The Game Manual is a really nice resource in order to learn this year’s rules. Heck, this year’s game manual has been praised over past years, and I agree; this year’s manual is just much more detailed than that of SS or ITZ. However, there have been some questions on these forums about material already answered in the Game Manual. So, I will go through all 12 SG rules and discuss common questions that have popped up on the forums over the past 20 days. If I make a mistake anywhere, someone please correct me.
If you have a question relating to the gameplay itself, from what I have seen, the majority of questions are answered by a careful reading of <SG2>, <SG3>, <SG4>, or <SG7>. Not always, but most likely.
This is essentially the same rule as last year. Just think of the cone as a ball, and you are fine.
Now, this next rule is really important. ** If you interfere with a match AT ALL by breaking <SG2>, you just earned yourself a disqualification. The usual “Match Affecting” ideology does not apply here; you just get a DQ and 0 points for that qualifying match, or just cost your alliance the rest of your elimination matches. **
Again, this was the same case last year. With Vex U, the robot has a larger cube to fit in. However, the subsections of this rule have caused much confusion around these points.
Here is an image on what is and isn’t the Expansion Zone. This image can be found on page 6 of the game manual.
Exclusively in this place, you may go higher than 18". In layman’s terms, “If you’re close to the poles, you’re fine to expand upwards”. It’s more technical than that, but honestly, not by that much.
This is in reference to a ruling last year, where the rule was to fit within a cylinder. This implies that ANY horizontal direction, not just strictly the x and y axes of your robot, so diagonals should count.
This is important. This is reaffirmed later on rule <SG7a>:
I remember at least two people suggesting ideas about hitting the flags by expanding outside of the Expansion Zone. There is literally no way of doing this without breaking this rule, but just to make sure, there you go.
Here is another diagram from page 5 of the manual, indicating where the autonomous line is.
Essentially, please do not ram into me like 80% of the defensive autonomous programs in ITZ. If you do, you will lose the autonomous period.
I think this is the closest rule we are going to get to prove that descoring caps is legal without an official Q & A answer. However, note 1 cap and 2 balls. Please do not try to possess all 8 caps at one time, as that is illegal.
Now, I will go over the definition of “hoarding”, as it has changed from last year’s game.
No, this does not exclude you from actively blocking access to a game object near the poles. However, I would seriously like to watch you try without breaking a rule. Note that you are allowed to hoard
game object, so if have the other six caps on poles and don’t want the last couple to fall into the hands of others, by all means.
Note that this rule was in last year’s manual as <SG12>. However, cone launchers to attempt to mess up one’s autonomous routine were allowed. I don’t see why you can’t do the same with a ball, but at the same time, if your robot can launch a ball and have static friction resist your change in momentum, most likely the other robot will also.
Another example would be possessing two caps by stacking one on top of the other and only holding the bottom one. Yet another would be possessing more than two balls.