Chapter 3: GEARS SuGO Robot Specifications
- The robot must be able to fit inside a 6" x 6" square box.
- The Robot
Weight must not exceed 1 pound 8 ounces.
- The Robot must be made ENTIRELY out of LEGO, with the only exceptions being the
Infra-Red "eyes", and the batteries used in the RCX brick.
- A maximum of 3 motors can be used.
- The robot must be designed to wait five seconds after the contestant presses the
robot's RUN button.
- All actions must be totally pre-programmed. The use of any form of remote
control is prohibited.
- The robot will not include a device that obstructs the control of the opponent’s
operation, such as a jamming device or strobe light.
- The robot will not include any parts that might damage or deface the dohyo.
- The robot will not include an inflaming device.
- The robot will not include a throwing device.
- The robot will not include any part that fixes the robot to the dohyo surface.
The robot must always move.
Chapter 4: Game Principles
- A standard game consists of three matches of three minutes each. The first
contestant to win two Yuko points is the winner of the game.
- The contestant who has the most Yuko points at the end of the game will be
judged as the winner.
- When neither contestant receives any Yuko points, or both contestants have the
same number of Yuko points, the winner will be decided by the judges. The judge
will select the winner based on which robot was the most aggressive robot.
However, if no obvious superiority exists and a winner cannot be determined, one
extra three-minute match can be played to determine the winner.
Chapter 5: Game Procedure
Beginning of the Game
- Before the game, the contestants greet each other outside the dohyo
following the chief referee's instructions, then enter the dohyo. After that,
the contestants put their robots on or behind their starting lines. No part of
the robot can be placed in front of the starting line before the match begins.
- At the referee’s signal, the contestant presses the RUN button on the robot.
The match begins five seconds after the referee’s signal. The contestant must
exit the dohyo when the match begins.
- Prior to the start of a match, the entire robot must fit inside a square box as
defined for the weight class. At any time after the start of the match, the
robot can expand outside these dimensions.
End of the Game
- The game ends when the referee calls the winner. Both contestants should thank
each other for a fair and competitive match after removing their robots.
Match Cancellation and Rematches
A match will be stopped and a rematch will be started under the following
conditions:
- The robots are locked together in such a way that no more action appears to be
possible, i.e. they have rotated in circles several times.
- Both robots touch the exterior of the dohyo at the same time.
- Any other conditions under which the referee judges that no winner can be
decided.
- In case of a rematch, maintenance of competing robots is prohibited until a Yuko
is observed, and the robots must be immediately put back to the location
specified earlier.
- If neither of the competing robots win, or lose, after a rematch, the referee
may reposition both robots to a specified location and restart. If that does not
yield a winner, the match may continue at any location decided by the referee,
until the time limit is reached.
Chapter 6: Scoring Points
Yuko Points
The following conditions are determined as Yuko (effective) points:
- When a robot ejects its opponent from the dohyo with a fair action. The robot is
considered ejected the moment any part of the robot touches any part of the
exterior of the dohyo. A robot hanging over the edge of the dohyo or touching
any part of the cylindrical side of the dohyo is not considered ejected, and the
robot is still in play.
- When the opponent's robot goes out of dohyo on its own (for any reason).
- When the opponent's robot stops moving on the dohyo for more than 10 seconds.
- If the opponent's operator manually moves their robot after the start-of-game
signal has been given.
- When two Yusei points are awarded.
Yusei Points The following conditions are determined as Yusei (advantage) points:
- The opponent's robot gets stuck on the border line and cannot move off the
border line on its own.
- The opponent's operator or any part of the operator enters the dohyo before the
referee's call ends the match.
- The opponent's preparation for the start of the next match takes more than 30
seconds.
- Parts of the opponent's robot (weighing more than 1 ounce), are
separated and dropped from the robot.
- Any other actions that may be deemed unfair occur.
Chapter 7: Violations and Penalties
A contestant who takes any of the following actions will lose the game by
violation:
- A contestant does not attend the appointed dohyo when called at the beginning of
the game.
- A contestant ruins the game, such as by intentionally breaking, damaging, or
defacing the dohyo.
A contestant who takes any of the following actions will be disqualified and
forced to leave the game:
- A contestant's robot does not meet the robot specifications
- A contestant displays unsportsmanlike behavior.
- A contestant intentionally injures the opponent’s operator.
These are the short form rules. For full rules visit
http://www.sugo.thegears.org/rules.shtml.