Mock Kick Off
FIRST STEAMWORKS, the 2017 FIRST Robotics Competition game, invites two adventurers’ clubs,
in an era where steam power reigns, to prepare their airships for a long distance race.
Each three-team alliance prepares in three ways:
- Build steam pressure. ROBOTS collect fuel (balls) and score it in their boiler via high and low efficiency goals. Boilers turn fuel into steam pressure which is stored in the steam tank on their airship – but it takes more fuel in the low efficiency goal to build steam than the high efficiency goal.
- Start rotors. ROBOTS deliver gears to pilots on their airship for installation. Once the gear train is complete, they turn the crank to start the rotor.
- Prepare for flight. ROBOTS must latch on to their airship before launch (the end of the match) by ascending their ropes to signal that they’re ready for takeoff.
Rules summary
Match Periods
Auto 15 seconds
Teleop 2 minutes 15 seconds
Match Setup
- Fuel
- 10 available for each team to preload in their ROBOT .
- 20 in each LOADING LANE
- 100 plus or minus 4 in each HOPPER
- GEARS
- 1 available to each team to preload in their ROBOT.
- 18 in each LOADING LANE
- 1 in each AIRSHIP
Background
A GEAR set is a series of meshed GEARS that correspond to a specific ROTOR. GEAR sets are installed on AXLES mounted to the rail. An AXLE is a ⅞-in. diameter (~2 cm), 2-in. (~5 cm) long shaft which fits the central hub of a GEAR. The number of AXLES for each GEAR set depends on the ROTOR. Some AXLES are pre populated with GEARS and indicated in table below. The number of pre populated GEARS may change for District Championships or the FIRST Championship.
ROTOR 1 | ROTOR 2 | ROTOR 3 | ROTOR 4 | |
---|---|---|---|---|
Pre populated GEARS | 0 | 0 | 1 | 2 |
Pilot Placed Gears | 1 | 2 | 4 | 6 |
One GEAR, the Reserve GEAR, is staged on the AIRSHIP at the start of the MATCH at the base of the STEAM TANK
Once a ROTOR is started, it remains turning for the duration of the MATCH. ROTORS only start in order: 1, 2, 3, and then 4. The order of GEAR placement within a GEAR set is not important. To start ROTOR 1, the PILOT places the GEAR in the GEAR slot at the top of the STEAM TANK, opposite the stack light for ROTOR 1
When a GEAR set for ROTORS 2, 3, or 4 is complete, a CRANK, a handle located with the first GEAR in the set, can be turned which engages the corresponding ROTOR. It takes three (3) full rotations to
engage the ROTOR.
LIFTS are used to transfer GEARS from the ROBOTS to the PILOTS. One (1) LIFT is mounted to each of the three (3) sides of the deck that face the PLAYER STATIONS. Each LIFT consists of a peg, steel guide frame, carriage assembly, and cable. The cable is pulled by the PILOT to raise the carriage to a PORT where the GEAR can be safely accessed.
A DAVIT is one of three steel frames that attaches a ROPE to the AIRSHIP.
A ROPE is a strong, thick string composed of twisted or braided strands of manila, hemp, flax, or the like, secured to the AIRSHIP, and used to secure ROBOTS for flight at the end of the MATCH.
Each TOUCHPAD is a 10 in. (~25 cm) polycarbonate plate mounted on the DAVIT above the carpet and used to determine if a ROBOT has successfully latched on to the AIRSHIP (i.e. ready for takeoff) at the end of the MATCH

A HOPPER is a pair of containers located just outside the FIELD and used to store FUEL at the start of the MATCH. There are five (5) HOPPERS located alongside and outside the GUARDRAIL. Two (2) are positioned on the scoring table side of the FIELD. There is an opening that faces the FIELD at the top of each HOPPER container. Once a polycarbonate panel is pushed, the floor of the box pivots down, causing FUEL to roll onto the FIELD.
Return LOADING STATIONS are located in each of the two (2) corners of the FIELD opposite the BOILERS. A Return LOADING STATION is used to feed FUEL and GEARS on to the FIELD.

BOILER is a FIELD element which converts FUEL to steam. There is a BOILER on each corner of the FIELD opposite the scoring table. There are two (2) openings, or GOALS, for loading FUEL into the BOILER: the High Efficiency GOAL and the Low Efficiency GOAL

Boiler Geometry
The capacity of the Low Efficiency GOAL is seventy (70) FUEL. The capacity of the High Efficiency GOAL is one-hundred and fifty (150) FUEL. FUEL that exceeds GOAL capacities will fall back on to the FIELD. A BOILER processes FUEL in to steam at an average rate of five (5) FUEL per second per GOAL, but actual rate is dependent on the amount and packing of FUEL in the GOALS (i.e. the tighter the packing in a GOAL, the faster the FUEL processing rate).
Scoring
Auto mobility: For each ROBOT that breaks the BASE LINE vertical plane with their bumper by T=0
For every 3 FUEL counted in the Low Efficiency goal by T=0 in auto 1 + 1kPA
For every 1 FUEL counted in the High Efficiency goal by T=0 in auto 1 + 1kPA
For every 9 FUEL counted in the Low Efficiency goal by T=0 in teleop 1 + 1kPA
For every 3 FUEL counted in the High Efficiency goal by T=0 in teleop 1 + 1kPA
If Alliance meets or exceeds a threshold pressure of 40kPA add 20 points if play off match else 1 Ranking Point.
For each ROTOR turning by T=0 in auto 60 points.
For each ROTOR turning by T=0 in teleop, that’s not been previously scored(IE during auto), 40 points.
If all four ROTORS turning by T=0 100 points if play off match else 1 Ranking Point.
For each TOUCH PAD triggered at T=0 50 points.
If all three TOUCH PADS are triggered at T=0 add 50 points.
If an alliance’s final score exceeds opponents score add 2 ranking points.
If an alliance’s final score equals their opponents final score add 1 ranking point.
Foul is 5 points for opponents total score.
Tech Foul is 25 points for opponents total score.
Rules
Drive Team Consists of 5 people, Coach, Driver, Human Player and Pilot.
There may be up to two Pilots per alliance per match.
Don’t overextend yourself during the match. A ROBOT may not exceed the volume for which it passed inspection during the MATCH.
There are two ROBOT volumes permitted, A 36 in by 40 in by 24 in tall, and B 30 in by 32 in by 36 in.
Any game pieces that leave the field will not be returned to match play.
ROBOTS may not deliberately cause game pieces to leave the field.
Fractions of kilopascals(kPA) accumulate as an ALLIANCE stokes the BOILER with FUEL in the High and Low Efficiency GOALS. However MATCH points increment as whole unit kilopascals(kPA) are achieved
ROBOTS may not touch an opponent touching their rope.
Stay out of other ROBOTS.
Don’t mess with a ROBOT in their RETRIEVAL ZONE.
A ROBOT may not be in their opponents KEY for more than five seconds.
One ROBOT per ROPE.
Only climb on deployed ROPES.
During the final 30 seconds ROBOT’s may not contact an opposing alliances ROPE.
A ROBOT may only climb by climbing the rope.
Shoot fuel from your own LAUNCHPAD.
Don’t throw gears.
All gears must be delivered via a LIFT.
A ROBOT may only contain one gear at a time.
Pilots may only release ropes once there is 30 seconds or fewer left in a match.
PILOTS may only start ROTORS 2, 3, and 4 by turning the CRANK installed in the first GEAR in the set.
Key Locations


Additional Context

Fuel

Gear