Balls Leaving Play Flashcards

1
Q

Balls legally scored in high or low goal

A
  • Auton: Field reset must “stash” the ball
  • Teleop: Referees enter goal and submit screen
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2
Q

Ball gets stuck on truss

A
  • Head Referee shakes ball loose
  • No truss points are scored
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3
Q

Ball shot over high goals or over side walls and not caught by team player on same alliance

A
  • If not caught by team player on same alliance, field reset returns to human player for same alliance
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4
Q

Ball goes in wrong color goal

A
  • Same as ejected ball, goes to nearest team player
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5
Q

Ball crosses center field and enters goal without first contacting alliand robot, is not a legal goal

A
  • Referees do not record goal or end cycle
  • Field reset need to return it to human player
  • Teams need to recognize situation and not freak out
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6
Q

Ball lodged in alliance robot

A
  • Team must hold up “Dead Ball” sign
  • Head ref hits “reset cycle”
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7
Q

Alliance side Dead Ball gets loose and re-enters play

A
  • Referees continue scoring events for the live ball, but not submit or end the cycle
  • When the “undead” ball is cleared from the field (through goal or getting to human player) referees submit “end cycle”
  • If “undead” ball is ejected from field, it must be returned to human player before hitting “End Cycle”. The player is not allowed to enter it back onto field
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8
Q

ball lodged in opposing robot

A
  • Opposing alliance receives second G12 tech foul and Head Ref will reset cycle
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9
Q

Opposing side dead ball gets loose and re-enters play

A
  • Considered field debris and ignored for scoring purposes the rest of the match
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10
Q

Damaged Ball no longer playable

A
  • Head Ref delares the ball as damaged and instructs field reset crew to give a new one to ahuman player of the ball’s alliance
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11
Q
A
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