🎯 GOAL
The goal of the Robot Athletes is to perform 5 of the 6 sports included in the track (Pentathlon).
There is a time limit, 4 minutes in each round. Each team will compete in 3 rounds.
TEAM – COACH
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Participation in the competition is team-based, not individual.
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Each team may consist of two (2) to three (3) members.
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Each team must designate up to one (1) Robot Athlete Technician. Only the Robot Athlete Technician is allowed in the waiting area or competition area. The rest of the team must remain in the competition venue but cannot wait in line. ➤ In other words, they cannot occupy an additional spot. If a team fails to comply with this rule, it will be disqualified.
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The team is allowed to change the designated Technician before each attempt on the track, to give all members the opportunity to be actively involved in the sport, although this is not mandatory.
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All team members must be at least 10 years old (equivalent to 4th grade of primary school or above).
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The team’s coach must be at least 20 years old.
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To ensure smooth participation in the competition, the coach must have 1 assistant for every 3 teams they register in the competition.
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Each team is allowed to have only one robot. Changing the robot during the competition is not allowed.
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Teams are not allowed to share the same robot.
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If a team encounters a serious technical issue with their robot, they are allowed to replace only the microcontroller or the electronic components, after obtaining permission from the Head Judges.
ROBOT ATHLETE REQUIREMENTS – SPECIFICATIONS
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The Robot Athlete must operate autonomously.
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Its maximum starting dimensions are 25 cm Width x 25 cm Length. There is no height or weight restriction.
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At every start or restart, the Robot Athlete, together with any installed attachment, must fit inside the selected Base. After starting, it may expand without restriction.
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It must have Start and Stop controls.
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It may use a maximum of one microprocessor, four motors and four sensors.
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It must use appropriate batteries/cells.
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It may not use pullback motors.
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It may not damage the Arena or pose a danger to participants, referees or spectators.
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Teams may prepare any number of attachments. Attachments not currently installed on the Robot Athlete must remain with the Technicians.
TECHNICAL INSPECTION
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The initial technical inspection takes place on the day of the competition, during the Robot Athlete’s first attempt.
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During the initial inspection, the team will be asked questions about the critical parts of the robot's program.
➤ The team must have their laptop with the robot’s program open.
➤ If it becomes clear from the answers that the team does not understand the program, they will receive a penalty equal to -20% of the score they achieve in the event. -
The technical inspection includes a robot examination based on the specifications described above.
➤ If the robot does not meet the requirements, it will not be allowed to compete and will be automatically disqualified from the event. -
After the completion of the initial inspection, the Robot Athlete is assigned its unique ID code.
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If a team is not present at the time of the initial technical inspection, it will result in automatic disqualification from the competition.
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A secondary technical inspection is also conducted before each attempt, performed by the assistant referee.
ARENA AND SPORTS ITEMS
The official MRC Pentathlon Arena 2027 is defined by the official Arena file provided by the organizers.
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The Arena of the competition is rectangular with dimensions of 171,42 cm Width and 300 cm Length.
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Its material is a printable canvas.
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Sports objects are 3D printing.
All sports objects used during competition are supplied by the organizers and are positioned in their designated starting locations before the beginning of each round.
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The Sailing rails are fixed.
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The Hurdling obstacles are fixed.
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The Water Polo goals/scoring structures are not fixed.
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The Climbing structure is not fixed.
Teams may not reposition Arena objects before the round unless specifically instructed by a referee.
_________________ 80 cm _________________


SAILING
The Robot Athlete must move the sailboat along the designated rails.
There are two scoring methods, depending on whether the Robot Athlete makes physical contact with the sailboat.
Contact Sailing
If the Robot Athlete pushes, pulls or otherwise physically touches the sailboat in order to move it, the scoring scale is:
25 - 50 - 100 - 200 points
For a scoring line to count, the entire sailboat must have crossed the corresponding line.
If the entire sailboat crosses the final line at the end of the rails and remains on the rails, the score becomes 225 points.
Non-Contact Sailing
If the Robot Athlete moves the sailboat without physically touching it, for example by generating airflow, the higher scoring scale is:
50 - 100 - 200 - 400 points
The entire sailboat must cross a scoring line for that score to count.
If the entire sailboat crosses the final line and remains on the rails, the score becomes 450 points.
End of the Rails
There is no physical stop at the end of the Sailing rails.
To receive the final 225 or 450 points, the sailboat must completely cross the final scoring line without falling off the end of the rails.
The highest successfully completed scoring position determines the Sailing score.
MAX POINTS: 450

CLIMBING
The objective is for the Robot Athlete to climb the scoring structure and maintain itself at the highest possible scoring level.
50 - 100 - 200 - 400 points
To qualify for a scoring level, the lowest part of the Robot Athlete must be above the corresponding scoring level.
Once the Robot Athlete reaches its scoring position, it must remain there for at least 10 continuous seconds.
The referee will use the designated inspection object to verify that the Robot Athlete has sufficient clearance below it and that its lowest part is genuinely above the claimed scoring level.
The Robot Athlete must maintain the valid position throughout the 10-second verification period. The highest successfully verified level determines the score.
MAX POINTS: 400

SWIMMING
The Swimming course consists of a sequence of scoring squares:
20 - 40 - 80 - 160 - 240 - 320 - 400 points
The Robot Athlete must visit the squares in the designated order.
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The previous scoring squares must already have been completed correctly.
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The majority of the Robot Athlete must be positioned over the scoring square.
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The front of the Robot Athlete must be clearly oriented in the direction indicated by the arrow.
The arrows intentionally alternate direction. The Robot Athlete must therefore visibly change its orientation as it progresses through the course, reproducing the approximately 180-degree turns made by a swimmer at the end of a swimming lane.
Swimming scores are not cumulative. For example, successfully completing 20 -> 40 -> 80 -> 160 results in a Swimming score of 160 points, not 300 points.
If a square is not successfully completed, subsequent squares cannot produce a valid higher score.
MAX POINTS: 400

WATER POLO
Three balls and three independent Water Polo goals are positioned in the Arena before the beginning of the round.
The Robot Athlete must kick or otherwise propel the balls into the goals.
Each goal: 50 - 100 - 150 points
The score of each ball is determined by the scoring area in which the ball finally comes to rest. A ball that does not remain in a valid scoring area receives no points.
The three goals are scored independently. Therefore, a Robot Athlete may score up to 3 x 150 = 450 points.
Moving a Goal
The Water Polo goal structures are intentionally not fixed to the Arena.
The Robot Athlete must manipulate the ball without significantly moving the goal structure itself. Minor incidental movement of a few millimetres does not constitute a violation.
If the Robot Athlete noticeably displaces a goal structure, that specific goal is invalidated and awards zero points. The other Water Polo goals remain valid and may still score normally.
The referee determines whether displacement is significant.
MAX POINTS: 450

SPRINTING
For Sprinting, the Robot Athlete must start from Base 1, move forward until it detects the black line and then follow the designated track.
100 m: 100 points | 200 m: 200 points | 300 m: 300 points
If the Robot Athlete continues directly from Sprinting into Hurdling without stopping, it receives an additional +100 points
The +100 continuation bonus is available only when both Sprinting and Hurdling are included among the five sports declared for that round.
MAX SPRINTING SCORE: 400 points, including the continuation bonus

HURDLING
For Hurdling, the Robot Athlete may start from either Base.
The Robot Athlete must travel around the designated track and pass the eight (8) fixed hurdles. The black line along the track may be used for navigation.
Each successfully passed hurdle awards 50 points.
If the Robot Athlete successfully passes all eight hurdles, it receives an additional +100 points.
8 x 50 + 100 = 500 points
MAX POINTS: 500
🏆 COMPETITION
GENERAL INFORMATION - RULES
ROUNDS AND SPORTS DECLARATION
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Each team competes in three rounds. Each round lasts a maximum of four minutes, and the clock runs continuously.
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Before each round, the Robot Athlete Technician must declare exactly which five of the six available sports the Robot Athlete intends to perform. The selection may be changed between rounds.
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A team may not perform more than five sports during a round.
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For a declared sport to constitute a valid attempt, the Robot Athlete must perform at least one visible and intentional action clearly directed toward completing that sport.
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Simply declaring a sport or positioning the Robot Athlete near its area does not constitute an attempt.
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If the referee determines that a team has no genuine intention of attempting its declared sports and is merely using the Pentathlon round to perform Sprinting/Hurdling, the round receives zero points.
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The referee's determination regarding the validity of an attempt is final.
BASES AND ATTACHMENT CHANGE
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The Arena contains two starting Bases: BASE 1 and BASE 2.
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The team may select either Base as its starting Base. The other automatically becomes its Attachment Change Base.
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Only one attachment change is permitted during a round.
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The Robot Athlete must reach the Attachment Change Base autonomously.
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A Technician may pick up the Robot Athlete for the attachment change only after at least one wheel has entered the Attachment Change Base.
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Early pickup penalty: -100 points
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The Robot Athlete does not have to return to a Base after completing its five sports or when the four-minute time limit expires.
ROUND PROCEDURE
Before the round, the Technicians declare their five selected sports.
The referee performs the secondary technical inspection and then allows the team to position its Robot Athlete.
The Robot Athlete is placed completely inside the selected starting Base.
The team has one minute of preparation time.
At the end of preparation, the referee gives the countdown: 3 - 2 - 1 - GO.
The Technician starts the Robot Athlete and the four-minute round begins.
The Robot Athlete may move freely throughout the Arena.
Technicians may not normally touch the Robot Athlete during the round.
Unauthorized touch: -80 points per occurrence
If the Robot Athlete becomes stuck and the Technician requests recovery:
Recovery: -50 points
Following either type of intervention, the Robot Athlete may be restarted from either Base selected by the Technicians.
SPORTS OBJECTS
All required competition objects are supplied by the organizers and placed in their official starting positions.
If an object required for a sport falls from the Robot Athlete during the round, the Technicians may not retrieve and reinstall it.
The referee may remove such an object from the Arena when necessary to prevent interference with the remainder of the round.
Teams will be provided with testing time on the official Arena before the competition.
END OF A ROUND
A round ends when:
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the Robot Athlete has completed the five declared sports;
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the four-minute time limit expires; or
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the Technicians inform the referee that they wish to terminate the round.
The Robot Athlete does not need to return to either Base.
SCORING
The score for a round is the total points earned from the five declared sports minus applicable penalties.
The maximum score of an individual sport is determined by its sport-specific rules.
The team's official competition result is its highest-scoring round out of the three attempts.
In case of a tie, the teams' second-best rounds are compared. If the tie remains, the third-best rounds are compared.
The three teams with the highest final results in each age category receive 1st, 2nd and 3rd place.
ALLOWED
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The Robot Athlete may expand after starting.
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Pneumatics Lego or Vex IQ type are allowed in this category.
PROHIBITED
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Remote control is prohibited.
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Wireless control or communication with a computer, smartphone or any other external electronic device during a round is prohibited.
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Pullback motors are prohibited.
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The Robot Athlete must not contain components or mechanisms capable of damaging the Arena or endangering participants, referees or spectators.
DISQUALIFICATION
A team may be disqualified if:
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its Robot Athlete fails to comply with mandatory technical requirements;
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the team refuses to comply with the competition rules or a referee's instructions;
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a Technician behaves in an inappropriate, offensive or aggressive manner toward competitors or officials;
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a coach behaves in an inappropriate, offensive or aggressive manner toward competitors or officials;
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prohibited remote or wireless control is used during competition;
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another rule explicitly specifies disqualification as its penalty.
Results of a disqualified team are excluded from the competition ranking.
🏆 WINNERS
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The best effort (most points) from the 3 rounds is awarded to the team.
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In case of a tie, the points from the second best attempt will count, etc.
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The first three teams with the most points per age category receive 1st, 2nd, 3rd place respectivelyq
🥇 1st place,
🥈 2nd place,
🥉 3rd place
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