The numbers are clear in the manual. The decisions aren't. Students typically get stuck on three things:
The base scoring unit. There are 63 pins on the field; each one placed in any goal scores 5 points for the alliance whose color is on top of the pin. Cup orientation matters — if the pin is nested under the opaque side of a cup, the color showing is the cup color, not the pin color. See mechanism-claw for the orientation problem.
This is the multiplier. Each toggle "owns" a quadrant. If the toggle in your quadrant is set to your alliance color, every yellow pin on a goal in that quadrant scores 10 points instead of 5. Yellow pins on goals in unowned quadrants score the regular 5 points.
Toggles themselves are zero direct points. Their entire value comes from the yellow-pin multiplier. A team that controls all 4 toggles but scores no yellow pins gets 0 from the toggle system.
Whoever scores more points during the 15-second autonomous period wins the auton bonus: +12 points added to the final match score. Only the winning alliance gets it. Tie = no auton bonus to either side.
AWP is awarded for completing a set of assigned auton tasks. It does not add to your match score, but it is massive for qualification ranking. Both alliances can earn AWP independently. The exact tasks come from the manual, typically include placing N pins across M goals plus both robots clearing the perimeter by auton end.
The last 20 seconds shifts to a "king of the hill" contest in the Midfield (the central zone). Robots that end the match inside the midfield boundary at or below 18″ height score endgame points (8 points per robot, per the v0.1 manual). This is the third major scoring system after pins/cups and toggles.
"King of the hill" means the field gets crowded fast. Defense matters here. See override-defensive-endgame for the build-side options.
| Source | Points | Per match max | Time pressure |
|---|---|---|---|
| Regular pin in goal | 5 | ~63 if perfect (unrealistic) | Any phase |
| Yellow pin via owned toggle | 10 | ~28 (4 quadrants × 7 yellow each) | Toggle must be set first |
| Auton bonus | 12 | 12 (winner only) | 0:00–0:15 only |
| AWP (qualifies you, not score) | 1 WP | 1 per match | 0:00–0:15 only |
| Midfield endgame | 8 per robot | 16 (both robots in) | 1:45–2:00 only |
Two cycle options for a hypothetical robot with average drive speed and a working manipulator:
| Cycle | Points | Time (sec) | PPS |
|---|---|---|---|
| Regular pin from loader to nearest goal | 5 | 6 | 0.83 |
| Regular pin to far goal (different quadrant) | 5 | 10 | 0.50 |
| Yellow pin to owned-toggle goal (near) | 10 | 8 | 1.25 |
| Yellow pin to owned-toggle goal (far) | 10 | 14 | 0.71 |
| Yellow pin to unowned goal (still 5 pts) | 5 | 8 | 0.63 |
Two takeaways:
"What strategy should we run?" is not one question — it's four nested questions. Most teams answer #4 first ("the meta is yellow-pin focus") and try to retrofit answers to #1, #2, #3. That fails because building skill, alliance synergy, and your team's actual cycle times are constraints you can't change in a tournament. Answer the constraints first; let strategy fall out.
The combination of your four answers picks one archetype from Section 5. The mapping isn't mechanical — it's judgment. But the process makes the judgment defensible: you can explain to a judge (or your coach, or yourselves) why you chose what you chose.
| If your Q-answers look like... | Likely archetype |
|---|---|
| Q1=basic build, Q2=any partner, Q3=60–80 pts, Q4=volume meta | Cycle Specialist (volume) |
| Q1=strong build with toggle reach, Q2=cycle partner, Q3=90–110 pts, Q4=any | Toggle Controller |
| Q1=defensive build, Q2=cycle partner, Q3=projection low, Q4=high-yellow meta | Defender / Disruptor |
| Q1=strong build, Q2=defender partner, Q3=100+ pts, Q4=any | Solo Scorer |
| Q1=basic build, Q2=any, Q3=AWP completable, Q4=any | Reliability + AWP focus |
You spent the season building for an archetype. Your driver practiced cycles for that archetype. Your auton was tuned for that archetype. The default in any match is to execute your archetype as planned. Deviation should be rare and reasoned, not reactive.
Your partner was supposed to control toggles and they had a mechanical failure in auton. Now no one is controlling toggles for your side. Deviate: if you can reach a toggle and you have a few seconds of slack, set it. If you can't reach without sacrificing a high-PPS cycle, don't.
The decision rule is PPS-based: compare the toggle-flip's downstream value (yellow-pin multiplier on future cycles) against the cycle you're skipping. If you have 60 seconds left and your partner won't recover, the toggle is probably worth it. If you have 20 seconds left, it's not.
You assumed both opposing robots would cycle. Mid-match you realize one is dedicated defense and is targeting your partner. Deviate: if your partner is locked up by the defender, your archetype shifts to "extract whatever points possible alone." Sometimes that means abandoning toggle plans and just cycling pins.
An opposing robot drops a yellow pin near your owned-toggle goal. Deviate: a free yellow pin pickup is the highest-PPS event in the game. Grab it, score it, return to your plan.
If your archetype was correct in pre-match planning, it's still correct mid-match. Losing means execute harder, not switch to a different plan you didn't practice.
Unless your partner failed (Reason 1) or the opponent revealed a new strategy (Reason 2), what they're doing doesn't change what you should do. Stick to your archetype.
The endgame is its own decision. If you're ahead and the opponent is close in midfield, contest endgame. If you're comfortably ahead, get into midfield safely and stop moving. Don't deviate to "take a victory lap" cycle — you'll mistime endgame.
The last 20 seconds is structurally different from the first 1:25 of driver control. Every team transitions from their archetype to "midfield positional" mode at the 20-second mark. Plan this transition explicitly:
This 20-second sequence is not a deviation; it's scheduled. Practice it as part of every drill.
Reliable single-grip claw. 4WD chassis (no center-drop yet, scheduled for V2). Programmer can write 3-pin auton reliably. Driver runs 8-second cycles in practice.
Pairs with most partners. Best with a Toggle Controller. Worst with another Cycle Specialist (will compete for pickups).
| Phase | Cycles | Time | PPS | Points |
|---|---|---|---|---|
| Auton (3 pins reliable) | 3 | 15s | 1.0 | 15 |
| Auton bonus if won | — | — | — | ~6 (50% odds × 12) |
| Driver near pins (8s) | 10 | 80s | 0.625 | 50 |
| Driver far pins (10s) | 2 | 20s | 0.5 | 10 |
| Endgame (in midfield) | — | — | — | 8 |
| TOTAL | ~89 |
Mid-pack score. Will rank in the middle of qualifications. Strategy: focus on AWP every qualification match to boost ranking points; pair with a Toggle Controller in elims.
Cycle Specialist. Identity is "we cycle reliably and never DNF." That's defensible and fits the team's actual capabilities.
Dual-grip articulated manipulator (handles pin and cup). 6WD center-drop chassis. Sensor-driven auton (places 5 pins reliably). Driver runs 7-second pin cycles AND 10-second toggle flips.
Pairs best with a Cycle Specialist (they handle volume; Bravo handles multipliers). Doesn't pair well with another Toggle Controller (only 4 toggles to fight over).
| Phase | Activity | Time | Points |
|---|---|---|---|
| Auton | 5 pins reliable + AWP completion | 15s | 25 |
| Auton bonus | Likely won (5-pin auton beats most) | — | ~10 (80% × 12) |
| Driver phase 1 (0:00–0:30) | Set 2 toggles to alliance color | 30s | 0 direct |
| Driver phase 2 (0:30–1:25) | 8 yellow pins to owned goals | 55s | 80 |
| Endgame | In midfield, hold position | 20s | 8 |
| TOTAL | ~123 |
Top-tier score. Likely top-quartile qualification rank. Becomes a top alliance pick in elims.
Toggle Controller. The dual-grip mechanism plus the 6WD chassis makes this the right pick. The math justifies the build investment.
Strong 6WD center-drop chassis with high-traction wheels. Simple opportunistic claw (descoring only). Auton parks defensively in midfield. Driver is aggressive and confident with contact.
Pairs best with a strong scorer (Toggle Controller or high-end Cycle Specialist). The partner does the scoring; Charlie suppresses the opponents.
Charlie's math is different: don't maximize own score, maximize net swing (own score plus opponent score denied).
| Activity | Effect | Net swing |
|---|---|---|
| Auton (defensive park) | Block opponent auton path | +5 (denial) |
| Disrupt 4 opponent cycles × 8s each | 32s of opponent cycles lost | +20 (opponent denial) |
| Contest 1 toggle ownership | Force 8 yellow pins to score 5 pts not 10 | +40 (denial) |
| Opportunistic pin scoring (3 pins) | Own score | +15 |
| Endgame midfield contest | Push opponent out | +8 own + 8 denied = +16 |
| NET SWING | ~+96 |
Risky in qualifications (own score is low; ranking points suffer). Charlie's value shows up in alliance contribution, not individual ranking. Strategy: in qualifications, alternate between full-defender mode (when partner can score) and opportunistic-scorer mode (when partner is weak). In elims, full defender.
Defender / Disruptor. The build is right for it. The math justifies the role provided the team has a strong scoring partner. This archetype requires alliance coordination — commit only if you can pair reliably.