|
Law 1 : The Field and the
Ball (a) Playground dimensions
A black (non-reflective)
wooden rectangular playground 400cm x 280cm in size with 5cm
high and 2.5cm thick white side-walls will be used.
The
playground should be flat. The ball should not start rolling
anywhere on the playground. The topsides of the side-walls shall
be black. Side walls will be black or grey to reduce
interference with the team colors. Solid 7cm X 7cm isosceles
triangles shall be fixed at the four corners of the playground
to avoid the ball getting cornered. The surface texture of the
board should be the material like a ping pong table, which
provides higher grip. The playground may be dividable in
multiple parts. The contacting surface should be flat and there
should be no gaps.
(b) Markings on the playground
The field of play shall be marked as shown in
Figure 1. The
center circle will have a radius of 75cm.The major lines/arcs
(centerline, goal area borderlines and the center circle) will
be white in color and 3mm in thick. The free ball (Law 13) robot
positions (circles) shall be marked in gray color.

Figure 1 Playground Marking
(c) The goal
The goal shall be 60cm wide. Posts and nets shall not be
provided at the goal.
(d) The goal line and goal area
The goal line is the line just in front of the goal which is
60cm long. The goal areas (Figure 1) shall comprise of the area
contained by the rectangle (sized 85 cm X 25cm in front of the
goal).
(e) The penalty area
The penalty areas (Figure 1) shall comprise of areas contained
by the rectangle (sized 120 cm * 70 cm in front of the goal) and
the attached arc. Within each penalty area a penalty mark is made
50 cm from the midpoint between the goalposts and equidistant to
them. An arc of a circle with a radius of 30 cm from each
penalty mark is drawn outside the penalty area.
(f) The ball
An orange golf ball shall be used as the ball, with 42.7mm
diameter and 46g weight.
(g) The filed location
The field shall be indoors..
(h) The lighting condition
The lighting condition in the competition site shall be fixed
around 1,000 Lux. The uniform lighting condition should be
provided.
Law 2 : The Players
(a) The overall system
A match shall be played by two teams, each consisting of 11
robots. One of the robots can be the goalkeeper (Law 2.(b).2).
Three human team members, a "manager", a "coach" and a "trainer"
shall only be allowed on stage. More than one host computers per
team, for vision processing and location identifying can be
used. In the beginning each team should bring 11 properly working
robots on the playground, e.g. by host computer controlled
robots. In case a team can not start with 11 robots, the team
will be disqualified. During the competition it may happen that
one or more robots don’t work, then it is allowed to play, but
the at least the “uniform – color patch” of the robot(s) should
be on the playground. The “Uniform” can be seen as the robot
during the match. In case the uniform is broken, the team
should replace this with new one.

(b) The robots
-
The size of each robot shall be limited
to 7.5cm X 7.5cm X 7.5cm. The height of the RF (radio-frequency) communication
antenna will not be considered in deciding a robot's size.
-
The topside of a robot must not be colored
in orange. A color patch either blue or yellow, as assigned by
the organizers, will identify the robots in a team. All the
robots must have (at least) a 3.5cm X 3.5cm solid region of
their team color patch, blue or yellow, visible on their top. A
team's identification color will change from game to game, and
the team color patch used should be detachable. When assigned
with one of the 2-team colors (blue or yellow), the robots must
not have any visible patches of those colors used by an opponent
team. Note : The teams are recommended to prepare a minimum of
15 different color patches, other than blue and yellow, for
individual robot identification.
-
To enable infrared sensing a robot's sides
should be colored light, except at regions necessarily used for
robot functionality, such as those for sensors, wheels and the
ball catching mechanism. The robots should wear uniforms and the
size of which shall be limited to 8cm X 8cm X 8cm.
- The weight of
the robot should be limited. The maximum weight of the robot
should be 600 grams.
- A robot within its own goal area (Law
1.(d).) shall be considered as the "goalkeeper". The goalkeeper
robot shall be allowed to catch or hold the ball only when it is
inside its own goal area or penalty area.
- Each robot must be fully independent, with
powering and motoring mechanisms self-contained. Only wireless
communication shall be allowed for all kinds of interactions
between the host computer and a robot.
- The robots are allowed to equip with arms,
legs, etc., but they must comply with the size restrictions (Law
2.(b).1) even after the appendages fully expanded. None of the
robots, except the single designated goalkeeper, shall be
allowed to catch or hold the ball such that more than 30% of the
ball is out of view either from the top or from the sides
(Appendix 3).
- While a match is in progress, at any time
the referee whistles the human operator should stop all robots
using the communication between the robots and the host
computer.
(c) Substitutions
Four substitutes shall be permitted while a game is in progress.
If a team wants to substitute robots, team manager should inform
the referee. Only with allowance of the referee robots can be
substitute. The time keeper should record the substitute. At
half time, unlimited substitutions can be made. When a
substitution is desired while the game is in progress, the
concerned team manager should call 'time-out' to notify the
referee.
(d) Time-out
The human operator can call for 'time-out' to notify the
referee. The referee will stop the game in case the call for
time out does not have any effect with goal situation. It is
recommended that the referee should call time outs when the ball
is located in the opponent area when a team calls the time out.
The game will restart with free-ball position on the side of the
time-out calling team. Each team will be entitled for two
time-outs in a game and each shall be of 3 minutes duration.
Law 3 : Transmissible
Information
The manager, the coach or the trainer may transmit certain
commands directly from the remote host computer to their robots.
It is not allowed to transmit commands such as reset signals to
stop any/all of the robots or restart signals, without the
permission from the referee. Any other information, such as game
strategy, can be communicated to robots only when a game is not
in progress. The human operator should not directly control the
motion of their robots either with a joystick, by keyboard or by
mouse commands under any circumstances. While a game is in
progress the host computer can send any information
autonomously. The communication between robots during match as
well as communication from robots to host computer are allowed.
After the referee starts the game the human operator may not do
anything with the system (touching keyboard, mouse, joystick
etc.). In case a team influence the game with activities
described above, the team will be disqualified immediately.
Law 4 : The Vision System
In order to identify the robots and the ball on the playground,
a vision system can be used. Because of the large size of the
play ground it is allowed to mount more than one camera in order
to cover the whole playground. In case a team use only one
camera the location of a team's camera or sensor system should
be restricted to, over and above their own half of the field
including the center line, so that the camera need not has to be
moved after the side change at halftime. In case a team uses
more than one camera the team should inform the organizer and
FIRA Headquarter about the mounting position and height of the
camera to prepare the camera fixture. In case that two teams
with different number of camera it may happen to have problems
with height of camera(s). If both teams wish to keep their
cameras over and above the center circle of the playground, they
shall be placed side by side, equidistant from the centerline
and as close to each other as possible. The location of the
overhead camera or sensor system should be at a height of from
2.5 m to 3 m. It is recommended all teams to prepare different
ranges of the lens or zoom lenses.

Note: In case a camera (½ inch C-Mount)
with 6mm Lens is located in the height of 3 meter above the
playground an area of 3.2 m by 2.4 m can be covered.
Law 5 : Game Duration
In the preliminary round the duration of a game shall be two
equal periods of 5 minutes each with a half time interval for 10
minutes. After preliminary round the duration of a game shall be
two equal periods of 7 minutes each with a half time interval
for 10 minutes. An official timekeeper will pause the clock
during substitutions, while transporting an injured robot from
the field, during time-out and during such situations that deem
to be right as per the discretion of the timekeeper. If a team is
not ready to resume the game after the half time, additional 5
minutes shall be allowed. Even after the allowed additional time
if such a team is not ready to continue the game, that team will
be disqualified from the game.
Law 6 : Game Commencement
- Before the commencement of a game, either
the team color (blue/yellow) or the ball shall be decided by the
toss of a coin. The team that wins the toss shall be allowed to
choose either their robot's identification color (blue/yellow)
or the ball. The team who receives the ball shall be allowed to
opt for their carrier frequency band as well.
- At the commencement of the game, the
attacking team will be allowed to position their robots freely
in their own area and within the center circle. Then the
defending team can place their robots freely in their own area
except within the center circle. At the beginning of the first
and second half, and after a goal has been scored, the ball
should be kept within the center circle and the ball should be
kicked or passed towards the team's own side. With a signal from
the referee, the game shall be started and all robots may move
freely.
- At the beginning of the game or after a goal
has been scored, the game shall be commenced/continued, with the
positions of the robots as described in Law 6.2.
- After the half time, the teams have to
change their sides.
- The game will be started by the referee. The
organizer should prepare the devices to start the both system by
the button. After the “Call” ready from the referee, the cursor
should be positioned on the “Start” button.
Law 7 : Method of Scoring
(a) The winner
A goal shall be scored when the whole of the ball passes over
the goal line. The winner of a game shall be decided on the
basis of the number of goals scored.
(b) The tiebreaker
In the event of a tie after the second half,
the winner will be decided by the sudden death scheme (“Golden
Goal”). The game will be continued after a 5 minutes break, for
a maximum period of three minutes. The team managing to score
the first goal will be declared as the winner. If the tie
persists even after the extra 3 minutes game, the winner shall
be decided through penalty-kicks. Each team shall take three
penalty-kicks, which differs from Law 11 as only a kicker and a
goalkeeper shall be allowed on the playground. The goalkeeper
should be kept within its goal area and the positions of the
kicker and of the ball shall be the same as per the Law 11.
After the referee's whistle, the goalkeeper may come out of the
goal area. In case of a tie even after the three-time
penalty-kicks, additional penalty-kicks shall be allowed
one-by-one, until the winner can be decided. All penalty-kicks
shall be taken by a single robot and shall commence with the
referee's whistle. A penalty-kick will be completed, when any
one of the following happens:
-
The goalkeeper catches the ball with its
appendages (if any) in the goal area
-
The ball comes out of goal area
-
10 seconds pass after the referee's whistle.
(Original was 30 second, but it is too long)
(C)
Disqualification
-
In case a team can not finish
the whole match because of disqualification or technical
problems, or give up the match. The team which can not finish
the match is declared as looser takes 0 point and with goal
difference – 25.
-
In case after the end of the first half the goal difference is
more than 15 goals, the game will be stopped and declare the
loosing team as the looser, will get the 0 point and the goal
difference -25 other team will be declared as the winner.
-
In case the robots are moving uncontrolled and they may harm
other robots, referee can stop the match and declare that the
team is disqualified.
-
It is not allowed to influence the match by means of operating
the system, for examples, push the keyboard, mouse button, etc.
-
If a team is not ready to start the game on time, additional 5
minutes shall be allowed. Even after the allowed additional time
if such a team is not ready to continue the game, that team will
be disqualified from the game.
-
If a team is not ready to resume the game after the half time,
additional 5 minutes shall be allowed. Even after the allowed
additional time if such a team is not ready to continue the
game, that team will be disqualified from the game.
-
Only team manager can express the protest against. In case
other team member expresses the protest. The referee can show
the yellow card. After yellow card the protest is continuing,
referee can show the red card. The team member should leave the
venue immediately.
Law 8 : Fouls
A foul will be called for in the following cases.
- Colliding with a robot of the opposite team,
either intentionally or otherwise: the referee will call such
fouls that directly affect the play of the game or that appear
to have potential to harm the opponent robot. When a defender
robot intentionally pushes an opponent robot, a free kick will
be given to the opposite team. It is permitted to push the ball
and an opponent player backwards provided the pushing player is
always in contact with the ball.
- More than two robots from the same team block the ball, more
than 10 seconds
- One robot blocks the ball without any external contact with
other robots.
- More than four robots including goalkeeper robot are locating
in Penalty area
- It is
permitted to push the goalkeeper robot in the goal area, if the
ball is between the pushing robot and the goalkeeper. However,
pushing the goalkeeper into the goal along with the ball is not
allowed. If an attacking robot pushes the goalkeeper along with
the ball into the goal or when the opponent robot pushes the
goalkeeper directly then the referee shall call goal kick as
goalkeeper charging.
- Attacking with more than one robot in the
goal area of the opposite team shall be penalized by a goal kick
to be taken by the team of the goalkeeper. A robot is considered
to be in the goal area if it is more than 50% inside, as judged
by the referee. Defending with more than one robot in the goal
area shall be penalized by a penalty- kick. No more than 1
attacking robots can stay in the goal area for longer than 3
seconds. (A robot is considered to be in the goal area if it is
more than 50% inside, as judged by the referee.) An exception to
this is the situation when the additional robot in the goal area
is not there for defense or if it does not directly affect the
play of the game. More than one robot(s) can not stay in the
goal area longer than 3 seconds.
- The referee shall judge the penalty-kick
situation when the additional robot in the goal area is not
there for defense or if it does not directly affect the play of
the game. The referee shall judge the penalty-kick situation.
- The goalkeeper robot should kick out the
ball from its goal area (Law 1.(d).) within 10 seconds. The
failure to do so will be penalized by giving a penalty kick to
the opposite team.
- Giving a goal kick to the team of the
goalkeeper will penalize the intentional blocking of a
goalkeeper in its goal area.
- Only the referee and one of the human
members of a team (manager, coach or trainer) shall be allowed
to touch the robots. The award of a penalty-kick shall penalize
touching the robots without the referee's permission.
- The number of robots on each side will be
limited five without goalkeeper. In case attacking and defending
the numbers of robot of each team may not exceed five robots own
as well as opponent area. It means the maximum possible number
of robots in one side is 11 (five attacking robots (for example
yellow team) and one goalkeeper and five defending robots. But
for the conversion from defending and attacking vice versa in
the area of the center (light blue) the 8 robots of each team
are allowed.
Law
9 : Play Interruptions
The play shall be interrupted and relocation of robots shall be
done by a human operator, only when:
- A robot has to be changed.
- A robot has fallen. The referee should stop
the match in appropriate moment. He restarts the match with Free
Ball in the last position of the ball.
- A goal is scored or a foul occurs.
- Referee calls goal kick (Law 12) or
free-ball (Law 13).Only team manager can call time out. In this
case the referee stops the game when the ball is located in the
opponent area.
Law 10 : Free Kick
In following situation the free kick will be given.
- More than two robots from the same team block the ball, more
than 10 seconds
- One robot blocks the ball without any external contact with
other robots
- More than three robots including goalkeeper robot are
locating in Penalty area.
- In case more than five robots are either attacking or
defending. (attacking with maximum number of fie robots,
defending with five robots and the goalkeeper is allowed)
- When a defender robot intentionally pushes an opponent robot,
a free kick will be given to the opposite team (Law 8.1.). The
ball will be placed at the relevant free kick position (FK) on
the playground (Appendix 1). The robot taking the kick shall be
placed behind the ball. The attacking team can position its
robots freely within its own side. The two defending robots are
allowed to be placed at the leftmost and rightmost sides in
touch with the front goal area line. With the referee's whistle
all robots can start moving freely.

Free kick will be given
in following situations:
- More than two robots from the same team block the ball, more than 10
seconds
- One robot blocks the ball without any external contact with other robots
- More than three robots including goalkeeper robot from the same team
are locating in Penalty area (Area A + Area B)
There are six points (FK) – 4 Free-ball positions plus 2 Positions
in the middle. Only one robot can be between ball and the goal, which should
be outside of a circle with the radius 30 cm. Other opponent robots should
be behind the ball and also outside of the circle with the radius 30 cm.
All attacking robots should be located behind the ball, but may be located
inside of the circle.
Position: There are six free kick positions (FK). In case free
kick situation is happened. The nearest FK position will be
selected. In case the attacking robot causes the foul, penalized
by FK in the opponent area, the FK position in the area of the
attacking robot should be selected. Only one robot can be
between ball and the goal, which should be outside of a circle
with the radius 30 cm. Other opponent robots should be behind
the ball and also outside of the circle with the radius 30 cm.
All attacking robots should be located behind the ball, but may
be located inside of the circle. (Appendix 4)
Law 11 : Penalty-Kick

Penalty Kick
- When the
Free-Kick situation is occurred in Penalty area
(Area A +B)
- Two defending
robots including goal keeper in the goal area
(Area A)
- Goalie should
bring the ball from the goal area (Area A)
within 10 seconds.
A penalty-kick will be called under the following situations.
-
Defending with more than one robot in a goal area (Law 8.4.).
-
Failure on the part of a goalkeeper to kick out the ball from
its goal area within 10 seconds (Law 8.6.).
-
When the Free-Kick situation is occurred in Penalty Area
(Area A +B)
-
When any one of the human members touches the robots without
the referee's permission, while the game is in progress (Law
8.8.).
-
More than three robots except goal keeper are defending in
the penalty area.
When the referee calls a
penalty-kick, the ball will be placed at the relevant penalty
kick position (PK) on the playground (Appendix 1). The robot
taking the kick shall be placed behind the ball. While facing a
penalty kick one of the sides of the goalkeeper must be in touch
with the goal line. The goalkeeper may be oriented in any
direction. Other robots shall be placed freely within the other
side of the half-line, but the attacking team will get
preference in positioning their robots. The game shall restart
normally (all robots shall start moving freely) after the
referee's whistle. The robot taking the penalty-kick may kick or
dribble the ball.
Law 12 : Goal Kick

A goal kick will be called under the following situations.
-
When an attacking robot pushes the goalkeeper in its goal area,
the referee shall call goal kick as goalkeeper charging (Law
8.2.).
-
Attacking with more than one robot in the goal area of the
opposite team shall be penalized by a goal kick to be taken by
the opposite team (Law 8.3.).
-
Attacking with more than three robots in the penalty area of
the opposite team shall be penalized by a goal kick to be taken
by the opposite team.
-
When an opponent robot intentionally blocks the goalkeeper in
its goal area (Law 8.7.).
-
When the goalkeeper catches the ball with its appendages (if
any) in its own goal area.
-
When a stalemate occurs in the goal area for 10 seconds.
During goal kick only the
goalkeeper will be allowed within the goal area and the ball can
be placed anywhere within the goal area. Other robots of the
team shall be placed outside the goal area during goal kick. The
five defending robots should be located on the center and other
five robots should located in the own area. Five attacking
robots should be located in the opponent area and five robot in
its own area.
The attacking team will get preference in positioning their
robots anywhere on the playground, but it must be as per Law
8.3. The defending team can then place its robots within their
own side of the playground. The game shall restart with the
referee's whistle.
Law 13 : Free-Ball

Referee will call a free-ball when a stalemate occurs for 10
seconds outside the goal area. When a free-ball is called within
any quarter of the playground, the ball will be placed at the
relevant free ball position (FB) (Appendix 1). One robot per
team will be placed at locations 25cm apart from the ball
position in the longitudinal direction of the playground. Other
robots (of both teams) can be placed freely outside the quarter
where the free-ball is being called, but with the rule that, the
defending team will get their preference in positioning their
robots. The game shall resume when the referee gives the signal
and all robots may then move freely.
Law 14 : Referee and officials
For a match following officials are necessary
-
Main Umpire He supervises the whole match. In case there is any unclear
situation, he’ll decide. He should report any unclear situation
to the FIRA HQ for the correction of the rule. Main referee
should be one of the members of rule committee or one of FIRA
officials.
-
Referee.
-
The referee should lead the match. During the competition
referees can be officially nominated by FIRA HQ as well as the
organizer. In case the organizer nominates the referee, the
organizer announces the nomination to the team leader about the
nomination.(b) Each match is controlled by a referee who has full authority
to enforce the Game rule in connection with the match to which
he has been appointed by FIRA HQ or Organizer
-
Referee ensures that robots, communication, color patches
etc that are used for the match meets the requirements of the
rule.
-
Time keeper. An official timekeeper will
pause the clock during substitutions, while transporting an
injured robot from the field, during time-out and during such
situations that deem to be right as per the discretion of the
timekeeper. Time keeper can be nominated by the Local Organizing
Committee.
|