Game Manual Cheat Sheet
2026–2027 FIRST Tech Challenge — BIOBUZZ presented by RTX. Condensed from the official Competition Manual (V1).
This is a study aid, not the rulebook. The official manual wins every argument — and the Head Referee wins the one after that. Re-check anything here against the real manual and Team Updates.
The game in 60 seconds
- Two alliances of 2 teams each. Collect pollen (yellow) and nectar (red/blue), launch them into your hive, place them into flowers.
- Match = 30s auto → 8s transition → 2:00 teleop.
- Launching enough scoring elements into your upward-facing cell makes the hive tip — 20 points every time, in either period.
- Each tip also unlocks one nectar for your human player to enter. At 0:60 remaining, all remaining nectar unlocks at once.
- Flowers only matter at the end: nectar can't go into a flower until the last 60 seconds.
- Endgame: own flowers with your nectar, dump elements in your garden, park in your loading zone.
Match timing / audio cues
| Timer | What happens |
|---|---|
| 2:30 | Match start, auto begins (cavalry charge) |
| 2:00 | Auto ends — robots must be motionless for 8s |
| 2:00 | Teleop begins after transition (3 bells) |
| 1:00 | Flower scoring unlocks; all remaining nectar unlocks |
| 0:20 | Final 20 seconds (train whistle) |
| 0:00 | Match ends — no powered movement |
- The visual field timer is the authority, not the audio cue.
Field and elements
- Field is ~144 in. square, 36 soft foam tiles of ~24 in.
- Hive structure sits in the center: one frame, two hives (one per alliance), two cells per hive. Each hive is bi-stable — one cell up, one down — and pivots 43.95 in. above the tiles.
- Cell opening is ~20 in. wide × 14 in. tall × 12 in. deep. Each cell carries an AprilTag cluster (4 tags, 36h11 family, 3.25 in.) on its bottom face.
- 4 flowers on the perimeter wall. Opening ~4 in. across, ~21.5 in. above the tiles. In the top, out the bottom — and only pollen comes out the bottom.
- Pollen: 40 total, ~2.8 in. yellow balls. Nectar: 8 red + 8 blue, ~3.6 in.
- Balls are not perfectly spherical. Design intake tolerance for that.
Starting setup
- 4 pollen in each of the 4 flowers (16), 4 in each garden (8), 4 pre-loaded per robot (16).
- 3 nectar in each upward-facing cell (6); 5 nectar per alliance area (10).
- Robots must start contacting their 4 pre-loaded pollen — held on/in the robot or on the tiles touching it.
- Drive team = up to 4 people: 1 drive coach (may be an adult), up to 3 students split across driver / human player. Only one non-student total.
Point values
| Achievement | Auto | Teleop |
|---|---|---|
| Leave (off the perimeter wall) | 3 | — |
| Park (partially in loading zone) | 5 | 5 |
| Hive tip | 20 | 20 |
| Pollen/nectar left in upward cell (each) | — | 2 |
| Bottom nectar bonus (per flower) | — | 5 |
| Each element in a flower you own | — | 2 |
| Each element in your garden | — | 1 |
- Hive tips are the game. 20 points, repeatable, and each one unlocks nectar. Everything else is single digits.
- Flower owner = the alliance with the top-most nectar of its color in that flower. The owner scores 2 points for every element in it, no matter who put them there. So the last nectar in wins the flower.
- Bottom nectar bonus = 5 points for the bottom-most nectar of your color.
- Gardens are alliance-colored but not protected — either alliance can put things in or take things out, and it scores for the garden's color regardless.
- Leave just means no longer touching the perimeter wall. Assessed at the end of auto.
Ranking points (per qualification match)
| RP | How | Threshold (most events) |
|---|---|---|
| Win / Tie | Outscore / match your opponent | 3 / 1 |
| SWARM | Combined leave + park points | ≥ 16 pts |
| POLLINATOR 1 | Number of tips | ≥ 4 tips |
| POLLINATOR 2 | Number of tips | ≥ 7 tips |
- Championship and Regional Championship thresholds are TBA in Team Updates.
Rules that will actually cost you points
- G410 — no nectar in a flower before 0:60. Major foul (20 pts) per nectar. This is the easiest big penalty in the game.
- G426 — humans can't enter nectar early. One nectar per hive tip, then everything at 0:60. Minor foul per nectar.
- G427 — nectar enters via the loading zone only, by hand (no tools), by your own alliance, and it must touch a tile in the loading zone before touching a robot or field element.
- G407 — max 4 scoring elements controlled at once. Verbal warning; major foul + yellow card if referees judge it strategic. Design a hard stop into your intake.
- G417 — don't meddle with the hive. Launching into the upward-facing cell is the only legal way to cause a tip. No ramming the frame, no launching at the underside, no blocking an opponent's tip.
- G418 — don't meddle with flowers. In the top, pollen out the bottom. Nothing else.
- G409 — don't catch what a tipping hive spills. Elements must hit something else first. Don't park under the hive waiting.
- G408 — never control the opponent's nectar.
- G403 / G404 — be motionless during the 8-second transition and after 0:00.
- G421 — 3-second pin count. Break away 2 ft. for 3+ seconds to reset it.
- G402 — stay on your side during auto. Columns A/B/C are red's, D/E/F are blue's. Crossing over is a risky look.
- G405 — don't deliberately eject elements from the field. Major foul per element. Accidents during scoring attempts are fine.
- G411 — no hoarding. Corralling elements to deny the opponent is a major foul + yellow card.
- G425 — drive team, watch your reach. Don't touch the robot, a field element, or any element touching a robot or tile. Includes dangling wires and clothing.
Penalty scale
- Minor foul = 5 points to the opponent. Major foul = 20 points to the opponent.
- Yellow card = warning; a second one in the same tournament phase becomes a red card = disqualified for that match. Cards carry forward as a yellow.
- Referee vocabulary: momentary < ~3s, continuous > ~10s, repeated = more than once in a match. Strategic = done to gain an advantage, and it upgrades most penalties.
- The Head Referee's call is final, and no video is ever reviewed. Make your scoring obvious and unambiguous.
Robot limits worth memorizing
- R102 — starting configuration fits in an 18 in. cube, fully self-supporting, nothing moving. Pre-loaded pollen may stick out.
- R105 — expanded, you must stay inside 18 × 24 × 29 in. tall at all times, constrained mechanically, not by software. No deliberately detaching parts.
- R104 — no weight limit. Still think about tile damage and battery drain.
- R503 — 8 motors and 8 servos max, counting every configuration you bring to an event.
- R601 — exactly one 12V NiMH main battery, through one approved main power switch (R603).
- R607 — custom circuits max 5V regulated, except for powering LEDs.
- R202 — nothing on your robot may mimic 36h11 AprilTags.
- Mount electronics so a referee can see the fuses, wiring, and Robot Controller screen (R606).
Ranking and tournament
- Ranking Score = average ranking points per qualification match (surrogate matches excluded).
- Tiebreakers, in order: average match points minus fouls → average tips → average auto points → random.
- A disqualified match contributes 0 to every sort criterion.
- In playoffs, cards apply to the entire alliance, not just the offending team.
Quiz
25 questions from the sections above. Answer, then check.