CIA - Creativity in Action

FIRST Team 291 - Erie, Pennsylvania



Past Years

We keep a detailed summary of every year's season, started in 1999.

Year Logo Description
2011 Playing pieces are inner tubes shaped like the components of the FIRST logo. The primary objective of the game is to place them on racks to gain points. In the endgame, robots deploy smaller robots ("minibots") to climb a tower.
2010 The object of Breakaway is to score as many points for your allience as possible in a game of 3-on-3 soccer. The winner of a match is determined by the most points scored when the timer ends or when all robots have stopped moving, and after penalties are assessed.
2009 This game was played on a special surface and slick wheels to simulate driving in one-sixth of the gravity experienced on earth to approximate the conditions on the moon. Each of six robots pulled a trailer that served as a goal for the opposing alliance. Alliances had to get special balls, or "moon rocks", into opposing the alliance's trailers to score points.
2008 Teams race around the field and compete to complete counterclockwise laps around a central barrier while manipulating large 40-inch (1 m) diameter "Trackballs" over and under overpasses to score additional points.
2007 Rack ‘n’ Roll is played by two three-team alliances on a large field with a center structure (Rack) containing 24 “spider legs.†To score, teams use three different types of tubes called "Keepers," "Ringers," and "Spoilers."
2006 During a 10 second autonomous mode, robots will be programmed to score into any of the three goals: one raised center goal marked by a green vision target and two corner goals at floor level. At the end of the autonomous period, the alliance with the most points will gain a 10 point bonus and will be placed on defense for round two. Rounds two, three, and four, which are each 40 seconds long, are human-controlled rounds. Between rounds two and three, the alliances will switch from offense to defense, or from defense to offense accordingly. At the start of round 4, any alliance can score into their corresponding goals
2005 This game was the first game in which there were three robots to an alliance. It featured pyrimidal objects made of PVC pipe as the game object, called "tetras." The game was played on a field set up like a tic-tac-toe board, with nine larger goal tetras in three rows. The object of the game was to place the scoring tetras on the larger goal tetras, creating rows of three by having a tetra of your allaince's color at the highest point on the goal.
2004 Teams were given 5 points for every small purple ball contained within any of the goals. The 4 small yellow balls that started on the posts were each worth 10 points when contained in any goal. Teams could double the score of any given goal by placing a large yellow ball on top of it. Finally, teams could end the match hanging from the chin-up bar for a 50 point bonus at the end of the match.
2003 In Stack Attack, two teams of two robots each attempt to win by moving large Sterilite bins into their zone and arranging them into stacks.
2002 The playing field was divided into fifths called zones. The zones were numbered 1 through 5. The Blue team could score by placing ball-filled goals in zones 4 or 5, and could score a bonus 10 points for every goal in zone 4. At the end of the match, for every robot Blue had in zone 1, Blue would score 10 points. For the red alliance, it was the opposite. Balls could be scored in zones 1 or 2, goals would receive bonus points for being in zone 2, and robots scored 10 points each for ending the match in zone 5.
2001 Each match is a maximum of two minutes long. Alliances can end the match at any time. Alliances score one point for each small ball in the goal, ten points for each large ball in the goal, ten points for each robot in the End Zone, and ten points if the stretcher is in the End Zone. The alliance doubles its score for each goal that is on the bridge if the bridge is balanced, and multiplies its score by a factor of up to three by ending the match before the two minute time limit. Each team receives the alliance score.
2000 The idea of Co-opertition stems from the games scoring for the qualifying matches. The winning alliance receives 3x the loser's score as their qualifying points. Thus, it is more beneficial to win a match 10-9 than 20-0.
1999 Alliances score points by positioning "floppies," their robots, and a "puck" on the playing field. "Floppies" are light-weight, pillow-like objects with Velcro-loop material located in its centre and around its perimeter. The "puck" is a short, octagonal platform that rolls freely on castor wheels. Around the perimeter of the field are four stations for human players, who may throw floppies to each other or onto the playing field.