Power Up Playbook

This playbook illustrates what strategies we can implement during the competition. Keep in mind that these strategies are kept vague because we cannot account for every situation they are meant as a template for a match that can be altered given the in-game experience.

It is assumed that all robots can push Cubes into the Exchange and score them. It is assumed that all robots can put cubes on the Switch if they can put cubes on the Scale.

Key:

C : Control

S : Scale

Sw : Switch

Ex : Exchange

B : Block

E : Enemy

F : Friend

(CSw) : Control Switch if Friends cannot do it in Autonomous

Name Alliance Situation Details Diagram
Power Play E/F cannot do S/Sw Auto: CSw. Tele: CS then BEEx Play 1
One True Combat E can do Sw (not S), F cannot do S/Sw Auto: CSw. Tele: CS then CESw then CSw Play 2
Sadness E can do S/Sw, F cannot do S/Sw Auto: CSw. Tele: CS then CSw Play 3
Helpful but could be Better E can do S/Sw, F can do Sw (not S) Auto: CS (CSw). Tele: CS then CESw Play 4
Triad E/F can do Sw, E/F cannot do S Auto: CS (CSw). Tele: CESw then BEEx Play 5
Older Brother E cannot do S/Sw, F can do Sw (not S) Auto: CS (CSw). Tele: CS then CESw then BEEx Play 6
Opaaaaaa E cannot do S/Sw, F can do S/Sw Auto: CS (*CSw). Tele: CSw then BEEx Play 7
Cool Uncle E can do Sw (not S), F can do Sw/S Auto: CS (*CSw) Tele: CESw then CSw Play 8
Gladiator Arena E/F can do S/Sw Auto: CS (*CSw). Tele: CS then CESw Play 9

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