Through September 9: seven Scored Pins and three qualifying Goals.
From September 10, standard events: six Scored Pins and two qualifying Goals.
From September 10, events qualifying directly to Worlds: seven Scored Pins and three qualifying Goals. Worlds itself may receive a later update.
All thresholds apply at the end of Autonomous and require no Autonomous Violations. Each qualifying Goal must contain at least two Pins Scored for the Alliance. Pins and Goals in Quadrants on the opposing side of the Autonomous Line do not count. Neither Robot may contact the Field Perimeter. Use SC3's Scored status, not merely physical placement or a count of whole bicolor objects.
SG12: Endgame
Through September 9, a Robot at least partially in Midfield must make an effort to limit expansion near its approximate starting height; a warning precedes a Violation for failing to lower or leave. This is not a universal hard 18-inch cap.
From September 10, that provision is removed. Robots may not Place Scoring Objects on the Midfield Goal during the final 10 seconds, even from outside Midfield. Lowering can still improve stability, but it is not the removed SG12 height requirement. Other sizing rules remain. Midfield interactions carry increased tipping/entanglement risk, especially when expanded; intentional damage or unsafe mechanisms remain subject to the manual. SG12's violation notes still apply.
Other verified changes from September 10
SC2 / SC3 / SC6: Nesting includes the opening of a Cup or Goal. Robot contact alone does not negate otherwise valid placement. Apply the visible-half and ownership criteria for scoring. Any Robot part extending into the defined Midfield volume meets SC6; its footprint need not be fully inside.
SG10: For Match Affecting evaluation, removal of 1–3 Pins in an interaction uses 10 points per Pin; removal of 4 or more uses 50 combined. Subtract this value from the offending Alliance's final score to assess whether the outcome changes; do not add it to the actual score. The referee estimates counts. Intentional, strategic, egregious, and repeated violations retain the manual's additional consequences. This replaces v1.1's 15-point-margin provision.
SG11 / SG13 / GG4: In V5RC, introduce Match Loads through your Alliance-colored Loaders during driver control, via the top or back, separately or nested. Momentary student/Robot contact with the object during introduction is permitted; students cannot recontact it after release. Removal is through the bottom. Do not add or remove objects at opposing-colored Loaders. Follow GG4's field-reaching exceptions and safety rules. SG11's former custom penalty schedule is removed.
Skills, RSC3: The blanket rule excluding Pins touching a Robot is removed. That does not make every contacted Pin score: placement, visible-half, color/location and ownership conditions still apply. Point denominations are unchanged.
Possession: Plowing is no longer a defined status. Full Robot support or maintained control during movement in all directions establishes Possession. Floor pushing that loses control in a direction can fall outside Possession even with a concave face. The one-Pin/one-Cup possession limit remains.
VEX U has separate provisions: consult its changed VUG4/VUG6 and removal of VUG7. Do not substitute V5RC AWP criteria for VEX U.
Override v1.1 — What We Know 📚
Spartan's single-source-of-truth reference for Override 2026-27 rule interpretation. Built from the v1.1 game manual (released August 6, 2026, 129 pages; initial v0.1 released April 27, 2026) and reconciled against the team's pre-manual speculation.
How to use this page: Each section has a narrative summary, a reference table marked with status pills (CONFIRMEDNEW DETAILCORRECTEDWRONGPENDING), and rule citations like R11a that map back to the manual. Cross-refs at the bottom link to every site page that cites each rule.
Verifying Community Claims About Override
In the first month after a manual drops, the V5RC community generates a lot of strategy content — YouTube videos, Reddit threads, Discord messages, and other teams' notebooks. Some of it is excellent. Some of it cites rules that don't exist or paraphrases incorrectly under deadline pressure. The pattern that protects you is to verify rule numbers against the manual PDF before building around them.
If a source says "Rule R-something says X," open the manual and search for that rule number. If it isn't in the manual, the citation is wrong regardless of how confident the source sounded. If the rule exists, read what it actually says — the source may have paraphrased correctly, or may have overreached.
Spartan's Running List of Unverified Claims
Things we've heard from community sources that don't match the current manual, or that we haven't confirmed yet. This list grows during the season — when a student or coach encounters a claim that doesn't match the manual, add it here.
Claim We've Heard
Source Type
Status vs v1.1 (verified against manual)
"R23 bans anodizing and dyeing"
YouTube influencer
Substantively correct — R23 exists. Headline is "Visual decorations are allowed," but R23a explicitly prohibits anodizing/painting/dyeing/changing the color of any legal VEX part. We initially missed this; verified against the manual after re-reading.
v1.1 through September 9 / v2.0 Worlds-qualifying context: "AWP requires scoring 7 pins" Standard events from September 10: six Scored Pins and two qualifying Goals instead; all other SC8 conditions apply. Check complete requirements.
YouTube influencer
v1.1 through September 9 / v2.0 Worlds-qualifying context:Correct (with caveats) — SC8 requires 7 Pins Scored for the Alliance and 3 Goals with 2+ Pins each and neither Robot touching the Field Perimeter and no Auton Violations. The 7-pin number is right; the rule has three other concurrent conditions worth knowing. Important nuance: Pins/Goals on the opposing side of the Autonomous Line don't count toward AWP — design your auton routes to keep scoring on your own side. Standard events from September 10: six Scored Pins and two qualifying Goals instead; all other SC8 conditions apply. Check complete requirements.
"PTO between intake and lift bypasses R11"
YouTube influencer
Wrong framing — the mechanism is legal (R11 only governs the drivetrain motors — the manual's “Subsystem 2”; non-drive PTOs aren't restricted), but "bypassing" isn't the right word because R11 doesn't apply to manipulator (Subsystem 3) motors. Practical question for our team: complexity vs. payoff under the 1+1 possession limit.
🔎
For the full pattern on how to read community claims, see Override Habit-Breaks → Verify, Don't Trust. The reliable sources are: (1) the manual PDF itself, (2) the official VEX Q&A (open now), and (3) anything else — verify before believing.
The Five Things That Matter Most
If you only read one paragraph: most of what we speculated before the manual was right. Five things shifted enough to change site framing and team strategy.
PTOs from drivetrain are explicitly prohibited (R11b). You cannot recover drivetrain motors mid-match for the lift via power-takeoff or differentials. The PTO trick that some teams have used in past seasons is dead in Override.
Two power caps, not one. The drivetrain caps at 55W (R11a — the manual's “Subsystem 2”). Total robot motor power caps at 88W (R10a). With a 4×11W blue drive (44W), you have 44W of headroom for arm + manipulator + accessories.
Pins score per half, not per pin (SC3). Each pin has two halves. A half scores if it's either uncovered, or covered by the transparent half of a cup. A single pin can score both halves (10 pts) or just one (5 pts) depending on cup orientation.
AprilTags ARE in the manual. The reveal video on April 24 said all 9 goals have AprilTags, and v1.1 confirms it: Appendix A (page A16, "AprilTag Numbering/Locations") shows the goal AprilTags, numbered 0 (center) through 4 for each alliance. Design your vision pipeline around the published tag IDs.
Defensive descoring is heavily restricted (SG9, SG10). Opposing-alliance goals can't be touched at all. Neutral and opposing goals can't have objects removed from them. Defensive denial via descoring is much weaker than expected.
Status Legend
CONFIRMED
Manual confirms the brief's pre-manual claim, often with new detail.
NEW DETAIL
Manual gives specifics (dimensions, exact wording, mechanics) the brief speculated about loosely.
CORRECTED
Brief had it directionally right but the manual's framing or mechanics differ. Adjust strategy.
WRONG
Brief speculation contradicted by manual. Plan changes.
PENDING
Manual leaves ambiguous, contradicts itself, or is silent. Watch the VEX Q&A.
1 of 8
// Section 02
Field & Match Structure 🎯
12′×12′ field, 9 goals across 4 quadrants and the midfield, two 2-team alliances. Match runs 15s autonomous + 1:45 driver controlled, with the last 10 seconds defining the endgame.
9 total. 4 alliance (3.25″/82.5mm) + 4 short neutral in quadrants (5.8″/146.5mm) + 1 tall center neutral (8.7″/222.7mm). All octagonal.
Glossary p B5
CORRECTED
Toggles
4 toggles, one per quadrant
Field Overview p9
CONFIRMED
Match length
15s autonomous + 1:45 driver controlled = 2:00 total
Section 2 Primer; Match table B7
CONFIRMED
Endgame window
Last 10 seconds. Glossary defines "Endgame" this way; SG12 governs midfield rules.
Glossary; SG12
PENDING
⚠️
Internal manual contradictions to know.
Endgame timing = 10 seconds (resolved). The Glossary and SG12 use 10s; an earlier GDC-letter typo said "Final 20 Seconds." v1.1's philosophy letter now reads "Final 10 Seconds," so the contradiction is gone — plan for 10 seconds.
Toggle length (656.2mm vs 660.2mm). The Glossary toggle entry says 25.8″ / 656.2 mm long; Appendix A Figure A8 (engineering drawing) says 25.99″ / 660.2 mm. The Glossary appears to round 25.99 incorrectly. Use 660.2 mm — engineering drawings win for CAD work.
Goal heights (5.8/8.7 vs 5.77/8.77). The Glossary rounds short-neutral to 5.8″ and tall-center to 8.7″; Figure A7 shows 5.77″ / 8.77″ (146.5 mm / 222.7 mm). Use the Figure A7 numbers for CAD; the rounded forms are fine for prose.
The endgame-line typo was fixed in v0.2+; the remaining toggle/goal roundings are cosmetic (use the engineering-drawing figures for CAD).
Note: Match loads are per alliance, shared between the 2 robots, not per individual robot.
2 of 8
// Section 03
Game Elements 🤛
119 scoring objects: 56 cups + 63 pins. Cups are hollow hourglass-shaped with one transparent and one opaque half. Pins are color-coded with two halves each. Robots can hold 1 cup + 1 pin maximum.
36 on field (24 gray-side-up, 12 clear-side-up); 20 match loads (10 per alliance)
Field Overview NEW DETAIL
🔮
Terminology note: The manual's glossary uses "transparent / opaque," while the field starting setup uses "clear-side-up / gray-side-up." Both refer to the same two halves. The site standardizes on transparent / opaque per the glossary's formal definition.
Geometry insight: Pin and cup are the same 6.5″ height. When a cup nests over a pin in a stack, the cup covers the upper half of the pin completely. The pin's lower half is uncovered. The cup's orientation (transparent or opaque facing down toward the pin) determines whether the upper pin half scores. See mechanism-claw § Cup Orientation for the strategic implications.
Possession Limit (SG6)
Each robot can hold a maximum of one cup AND one pin at any time during the match. Through September 9, v1.1 uses Plowing terminology. From September 10, apply the revised Possession definition in the transition section; floor pushing is not automatically Possession (SG6.a).
Possession Type
Allowed?
1 pin in a gripper
Yes
1 cup in a gripper
Yes
1 pin + 1 cup simultaneously (separate grippers or one stacked on the other)
Yes
2 pins held actively
No
2 cups held actively
No
Pushing objects without Possession (apply the date-specific definition)
Yes
Mechanism implication: A magazine-feed accumulator design is impossible. The Override Manipulator Deep Dive presents three legal architectures: single-grip (one universal manipulator handling pins and cups sequentially), dual-grip (separate pin gripper + cup gripper, hold both simultaneously), and hybrid. Pick by team building skill and motor budget.
3 of 8
// Section 04
Scoring 🏆
Pins score per half (5 pts each), with toggles converting yellow halves into +10s. The autonomous bonus is 12 points; AWP requires specific conditions; midfield endgame awards 8 points per robot inside the boundary (the inner edges of the white-tape square, per Game Manual v1.1) plus all yellow points on the center goal.
The Per-Half Scoring Rule (SC3)
The brief originally said "visible pin = 5 pts." The manual is more precise: each pin has two halves, and each half scores independently.
📝
A half scores if either condition is true:
The half is not covered by a cup, OR
The half is covered by the transparent portion of a cup (visibility shows through).
A half is suppressed if covered by the opaque portion of a cup.
Pin Half Point Values
Half Color
Score
Notes
Red half (visible)
5 pts for red alliance
Direct alliance scoring
Blue half (visible)
5 pts for blue alliance
Direct alliance scoring
Yellow half (visible)
0 pts default; +10 pts if owned by toggle
62% of all pin halves are yellow — toggles dominate the scoring math
Take a single red/yellow pin (one red half, one yellow half) placed in a goal:
Configuration
Red Half
Yellow Half
Total to Red
Bare pin, no cup
5 pts
0 pts (no toggle)
5 pts
Cup on pin, transparent over yellow
5 pts (uncovered)
0 pts (no toggle, but visible)
5 pts
Cup on pin, opaque over yellow
5 pts (uncovered)
0 pts (suppressed)
5 pts
Bare pin, red toggle active in quadrant
5 pts
+10 pts (red claims yellow)
15 pts
Cup on pin, transparent over yellow, red toggle active
5 pts (uncovered)
+10 pts (red claims, visible)
15 pts
Cup on pin, opaque over yellow, red toggle active
5 pts (uncovered)
0 pts (suppressed despite toggle)
5 pts
The Toggle Mechanic
Each of the 4 quadrants has a Toggle. Toggles change which alliance owns the yellow halves of pins placed on goals in that quadrant.
Toggle State
Effect on Yellow Halves in That Quadrant
Yellow (default / unclaimed)
0 pts to either alliance
Red
+10 pts each to red alliance per visible yellow half
Blue
+10 pts each to blue alliance per visible yellow half
Strategic deep dive: See Override Toggle Strategy Guide for how to plan around 4 toggles and 78 yellow halves (62% of all 126 pin halves on the field). Yellow-half theoretical maximum: 78×10 = 780 points if your alliance owns every toggle and wins midfield, with every yellow half visible on the transparent side. By comparison, all 48 red/blue halves combined cap at 48×5 = 240 points — yellow halves are the dominant scoring lever.
Bonuses
Bonus
Value
How Earned
Autonomous Bonus
12 pts
Awarded to alliance with higher auto score. Tied auto = 6 pts each.
AWP (Auto Win Point)
1 ranking point
See AWP requirements below (SC8)
Midfield Endgame Bonus
+8 pts per robot inside midfield boundary at clock-zero
SC6
Center Goal Yellow Claim
All yellow-pin points on center goal
Claimed by alliance with most robots inside midfield boundary at clock-zero (SC5b, robots-in-Midfield per SC6)
AWP Requirements (SC8)
Use the SC8 event/date requirements above: standard events switch to six/two on September 10; Worlds-qualifying events use seven/three. Scored status, goal minimums, Autonomous-side exclusions, perimeter clearance, and no Autonomous Violations all apply.
⚠️
The field-perimeter condition is the easy one to fail. Coordinate with your alliance partner: both robots must clear the field perimeter before clock-zero on auto. Build a 0.5-second margin into your auton paths. The advanced-robot Chapter 6 autonomous template demonstrates the back-off pattern.
4 of 8
// Section 05
Robot Constraints ⚙
Two motor power caps, three expansion limits, and a starting envelope. The 55W drivetrain cap and 88W total cap together budget every motor on your robot.
Motor Power Caps
Rule
Cap
Applies To
Status
R10a
88W total across all robot motors
Every motor on the robot, summed
NEW DETAIL
R11a
55W on Subsystem 1 (drivetrain)
Motors that propel the chassis
CONFIRMED
R11b
No PTO from drivetrain to other subsystems
Power-takeoff and differential power explicitly prohibited
NEW DETAIL
📊
Practical motor budget: A 4×11W blue drive uses 44W of the 55W Subsystem 1 cap, leaving 11W of Subsystem 1 headroom (unused unless you upgrade to 5 motors). The remaining motor budget across all subsystems is 88W − 44W = 44W for the arm + manipulator + accessories. The Hero Bot baseline uses 11W (arm) + 11W (manipulator) = 22W, leaving 22W of total-budget headroom for V2 expansion. See Override Drivetrain Decision for the full configuration tradeoff.
This is a constraint that surprises some teams. R23 permits visual decorations, but R23a explicitly prohibits "anodizing, painting, dyeing or changing the color of any legal VEX part." If your design plan includes color-coded subsystems via dyed plastic or anodized aluminum, that's a rule violation at inspection — the parts must be returned to their original VEX color.
✨
Spartan's "raw, functional, clean" aesthetic happens to be exactly what R23a requires. Use stickers, tape labels, or other non-color decorations for visual identity instead. A tasteful Spartan logo decal is fine; a fully painted chassis is not.
Expansion Limits
Rule
Limit
When Active
R3 + SG1a
Starting envelope 18″×18″×18″
Match start, before robot moves
SG2
Horizontal expansion ≤24″×24″
All match (always)
SG3
Vertical expansion ≤50″
Pre-endgame (first 1:50 of match)
SG12
Vertical expansion limited to ≈ starting height (soft limit)
Any robot at least partially in the Midfield during the endgame (last 10s); verbal warning before a Violation
⚠️
Earlier-rule context (through September 9):The endgame height transition matters mechanically. A robot working at full 50″ height during driver control must collapse to roughly its own starting height if it wants to enter the midfield in the final 10 seconds — this is a soft limit, with a Head Referee verbal warning before any Violation (SG12). This isn't climbing — it's a deployable structure that drops down. See Override Endgame Strategy for mechanism implications and the decision matrix on whether to commit to the midfield endgame. From September 10: SG12 removes that height provision and bars Placing Scoring Objects on the Midfield Goal during Endgame. Lowering remains optional stability practice, subject to other robot rules.
Connector Rules
The brief speculated about "PTO carve-outs" and "half-motor counting rules." The manual is unambiguous on PTO: R11b states that motors used in the drivetrain subsystem "cannot provide power to any mechanism that is not a part of Subsystem 1" — i.e., drivetrain motors may only drive the base, which rules out power-takeoff / differential power to other mechanisms. Half motors (5.5W) count toward both R10a (88W total) and R11a (55W drivetrain) at their full 5.5W rating.
5 of 8
// Section 06
Interaction Limits 🚫
Defensive descoring and opposing-goal contact are heavily restricted. Contact in the midfield endgame is explicitly authorized. Knowing what you can and can't do to opposing scoring is critical.
What You Cannot Do
Rule
Restriction
Effect
SG9
No interaction at all with opposing-alliance goals
You cannot touch a red goal as a blue robot, even to reposition or block. Hands off entirely.
SG10
No removal of objects from neutral or opposing goals
If a pin is on a neutral goal, you cannot pluck it off. Even if it's your alliance color, once it's placed on a neutral goal, it stays.
⚠️
This kills most of the descoring strategy the brief considered. You can't plan to deny opponents by yanking their pins off goals mid-match. The rule is more aggressive than past seasons. The only legitimate "denial" plays are: (a) place your own opaque-side cups over their pins on neutral goals (SG10 permits adding objects, just not removing), and (b) capture toggles in your favor.
What You Can Do
Action
Allowed Where
Manual Cite
Place your alliance pins on alliance OR neutral goals
Your alliance goals; any neutral goal (in quadrants or midfield)
Default (SC1)
Place cups on goals (your alliance, neutral, or opposing)
Wait, no — opposing goals are still off-limits per SG9
SG9, SG10
Defensive cup placement on neutrals
Neutral goals (in your or opposing quadrants)
SG10 permits adding
Toggle a quadrant's color
Any quadrant's toggle
Default
Push/contact opposing robots in the midfield endgame
SG12.2 explicit endgame authorization: The manual says verbatim that "Robots that attempt to end the Match in the Midfield should expect vigorous interactions… incidental damage… would not be considered a Violation of GG14." This is the GDC explicitly green-lighting hard contact in the final 10 seconds. The brief speculated this; the manual confirms.
6 of 8
// Section 07
Open Questions & Q&A Watchlist ❓
Questions the manual leaves ambiguous, contradicts itself on, or doesn't address. Watch the VEX Q&A forum (now open) for clarifications.
📝
The Q&A system is open. These are the team's working interpretations where the manual is silent — flagged so we can track what changes when official answers arrive.
High-Priority Open Items
1. AprilTags on the goals — CONFIRMED. All 9 goals carry AprilTags. v1.1 Appendix A (page A16, "AprilTag Numbering/Locations") shows the tag numbering — 0 (center goal) through 4, mirrored per alliance. The GDC philosophy letter also recommends AI Vision and Optical Sensors for object ID and navigation. Site page sensors-apriltags should reflect the published tag IDs/locations.
2. Endgame length — RESOLVED (10 seconds). The Glossary and SG12 use 10s; an earlier GDC-letter typo said "Final 20 Seconds." v1.1's philosophy letter now reads "Final 10 Seconds," so there is no longer a contradiction.
3. Toggle activation mechanics. The manual confirms toggles exist and what they do. It does NOT specify how a toggle is activated — physical contact? sensor trigger? time-locked? re-toggleable? Until clarified, assume toggles are physically pushed (similar to past games' field elements) and re-toggleable freely throughout the match.
4. Cup-on-pin stacking geometry. Cup and pin are both 6.5″ tall. Cup diameter is 3.15″, pin diameter is 1.6″. The cup is hourglass-shaped. The exact geometry of how a cup nests over a pin (Where does the cup hourglass narrow? Does the cup's narrow point touch the pin's middle?) affects scoring detection — specifically which pin half is "covered" by which cup half. Manual implies but doesn't precisely diagram this.
5. Toggle physical position in the quadrant. Each quadrant contains 1 alliance goal + 1 short neutral goal + 1 toggle. Where exactly is the toggle relative to the goals? Manual's field diagram is approximate. Affects whether a manipulator-equipped robot can flip a toggle while still gripping a pin/cup, vs. needing to release to reach.
Lower-Priority Open Items
Match-load loader mechanics. Manual confirms loaders exist and that elements can be introduced via loaders or together. The exact loader sequence (when can the second wave be introduced? Is there a delay?) is not fully specified.
Skills format details. Section 3 describes Driving Skills + Autonomous Coding Skills (each 1 minute, two attempts each). GPS code strip required for Autonomous Coding Skills only. Specific scoring rules for skills matches not fully detailed.
Historical v1.1 question: penalty schedule for SG9/SG10/SG12 violations. Consult the official violation notes; the v2.0 SG10 calculation is summarized in the dated transition section above.
Center-goal yellow claim adjudication. When both alliances have the same number of robots in the midfield boundary, who gets the yellow points on the center goal? Tie-breaker not specified.
Errata-Watch (Likely v0.2 Updates)
Things we expect to be corrected or clarified in subsequent manual versions:
The 10s vs 20s endgame contradiction — resolved as of v1.1 (now 10s throughout).
AprilTag specifications — now shown in Appendix A (A16); tag IDs 0–4 per alliance. Watch Q&A for FOV/mounting detail.
Possible errata on field setup quantities (24 gray-up + 12 clear-up cups split needs sanity check).
7 of 8
// Section 08
Cross-Refs & Strategic Implications 🔗
Where each Override rule shows up in site guides, plus the strategic decisions each rule drives.
1+1 possession kills accumulators. Pick single-grip or dual-grip per the Override Manipulator Deep Dive.
Cup orientation affects scoring. The opaque half can suppress yellow halves — this is both a problem (when accidentally placed wrong) and a tool (when used defensively on neutral goals).
No PTO recovery. Don't plan a mechanism that recovers drivetrain motors mid-match for the lift. Budget 88W − (drivetrain wattage) for everything else from the start.
For Drivetrain
4×11W blue (44W) is the canonical baseline. Leaves 11W of Subsystem 1 headroom and 44W of total-budget headroom for other subsystems. See Override Drivetrain Decision.
Endgame pushing power matters. The midfield endgame is contact-heavy. A drivetrain with strong torque (Option B in the drivetrain guide) trades top speed for endgame survivability.
For Strategy
Toggle control is enormously valuable. Yellow halves are 62% of pin-half count. See Override Toggle Strategy.
Defensive plays via descoring are largely closed off.SG9/SG10 mean denial happens via toggle capture and opaque-side cup placement, not via plucking opponent pins.
Override Game Manual v1.1, released August 6, 2026, 129 pages (initial v0.1 released April 27, 2026)
Last reconciled
August 21, 2026 — reconciled against Game Manual v1.1
Update trigger
Future Game Manual updates (e.g., the Sept 3, 2026 Worlds-qualifying AWP update); new VEX Q&A responses
Maintainer
Spartan Design Robotics, Team 2822
📝
EN4 reminder: This page is a reference summary for navigating the Override manual. When citing rules in your engineering notebook, read the manual passage yourself and rewrite in your own words. Do not copy text from this page into a notebook entry — RECF EN4 prohibits AI-generated content in notebooks.