Competition Rules Manual

Rules

Review each event format, equipment, arena layout, procedures, and scoring standards in one place.

01

Overview

Check the win condition and eligibility for RED & BLUE.

RED & BLUE

RED
& BLUE

Drive a Connect robot, press the battle switch button, and convert it to your team color. The player who secures more battle switches in their own color wins.

Mode RED VS BLUE
Object Secure battle switches
Match Time 60 sec
Eligibility All elementary grades
RED & BLUE hero asset placeholder
Mission Touch mission
Accuracy Accuracy
Record Finish time
Operation Match attitude
02

Parts

Review pre-match preparation, build rules, batteries, wheel standards, and quantity limits in order.

Prepare Robot and program ready before the match
Battery Only AA battery cases are allowed
Limit Check wheel standards and quantity limits together
1

Pre-match preparation

The robot and its operating program must be prepared in advance so the match can begin immediately after entering the venue.

2

Build standard

Build the robot primarily with Probo Connect parts.

3

Battery rule

Only AA battery cases are allowed, and rechargeable batteries are prohibited. Battery inspection takes place before every match for every player. Any battery outside the rule leads to disqualification. Build the robot so battery inspection is easy.

※ Allowed battery spec: only batteries that do not exceed 1.5V, namely alkaline NEO batteries (white AA) and alkaline FairMan (AA).
Alkaline NEO (AA)
Alkaline NEO (AA)
Alkaline FairMan (AA)
Alkaline FairMan (AA)
4

Wheel usage standard

When building the robot, only the standard Probo Connect wheel may be used, and other wheel types are restricted.

※ Not allowed: caterpillar tracks, caterpillar tires
Standard wheel
Standard wheel
5

Quantity limit

Motor, wheel, and controller quantities are limited as follows.

Drive motor choice

Use either the Connect motor or the Connect high-speed motor.

Connect motor
Connect motor Motor block 2
Connect high-speed motor
Connect high-speed motor High-speed motor block 2

Other part limits

Review the servo motor, controller, battery, and wheel quantities.

Connect servo motor
Connect servo motor Servo motor block 1
Connect controller
Connect controller Controller 1
Connect battery
Connect battery Battery case 2
Connect wheel
Connect wheel Wheel block 2
03

Robot Size

Check the robot dimensions, measurement standard, and allowed transformation range during the match.

Size Image
Robot size asset placeholder without text
04

Arena

Review the full arena structure, top-view reference, and on-site variation notes.

Full arena structure
Full arena structure Representative image showing the 35 cm height baseline and installed scale
Top-view reference
Top-view reference Reference for horizontal and vertical proportions and placement

Arena Base Specs

  • Width 120 cm × Depth 100 cm × Height 35 cm
  • Material: PET
Possible slope The arena may have a slight slope depending on the venue.
1 to 2 cm variance Each arena can differ by about 1 to 2 cm.
On-site variation The installed arena condition and operating standard may vary slightly depending on event operations or local conditions.
05

Battle Switch

Check the battle switch specs, button input standard, and rematch conditions.

Battle switch exterior
Battle switch exterior 11 cm cube reference for width, depth, and height
Bracket assembly asset placeholder
Bracket assembly standard Used to review the combined state of the battle switch and bracket
Button active area
Button active area Used to review spacing between the top button and its border

Battle Switch Specs

Width 11cm
Depth 11cm
Height 11cm
Button 7.3cm
Margin 1.85cm
Shape Cube

It is a cube measuring 11 cm X 11 cm X 11 cm.

Avoid diagonal presses If the button is pressed diagonally, the input may not register correctly.
Avoid border presses If the outer frame is pressed, the input may not register correctly.
Rematch possible Battle switch faults, broadcast device errors, and natural disasters qualify for a rematch.
No rematch Robot defects or lost parts during a match do not qualify for a rematch.
06

How to Play

Review battle switch color conversion and win conditions step by step.

Flow Summary

Secure more battle switches in your team color.

Drive a Connect robot and press the opponent team color battle switches to convert them to your own team color. Each match lasts 60 seconds, and if the score is tied, the first player to score 1 point after 60 seconds wins.

1

Match start

  • Two players face each other in an arena divided into red and blue zones.
  • Before the match starts, each player places their robot at the lower center of their own zone.
  • When the match begins, each team starts with four battle switches in their team color.
  • Each battle switch is worth 1 point, so both players begin with 4 points.
RED & BLUE match start example
2

Change battle switch color

  • If you keep pressing the opponent team color battle switch button, it changes to your own team color.
RED & BLUE battle switch color change example
3

Win condition

  • By repeating this process, the player who secures more battle switches in their own team color wins.
RED & BLUE win condition example
4

Differential input time

  • The time it takes for a battle switch to gradually change to your team color differs depending on the score gap.
RED & BLUE blue team differential input time example 0-point gap: 0.3 s input time
RED & BLUE red team differential input time example 6-point gap: 0.9 s input time
5

Match end

  • Each match runs for 60 seconds.
  • If the score is tied even after 60 seconds, play continues until a winner is decided, and the player who scores 1 point first wins.
07

Notices

Check battle switch input, robot recovery, and warning standards.

In-match caution standards

Warning
  • Switch input If the switch is pressed diagonally, the input may not register correctly.
  • Robot recovery ① If the robot overturns or falls and can no longer be controlled wirelessly, the player must restore it directly and continue the match from the original position.
    ② If the robots become tangled and neither can move, the referee may place each robot at the lower center of its team zone.
    ※ Match time continues to run in both situations.
  • Warning / disqualification Touching the robot by hand when it is not a malfunction situation results in one warning, then disqualification on the second offense.
08

Format

Check the bracket flow and award allocation for each participant count.

12 Players

Review the 12-player bracket flow and award allocation.

12-player format animation
  • A: Preliminary league -> 4 eliminated players receive Encouragement Award
  • B: Semifinal tournament -> 4 eliminated players receive Bronze Award
  • C: Final tournament -> 2 eliminated players receive Silver Award, 2 winners receive Gold Award

18 Players

Review the 18-player bracket flow and award allocation.

18-player format animation
  • A: Preliminary league -> 6 eliminated players receive Encouragement Award
  • B: Semifinal tournament -> 6 eliminated players receive Bronze Award
  • C: Final tournament -> 3 eliminated players receive Silver Award, 3 winners receive Gold Award

24 Players

Review the 24-player bracket flow and award allocation.

24-player format animation
  • A: Preliminary league -> 8 eliminated players receive Special Award
  • B: Round of 16 tournament -> 8 eliminated players receive Encouragement Award
  • C: Quarterfinal tournament -> 4 eliminated players receive Bronze Award
  • D: Final tournament -> 2 eliminated players receive Silver Award, 2 winners receive Gold Award

36 Players

Review the 36-player bracket flow and award allocation.

36-player format animation
  • A: Preliminary league -> 12 eliminated players receive Special Award
  • B: Round of 24 tournament -> 12 eliminated players receive Encouragement Award
  • C: Round of 12 tournament -> 6 eliminated players receive Bronze Award
  • D: Final tournament -> 3 eliminated players receive Silver Award, 3 winners receive Gold Award
RED & BLUE

Secure more battle switches in your own team color.

RED & BLUE footer banner asset placeholder