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    # Smallpeice 2019 Game ## Previous games - SR2007 - Pick up boxes, put them in your home zone. - SR2009 GOLF - Ballpit balls, 4 scoring areas with low walls, throw them in the correct area. - SR2010 QuacMan - Cubes in center, point for number in robot. - Red & Blue cubes, Red is 1 point Blue is -5. - Ramp with a duck on top of golden snitch. - Netting around arena - SR2011 - Tin can rally (see SP2017 below) - (plus a cut-out shortcut ramp) - SR2012 Pirate plunder (see RC2018) - Buckets were on wheels. - SP2016 Poison tokens - "Formula 1 Ricin" - Points for collecting gold/silver tokens - mix of type = lower score - 'poisoned' token to reduce other's score to 0 - SP2017 Tin Can Rally - Tin Can Rally - Circular arena - Points for travel and for moving tin cans - SP2018 - Modified Tin Can Rally - - RC2018 Bucket Bonaza AKA Pirate Plunder - Cubes scattered randomly in arena - 2 Point for touching cube - 5 Point for returning to zone - 7 Extra points for dumping cubes in the bucket (RUB) - RC2019 Gold Rush - 9 simple scoring cubes - in front are 1 cube for each opposing team - Points for controlling, more points for tokens in your zone, - Your tokens are worth more than the simple scoring cubes - Each opposing team's cubes which end up in your ownership makes you lose points - You get extra points for each of your tokens in your zone/ownership at the end. - Pirate island - scoring tokens start in each others' scoring zones - score by moving them to yours - Modified Pirate Islands - Fewer cubes, in known places. - Team's cubes are in the neighbor to the left's zones - Prevents issues with robots crashing - Scrabble - Lettered cubes, with random points. - Only score points if it makes a word. - Alistair's pitch - 2 robots rectangle arena - Home area is 1m from wall - 4 sets of tokens: - Good = 1 - Bad = -2 - Really Good = 10 - Really Bad = -20 - Really X tokens are in raised platforms / cages in center (to stop sweeper arms) - Gold rush (mIneCRafT) - Plain Tokens = 1ish - Gold Tokens (Conductive tape?) = 5ish - Diamond Token in the middle = 10ish - Home zone diagonally opposite to the start zone - Distinguish using vision / conductive tape - Apple tree - 'apple' tokens on floor and at a height. - attach with velcro / magnets. - 'golden apples' on tree score more. - Clock - radial scoring zones, raised inner zones. - Hopefully points will be proportional to skill. ### Generic ideas: - Negative point scoring - Gradation of scoring zones (raised platform = more points?). - Metallic tape to distinguish cubes. - Magnets to distinguish cubes (reed switches) - Placing things in buckets - Stacking cubes (of different size?) - Big cube on small cube = more points? - Unique cubes, different combinations - Scrabble? - Half points if two different types are there. - Putting cubes in neighboring areas to score neighboring area points. - Cubes stored in robots at end score extra points. - Velcro attached cubes. - Token dangling on 'tree'. - Resistor values between cubes. - Suction cubes. - RFID tags. - Cubres in hard to reach places. - Thick ply carpet tile. - Line following - Shiny tape? - Cubes on path, easy pickup. - Black carpet, white tape. - (Test in labs with a corner of arena.) - Different return path. ## Dissuaded ideas - Randomly positioning different cubes ## "Groups" of robots - Dead reckoning - Score some points - Ultrasonic distance sensors - Basic CV (i.e just recognising a marker type) - Decent CV (i.e using it to navigate) ## Scheduling Alistair requests 2 teams per game to save him Z3 efforts. 16 teams of 5. 8 matches per round 2 minute match ## Why make a game - See the email alistair sent (link please) - This will be aded to the SRO Knowledgebase(Alistair permitting)i. Link coming soon. Needs to have mechanical, programming and game strategy learning opportunities. Using sensors for bonuses

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