Robo Combat

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Total prize money worth Rs 12,000 to be won !!

The ring is ready. Line up your wrestlers. guess what?
Your robot can do what wrestlers do in the ring. All you need is power. The mightier one wins

Build an autonomous or manual robot which can compete in a robo war and defeat the opponents

General Rules

  • The competition will be played on a knock out basis
  • Each team can consist of a maximum of four participants
  • The machine would be checked for dimensions and safety before the tournament begins and would be disqualified if found unsafe for other participants and spectators
  • The decision of the Event coordinators will be considered final and biding on all
  • Competition Rules

  • Each game of the tournament has THREE rounds and each round will be of maximum 5 minutes duration .
  • The machines enter the arena at the start of time as declared by the event coordinator.
  • Each team will be having three flags which they need to protect.
  • THE MACHINE IS DECLARED WINNER OF THE ROUND IF THE OPPONENTS MACHINE IS RENDERED IMMOBILE, OR IF THE OPPONENTS MACHINE FALLS FROM THE ARENA OR IF THE OPPONENT FLAGS ARE CAPTURED.
  • IF NO MACHINE WINS A ROUND BY THE THREE METHODS MENTIONED ABOVE, THEN THE WINNER OF THE ROUND WILL BE DECIDED BASED ON THE POINTS (see point structure given below).
  • IF NO TEAM WINS THE ROUND AND THERE BE A TIE IN POINTS THEN THE TEAMS WILL HAVE TO PLAY IN A REDUCED ARENA. TEAMS CAN WIN BY PUSHING THE OPPONENT OUT OF THE AREA OR INTO ANY PIT.
  • A machine is allowed to throw the opponents machine out of the arena to win
  • A machine will be considered immobile if it cannot display linear motion for 30 seconds.
  • If a machine falls into pit, it can try getting out without any external help. If it is not possible, it can be manually placed at the centre of the arena but 10 POINTS WILL BE DEDUCTED.
  • Between each round the teams will have to switch the sides.
  • The winners of the game will be the team that wins at least two of the three rounds.
  • If due to any reason the three rounds couldn’t be completed, then the team with maximum points will be declared the winner.
  • A ROUND WILL END IF
  • 5 minutes time is over
  • all the flags of a team is captured by the opponent
  • any machine is thrown out of the arena
  • a machine becomes immobile
  • POINT STRUCTURE

    NB: Points will be taken into consideration only if no team wins the round in the given 5 minutes time. Points earned in a round will not be considered in the next round.

  • Each successful attack carries 20 points.
  • Successful attack will be defined according to the weapon used (for eg: whether the flip is able to turn the opponent upside down... etc.)
  • Pushing the opponent's machine in to the pit will earn you 20 points.
  • If a machine falls in the pit by itself, 20 points will be deducted from its score.
  • An attack missed by the opponent will not cost any points.
  • Dodging the opponent's attack will not earn any points to either of the teams.
  • Pushing is not considered as an attack.
  • BONUS POINT:

  • Capturing the opponent flag earns you 20 points. ( 20 points for each of the three flags)
  • CAPTURING ALL THE THREE FLAGS MAKES YOU THE WINNER OF THE ROUND.
  • Dimensions and Fabrications

  • The machine should not exceed 30cm x 30cm x 30cm at every given point of the tournament. The external device used to control the machine is not included in the size constraint
  • The machine should not exceed 5 kg of weight
  • The machine may be controlled with or without wires
  • If the machine is wired, the wire must remain slack at all time during the round
  • If the machine is wireless, it must have a dual frequency remote control to avoid frequency interference with other teams
  • Use of IC engines in any form is not allowed
  • Power Supply Specifications

  • The power supply provided will be 12V, 4A dc supply. Teams can also use batteries or AC to DC converters as power source.
  • Batteries must be placed inside the machine.
  • Only DC power (maximum of 12V) can be given to the machine. ( AC to DC converters may be used, but should be placed SAFELY outside the arena.)
  • Weapons Systems

  • The machines may carry Mechanical weapons, but must NOT use any of the following as weapons
  • Flammable substances or any kind of flame based weapons
  • Liquid projectiles ( glue, water, oil, corrosives, etc )
  • Any type of entanglement device
  • Radio jamming, tesla coils, or any other high-voltage device
  • Any kind of explosive or intentionally ignited solid, liquid or gas
  • The machines may carry weapons like flippers, lifting devices, magnetic weapons, etc
  • All machines and their weaponry will be tested before the start of the round
  • If any of the machine's weapon is found damaging the arena, or if during the game the machine uses a weapon not displayed at the time of check, the machine will be disqualified
  • The arena will be ROUGH, UNEVEN and placed at a height of 30 centimetres from the ground level.
  • The starting points of the machines are denoted as green and red squares.
  • Both the machines must move out of the starting zone at the start of the round.
  • The battle takes place in the entire area of the arena.
  • The battle in case of tie will take place on the yellow marked area.
  • The black marked areas are the pits.
  • Pits will have a diameter of 40cms and a depth of 15 to 20cms.
  • The placements of flags are shown in the sample arena.
  • To capture a flag, you only need it hit it. i.e bring down the enemy flag
  • The exact arena might not be as shown in figure.
  • Sample Arena

    Alan Joseph
    Ph No: +91-9496334696
    Email id: alanjosephmec@gmail.com

    Anton Vinny
    Ph No: +91-9947524328
    Email id: antonvinny@gmail.com

    S Praveen Kumar
    Ph No: +91-8089235047
    Email id: true195@gmail.com

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