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Read this first:
To maximize performance and eliminate surprises, the team must take the time to read and understand FOUR documents:

1. Autonomy
The FLL Robot Game is to be played by an “autonomous” robot. That means you’re not supposed to influence it while it’s on its way on the playing field. Most teams need to intercept their robot once or more during the match, so you’re allowed to do that, but this always forces a restart from Base, and sometimes, there’s a penalty (see rules 21 “Active Robot Touched Completely Out Of Base” and 22 “Active Robot Touched in Base”).

2. Participation
A team consists of 5 to a maximum of 10 members, not including coaches and mentors. Each team is guided by an adult coach. The allowable age of the team members is 10 to 16 years (team members may not be 17 years on Sept 3rd 2009 when the FLL Challenge is released). At the tournament only two team members at a time are allowed right up at the competition table except during repair emergencies. The rest of the team must stay back from the table but close enough for different members to tag in or out as desired at any time. Specific positioning is decided by the head officials running each tournament.

3. Materials
This rule is not only about the robot. It also covers all of the attachments and strategic objects you bring to the competition area. Everything you compete with must be made of LEGO elements in original factory condition, except LEGO string and tubing, which you may cut to length. Exception: You can reference a paper list of programs. There are no restrictions on the quantities or sources of non-electric LEGO elements. Pneumatics are allowed. Wind-up/pull-back “motors” are not allowed. The electric elements used must be the LEGO MINDSTORMS type and the total number of electric elements you may use in one match is limited as follows:

For RCX users:
1 RCX controller
3 motors
2 touch sensors
2 light sensors
1 lamp
3 rotation sensors
1 3rd touch OR light sensor

For NXT users:
1 NXT controller
3 motors
2 touch sensors
2 light sensors
1 lamp
3 rotation sensors (minus the number of NXT motors present)
1 ultrasonic sensor

LEGO wires and converter cables are allowed as needed. Spare/alternate electrical parts are allowed in the pit area. Computers are not allowed in the competition area. Objects functioning as remote controls are not allowed anywhere. Marker may be used on the parts of the robot for owner identification in hidden areas only. Paint, tape, glue, oil, etc. are not allowed. Stickers are not allowed. It is not allowed teams sharing one robot during the tournament day. You are not allowed to use more than one robot in a single match, but it’s okay to use a different robot in a different match. If a robot is in violation - of this rule or rule 4 “Software” - and cannot be corrected, the decision about exactly what to do rests with the head officials at the tournament, but that robot may not win awards.

4. Software
Your robot must be programmed using LEGO MINDSTORMS, RoboLab, or NXT software (any release). Patches, add-ons, and new versions of the allowable software from the manufacturers (LEGO and National Instruments) are allowed. Text-based and/or “outside” software is not allowed. The point of this rule is the same as that of the rule 3 “Materials”: ensure equal and fair conditions for all teams.

5. Downloading And Wireless Signals (on the tournament day)
Downloading programs to robots must take place in the pits only - never in the competition area. Teams downloading to an RCX robot must make sure the process is shielded, that there are no other RCX robots in range, and robots should be turned off when not in use. Teams downloading to an NXT robot must do so by cable. Bluetooth must be switched off at all times.

6. FLL Playing Field
The field is where the robot game takes place. It consists of a field mat with mission models arranged on top. The field mat and the LEGO pieces for building the mission models are part of your Field Setup Kit. The instructions for building the mission models are on a CD, in the same box as the LEGO pieces. All other field setup instructions are on the Field Setup page.

7. Base
Base is an imaginary box formed by vertical walls that rise from the perimeter of the Base area (including the inside surface of the border walls), and by an invisible ceiling 40 cm high. Base is a VOLUME — not an area. Base is the place for the robot to be prepared, started from, and serviced, if needed. Base is often a scoring target.

8. Mission
A mission is defined as an action worth points. You decide the order you want to try missions, and you don’t have to try them all. You’re allowed to re-try them, as far as it is possible.

9. Match
At a tournament, 2 playing fields are joined back to back, and each team is paired opposite another to compete in a match. For 2 1/2 minutes (150 sec), the robot tries to get as many points as it can by achieving mission results. The timer never pauses during a match. There is a minimum of 3 matches and each one is a fresh chance for you to get your best score. No match has anything to do with another, and only your best score counts specifically toward the Robot Game Award.

10. Round
The process of cycling all teams through one match each is called a round. Tournaments run at least three rounds. Between your match in one round and the next, you usually have time to go to the pit area and work on your robot and its programs as needed, but this time may be limited, depending on the schedule of other proceedings.

11. Robot
Your robot is defined as the main body containing the NXT (or RCX) controller and anything what’s tight and loose connected. Objects away from the robot are not part of the robot.

12. Attachments
Attachments are defined as parts of your robot that are designed to be added and/or removed.

13. Strategic Objects
Strategic objects are defined as team-supplied objects which you or your robot may use as tools or aids. You may touch or use strategic objects only in Base*, but your robot may touch or use them anywhere.
Example: If you’re using a device to aim your robot, you need to either pull the device away or let go of it before your robot is allowed to start.

14. Mission Models
Mission Models are defined as the objects that are already on a competition field when you walk up to it. You may not bring duplicate mission models to the table. You may not take mission models apart from the playing field. Mission models must be separated from your team-supplied objects quickly after the match and put back to the playing field.

15. Housekeeping
After the referee inspected everything you’ve brought to the competition area, you may store it all in a box where you can get to it quickly while operating your robot. Team members other than the 2 at the table are not allowed to touch anything unless approved by the referee. Nothing is allowed on the floor unless approved by the referee. Mission models always need to stay in view of the referee.

16. Robot Preparation and Handling
Before the match, and whenever else your robot is inactive, you are allowed to handle it and prepare it by hand for its next active period. Typical preparations include repairs, switching attachments, loading and unloading objects, selecting programs, resetting features, and manipulating, arranging, and aiming the robot and any objects it will be moving or using. This work has to be done in Base to avoid messing up the field. Once your robot and its objects are ready to start, the last thing you must do is to let go of it all.

17. Muscle Actions
You may not cause things to extend, leave, or be placed out of Base, even partially, except as described in rule 19 “Start Procedure”. You may not move or “adjust” anything outside of Base. In Base, you are allowed to manipulate any objects which have reached Base, even to produce scoring conditions. You may place objects completely in Base for an active robot to interact with, but only if you have obviously let go of them before your robot touches them. As soon as your robot or anything it’s strategically controlling reaches Base, you may take it all (robot plus objects) into Base. Dropping something on your active robot is treated as an active robot touch.

18. Start Position
For all starts beginning and during the match, every bit of your robot including its attachments and any objects it is about to move or use must fit completely in Base. Nothing is allowed to be poking through the imaginary box. Your robot is allowed, but not required, to touch objects it is about to move or use. You must not be touching your robot or anything it is about to move or use. Everything must be motionless.

19. Start Procedure
When this is plain to see, and you say you’re ready, the referee (ref) will signal your field’s readiness to the announcer. As soon as the match begins, you can start the robot. There are two possibilities to start the robot (at the exact start time), either touch a button, or signal a sensor, to start/resume the robot’s program.

20. Active Robot
At the moment your robot is started, it becomes “active” and remains so until the next time you touch it or anything it is strategically controlling.

21. Active Robot Touched (Completely Out Of Base)
Any time you touch an active robot or object it is moving or using, the robot is immediately considered “inactive” and must be carried to Base (if it’s not already there). There may be additional consequences.* The inactive robot in Base may then be handled/prepared and restarted. Objects that were with the robot the last time it left Base go to Base, for scoring or continued use. Objects that were not with the robot the last time it left Base are taken out of play (may not be used again).
* If the robot happens to be completely out of Base at the time of the touch, then a “touch penalty object” (see description in missions of the Robot Game) is taken out of play if one is available.

22. Active Robot Touched (In Base)
If the robot or any objects in its strategic control were at least partially in Base:
there is no “touch penalty.”
those objects are placed in Base for scoring or continued use.

23. Tethers/Leashes
If the only part of your robot in Base at the time of an active robot touch is a cord, hose, wire, tube, chain or string, the robot is treated as if it were completely out of Base.

24. Loss Of Contact
If an untouched robot loses contact with an object, that object stays where it is unless/until the robot regains contact with it. Such objects may not be recovered by hand. For exceptions, see rules 25 “Stray Objects” and 26 “Robot Damage”.

25. Stray Objects
Objects caused by any robot to be in a non-scoring position may be taken out of play by the referee upon request, or by you if the referee is too far away to act in time. Objects “taken out of play” may not be used again. Objects in their original “setup” positions are never considered stray. Objects in scoring position are never considered stray.

26. Robot Damage
At any time, you may recover robot parts that come off as a result of obviously unintentional damage. You may do this by hand or request help from the referee. Parts planned or designed to come off are Strategic Objects, and are covered under rule 24 ”Loss Of Contact”.

27. Field Damage
Field damage is defined as:
whenever a mission model is broken or malfunctioning.
whenever a Dual Lock connection is separated.
any change to your field that is not caused by your robot.
any change to your field that is caused by an inactive robot.
any change to your field that violates a rule or “Q&A” ruling.

If a mission model breaks, malfunctions, moves, or is activated by anything other than allowable action, the referee reverses the change as soon as possible (if possible). Field damage too severe to reverse is left as is or cleaned up. If scoring is in question after field damage that was mostly due to faulty model design, construction, or setup, you get the points. It is not field damage and the field does not get restored when your robot simply does things you don’t like.

28. Interference
Your robot is not allowed to have any effect on the other team’s robot, field, or strategy, except by directly meeting the scoring requirements of missions in areas that are shared between the two sides by design of the Challenge.

29. Final Field Condition
To minimize controversy about what happened during a match, the score is determined at the end of the match, by the SNAPSHOT condition of the field at that EXACT time only. This means that points are not given for results your robot gets but then trashes before the match ends. At the end of the match, the ref carefully examines the field to note the conditions and locations of objects. This is also why actions that are not allowed (rule violations) are either stopped or reversed as they happen.

30. Word Definitions
“IN”
The container is “in” the area if any bit of the container is over the area. Direct contact to the mat does not matter. Objects in a container are ruled individually and independent of their container. Exception: Objects returning to Base with your robot are considered IN as soon as the robot reaches Base.

“TOUCHING”
A is “touching” B only if A is making direct contact with B. Any amount of direct contact counts as touching.

31. Benefit oft the doubt
In situations that are too close to call you get the benefit of the doubt:
When a split-second or the thickness of a (thin) line is a factor.
When a situation could "go either way" due to confusing, conflicting, or missing information.
If you disagree with the ref and can respectfully raise sufficient doubt in the ref’s mind, the ref meets with the head ref, and the resultant decision is final.

32. Precedence
When there is conflict between pictures/videos and text, the text takes precedence. When there is conflict between a mission and a rule, the mission takes precedence, but the current Q&A page on the web under: www.hands-on-technology.de/en/firstlegoleague/saison2009/fll_2009/questions. takes overall precedence (make sure to check back there often). Referees have final authority during the tournament. Their decisions will not and cannot be changed. The head ref is not obligated to consider calls made at previous tournaments unless those calls have been added to the latest “Q&A” under: www.hands-on-technology.de/en/firstlegoleague/saison2009/fll_2009/questions.

33. After The Match
At the end of each match, the ref needs time to concentrate and record the condition of the field, so no one is allowed to touch anything. The team and the referee look at the field together and come to agreement about what points were scored or missed and why. The points are saved in the referee sheet which the team needs to sign. Be sure not walking away with any mission models. Finally, the ref gives the okay for field reset.

34. Challenge Support
All parties (judges, referees and teams) obtain their information from the same documents and online sources under: www.hands-on-technology.de/en/firstlegoleague/saison2009/fll_2009. For official answers to questions about the Challenge, including rules on special strategies or situations, email fll@hands-on-technology.de. Please state as subject “Smart Move” and tell us your roll within the team (member, coach, parents, mentor). Important questions will be published online in the "Question and Answers" section for all teams.

ATTENTION:
We do not answer questions how to built or program a robot. Please note: The international forum of FLL is a good source to share ideas, opinions and tips with other FLL teams. It is not a reliable source for correct answers for the tournament.