// Section 01
Override Scoring & Strategy 🎯
Every point source in Override, the math for comparing them, and a four-question process to pick your strategy before game day.
📊
5
Point Sources
Pins, yellow toggle pins, auton bonus, AWP, midfield endgame.
🔅
4
Questions
A repeatable process to pick your strategy archetype.
⏱️
PPS
The Key Number
Points per second — what every cycle is judged against.
📚
7
Sections
Sources · PPS · process · archetypes · in-match · examples.
🎮 Official Override Resources (2026-27)
📌 Quick Take Most teams pick a strategy by guessing what looks fun. Top teams pick by answering four questions in order: What can we build? Who's on our alliance? What does our PPS say? What's the meta? Section 4 walks the process. Sections 5–7 give the data to feed it.

What students struggle with

The numbers are clear in the manual. The decisions aren't. Students typically get stuck on three things:

  1. Comparing point sources that take different times to score. A 10-point yellow pin sounds better than a 5-point regular pin — but only if the cycle takes the same time. PPS solves this.
  2. Knowing whether their plan is realistic. "We'll cycle 30 pins per match" sounds great until you measure your cycle time and find out 18 is the ceiling.
  3. Choosing between strategies that all sound good. Cycle bot, toggle controller, defender, support — without a process, students pick the one that sounds cool. With a process, they pick the one that fits their team.

This page covers (in order)

  1. Section 2 — The 5 point sources, with exact values from the v0.1 manual
  2. Section 3 — PPS math: how to convert any cycle into a comparable number
  3. Section 4 — The 4-question process for picking a strategy before the season
  4. Section 5 — The 4 strategy archetypes a team can commit to
  5. Section 6 — In-match decisions: when to deviate from your archetype
  6. Section 7 — Worked examples: three scenarios with full math
// Section 02
The 5 Point Sources 📊
Every way to score in Override, with point values from the v0.1 game manual. Verify against the current manual — values change.
📌 Quick Take Five sources of points: regular pins (5 pts), yellow pins via owned toggle (10 pts), auton bonus (12 pts, winner only), AWP (1 win point, qualification metric), and midfield endgame (positional contest in last 20s). Toggles don't score directly — they multiply yellow-pin value.
⚠️
v0.1 manual values. The Override game manual updates throughout the season. Confirm exact numbers via the Rules pin in the nav, or the Game Manual directly. This guide tells you the structure of scoring — the manual is the source of truth on values.

1. Pins placed in goals (5 points each)

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.

2. Yellow pins on goals owned by your toggle (10 points each)

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.

3. Autonomous bonus (12 points, winner-take-all)

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.

4. Autonomous Win Point (AWP) — not match score, but qualifies you

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.

5. Midfield endgame (positional contest, last 20 seconds)

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.

Quick reference table

SourcePointsPer match maxTime pressure
Regular pin in goal5~63 if perfect (unrealistic)Any phase
Yellow pin via owned toggle10~28 (4 quadrants × 7 yellow each)Toggle must be set first
Auton bonus1212 (winner only)0:00–0:15 only
AWP (qualifies you, not score)1 WP1 per match0:00–0:15 only
Midfield endgame8 per robot16 (both robots in)1:45–2:00 only

What this tells us about strategy

  • Pin volume is the floor. Even a basic cycle bot can post 60–100 points just on regular pins.
  • Yellow pins are the multiplier. Owning a toggle takes effort but doubles yellow-pin value — very high leverage if you have yellow pins to score.
  • Auton bonus is binary. Either you get +12 or you don't. Reliable auton matters more than fancy auton.
  • AWP is a qualification multiplier. Not a score boost — a tournament-position boost. Worth optimizing for in qualification rounds.
  • Endgame is positional, not stacking. The last 20 seconds is about where you are, not how many pins you scored.
// Section 03
PPS Math — The One Number That Compares Everything ⏱️
Points-per-second is the only honest way to compare scoring options. Everything in your match plan should be PPS-ranked.
📌 Quick Take PPS = points scored per second of robot time. A 5-point pin scored in 8 seconds is 0.625 PPS. A 10-point yellow pin scored in 12 seconds (because it's farther) is 0.833 PPS — better. Without PPS, students chase point values and end up scoring less.

The formula

PPS = Points scored / Seconds spent
Time includes everything: drive to the pickup, grip, drive to the goal, place, drive back. Not just "the actual placement."

Worked comparison: regular pin vs yellow pin

Two cycle options for a hypothetical robot with average drive speed and a working manipulator:

CyclePointsTime (sec)PPS
Regular pin from loader to nearest goal560.83
Regular pin to far goal (different quadrant)5100.50
Yellow pin to owned-toggle goal (near)1081.25
Yellow pin to owned-toggle goal (far)10140.71
Yellow pin to unowned goal (still 5 pts)580.63

Two takeaways:

  • Yellow pins to owned goals are the highest-PPS cycle in the game — if you have access to one. The 10-point value plus the same time-cost makes it 1.5–2× better than regular pins.
  • Yellow pins to unowned goals are worse than regular pins to near goals. Yellow pins are valuable only if your alliance owns the toggle in that quadrant.

How to measure your team's real cycle times

  1. Build the actual cycle in the practice field. Don't guess. Don't trust your driver's estimate.
  2. Run it 5 times with a stopwatch. Note the slowest time (this is your realistic comp-day time).
  3. Use the slowest time, not the average. Under match pressure, drivers operate ~10–15% slower than practice. Your slowest practice time is your honest comp-day cycle.
  4. Repeat for every cycle in your plan. If you have 3 different cycles (near pin, far pin, yellow toggle pin), you have 3 different PPS values.

How to use PPS in match planning

  1. List every cycle your robot can do, with its real PPS
  2. Sort by PPS descending
  3. Estimate available driver time (typically 90–100 seconds after auton + endgame setup)
  4. Fill driver time top-down, starting with highest-PPS cycles, until time runs out
  5. That's your driver-period plan. Sum the points to get your expected score.
💡
Common mistake: students plan around maximum possible cycles ("we can do 18 if everything goes right"). Match plans should use realistic cycles ("we can do 12 reliably"). The 12-cycle plan that always executes beats the 18-cycle plan that breaks under pressure.
// Section 04
The 4-Question Process ⭐
The repeatable process for picking your strategy. Answer the questions in order; each answer constrains the next. The result is one of the four archetypes in the next section.
📌 Quick Take Four questions, in order: (1) what can we build? (2) who's on our alliance? (3) what does our PPS say? (4) what's the meta? Each answer narrows the next. Skip a question and you're guessing.

Why a process matters

"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.

QUESTION 1 of 4
What can our team realistically build?
The hardest constraint. Honestly assess: can your engineer build a working manipulator (claw)? Can your programmer write reliable autonomous? Can your driver execute 12+ cycles per match? What you can build constrains every later choice.

Output of Q1: a capability list. Example: "Reliable single-grip claw, basic 4WD chassis, simple auton (3 pins), one driver with 8s cycle time."

If your capability list is short, your archetype must be short. A team that can only do regular pins should not plan to control toggles.
QUESTION 2 of 4
Who's on our alliance and what do they bring?
Override is a 2v2 game. Your alliance partner's capability is half the equation. If they're a strong cycle bot, you should not also be a cycle bot — you'll fight over pickups. If they're a defender, you need to handle all the scoring.

In qualification rounds, alliance partners change every match. You commit to a role that's flexible — one that complements most likely partners. In elimination rounds, you have a chosen partner and can specialize harder.

Output of Q2: a role match-up. Example: "We're cycle-focused. We pair best with a partner who handles defense or toggles. We pair worst with another cycle bot."
QUESTION 3 of 4
What does our actual PPS data say?
Now the math. From Section 3: list every cycle you can actually do, sort by PPS, and estimate your match score from the top of the list.

Compare your projected score to typical winning scores. If a typical Override match win is, say, 110 points and your math says 65, you have a problem — either your cycle times are slow or your archetype doesn't fit. You need to either speed up cycles, change archetype, or accept you're a defensive support team rather than a primary scorer.

Output of Q3: a projected match score with breakdown by source. Example: "Auton 8 pts + 60 pts driver pins + 16 pts driver yellow + 8 pts endgame = 92 points expected."
QUESTION 4 of 4
What does the current meta look like?
The meta is what successful teams are actually doing right now. Early season (October), most teams cycle pins. Mid-season (December–January), strong teams add toggle control. Late-season (February+), defense and endgame contests become serious.

You don't need to follow the meta — but you need to know how to counter it. If the meta is heavy yellow-pin focus, defense bots that disrupt toggles become valuable. If the meta is volume scoring, faster cycle bots win.

Output of Q4: a meta-fit assessment. Example: "Current meta is volume cycling with toggle control as a tie-breaker. Our 92-point projected score is mid-pack. We should fight for AWP every qualification match to climb seeding, then pick a strong cycle bot for elims."

Putting it together: from 4 answers to 1 archetype

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 metaCycle Specialist (volume)
Q1=strong build with toggle reach, Q2=cycle partner, Q3=90–110 pts, Q4=anyToggle Controller
Q1=defensive build, Q2=cycle partner, Q3=projection low, Q4=high-yellow metaDefender / Disruptor
Q1=strong build, Q2=defender partner, Q3=100+ pts, Q4=anySolo Scorer
Q1=basic build, Q2=any, Q3=AWP completable, Q4=anyReliability + AWP focus
💡
Run this process at three points in the season: after kickoff (preseason planning), after first scrimmage (calibrate Q3 with real cycle data), and after first competition (calibrate Q4 with real meta data). The answers will change each time. That's correct.
// Section 05
The 4 Strategy Archetypes 🎯
A team commits to one archetype as its primary identity. Section 6 covers when to deviate. Pick by Section 4's process — not by what looks fun.
📌 Quick Take Four primary archetypes: Cycle Specialist (volume pins), Toggle Controller (yellow-pin multiplier), Defender / Disruptor (steal points from opponents), Solo Scorer (high cycles + endgame). Pick one identity. Don't try to be all four.
🎯 Volume scorer
Cycle Specialist
Identity: Score as many regular pins as physically possible. Don't worry about toggles. Don't worry about defense. Just cycle.

Build: Reliable single-grip claw, fast 6WD chassis, simple but reliable auton.

Math: 12–15 cycles × 5 pts = 60–75 pts plus auton + endgame ≈ 80–100.

Best for: Rookie teams, mid-tier teams with limited build skill, alliances where partner handles toggles/defense.
🧰 Multiplier focus
Toggle Controller
Identity: Set toggles to your alliance color and feed yellow pins to owned-quadrant goals. Maximize the 10-point multiplier.

Build: Manipulator that handles toggles AND yellow pins. Often a dual-grip or articulated arm. More complex.

Math: Owning 1 toggle: ~6–10 yellow pins × 10 pts = 60–100 pts. Owning 2 toggles: 100–160 pts.

Best for: Mid-to-advanced teams. Pairs well with a cycle partner who handles regular pins.
🛡️ Defensive denial
Defender / Disruptor
Identity: Don't score; prevent opponents from scoring. Disrupt their cycles, contest their toggles, push them out of the midfield in endgame.

Build: Heavy chassis, low CG, strong drivetrain (6WD center-drop), maybe a simple grip for opportunistic descoring.

Math: Different math. Goal is to reduce opponent score by 30–50 points, not maximize own score.

Best for: Pairs with a strong scoring partner. Risky as a primary identity in qualifications because it lowers your own score (and qualification ranking).
🏆 All-rounder
Solo Scorer
Identity: Cycle pins, control toggles, contest endgame — all of it. Rare. Requires top-tier build skill.

Build: Flexible manipulator (handles pins, cups, toggles), strong drivetrain, sensor-driven auton.

Math: 80–120 pts solo. With a passive support partner, the alliance hits 110–140.

Best for: Top-tier teams with full design cycle and strong driver. Don't pick this if you're not sure you can build it.

What teams should NOT do

  • Try to be all four archetypes. The result is a robot that does each thing 60% as well as a specialist. You lose to anyone who picked one.
  • Switch archetypes mid-season. Once you've built for an archetype, your robot's mechanical decisions are baked in. Switching mid-season usually means starting over.
  • Pick the meta archetype without checking Q1–Q3. "Toggles are the meta" doesn't help you if your team can't build a manipulator that handles toggles.
  • Pick "defender" because the build is easier. Defense is the hardest archetype to qualify with — your own score is low, so your individual ranking is low. Defenders need a strong alliance partner to thrive.
// Section 06
In-Match Decisions — When to Deviate 🔅
Your archetype is the default. Match conditions sometimes argue for deviation. The rules for when to deviate, and when not to.
📌 Quick Take Default to your archetype. Deviate only when one of three things changes: your alliance partner failed, the opponent revealed an unexpected strategy, or a high-PPS opportunity opened up. Don't deviate because of nerves.

The default rule

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.

3 valid reasons to deviate

1. Alliance partner failure

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.

2. Opponent strategy reveal

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.

3. High-PPS opportunity

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.

3 invalid reasons to deviate

1. "We're losing"

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.

2. "The other team is doing X"

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.

3. "There's 10 seconds left and we're ahead"

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 endgame is always a deviation point

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:

  • 30 seconds left: Finish the cycle you're on. Don't start a new long cycle.
  • 20 seconds left: Begin moving toward midfield. Drop excess game pieces.
  • 15 seconds left: You should be inside midfield boundary. Get to ≤18″ height.
  • 10 seconds left: Hold position. Watch for opponent shoves. Don't leave midfield.
  • 0 seconds: 5-second settle window. Don't move. Don't fall over.

This 20-second sequence is not a deviation; it's scheduled. Practice it as part of every drill.

// Section 07
Worked Examples 🔬
Three teams, three different archetypes, three full match plans with PPS math. Use these as templates for your own planning.
📌 Quick Take Three worked plans below: Team Alpha (Cycle Specialist, projected 92 pts), Team Bravo (Toggle Controller, projected 124 pts), Team Charlie (Defender, projected 45 own + 35 denied = effective 80 pts). Each runs the 4-question process and arrives at a different archetype with full math.

Example A: Team Alpha — Cycle Specialist

Q1 capability assessment

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.

Q2 alliance pairing

Pairs with most partners. Best with a Toggle Controller. Worst with another Cycle Specialist (will compete for pickups).

Q3 PPS math

PhaseCyclesTimePPSPoints
Auton (3 pins reliable)315s1.015
Auton bonus if won~6 (50% odds × 12)
Driver near pins (8s)1080s0.62550
Driver far pins (10s)220s0.510
Endgame (in midfield)8
TOTAL~89

Q4 meta fit

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.

Archetype confirmed

Cycle Specialist. Identity is "we cycle reliably and never DNF." That's defensible and fits the team's actual capabilities.

Example B: Team Bravo — Toggle Controller

Q1 capability assessment

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.

Q2 alliance pairing

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).

Q3 PPS math

PhaseActivityTimePoints
Auton5 pins reliable + AWP completion15s25
Auton bonusLikely won (5-pin auton beats most)~10 (80% × 12)
Driver phase 1 (0:00–0:30)Set 2 toggles to alliance color30s0 direct
Driver phase 2 (0:30–1:25)8 yellow pins to owned goals55s80
EndgameIn midfield, hold position20s8
TOTAL~123

Q4 meta fit

Top-tier score. Likely top-quartile qualification rank. Becomes a top alliance pick in elims.

Archetype confirmed

Toggle Controller. The dual-grip mechanism plus the 6WD chassis makes this the right pick. The math justifies the build investment.

Example C: Team Charlie — Defender / Disruptor

Q1 capability assessment

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.

Q2 alliance pairing

Pairs best with a strong scorer (Toggle Controller or high-end Cycle Specialist). The partner does the scoring; Charlie suppresses the opponents.

Q3 PPS math (defender version)

Charlie's math is different: don't maximize own score, maximize net swing (own score plus opponent score denied).

ActivityEffectNet swing
Auton (defensive park)Block opponent auton path+5 (denial)
Disrupt 4 opponent cycles × 8s each32s of opponent cycles lost+20 (opponent denial)
Contest 1 toggle ownershipForce 8 yellow pins to score 5 pts not 10+40 (denial)
Opportunistic pin scoring (3 pins)Own score+15
Endgame midfield contestPush opponent out+8 own + 8 denied = +16
NET SWING~+96

Q4 meta fit

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.

Archetype confirmed

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.

How to use these templates

  1. Pick the template closest to your team
  2. Replace the cycle counts and times with your measured numbers
  3. Recompute total expected points
  4. Compare to the archetype's typical range; if you're far below, your archetype probably doesn't fit
  5. Document the math in your engineering notebook — judges score this
💡
The notebook angle: any judge interview will ask "why did you pick this strategy?" The four-question process gives you the answer. Show the judge the worked example for your team. That's what an Expert-level answer looks like.

Companion guides