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Getting started with FIRST and VEX competitions

by DuckyHelperNov 12, 20264 min read
Robotics

TL;DR:

  • FIRST and VEX each run several programs for different ages and robot sizes. Pick the program that matches your age and your access to a mentor and a room.

  • A season usually has a game announced, a build period, events where teams play matches, and a final stage for the best teams. Rules change every year, so read the official manual.

  • Teams need more than builders: programmers, designers, scouts, writers and organizers all win matches.

Watching a robotics competition for the first time looks like chaos: loud music, small robots slamming into each other, and a crowd that seems to know exactly what is happening. It is easier to enter than it looks. Most teams started with a handful of people, one adult who said yes to helping, and a table.

Two big names, many programs

FIRST and VEX are the two organizations most schools meet first. Each has several programs, built for different ages and for robots of different size and cost. FIRST runs a ladder of programs from younger students with building-brick robots up to high school teams that build large robots. VEX also has programs for younger and older students, with kits that snap together using a shared system of metal parts and a control brain.

Exact age ranges, kit lists, fees and rules differ by program and change between seasons, so look them up on the official FIRST and VEX websites and on the page of the program you are considering before you commit. This article will not quote numbers that may be out of date.

How a season is shaped

Almost every program follows the same arc, even when the details differ.

  1. Game reveal. The organizers publish the year's game: the field, the scoring tasks and the rules for the robot.

  2. Design and build. Teams study the manual, decide what the robot will do, and build and program it.

  3. Events. Teams travel to local events, play qualifying matches, and often meet judges to talk about their design and process.

  4. Advancement. Strong teams, and teams recognized for other reasons, go to bigger events.

Because the game changes every year, your robot is rebuilt every season. That is the good news for new teams: nobody has years of head start on this year's rules.

Worked example: joining a team or starting one

Say you are in ninth grade, you have never built a robot, and you want to do this. Here is a month you can follow.

  1. Week 1: find what exists: Ask at school. Look on the official sites for teams near you. Many schools, libraries and clubs already have one, and a team that accepts newcomers is the fastest start.

  2. Week 2: go and watch: Visit a practice or an event. Notice the roles. Ask what the team needs help with, not what you can do.

  3. Week 3: if there is no team, gather: Find two or three friends and one adult willing to supervise. Choose a program that fits your age and the space you have. Read its starter guide.

  4. Week 4: do a tiny build: Do not wait for the game. Build a simple driving robot from a starter kit, program it to drive a short course, and practice taking notes on what failed.

Check the result honestly at the end of the month: do you have people, a place to meet, an adult, the program's manual, and a robot that drives? If yes, you are a team.

Matches themselves are short, and most of a team's time goes into everything around them. A typical practice might be forty minutes of fixing a drivetrain, twenty minutes of practicing driving the robot through a task, and the rest talking about what to change before the next event. Expect the robot to break. Teams that improve fastest are the ones that write down what broke, fix one thing at a time, and test again, which is the same habit you will use in every later engineering project.

Roles beyond building

  • Programming. Teaches the robot to drive and to do its tasks, by hand-controlled code and by routines that run alone.

  • Design and CAD. Plans parts on a computer before cutting or printing them.

  • Strategy and scouting. Watches other robots and decides which tasks are worth the points.

  • Documentation. Keeps a design notebook or portfolio, which many programs ask for and judge.

  • Outreach and organizing. Finds sponsors, teaches other students and keeps the team running.

Things to check on the official sites

  • Which program fits your age and country

  • What the registration steps are and when they close

  • What the current game manual says. Read it fully before building anything.

  • Where local events are held and how to sign up for them

  • Safety rules for the robot and for the pit area

Stay safe

Robots at competitions are driven by motors that can pinch and by batteries that can be hurt by a short circuit. Wear safety glasses when anything is being cut, drilled or tested, tie back long hair and loose sleeves near moving parts, and let the adult mentor check the batteries and wiring. Follow the safety rules in the program manual: they exist because of things that went wrong before.

Frequently asked questions

Do I need to be good at programming already?

No. Teams teach newcomers, and the first season is mostly about learning. Start with driving the robot by remote, then add automatic routines.

What if my school has no team?

Start one with a few friends and a supervising adult, or look for a community club. Start small and use the official starter material.

Will the rules from this article still be right next year?

Do not count on them. Always read the current manual on the official site.

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