Most teams memorize the rules. Top teams analyze them — finding the highest-value actions, reading the meta, and making strategic decisions faster than anyone else on the field.
| Action | Points | Max Available | Notes |
|---|---|---|---|
| Score a Block in any Goal Core | 3 | 88 blocks × 3 = 264 | Block must contact Goal interior, not touch Floor, not touch same-color Robot |
| Control a Long Goal zone Critical | ? | Verify in SC3 | Majority of blocks in control zone are your color. Long Goal = 48.8”, center section 13.33” enclosed |
| Control a Center Goal zone Critical | ? | Verify in SC3 | Center Goal = 22.6” long, holds up to 7 Scored Blocks |
| Autonomous Bonus Critical | 10 | 10 pts per match | Awarded to alliance with more points at end of auton. Tie — both get 5 pts. Violation — awarded to opponent. |
| Park one Robot End-game | ? | Verify in SC4 | Robot at least partially within Alliance Park Zone, not touching Floor outside zone |
| Autonomous Win Point (AWP) Win Point | +1 WP | 1 WP per match | Standard: 7+ scored blocks of your color, 3+ goals each with 1+ your block, 3+ blocks removed from your loaders, neither robot touching park zone barrier |
PUSH BACK 2025–26 — FIELD OVERVIEW (not to scale)
These are starting estimates based on game rules and typical competitive performance. Your actual numbers will differ — use the calculator above with your real data.
| Action | Pts | Est. Cycle | Est. Reliability | Pts/Sec | Priority |
|---|---|---|---|---|---|
| Score block in goal (driver) | 3 | 5–8s | 85–95% | 0.38–0.57 | Primary |
| Win autonomous bonus | 10 | 15s (fixed) | 70–90% | 0.47–0.60 | Primary |
| Control zone (Long Goal) | varies | Included in scoring | Depends on block count | — | Multiplier |
| Park robot | varies | 3–8s at end | 80–95% | — | End-game |
| Remove blocks from loader | 0 direct | 2–4s | 90%+ | — | AWP only |
This gives you a baseline for what’s realistic at different skill levels. Use these to calibrate your estimates.
| Team Level | Typical Score | Key Driver | What Wins Matches |
|---|---|---|---|
| Beginner | 15–35 pts | Auton bonus often decides it | Having any reliable autonomous wins half your matches at this level |
| Intermediate | 40–80 pts | Block volume + auton | Cycle time and consistency — 15+ blocks per match |
| Advanced | 80–130 pts | Zone control + auton | Control zone strategy becomes decisive — not just raw blocks |
| Top Teams | 130+ pts | All systems maximized | AWP every match, zone control, match loads fully utilized, parking every match |
Tap each item as you confirm it for any match you watch. Tracks per match. Reset between matches.
| What You Observe | What It Means | Adapt By |
|---|---|---|
| Opponent consistently wins autonomous | Your auto bonus is at risk every match | Run AWP tasks during auton even if you lose the bonus — get the Win Point |
| Opponents are heavily contesting one goal | That goal is high-value — they know something | Score in that goal early to contest control, or pivot to a goal they’re ignoring |
| Opponent robot is slow on one side of the field | Mechanical or code limitation | Start on that side — score fast before they arrive |
| Opponent is not utilizing match loads | They have 12 blocks sitting unused each match | Utilize your match loads fully — that’s a 12-block (36 pt potential) advantage |
| Opponent has fast auton that consistently fails at 0:15 | Reliability problem — high ceiling, low floor | Target the same zones their auton is trying to reach — when it fails, you get them for free |
| Matches are being decided by 5–10 points | This is a high-margin-sensitivity tournament | Every decision needs justification — parking, AWP, zone control all matter more |
After working through the decision tree, summarize the entire strategy in one sentence. This is what your driver hears right before they queue.