// Section 01
Preparing for Kickoff 🛠️
The four days before game reveal are free money. Use them right and your team shows up to kickoff ready to work instead of ready to panic.

Kickoff week starts with the reveal — but the teams that gain a week of advantage set up everything before Friday. None of this requires knowing the game. All of it pays off regardless of what the game turns out to be.

⚠️
Two dates to remember: the game name and trailer drop Friday at Worlds closing ceremonies. The Game Manual doesn't release until Monday. Strategy work waits for Monday. Prep work is this week.

The Four-Day Prep Checklist

DAY −4  ·  WEDNESDAY POST-MORTEM + ROLES
Last-season post-mortem
90 min. Three questions: what broke most, what did we build and never use, what did we wish we had. Log in old notebook Appendix.
Finalize role assignments
Driver / Engineer / Strategist for the new season. If seniors graduated, someone is moving up. Have the conversation now.
DAY −3  ·  THURSDAY TOOLS + LAPTOPS
Parts & tool audit
Inventory motors, pneumatics, sensors, structure. Flag broken. Update parts spreadsheet. Takes one afternoon now vs. a week during kickoff. Tools guide →
Laptop + PROS + Onshape check
Every student's machine. Latest PROS + EZ Template. Onshape education license active. Laptop guide → · Setup guide →
DAY −2  ·  FRIDAY (REVEAL DAY) DRIVER DRILLS + DRIVE SETUP
Driver conditioning
One hour minimum on last year's field. Cycle time, precision, match awareness transfer regardless of game. Driver practice →
New-season Drive folders
Empty containers: notebook, CAD, code repo branch, scouting sheet. 20 minutes. Students need "where does this go" before they have things.
That evening: watch the reveal together. Order pizza. Don't analyze during the stream. Write down first impressions individually, share after. Unfiltered reactions lose value within 48 hours.
DAY −1  ·  WEEKEND ALIGN + READ META RULES
Saturday morning: field sketch session
Sketch the field from memory, share mental models. Decide nothing. Goal is alignment, not strategy. Teams that skip this build to different mental pictures for weeks.
Re-read last season's meta rules
Sections that don't change: G-rules (robot size), R-rules (motors/sensors), judging criteria, RECF policies (EN4, G4). Makes Monday's reading twice as fast.

What NOT to Do This Week

Do not speculate publicly about strategy before the manual drops. “I think Override will reward fast cycles” ages poorly. Bad calls stick.
Do not start CAD on any mechanism before Monday. Even if the reveal video strongly suggests a design direction. You don’t have the sizing rules yet.
Do not commit to a tournament schedule yet. RobotEvents listings for the new season aren’t fully populated. Eager teams register for events they can’t make it to.
Do not over-plan kickoff week itself. Block the time (Mon evening, Tue afternoon) but keep agendas flexible. You don’t know yet what Monday’s reading will reveal.
Monday morning rule for captains and coaches: read the Game Manual before your first team meeting. Flag the sections students should prioritize. Show up ready to guide, not to discover alongside them.
// Section 02
Kickoff Week — Day by Day 📅
From game reveal to first prototype in five days. Every role has a job. Every day has an outcome.

Kickoff week is the highest-leverage week of the season. Teams that use it well arrive at their first competition with a clear robot concept, prototype data, and three notebook entries. Teams that don't spend two months guessing.

Kickoff week day-by-day timeline 0 REVEAL Watch. Download. Read game manual. 1 ANALYZE Score every action. Identify game type. 2 DECIDE Select mechanism. Write Entry 2. 3 PROTOTYPE First mechanism on the field. Data. 5 COMMIT Robot concept locked. Entry 3 written.
D0
Reveal Day — Watch, Download, Read
All roles · 2–3 hours
  • ● Watch the official game reveal video together as a team
  • ● Download the game manual — everyone gets a copy
  • ● Each member reads the full manual independently — not just the strategy section
  • ● Flag every scoring action with a sticky note or comment
  • Do not prototype anything yet. Understand before you build.
🔗 Game Manual Guide →
D1
Day 1 — Analyze the Scoring & Identify Game Type
Strategist-led · Engineer + Driver present
  • ● Score every game action — points per second, which score the most
  • ● Identify the game type: lifting? shooting? pushing? hybrid?
  • ● Calculate the theoretical max score per match
  • Write Notebook Entry 1 — game description and season goals
  • ● Use the Game Type tab (next) to route to the right preseason guide
📊 Game Analysis Guide → 📋 Criteria & Constraints →
D2
Day 2 — Brainstorm, Decision Matrix, Select Mechanism
Engineer-led · All roles brainstorm together
  • ● Use the Mechanism Routing tab to find the right preseason guide
  • ● Open the guide — run the decision framework as a team
  • ● Build a decision matrix: list options, weight criteria, score each
  • ● Select your prototype mechanism — commit to one, not three
  • Write Notebook Entry 2 — design constraints and mechanism decision
🔨 Lifting Game Prep → 🎯 Shooter Game Prep →
D3
Day 3 — First Prototype on the Field
Engineer builds · Driver tests · Strategist watches
  • ● Build the prototype — not the competition robot, just the mechanism
  • ● Driver runs 20 cycles. Strategist times and records data.
  • ● Log: cycle time, success rate, failure modes, observations
  • ● Do not fix anything today. Observe and record first.
  • ● Photograph the prototype for the notebook.
🆕 Testing System →
D4–5
Days 4–5 — Iterate and Commit
All roles · Notebook sprint
  • ● Fix the prototype's worst failure mode — one thing only
  • ● Second round of testing — compare to Day 3 data
  • ● Commit to robot concept. Stop exploring, start building.
  • Write Notebook Entry 3 — prototype results and build plan
  • ● Set Week 1–4 build milestones using the preseason guide's 4-week plan
📅 Season Timeline → 📝 Notebook Kickoff →
💡
The rule: Your robot concept should be locked by Day 5. Not finalized — locked. A team that is still brainstorming in Week 3 is two weeks behind. The decision on Day 2 does not need to be perfect. It needs to exist.
// Section 03
Identify the Game Type 🔬
Read the scoring table. Every VRC game falls into a recognizable type. The type tells you which preseason guide to open first.

Within 24 hours of reveal, you should be able to categorize this season's game. VRC has cycled through the same core game types for over a decade — and each type has a proven mechanism meta. Knowing the type is the fastest path to the right prototype.

🔬 Game Type Identifier — Ask These Questions
🔨 Is there a tall scoring structure? (posts, towers, stacks >24")

If scoring requires placing objects above chest height or stacking multiple elements — this is a Lifting Game.

Examples: Skyrise, In The Zone, Tower Takeover, Tipping Point
🔗 Open Lifting Game Prep →
🎯 Are there goals, nets, or targets to shoot game pieces into?

If game pieces need to be launched, thrown, or shot across distance into goals — this is a Shooting Game.

Examples: Nothing But Net, Turning Point, Spin Up, Toss Up
🔗 Open Shooter Game Prep →
📦 Is it primarily a collection + zone delivery game?

If the main task is collecting many pieces and delivering them to zones — this is a Push/Intake Game. Focus on drivetrain, intake, and cycle speed.

Examples: Starstruck, Change Up, Push Back
⚡ Hybrid — lifting AND shooting, or lifting AND pushing?

Some games combine mechanisms. Identify which task is worth the highest points per second — that determines your primary mechanism. Build the primary first, add the secondary only after it is reliable.

Use the Game Analysis efficiency calculator to find the highest-value action.
📊 Game Analysis — Efficiency Calculator →

VRC Game History by Type

Season Game Type Dominant mechanism
2014–15 Skyrise Lift DR4B — only mechanism reaching full tower height
2015–16 Nothing But Net Shoot Single flywheel + ratchet (1104M won worlds)
2017–18 In The Zone Lift DR4B + Chain Bar (split meta, NZ teams pioneered bracing)
2018–19 Turning Point Shoot Single flywheel w/ adjustable hood (169A), puncher for toggle
2019–20 Tower Takeover Lift Tray bots dominated (passive beats complex — key lesson)
2021–22 Tipping Point Lift Chain bar + four-bar for goal grabbing + elevation
2022–23 Spin Up Shoot Flex wheel flywheel dominant, puncher for close range, catapult full-court
2025–26 Push Back Push Drivetrain + intake cycle speed — no complex lift or shooter needed
// Section 04
Mechanism Routing 🔗
Every site guide, sequenced by when you need it during kickoff week. Click the guide that matches your game type and where you are in the process.

These guides were designed to be used in a specific order during kickoff week. The preseason guides come first — they help you decide what to build. The mechanism reference guides come second — they help you build it correctly.

🔥 Lifting Game Track

STEP 1 — Day 1-2
Lifting Game Prep
History → Decision Guide → Which lift → 4-Week Plan
STEP 2 — Day 3+
Lift Systems Reference
How to build each lift, screw joints, reliability, testing
STEP 3 — Week 2
CAD the Mechanism in Onshape
Model before you cut metal — catch errors early

🎯 Shooting Game Track

STEP 1 — Day 1-2
Shooter Game Prep
History → Flywheel vs Catapult vs Puncher → Ratchet → 4-Week Plan
STEP 2A — Day 3+
Flywheel Shooter Reference
Compression, velocity control, accuracy tuning, flex wheels
STEP 2B — Day 3+
Catapult & Puncher Reference
Slip gears, elastics, ratchet, release timing
STEP 3 — Week 2
Intake Design
Flex wheels vs rubber, compression, indexer design

📝 Always-Open Guides

📊
Game Analysis
Scoring, efficiency, meta — run the numbers on any game
📝
Notebook Start
Kickoff entry templates, EDP phase map, program setup
🆕
Testing System
How to run prototype tests and capture data
📅
Season Timeline
Week-by-week milestones for the whole season
// Section 05
Kickoff Notebook Entries 📝
Three required entries. Written before you tighten a single screw. This is the evidence judges need to score your design process.
⚠️
The most common reason teams lose the Design Award: their notebook starts 3 months in. These three entries must exist with dates from kickoff week or judges cannot give you credit for your design process.
E1
Game Description & Season Goals
Day 0–1 · Strategist or entire team

Describe the game in one paragraph — what the robot must do to score. State your team's specific, measurable season goals. List your constraints: build time, budget, experience level, motor count.

Must include
✓ Game name and season — "Spartan Robotics, VRC 2026-27, Override"
✓ What the robot must do to score — name every scoring action
✓ Season goal — e.g., "Qualify to state by February, top 20% skills"
✓ Constraints — "6 team members, $800 budget, must be competition-ready by Week 8"
✓ Date — kickoff day. This establishes the timestamp.
E2
Criteria, Constraints & Mechanism Decision
Day 2 · Engineer-led, all roles input

Document how you chose your mechanism. A brainstorm list, a decision matrix, and the conclusion. Judges score this entry heavily — it shows your design process, not just your outcome.

Must include
✓ Game type identification — "This is a [lifting/shooting/push] game because..."
✓ Brainstorm list — all mechanisms your team considered (minimum 3)
✓ Decision matrix — weight your criteria, score each option numerically
✓ Decision + rationale — which mechanism won and why it beat the others
✓ Reference to historical precedent — "In [Game], this mechanism dominated because..."
E3
Prototype Results & Build Plan
Day 4–5 · All roles · Data-driven

Document your first prototype session. What worked. What failed. What data you collected. Then lay out Week 1–4 build milestones. This is your engineering evidence — photos, cycle times, failure modes.

Must include
✓ Photo of the prototype (dated)
✓ Test data — cycle time, success rate, failure modes observed
✓ What you learned — 3 specific observations, not "it worked ok"
✓ Changes to make — what will be different in the competition build
✓ Week 1–4 build milestones — when will each subsystem be complete?
📝 Full Notebook Start Guide → 📄 Notebook Template → 🔧 Build Log Template →
// Section 06
Team Roles During Kickoff 🗣
Each role has a specific job during kickoff week. Nobody is just "watching." If everyone is doing the engineer's job, nobody is doing the strategist's job.
📊
Strategist
Leads analysis
Day 0–1
  • ✓ Read full game manual first
  • ✓ Score every action in points
  • ✓ Identify AWP requirements
  • ✓ Write Entry 1
Day 2–5
  • ✓ Lead the mechanism decision meeting
  • ✓ Run the Game Analysis efficiency model
  • ✓ Write Entry 2 (decision matrix)
  • ✓ Set Week 1–4 milestones
🔗 Strategist Role Guide →
🧰
Engineer
Leads prototype
Day 0–2
  • ✓ Read game manual with build constraints in mind
  • ✓ Open preseason mechanism guide
  • ✓ Identify viable mechanism options
  • ✓ Input to decision matrix — technical feasibility
Day 3–5
  • ✓ Build first prototype
  • ✓ Log failure modes during testing
  • ✓ Photograph all stages
  • ✓ Write Entry 3 (prototype data)
🔗 Engineer Role Guide →
🏎
Driver
Tests the prototype
Day 0–2
  • ✓ Read game manual with driver perspective
  • ✓ Identify: what will be hard to drive in this game?
  • ✓ Input to decision: which mechanisms are driveable?
  • ✓ Begin planning controller layout
Day 3–5
  • ✓ Run 20+ cycles on prototype
  • ✓ Note: what feels awkward? what is natural?
  • ✓ Record cycle times
  • ✓ Start thinking about practice drills for this game
🔗 Driver Playbook →
💡
Kickoff week rule: By Day 5, every team member should be able to answer: what is the highest-value action in this game, what mechanism are we building, and what needs to happen in Week 1? If anyone cannot answer all three, kickoff week is not done.
← ALL GUIDES