DECODE FTC 2025-2026 Notes
1 Introduction
FIRST® (For Inspiration and Recognition of Science and Technology) is a global youth nonprofit that prepares young people for futures in STEM. The programs span multiple age groups, including FTC for grades 7-12. The mission is to provide life‑changing robotics programs that give young people skills, confidence, and resilience to build a better world. The FIRST Ethos emphasizes Core Values (Discovery, Innovation, Impact, Inclusion, Teamwork, Fun) and keywords like Gracious Professionalism® and Coopertition®, guiding behavior and collaboration. FIRST encourages volunteering and inclusion, with accommodations available for disabilities. The Competition Manual is the official season resource, with conventions to highlight warnings, cautions, and key terms. Team Updates and a Q&A system keep the community informed, and translations exist but the English version remains authoritative.
1.2 FIRST® Tech Challenge
FTC is student‑centered: after Kickoff, small teams design, build, test, and program robots to perform game tasks autonomously and under driver control. Tournaments mix competitive play with collaborative learning, mentorship, and outreach. Participation provides access to scholarships and opportunities in STEM careers, with the FIRST community spanning life.
1.3 FIRST Ethos and Core Values
Core Values center on respect, learning, teamwork, and community impact. Gracious Professionalism® combines high-quality work with respect for others, while Coopertition® emphasizes helping opponents even as you compete. Discovery, Innovation, Impact, Inclusion, Teamwork, and Fun shape team culture and actions.
1.4 Spirit of Volunteering
Volunteers are essential to FIRST; everyone should act with Gracious Professionalism, thank volunteers, and consider volunteering locally. Roles and materials support a welcoming, safe environment where teamwork and generosity are prioritized.
1.5 Accessibility and Inclusion
FIRST provides reasonable accommodations to enable participation. Participants should request accommodations in advance through local leadership to ensure safety and feasibility.
1.6 This Document & Its Conventions
The 2025‑2026 Competition Manual covers the DECODE game, field, gameplay, safety and build rules, inspections, events, and advancement. Rules use conventions (warnings, cautions, key terms in ALL CAPS) to guide safe, compliant ROBOT construction. Imperial units dominate with metric equivalents shown for reference. Links and versioning notes help readers navigate rules; the glossary (Section 16) defines season‑specific terms.
1.7 Translations & Other Versions
The primary language is English; translations exist and in‑season versions may be updated. The English PDF published on the Game and Season Materials page is the authoritative version.
1.8 Team Updates
Team Updates announce revisions to official documents or season news, typically highlighted in yellow for additions and with strikethroughs for deletions.
1.9 Question and Answer System
The Q&A system allows teams to ask gameplay, rule, judging, and advancement questions. It opens September 22, 2025, and is moderated weekly. Answers do not supersede the manual; referees and inspectors remain the ultimate rule authorities.
2 FIRST Season Overview
DECODE is the 2025‑2026 FIRST Tech Challenge game, themed around archaeology and artifacts. The season features a two‑team alliance format, autonomous and driver control phases, and a dynamic MOTIF determined by a randomized OBELISK. Teams uncover artifacts, build patterns on RAMPS, and race to base while leveraging field elements to earn points and advancement opportunities.
3 Competition Eligibility and Inspection (I)
Teams must be registered and competition‑ready: pay registration, pass Youth Protection screening, and have two adult leads. Check‑in requires a roster and, in some regions, ROBOTs built to the season’s game. A single ROBOT may be used per event; inspections are mandatory, with final authority resting with the LRI. If a ROBOT changes after inspection, it may require re‑inspection unless specified exceptions apply (e.g., fastener changes, labeling updates, code revisions, or identical component replacements). STUDENT presence is required during inspection, with exceptions for rare conflicts.
3.2 Awards Eligibility Rules
To be eligible for team‑judged awards, teams must attend their structured interview and may need to submit a PORTFOLIO (as directed). See Section 6 for full award details.
3.3 MATCH Eligibility Rules
A team participates in a MATCH when a DRIVE TEAM member is in the ALLIANCE AREA at the start. ROBOTS must pass inspection before competition. The Lead ROBOT INSPECTOR (LRI) has final say on legality. Teams may participate in Practice MATCHES prior to passing inspection, but unsafe ROBOTS may be prohibited from continuing. If a ROBOT is DISABLED or not present at start, qualifications and playoff scoring rules apply under conditions specified in I302–I308. A self‑inspection checklist is provided to help teams prepare before events.
4 Advancement
advancement is regionally distributed, with teams advancing from Qualifying Tournaments (QT) or League Tournaments (LT). The local Program Delivery Partner determines advancement numbers and publishes region allocations before ALLIANCE selection. FIRST Headquarters determines advancement to the Championship and Premier Events. Points for advancement are computed across event performance with a predefined distribution. In case of ties, ranking uses a defined set of tiebreakers.
4.1 Advancement Points Calculation
Advancement points are assigned per event using categories: Qualification Phase Performance, ALLIANCE Selection Results, Playoff Performance, Team Judged Awards, and others. The Qualification Phase Performance is calculated by an inverse ErF distribution based on rank (R) and participant count (N) with a static α (1.07):
ext{QualificationPhasePoints}(R,N,\alpha)=igg\u2300 ext{InvErf}ig(N-2R+2\alpha Nig) imes 7 \, ext{InvErf}ig( frac{1}{\alpha}\big) + 9 igg
ceil
This yields a near‑normal spread of points across ranks.
ALLIANCE lead and draft order yield points equal to 21 minus the seed index, e.g., 18 points for #3 lead.
Playoff points: 1st = 40, 2nd = 20, 3rd = 10, 4th = 5 (adjustments may occur for Dual Division events).
Team Judged Awards contribute up to 60 points (e.g., 1st Inspire = 60, others scaled down).
4.1.2 ALLIANCE Selection Results
Points reflect seeding and peer recognition; late‑blooming teams can be rewarded through this mechanism.
4.1.3 Playoff Performance
Points accrue for progression within the playoff brackets; alliances earn points for wins and advancement.
4.1.4 Team Judged Awards
Awards such as Inspire, Think, Connect, and others contribute to advancement when judged at the event. Awards not given at an event do not earn points.
4.2 Advancement Distribution by Region
Advancement slots by region are publicized; region allocations depend on registration counts, new regions, and global representation. FIRST HQ may reallocate unused slots as needed.
5 Event Rules (E)
Event Rules govern conduct from arrival to departure. A universal violation note warns that egregious or repeated violations may lead to warnings, disqualification, or escalation to FIRST Headquarters. FIRST emphasizes safety, accessibility, and fair play, with accommodations available for disabilities. Local Program Delivery Partners may impose additional restrictions (e.g., badging, venue rules).
5.1 General Rules
Personal safety guidelines require safety glasses, closed‑toe shoes, tied back hair, appropriate clothing, and adherence to venue health requirements. All participants should exhibit Gracious Professionalism and respect for others.
5.2 Machine Shops and Build Spaces
Some events provide machine shops or host build spaces; access is generally equal for all teams, subject to venue constraints.
5.3 Wireless Rules
No self‑configured Wi‑Fi, Bluetooth, or other wireless networks are allowed in the venue; interference with event networks is forbidden. Cellular hotspots and smart devices are treated as potential access points; disable them as needed.
5.4 Load‑in and 5.5 Pits
Load‑in times vary; teams should be safe, gracious, and professional. Pit spaces are typically 10' x 10' x 10' squares, with typical access to power; rules limit tool types, space usage, and storage to ensure safety and fair access.
5.6 ROBOT Carts
Carts are recommended for safe transport; carts must be controllable, fit through standard doors, and should not be autonomous.
5.7 Ceremonies and 5.8 In the Stands
Ceremonies celebrate teams and volunteers; quiet in pits during ceremonies; cap on pit crew size during ceremonies.
6 Awards (A)
FIRST Tech Challenge features two main award categories: Machine, Creativity, and Innovation (MCI) and Team Attributes (TA), plus Think Award and Judges’ Choice. Inspire Award is the top overall award. Judging uses: a PORTFOLIO, a structured interview, and pit interviews. Sources of information include team activities during the event; external information is not considered. PORTFOLIOS have page limits and formatting requirements; AI usage is allowed with proper citation. Award counts scale with event size, and some awards vary by event type.
6.1 Team Judged Awards Overview and Schedule
Inspire, Think, Connect, Reach, Sustain, Innovate, Control, Design, and Judges’ Choice are described in detail with criteria in Tables 6‑2 to 6‑9. The Inspire Award recognizes well‑rounded teams. The Think Award emphasizes documentation of the engineering process in the PORTFOLIO. The Connect, Reach, and Sustain awards focus on community and sustainability. The Innovate, Control, and Design awards recognize advanced engineering approaches. The Judges’ Choice Award acknowledges unique contributions that don’t fit other categories. Judges collect information from structured and pit interviews and external feedback limited to the current event.
6.2 Team Judged Award Rules
PORTFOLIOS have specific content limits and formatting requirements; teams may use AI tools with proper credits. Portfolios are submitted by deadline and may be printed or submitted digitally. Only content within the PORTFOLIO is reviewed by JUDGES.
6.3 Team Judged Award Descriptions
Inspire Award requires demonstrated success across MCI, TA, and Think categories; Think Award requires engineering process evidence; Connect Award requires documented engagement with the STEM community; Reach Award focuses on broad outreach and recruitment; Sustain Award covers long‑term program sustainability; Innovate Award (RTX) highlights creative ROBOT design; Design Award focuses on elegant, maintainable, and aesthetically strong design; Judges’ Choice Award is discretionary.
8 Game Overview
DECODE is a two‑Alliance game where each alliance consists of two teams. They score purple and green ARTIFACTS into their GOAL, build PATTERNS on RAMPS, and race to BASE. An OBELISK is randomized to reveal one of three MOTIFS that define the PATTERN colors. The first 30 seconds are autonomous; robots use sensors to decode the MOTIF. ARTIFACTS scoring depends on CLASSIFIED vs OVERFLOW, PATTERN depends on MOTIF color order, and end‑game scoring rewards returning to BASE and completing PATTERNs. The alliance with the most points wins and earns ranking points.
9 ARENA
The DECODE ARENA includes a 144 in. x 144 in. FIELD with a soft foam tile surface. Each ALLIANCE has a CLASSIFIER consisting of a SQUARE, a RAMP, and a GATE, plus a GOAL and OBELISK. The OBELISK features three MOTIF faces with attached AprilTags to identify MOTIF. ARTIFACTS are 5 in. gopher‑style balls in purple and green (24 purple, 12 green per match). The GOAL opening is ~26.5 in. wide with a 38.75 in. lip height. The FIELD includes LABELLED ZONES: ALLIANCE AREA, DEPOT (Launch Line), LAUNCH LINE, LAUNCH ZONE, BASE ZONE, GATE ZONE, LOADING ZONE, SECRET TUNNEL ZONE, and Spike marks for artifact placement. AprilTags are located on the GOAL faces and OBELISK faces to aid navigation and MOTIF identification. The FIELD is modular and may vary by venue; teams should design ROBOTS to be robust to small variations between fields.
9.11 FIELD STAFF
FIELD STAFF include Head Referee, FTA (FIRST Technical Advisor), and FIELD Supervisor. They oversee scoring, safety, and field resets; they work with volunteers and ensure standard rules are applied consistently.
10 Game Details
10.1 MATCH OVERVIEW
A typical FIELD cycle is 5–12 minutes, including pre‑match setup, a 30‑second AUTO period, an 8‑second transition to TELEOP, a 2‑minute TELEOP, and a reset. During AUTO, ROBOTS operate autonomously to collect ARTIFACTS and define MOTIF; during TELEOP, DRIVERS control the ROBOT to maximize scoring.
10.2 DRIVE TEAM
A DRIVE TEAM can include up to 4 members with roles: DRIVE COACH (mentor guide), DRIVER (operator), and HUMAN PLAYER (ARTIFACT manager). At most one non‑STUDENT can be part of the DRIVE TEAM. Drive Teams stage in the ALLIANCE AREA with badges identifying roles.
10.3 Setup and 10.3.1 SCORING ELEMENTS
ARTIFACTs are staged in the FIELD in fixed locations for each match. Each ROBOT may be pre‑loaded with up to 3 ARTIFACTS from its ALLIANCE AREA. The number and distribution of ARTIFACTS may be adjusted for FIRST Championship and Premier Events.
10.4 MATCH Periods
AUTO is 30 seconds; TELEOP is 2 minutes; there is an 8‑second gap between AUTO and TELEOP. The timing is managed by FIELD STAFF.
10.5 Scoring
ARTIFACTS are classified as CLASSIFIED or OVERFLOW based on entry into the GOAL and passage through the SQUARE. DEPOT scoring, PATTERN scoring, LEAVE (leaving LAUNCH LINES), and BASE scoring all contribute to MATCH points and RP (Ranking Points). A detailed point table shows the values per action and RP thresholds. See Table 10‑2 and 10‑3 for full scoring values and RP thresholds.
10.6 Violations
FIRST uses MOMENTARY, CONTINUOUS, and REPEATED to describe durations of violations. Penalties include MINOR FOUL (5 points), MAJOR FOUL (15 points), YELLOW CARD, RED CARD, and DISABLED. The Head Referee issues cards, and cards carry across matches in a tournament phase. The rules include numerous illustrated examples for violations, such as leaving FIELD boundaries, contacting fields beyond permitted zones, and dangerous behavior. Rules also cover how cards apply during Playoffs and how penalties affect alliance performance.
11 Game Rules (G)
G101–G116 cover general safety and conduct, pre‑match actions, and human interactions with ARENA elements. G201–G211 address conduct, opponent interactions, and prohibitions against throwing matches or coercing others. G301–G306 cover pre‑match readiness, field setup, and match starting requirements. G401–G417 govern AUTO and TELEOP behavior, scoring, and robot control, including G409 (robot safety), G410 (stopping when instructed), G411 (robot identifiability), G412 (not damaging the FIELD), G413–G416 (interaction rules, contact in gates and zones), and G417–G423 (opponent interaction, pinning, and game strategy limitations). G424–G434 cover Shielded zones, loading zones, and base protections; G435+ include other interaction and penalty details. The rules emphasize keeping humans safe, fair play, and enabling robust field play.
12 ROBOT Construction Rules (R)
R101 Start from an 18 in. cube STARTING CONFIGURATION; ROBOT must be fully self‑contained within this volume, with preloaded elements allowed to extend beyond the size constraint. R102 allows holding STARTING CONFIGURATION while powered off or pre‑positioned, with safety in mind.
R103 There is no explicit weight limit; teams should consider battery, field impact, and performance. R104–R106 limit how parts can detach, how expansion occurs, and how components may be modified. R105–R106 govern horizontal and vertical expansion and reconfiguration during the match, with maximums (18 in. horizontal, 18 in. vertical, and up to 38 in. vertical under certain conditions). R107–R111 cover general fabrication rules, COTS item definitions, and documentation requirements.
R201–R206 set safety and material constraints: no damage to the FIELD, no sharp edges, safe design, and no leaking lubricants. R207–R208 prohibit air power on the ROBOT and floor grabbing. R301–R306 address COTS major mechanisms, reuse of custom parts year to year, and restrictions on using SCORING ELEMENTS as ROBOT components. R401–R412 require ROBOT SIGNS (two per ROBOT), with team numbers clearly displayed, and restriction on visual markings. R501–R519 detail Motors & Actuators (allowed motors/servos, current limits, and power regulation), R520+ cover power distribution, battery types, and wiring standards. R601–R611 specify batteries, fuses, main power switches, grounding, and inspection requirements. R701–R714 define the control system (Robot Controller, Driver Station, coprocessors), vision, USB devices, and software rules. R715–R717 regulate USB vision devices and recording equipment. R718–R722 provide post‑Kickoff change management and configuration rules. R801–R818 cover Pneumatic Systems (No pneumatics unless listed), and R901–R906 specify Operator Console rules including device types, safety, and power. R907–R913 address network, software, and firmware updates. 12.8–12.9 Pneumatic Systems and Operator Console are summarized here; full details appear in the manual.
13 Tournament (T)
T201–T206 establish the tournament framework: Head Referee has final gameplay authority (T201). Red and Yellow Cards are used for rule enforcement (T202). Field measurements, MEASURE: calibration times, and non‑gameplay decisions fall under Event Director (T203). Fields across an event must be consistent (T204). ROBOTS may be tested during calibration windows, with specific rules governing start times and allowable activities (T205). TIMEOUTS are not allowed; matches include defined breaks (T206).
13.3 MATCH Replays (T301–T302)
Replays are rare and only used for ARENA FAULTs that affect match outcomes. Replays replicate original match conditions as closely as feasible, barring exceptions where required by the Head Referee.
13.4 Clarifications on MATCH Play Results (T401–T403)
Questions may be brought to the Question Box; a single STUDENT may address the Head Referee, with constraints on timing and conduct. Questions should be factual, rule‑based, and timely (within specified windows).
13.5 Practice MATCHES (T) and 13.6 Qualification MATCHES
Practice MATCHES occur prior to QT and may be randomly assigned. The QT schedule divides teams into rounds; SURROGATE matches may occur as indicated on the schedule and do not affect ranking. Qualification Ranking (RS) depends on RANKING POINTS and other factors; tiebreakers include multiple metrics and a random component managed by the event software.
13.7 Playoff MATCHES & 13.8 Dual Division Events
Playoffs use a bracket format (2, 4, 6, or 8 ALLIANCES) with double‑elimination structures and potential multi‑division formats. Dual Division events split teams into divisions, run a division playoff, then a cross‑division final. Awards and advancement proportions reflect the event size and division outcomes.
15 FIRST Championship (C)
The Championship sections outline six divisions, division playoffs, and a 3‑robot alliance structure. The Championship introduces specialized modifications (e.g., elevated fields) and division‑level awards. 3‑robot ALLIANCES allow backups and strategic flexibility. Pit crews may be extended for playoff mechanics, and Championship scoring rules are published via Team Updates.
16 Glossary
The glossary defines important terms used throughout the manual in ALL CAPS (e.g., ALLIANCE, ALLIANCE AREA, BASE, CLASSIFIER, GOAL, OBELISK, MOTIF, ARTIFACT), and explains field zones, scoring terms (RP, RS, etc.), and roles (JUDGE, JA, LRI, FTA, FIELD STAFF).