PHILIPPINE ROBOTICS OLYMPIAD 2018 REGULAR CATEGORY RULES

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PHILIPPINE ROBOTICS OLYMPIAD NATIONAL SECRETARIAT OFFICE: FELTA Multi Media, Inc. FELTA Multi Media Center #18 Notre Dame St. Cubao, Quezon City Tel. Nos.: (632) 912-1397/438-3841 Fax Nos.: (632) 911-4103/912-7533 Website: www.felta.ph E-mail: feltamultimediainc@gmail.com PHILIPPINE ROBOTICS OLYMPIAD 2018 REGULAR CATEGORY RULES 2

Table of Contents Introduction... 3 Important changes for WRO 2018... 3 Regular Category Rules... 4 1. Surprise Rule... 4 2. Material... 4 3. Regulations about the robot... 6 4. Prior to competing... 6 5. Competition... 7 6. Court... 8 7. Prohibited matters... 9 8. Fairness... 9 9. Internet solutions / Duplicate models and programs... 9 3

Introduction Robotics is a wonderful platform for learning 21st century skills. Solving robotic challenges encourages innovation and develops creativity and problem solving skills in students. Because robotics crosses multiple curricular subjects, students must learn and apply their knowledge of science, technology, engineering, math, and computer programming. The most rewarding part of designing robots is that students have fun. They work together as a team, discovering their own solutions. Coaches guide them along the way, then step back to allow them their own victories and losses. Students thrive in this supportive and immersive environment, and learning occurs as naturally as breathing air. At the end of the day, at the end of a fair competition, students can say they did their best, they learned, and they had fun. Important changes for WRO 2018 Regular Category Rule Change 5.2 Inserted a new rule to clarify when randomization is done. 5.15 Include a new rule to clarify non-negative scores. 8 Included a new paragraph about consequences of rule violation. 9 Included a new paragraph about the use of too similar (online) solution 4

Regular Category Rules The rules of competition are constituted by World Robot Olympiad Association. 1. Surprise Rule 1.1. A surprise additional rule will be announced on the morning of the competition. 1.2. The announcement of this additional surprise must be handed over to each team in writing. 2. Material 2.1. The controller, motors and sensors used to assemble robots must be from LEGO MINDST O R MS se ts (NXT or EV3). The HiTechnic Color Sensor is the only thirdparty element that can be added to this configuration. 2.2. Only LEGO branded elements may be used to construct the remaining parts of the robot. WRO recommends use of Education versions of LEGO MINDSTORMS. 2.3. Teams should prepare and bring all the equipment, software and portable computers they need during the tournament. 2.4. Teams should bring enough spare parts. Even in the case of any accidents or equipment malfunction, the council (and/or organizing committee) is not responsible for their maintenance or replacement. 2.5. Coaches are not allowed to enter the court to provide any instructions and guidance during the competition. 2.6. All the parts for the robot should be disassembled and in their initial state (not pre built) when the assembly time starts. For example, a tire cannot be put on a wheel until assembly time begins. 2.7. Teams may not use any instruction sheets/guides to assemble their robot, whether written, illustrated or pictorial no matter what format they are in (including paper based and digital). 2.8. Teams may make the program beforehand. 2.9. It is not allowed to use screws, glues or tape or any other Non-LEGO material to fasten any components on robots. Non compliance with these rules will result in disqualification. 2.10. Control software depends on the age group: a. For Elementary and Junior age group only ROBOLAB, NXT and EV3 software is allowed. b. In the Senior age group it is allowed to run any software and any firmware on NXT / EV3 controllers. 2.11. The motors and the sensors for the robot are supplied by LEGO and HiTechnic. Any other products are not allowed. Teams are not allowed to modify any original parts 5

(for example: EV3, NXT, motors and sensors, etc..) A robot made with modified parts will be disqualified at that match. Allowed sensors and motors: 9842 - NXT Motor with Tacho 9843 - NXT Touch Sensor 9844 - NXT Light Sensor 9845 - NXT Sound sensor 9846 - NXT UltraSonic sensor 9694 - NXT Colour sensor 45502 Large Motor 45503 Medium Motor 44504 Ultrasonic Sensor 44506 Color Sensor 44507 Touch Sensor 44509 Infrared Sensor 6

45505 Gyro Sensor HiTechnic NXT Color Sensor V2.0 3. Regulations about the robot 3.1. The maximum dimensions of the robot before it starts the mission must be within 250mm 250mm 250mm. After the robot starts, the dimensions of the robot are not restricted. 3.2. Teams are allowed to use only one controller (NXT or EV3). 3.3. The number of motors and sensors to be used is not restricted. However, it is only allowed to use official LEGO materials to connect motors and sensors. 3.4. It is not allowed for the teams to perform any actions or movements to interfere or assist the robot after the actions to start the robot is performed (the program is run or the central button is pressed to activate the robot). Teams that violate this rule will get a score of 0 in this particular run. 3.5. A robot must be autonomous and finish the missions by itself. Any radio communication, remote control and wired control systems are not allowed while the robot is running. Teams in violation of this rule will be disqualified and must quit the competition immediately. 3.6. The robot can leave on the field any parts of the robot that are not containing main units (controller, motors, sensors) if needed. As soon as the part is touching the field or its game element and does not touch the robot it is considered as a free LEGO element not being part of the robot. 3.7. The Bluetooth and Wi-Fi function must be switched off at all times. That means that the full program needs to run on the controller. 3.8. Use of SD cards to store programs is allowed. SD cards must be inserted before the robot is inspected and may not be removed for the duration of the competition once inspection is completed. 4. Prior to competing 4.1. Each team must prepare for the match in their specified place until the check time, when the team s robot must be placed in a designated area. 4.2. Teams cannot touch designated competition courts before the start of the assembly time is announced. 4.3. Judges will check the state of parts before announcing the start of the assembly time. Teams must show that their parts are separated. Team members cannot touch 7

any parts or computer during this check time. The assembly time doesn't begin until officially announced at the event. 5. Competition 5.1. The competition consists of a number of rounds, assembly time (150 minutes), programming and testing time. 5.2. If the Game Rules of the specific age groups do not say something different, the randomization of game objects is done after assembly time (after teams handed in the robot). 5.3. Competitors cannot assemble their robot outside of specified assemble, maintenance and testing times. 5.4. Qualifying teams will be given time for assembling, programming and calibrating their robot before each round. 5.5. Competitors begin assembly once assembly time is officially announced at the event and can immediately start the programming and test runs. 5.6. Teams must place robots in their designated inspection area when any assembly or maintenance time ends, after which the judges will assess if the robot conforms to all regulations. Upon successful inspection, the robot will be allowed to compete. 5.7. If a violation is found at the inspection, the judge will give the team three (3) minutes to convert the violation. However, it is not possible to participate in the match if the violation is not corrected during the time given. 5.8. Before the robot is placed in the quarantine area for inspection the robot must have only one executable program with the name run2018. If you can create project folders, name it WRO2018. Other files, e.g. sub programs, are allowed to be in the same directory but are not allowed to be executed. 5.9. The robot will have 2 minutes to complete the challenge. Time begins when the judge gives the signal to start. The robot must be placed in the starting area so the projection of the robot on the game mat is completely within the start area. The EV3/NXT brick is switched off. The participants are allowed to make physical adjustments to the robot in the starting area. However, it is not allowed to enter data to a program by changing positions or orientation of the robot parts or to make any sensor calibrations of the robot. If a judge identifies this the team could be disqualified from the competition 5.10. Once physical adjustments have been made to the satisfaction of the participants, the judge will give the signal for the EV3/NXT brick to be switched on and a program to be selected (but not run). After that the judge will ask the team about the way to run the robot. There are two possible cases: a. the robot starts moving immediately after the running the program. b. the robot starts moving after pressing central button, other buttons and sensors cannot be used to start. 8

If option a) is used the judge provides a signal to start and the team member runs the program. If option b) is used the team member runs the program and waits for its start. No changes in position of the robot or its parts are allowed in this moment. Then the judge provides the signal to start and the team member presses the central button to start the robot. 5.11. If there is any uncertainty during the task, the judge makes the final decision. They will bias their decision to the worst outcome available for the context of the situation. 5.12. Your attempt and time will end if: a. Challenge time (2 minutes) has ended. b. Any team member touches the robot during the run. c. The robot has completely left the game table. d. Violation of the rules and regulations within. e. The mission is completed. 5.13. The score calculation is done by the judges at the conclusion of each round. The team must verify and sign the score sheet after the round, if they have no fair complaints. 5.14. The ranking of a team is decided depending on the overall competition format. For example: it could be the best score of a round or the best run out of two rounds. If competing teams acquire the same points, the ranking is decided by the record of time (where time has not already been taken into consideration of the scores calculation). If teams still remain tied, rankings will be determined by consistency of performance by examining which team achieved the next highest score during previous rounds. 5.15. The score will never result in a negative score. If the score would be negative in case of penalty points, then the score will be 0, example: A team got 5 points for mission and 10 penalty points, then the team will be ranked with 0 points. Same goes for a team with 10 points for a mission and 10 penalty points. 5.16. Outside specified assembly, programming, maintenance and testing times it is not allowed to modify or exchange the robot. (For example, during inspection time teams are not permitted to download programs to robots or change batteries). However, batteries are allowed to be charged during any specified inspection time. Teams cannot request time out. 6. Court 6.1. Teams must assemble their robot in an area designated by tournament officials (each team has its own area). People, other than competing students are not allowed to enter the competition area, apart from authorized WRO Organizing Committee staff and special personnel. 6.2. The standard of all competition materials and courts are according to what are provided by the committee on the competition days. 9

7. Prohibited matters 8. Fairness 7.1. Destruction of competition courts/tables, materials or robots of other teams. 7.2. Use of dangerous items or behaviors that may create or cause interference with the competition. 7.3. Inappropriate words and/or behavior toward other team members, other teams, audience, judges or staff. 7.4. Bringing a cellular/mobile phone or a medium of wire/wireless communication into the designated competition area. 7.5. Bringing food or drink into the designated competition area. 7.6. Competitors using any communication devices and methods while the competition is in process. Anyone outside the competition area is also banned from talking to or communicating with competing students. Teams violating this rule will be considered as disqualified and should quit the competition immediately. If communication is necessary, the committee may allow team members to communicate with others under supervision by tournament staff or by exchanging a note under permission by judges. 7.7. Any other situation which judges might consider as interference or violation of the spirit of the competition. 8.1. If any of the rules mentioned in this document are broken or violated, the referees can decide on one or more of the following consequences: a. A team may not be allowed to participate in one or more runs. b. A team may get up to a 50% reduced score in one or more runs. c. A team may not qualify for the next round (e.g. in case you have a competition mode with TOP 16, TOP 8 etc.). d. A team may not qualify for the international final. e. A team may be disqualified completely from the competition. 9. Internet solutions / Duplicate models and programs 9.1. If a team is identified as having a solution that is too similar to solutions sold or posted online, and clearly not their own, the team will be subject for investigation and possible disqualification. 9.2. If a team is identified as having a solution that is too similar to another solution at the competition, and clearly not their own, the team will be subject for investigation and possible disqualification. 1 0

Regular Category Elementary Game Description, Rules and Scoring FOOD MATTERS REDUCE FOOD WASTE Version: Final Version January 15 th 1 1

Table of Contents Introduction...2 1. Game Description...3 2. Game Rules...5 3. Scoring...8 4. Table Specifications...9 6. Game Object Specifications...10 Introduction Nearly 800 million people worldwide suffer from hunger. Still, about a third of the world s food production is never eaten. It goes to waste. A country like Thailand produces many kinds of food products. Unfortunately, much of the food is sent to landfills, or is discarded, or is left unharvested on farms because of its appearance and age. Thailand farms, businesses, and consumers spend a large portion of their resources every year, growing, processing, transporting, and disposing food that is never eaten. This year, the mission is to make a robot that can help reduce food waste. The task of the robot is to sort food products according to their looks and expiration dates and transport the sorted food to places that can make use of the food instead wasting it; i.e. dumping the non-sellable food to a landfill. 2

1. Game Description Ripening room Fruit Placement Area Factory Grocery store Finish Area Biogas power plant Start Area Fruit Placement Area The Elementary Challenge is to make a robot that can sort the fruit products from a farm according to their quality, or appearance. There are four kinds of qualities: fresh fruit, unripe fruit, imperfect or ugly fruit, and rotten fruit. In the game arena, four different LEGO fruit blocks represent the four different qualities of fruit: Fresh Fruit (4) Ugly Fruit (2) Unripe Fruit (2) Rotten Fruit (2) 3

Ten LEGO fruit blocks are placed on the ten grey squares of the Fruit Placement Area. After sorting the fruit, the robot must transport the fruit from the farm to locations that match the quality of the fruit: fresh fruit to the grocery store, unripe fruit to a ripening room, ugly fruit to a factory to be processed into juice, fruit salad or smoothies, and rotten fruit to a biogas power plant. In the game arena, the two red areas are the grocery stores, the blue area is the biogas power plant, the green area is the ripening room, and the yellow area is the ugly-food processing factory. The robot must start from within the Start Area, inside the green line and should finish in the red area with the White Wall: White Wall 4

2. Game Rules 1. Before each round 4 red fruit, 2 yellow fruit, 2 green fruit, and 2 blue fruit are randomly placed on the 10 grey squares of the Fruit Placement Area as shown in the figure 2.1 The random placement of the fruits may be accomplished manually as follows: a. The fruit placement locations are numbered 1 to 10 as shown in the figure 2.1 1 2 3 4 5 6 7 8 9 10 Figure 2.1 b. Put 4 red cards, 2 yellow cards, 2 green cards, and 2 blue cards into a nontransparent box. c. Shake the box to mix the 10 cards. d. Take the cards one by one from the box and put a fruit model of the corresponding color on the grey squares starting from the square #1. 5

2. The 10 fruit blocks must be moved by the robot from the Fruit Placement Area to the destination areas for the four different kinds of fruits: The Red Fruit to one of the two red areas (Grocery Stores), Yellow Fruit to yellow area, Green Fruit to green area, and Blue Fruit to blue area. A fruit block is correctly placed in an area if it is undamaged and is completely within the area that matches its color. A fruit block is considered completely within an area if the base of a block is touching the area. 6

3. Before the start of the mission, the robot must start completely within Start Area (the green line around the area not included). The mission is completed when the robot returns to the Finish Area, stops, and the chassis of the robot is completely within the red area (cables are allowed to be outside of the finish area). 4. The white wall next to the Finish Area must not be damaged or moved from its initial location area. If the White Wall is damaged or moved, a penalty is given, provided it does not result in a negative score (see General Rules 5.15). 7

3. Scoring Maximum score = 170 points Scoring Table: Tasks Points Each Total Fresh fruit (Red Fruit) completely within a red area (Grocery Store). Fresh fruit (Red Fruit) partly within a red area (Grocery Store). Unripe fruit (Green Fruit) completely within the green area. 10 40 5 20 20 40 Unripe fruit (Green Fruit) partly within the green area. 5 10 Ugly fruit (Yellow Fruit) completely within the yellow area. 20 40 Ugly fruit (Yellow Fruit) partly within the yellow area. 5 10 Rotten fruit (Blue Fruit) completely within the blue area. 20 40 Rotten fruit (Blue Fruit) partly within the blue area. 5 10 Robot damages or displaces the wall from its initial position -10 Robot completely stops within Finish Area. 10 (only gets these points if other points are assigned) Maximum Score 170 8

4. Table Specifications a. The internal dimensions of a game table are 2362 mm x 1143 mm. b. The external dimensions of the table are 2438 mm x 1219 mm. c. The primary color of a table surface is white. d. Height of the borders: 70 ± 20 mm 5. Game Mat Specifications a. All black lines are 20 ± 1 mm. b. Dimensions may vary within ± 5 mm. c. If the table is larger than the game mat, use the starting area as a guide and then place the starting area at the edge of the wall to set up the game mat. d. We recommend to print the game mat with matt finish without reflecting colors. 9

Color Specification Color Name CMYK RGB RGB Sample C M Y K R G B Red 0 100 100 0 237 28 36 Bright Blue 100 47 0 0 0 117 191 Yellow 1 18 100 0 255 205 3 Green 88 0 100 0 0 172 70 Grey 21 16 17 0 201 200 200 6. Game Object Specifications Each Fresh Fruit has 8 red 2x4 LEGO bricks, 1 red 2x2 LEGO brick and 1 green 2x2 LEGO brick. 4 Fresh Fruit are needed. Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 10

Each Ugly Fruit has 8 yellow 2x4 LEGO bricks, 1 yellow 2x2 LEGO brick and 1 green 2x2 LEGO Brick. 2 Ugly Fruit are needed. Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 Each Unripe Fruit has 8 green 2x4 LEGO bricks, 1 black 2x2 LEGO brick and 1 green 2x2 LEGO brick. 2 Unripe Fruit are needed. Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 Each Rotten Fruit has 8 blue 2x4 LEGO bricks, 1 blue 2x2 LEGO brick and 1 black 2x2 LEGO brick. 2 Rotten Fruit are needed. 11

Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 The White Wall has 17 white 2x4 LEGO bricks and 2 white 2x2 LEGO bricks. Step 1 Step 2 Step 3 12

Regular Category Junior Game Description, Rules and Scoring FOOD MATTERS PRECISION FARMING Version: Final Version January 15 th 13

Table of Contents Introduction...2 1. Game Description...3 2. Game Rules...6 3. Scoring...8 4. Table Specifications...8 6. Game Object Specifications...10 Introduction With a growing population in the world, more and more food needs to be produced every year. One way to get an increased food production is to use technologies like robots, drones, and satellites to improve the usage of arable land. Satellites and drones can provide accurate data on the soil quality of the different areas of the arable land. This data can be used by robots (self-driving tractors) to plant different seedlings on the land depending on the soil quality. In this way, the seedlings are adapted to the growing environment, which will improve the growth of the seedlings. The mission of the robot is to gather data on the soil quality of the fields of different farms and use this data to plant different seedlings depending on the soil quality. 2

1. Game Description Green Farm Area Yellow Farm Area Seedling Area Red Farm Area Start & Finish Area Soil Quality Area The Junior Challenge is to make a robot that can plant different kinds of plants in the fields of three farms depending on the soil quality of the fields. There are three kinds of plants represented by three LEGO models: Green Plant Red Plant Yellow Plant Twelve plants are placed in the Seedling Area, four of each color. 3

The Green Farm, the Red Farm, and the Yellow Farm represent the three different farms on the game mat. The green plants must be planted in the fields of the Green Farm, the red plants in the Red Farm, and the yellow plants in the Yellow Farm. Walls protect the fields of the three farms: The Green Farm is a fertile area so the robot can plant three plants from the Seedling Area on the three fields of the Green Farm. The walls have to be placed in front of the farm to protect the fields of the three farms (see example for the red farm below): In the Red and Yellow Farms, the robot can only plant red or yellow plants in the fields with a matching soil quality. The robot can retrieve the soil quality of the three fields of the Red and Yellow Farm from the two corresponding areas with Soil Quality Data. In each of the two Soil Quality Data areas, there are three LEGO blocks representing the soil quality of each of the three fields in the Red and the Yellow Farms. A white block represents a field with enough nutrients to grow plants. A black block represents a field without enough nutrients for plants: 4

White Block Black Block There are four white blocks and two black blocks in the two Soil Quality areas. The three LEGO blocks in the yellow Soil Quality Data Area represent the soil quality of the three fields of the yellow farm as follows: 1 2 3 Field: 3 Field: 2 The three LEGO Blocks of the yellow Soil Quality Data Area. Field: 1 The three LEGO blocks in the red Soil Quality Data Area represent the soil quality of the red farm in a similar way. The robot must start from within the Start & Finish Area. After the mission, the robot must return to the Start & Finish Area. 5

2. Game Rules 1. Before each round, the 6 Soil Quality Blocks are randomly placed on the 6 white squares in the Soil Quality Data areas as shown in figure 2.1 The random placement of the 6 blocks may be accomplished manually as follows: a. The 6 white squares are numbered 1 to 6 as in figure 2.1 1 2 3 4 5 6 Figure 2.1 b. Put 4 white blocks and 2 black blocks into a non-transparent box. c. Shake the box to mix the 6 blocks. d. Take the blocks one by one from the box and put them on the white squares starting from square number 1. 2. Each plant to be moved must be moved from the Seedling Area to a field in a farm area that matches the color of the plant. The plants must be placed completely inside a grey square in the farm area, in an upright position, and the plant must be undamaged. See the figure below for examples of proper and improper placement. Only one plant is allowed to be planted in one grey square. If multiple plants are in a grey square area, only the one plant with the highest points will be counted. 6

3. The soil quality data blocks must remain at their initial locations. This means that some part of each block must touch the white square where it was initially placed and the blocks must be undamaged. 4. The robot will start within the Start & Finish Area (The green line is not included). The mission is completed when the robot completely stops within the Start & Finish Area (The green line is included). Cables are allowed to be outside of the Start & Finish area. 5. The robot must not damage any wall or move any wall from its initial location. If this happens a penalty is given provided this does not result in a negative score (see Game Rules 5.15) 7

3. Scoring Maximum score = 180 points Scoring Table: Tasks Points Each Total Place any plant completely within a grey area in the green 10 30 farm, undamaged and in an upright position. Place any plant partly within a grey area in the green farm, undamaged and in an upright position. 5 15 Place any plant completely within a grey area of a yellow or red farm of the correct color, matched with soil quality data, undamaged and in an upright position. 25 100 Place any plant partly within a grey area of a yellow or red farm of the correct color, matched with soil quality data, undamaged and in an upright position. 10 40 All soil quality data blocks touch the white square of their initial locations. Points only given if at least one plant in a farm gets points and no plant is placed in a farm not matched with soil quality data. 25 Remaining 5 plants touch the grey squares around their initial locations in the Seedling Area. Points only given if at least one plant in a farm gets points. 15 Robot damages any wall or moves any wall from its initial location. -5-15 Robot completely stops within Start & Finish Area (only gets these points if other points are assigned) 10 Maximum Score 180 8

4. Table Specifications a. The internal dimensions of a game table are 2362 mm x 1143 mm 9

b. The external dimensions of the table are 2438 mm x 1219 mm. c. The primary color of a table surface is white. d. Height of the borders: 70 ± 20 mm 5. Game Mat Specifications a. All black lines are 20 ± 1 mm. b. Dimensions may vary within ± 5 mm. c. If the table is larger than the game mat, put the starting area to the wall and center the mat to the left and right. d. We recommend to print the game mat with matt finish without reflecting colors. 10

Color Specification Color Name CMYK RGB RGB Sample C M Y K R G B Red 0 100 100 0 237 28 36 Blue 100 47 0 0 0 117 191 Yellow 0 19 100 0 255 205 3 Green 88 0 100 0 0 172 70 6. Game Object Specifications 12 plants are needed: 4 green, 4 yellow and 4 red plants. Each plant has four 2x4 LEGO bricks Step 1 Step 2 Step 3 Step 4 11

3 walls are needed: 1 green, 1 yellow and 1 red wall. Each wall of the farm area has eight 2x4 LEGO bricks and twelve 1x6 LEGO bricks. Step 1 Step 2 Step 3 Step 4 6 blocks are needed: 2 black blocks and 4 white blocks. Each soil quality block has four black 2x4 LEGO bricks. Step 1 Step 2 Step 3 Step 4 12

Regular Category Senior Game Description, Rules and Scoring FOOD MATTERS FOOD DISTRIBUTION Version: Final Version January 15 th 13

Table of Contents Introduction...2 1. Game Description...3 2. Game Rules...6 3. Scoring...12 4. Table Specifications...13 6. Game Object Specifications...14 Introduction One way to increase the amount of food available worldwide for the consumers is to improve the way food is distributed from the producers to the costumers. This means that the primary goal of food distribution is to make sure that the consumers get the kinds of foods they demand from the producers. The secondary goal is to make sure as little food as possible is wasted during transportation. The Senior Challenge is to make a robot that can bring different kinds of food to the right destinations by appropriate ships and a robot that can equip the ships with temperature controllers that keep the different kinds of perishable food on board the ships in the desired temperature range during transportation. 2

1. Game Description Harbor Area Sea Area Food Container Area Factory Area Start & Finish Area The Senior Challenge is to make a robot that can bring different kinds of food from food containers to appropriate ships in the harbor and make sure the food is transported with as little waste as possible. There are four kinds of foods represented by four colored LEGO bricks: Blue Food Green Food Red Food Yellow Food 3

There are four food containers: Blue Container Green Container Red Container Yellow Container The food bricks are placed on top of the four containers in the Food Container Area: Blue Food is placed on top of the Blue Container on the black square, Green Food on the Green Container, etc. There are four ships in the Harbor Area. Blue Ship Green Ship Red Ship Yellow Ship The different kinds of food must be brought on board the ships: The Blue Food on board the Blue Ship, the Green Food on board the Green Ship, etc. 4

There are four different temperature controllers: Blue Controller Green Controller Red Controller Yellow Controller The temperature controllers must be placed on top of the ships: The Blue Controller on top of the Blue Ship, etc. Furthermore, the robot must bring the ships to sea and bring the used food containers to the Factory Area for cleaning and maintenance: The Blue Container must be placed in the Blue Square, etc. Only objects of three colors are used in one round. Both the food container (including the food brick) and the temperature controller of one color will not be used in one round (see Game Rules 2 for randomization information). The robot must start from within the Start & Finish Area. After the mission, the robot must return to the Start & Finish Area. 5

2. Game Rules 1. Before each round the 4 food containers are randomly placed on the 4 grey squares in the Food Container Area. The random placement of the food containers may be accomplished manually as follows: a. The locations for the container placement are numbered 1 to 4 as in figure 2.1 3 4 1 2 Figure 2.1 b. Put the four colored food bricks (1 red 2x2 LEGO brick, 1 blue 2x2 LEGO brick, 1 green 2x2 LEGO brick and 1 yellow 2x2 LEGO brick) Into a non-transparent box. c. Shake the box to mix the 4 food bricks. d. Take the food bricks one by one from the box and put a food container of the corresponding color on a grey square starting from the square number 1, then put the food brick on the top of the food container. 2. Before each round 3 of the 4 ships are randomly placed on the white squares in the Harbor Area as shown in figure 2.2 6

The random placement of the 3 ships may be accomplished manually as follows: a. The ship locations are numbered 1 to 6 as in figure 2.2 6 5 4 3 2 1 Figure 2.2 b. Put 1 red card, 1 blue card, 1 green card, and 1 yellow card into a nontransparent box. c. Shake the box to mix the 4 cards. d. Take 1 card out of the box. This is the color not to be used in this round. Both the food container (including the food brick) and the temperature controller of the color not to be used are removed from the game mat. e. Then put 3 white cards into the box with the 3 remaining colored cards. f. Shake the box to mix the 6 cards. g. Take the cards one by one from the box. If a colored card is drawn, put a ship model of the corresponding color on a white square starting from square number 1. If a white card is drawn, no ship is placed on the white square. 7

3. The robot must move each food brick from a food container completely into a ship of the corresponding color. The food can be placed in any orientation inside the ship. See the figure below for examples of proper and improper placement. 8

4. The robot must move each temperature controller and place it on top of a ship of the corresponding color. The controller must be placed in an upright position (studs up) and must be undamaged. See the figure below for examples of proper and improper placement. 9

5. The robot must move each food container to be completely inside the square that matches its color in the Factory Area. The food containers can be placed in any orientation but must not be damaged. 10

6. The robot must move each ship to be completely inside the Sea Area. The ship must not be damaged. 7. Before the start of the mission the robot must start completely within the Start & Finish Area (the green line around the area not included). The mission is completed when the robot returns to the Start & Finish Area, stops, and the chassis of the robot is completely within the area (green line included). Cables are allowed to be outside of the area. 11

3. Scoring Maximum score = 190 points Scoring Table: Tasks Points Each Total Food brick away from the corresponding food container, not touching the container anymore, and the food brick is somewhere else on the game mat. Food brick completely in a ship that matches the color of the food brick. Food brick completely in a ship but color does not match Temperature controller undamaged and completely placed on top of a ship that matches the color of the controller Temperature controller undamaged and completely placed on top of a ship but color does not match. 5 15 15 45 5 15 20 60 5 15 Ship undamaged and completely in the Sea Area. 10 30 Food container completely in a square in the Factory Area that matches the color of the container. Food container completely in a square in the Factory Area but color does not match. Robot completely stops within the Start & Finish Area (Only gets these points if other points are assigned) 10 30 5 15 10 Maximum Score 190 12

4. Table Specifications a. The internal dimensions of a game table are 2362 mm x 1143 mm. b. The external dimensions of the table are 2438 mm x 1219 mm. c. The primary color of a table surface is white. d. Height of the borders: 70 ± 20 mm 5. Game Mat Specifications a. All black lines are 20 ± 1 mm. b. Dimensions may vary within ± 5 mm. c. If the table is larger than the game mat, put the starting area to the wall and center the mat to the other sites. d. We recommend to print the game mat with matt finish without reflecting colors. Color Specification 13

Color Name CMYK RGB RGB Sample C M Y K R G B Red 0 100 100 0 237 28 36 Blue 100 47 0 0 0 117 191 Yellow 0 19 100 0 255 205 3 Green 88 0 100 0 0 172 70 6. Game Object Specifications 4 Food containers are needed: 1 red, 1 green, 1 yellow and 1 blue. Each Food container has twenty-four 1x6 LEGO bricks and two black 1x2 LEGO plates. In addition, you need one 2x2 LEGO brick in each color (red, green, yellow, blue). These bricks are placed on top of the Food container. Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 14

4 Food engines are needed: 1 red, 1 green, 1 yellow and 1 blue. Each Food engine has twenty-two 2x4 LEGO Bricks, one 2x2 LEGO Brick, one 2x2 with pins and axlehole LEGO Brick and one Technic ribbed hose. Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 4 ships are needed: 1 red, 1 green, 1 yellow and 1 blue. Each Ship has sixteen 1x6 LEGO Bricks and twenty-four 2x4 LEGO Bricks. Step 1 Step 2 Step 3 15

Step 4 Step 5 16

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