side of the field at the quarter-field mark.
In autonomous period, robots deploy their minibots onto their alliance’s tracks. The minibots race to trigger the balls, or block their opponents from doing the same. Robots may also attempt to trigger the flood. Robots may not deploy their minibots past the line at 1/4 field.
Teleop begins. Robots attempt to fill the mobile goals and get them into their own half of the field, in the area between the ramp and the 1/4-field line. Robots and humans collaborate to fill their goals–but robots may only release the balls from below the 4’ mark, and the goals are 5’ high. Robots may also feed the humans. Doublers may be placed on top of the goals. At the 1-minute mark, any balls that haven’t already dropped come flooding in.
For the end game, robots attempt to balance the bridge with goals in their zone, or hang on the arch. This will require teamwork between alliances, and/or a game of chicken (who’s letting go first?).
Each ball in an owned goal (between 1/2 and 1/4 field, or on the ramp in your zone) is worth 5 points; having the goal owned is 10 points. The ball score is doubled by a doubler ball on top of the goal; having the goal on a balanced ramp doubles any score for both the goal and the balls, doubler included.
Each robot on the arch and not touching the ground will receive points based on the lowest-value contacted scoring zone; the maximum-point zone is not the one at the top of the arch, but the ones right next to it. Robots on the ramps score 10 points.
Penalties: Penalties are 5 points apiece; pinning is 3 penalties; intentional tipping is a red card, disablement, and 2 penalties. Descoring is 10 penalties and a yellow card for the first offense; the second draws a red card and 10 penalties.