KILLSWITCH Cardboard

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Revision as of 00:01, 16 April 2024 by Issac (talk | contribs) (Created page with "KILLSWITCH Cardboard is a faster, cheaper, even more disposable variant of KILLSWITCH. == RULES SANCTITY == The point of KILLSWITCH Cardboard is to stage spectacular robot battles, not to identify and exploit loopholes in the rules. The spirit of the rules will be upheld at all times. Determinations will be made by vote of the Board of Directors. == ENTRY == KILLSWITCH Cardboard is open to both individual and team entries. Teams can be arbitrarily large. KILLSWITCH Ca...")
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KILLSWITCH Cardboard is a faster, cheaper, even more disposable variant of KILLSWITCH.

RULES SANCTITY

The point of KILLSWITCH Cardboard is to stage spectacular robot battles, not to identify and exploit loopholes in the rules. The spirit of the rules will be upheld at all times. Determinations will be made by vote of the Board of Directors.

ENTRY

KILLSWITCH Cardboard is open to both individual and team entries. Teams can be arbitrarily large. KILLSWITCH Cardboard is open to both Knox Makers members and non-members. Individuals and teams may enter as many robots in the competition as desired. Each robot will be bracketed separately.

ROBOT SIZE

Before competing, every robot must fit within a box whose width, height, and depth total 24″ or less. They are allowed to unfold, unfurl, extend, or otherwise grow once the match begins, but must do so under their own power. All robots must weigh 1.5 pounds or less.

MOBILITY

All robots must be mobile and their movement must be powered and under the control of an operator. Allowed forms of mobility:

   • rolling (wheels, tracks or the whole robot) 
   • walking 
   • shuffling 
   • slithering 
   • gyroscopic procession 
   • ground effect air cushions 
   • jumping / hopping

Prohibited mobility forms:

   • flying 
   • floating

REMOTE CONTROL

All of the robot’s functions must be under reliable remote control. Loss of control equates to loss of match. Remote control must be via commercially-produced wireless 2.4GHz systems with digitally-coded, mated pairs between transmitter and receiver. Radio systems that stop all motion in the robot (both drive and weapons) when the transmitter loses power or signal are required for all robots. This may be inherent in the robot’s electrical system or be part of programmed failsafes in the radio.

BATTERIES

All electrical power to weapons and drive systems must have a manual disconnect that can be activated within fifteen seconds without endangering the person turning it off (e.g. no body parts in the way of weapons or pinch points). Relays may be used as a secondary power control, but a mechanical disconnect is still required. Pre-approved battery types are:

   • lithium ion (LIon) 
   • lithium polymer (LiP) 
   • lithium iron (LiFe) 
   • nickel metal hydride (NiMH)

Prohibited battery types are:

   • nickel cadmium (NiCad) 
   • sealed lead acid (SLA) / gel cell

Other battery types are subject to approval. All robots must incorporate an easily-visible indicator lamp that shows when main power is activated.

MATERIALS

A very limited list of materials are allowed for use in KILLSWITCH Cardboard combatants. The intention is to keep robots cheap and fragile!

Essentials

   • drive and weapon motors
   • electronic speed controllers (ESCs) for motors
   • weapons infrastructure (see below)
   • R/C receiver
   • battery pack
   • power switch
   • LED power indicator
   • necessary wiring

Chassis and Weapon

The robot chassis and weapon may be made from

   • up to 1000 sq in single wall corrugated cardboard sheet with thickness of 3/16” or less
         and/or
   • up to 100 sq in Baltic birch plywood with thickness of 3mm or less

These are pre-cut material limits. You might start out with a 25x40” piece of cardboard, for example, and cut all your parts out of it.

Weapons Infrastructure

Miscellaneous parts necessary to realize the robot’s weapon are permissible. For example, a fire weapon may require a gas canister, valve actuator, and some means of ignition. A spinning weapon may require a metal rod, a coupling to the motor’s output shaft, and a bearing. The substance of the weapon – for example, the spinning blade or hammer head – must be made using cardboard and/or plywood as specified. Weapons infrastructure must not be used to obviate limitations imposed by material strength or durablility.

Adhesives

Hot melt glue, cyanoacrylate glue (eg, Super Glue), and polyvinyl acetate glue (PVA, eg Elmer’s Glue) are the only allowed adhesives. Adhesives may be used in sufficient quantities to construct the robot, but no more. Impregnating construction materials to add strength and durability is forbidden.

Cable Ties

Up to 20 nylon cable ties may be used in constructing the robot. Cable ties may be up to 3.5mm wide and up to 8in long.

Ornamentation

Combatants are strongly encouraged to decorate their robots to make them distinctive and fun. Ornamentation could consist of anything from plastic toys to lighting systems, but they must not add durability or threat to the robot. If it is determined that non-cardboard items are being used as armor (resistive or ablative), their removal may be required or eligibility denied the robot.

Spare Parts

Up to 0.5lb of spare parts and/or material may be brought to the competition and used to repair the robot between matches. Parts and material may also be bartered with other competitors. The repair process cannot result in a robot that violates the rules (eg, incorporating too much plywood or weighing more than 1.5lb).

PROHIBITED TECHNOLOGIES

   • pneumatics
   • stored energy systems (springs, flywheels)
   • hydraulics 
   • internal combustion engines

WEAPONS

KILLSWITCH Cardboard is all about spectacle. Robots are required to incorporate at least one independently-powered weapon designed to physically damage competitors as excitingly as possible. Robots without functional, effective weapons will not be allowed to compete. Specific notes regarding limitations and prohibitions follow.

Limited weapons

   • Fire-based weapons are permitted, but only propane and butane fuels are permitted. The ignition system must incorporate a remotely-operated shutoff allowing the operator to disable the system.

Prohibited weapons

   • Electrical weapons meant to disable electronic control systems via electromagnetic pulse or high voltage
   • RF jamming or other approaches to interfering with or preventing control of competitors 
   • Light, smoke, or other systems intended to impair visibility of robots or competitors ability to see 
   • Magnetic or electromagnetic grapples, nets, tapes, strings, cables, and other entanglement weapons that stop combat 
   • Liquid or foams 
   • Powders, sand, ball bearings, glitter, and other forms of dry chaff 
   • Explosives such as gunpowder or cartridge primers

PROHIBITED STRATEGIES

There are several well-known design patterns for fighting robots that are prohibited in KILLSWITCH. The rationale for these bans is to increase competition and make fights more exciting for spectators.

   • Robots designed primarily break other robots’ contact with the ground by using an inclined plane to raise one side (“wedges”). 
   • Robots designed primarily to push other robots (“bulldozers”).

Note that these are prohibitions on designs and/or primary strategies. If your robot's weapon is disabled in combat, you should absolutely try to force your opponent into an arena hazard; you're just not allowed to employ that as a primary strategy. As a general guideline, KILLSWITCH prohibits "passive aggressive" weapons and invisible attacks. If it will look awesome, it's probably allowed. Make an inquiry if you're uncertain.

ARENA

The arena is six feet by twelve feet, or seventy-two square feet. The arena floor is made of metal and has both smooth and textured surfaces. The floor is substantially flat, but there are irregularities where floor sections mate. The arena is enclosed in Lexan to protect competitors and audience members from shrapnel. Four electromechanical hazards, designed to be capable of destroying competing robots, provide additional danger and excitement.

   • sledgehammer 
   • pinball flippers 
   • floor spikes 
   • flamethrower

The hazards are controlled by members of the audience.

GAMEPLAY

Match Duration

A match is three minute minutes long. After the first minute elapses, one of the arena hazards – selected at random – becomes active. At the end of the second minute, another randomly-selected arena hazard is activated.

Match Frequency

Competitors will have a minimum of thirty minutes between any two matches. This time is intended for battery charging, maintenance, and repair. If a robot is unable to compete within five minutes of scheduled match time, the match is forfeited.

Grappling and Pinning

Robots may not win by grappling or pinning their opponents. Grappling and/or pinning is allowed for a maximum of fifteen seconds at a time. An attacker that does not stop a pin or lift when requested by a referee may be declared the match loser unless the two robots are stuck together. When a pin is released, the attacker must move far enough away after releasing the opponent that the opponent has an opportunity to escape for the pin to be considered released.

Stuck or Entangled Robots

Matches will be paused to separate robots in the event that they become stuck together in the arena and cannot separate from each other after five seconds.

Neutral Area Restart

Before restarting a match that has been paused to release stuck robots, the robots may be driven to neutral areas of the arena if directed to do so by a referee.

Incapacitated Robots

If a robot does not appear to be able to move freely, the referee may ask that the robot perform a mobility test (drive in a straight line, drive in a figure eight) in order to prove that the robot is still able to compete effectively. If the robot fails the test, it is counted as incapacitated and has lost the match.

Forfeiting

At any time, a competitor can voluntarily forfeit a match. Under this circumstance, the opponent must cease attacking. This counts as a loss for the forfeiting robot and a win for the competitor.

Declaring the Winner

The goal of KILLSWITCH is to destroy your opponent spectacularly. The best case is one in which the other robot is in pieces and on fire. Things may not work out that way, however… so a robot will be declared the winner when

   • the other robot is incapacitated or out of control 
   • the other player surrenders

If neither of these conditions are met, both robots lose. Remember: the goal isn't to survive, it's to kill.

Bracketing

Initially, all qualified competitors will be randomly seeded in the Warriors' Bracket. Upon suffering a loss in the Warrior's Bracket, robots that are still operable (or that can be made so) will be randomly seeded in the Losers' Bracket. A loss in the Loser's Bracket means a robot is out of the competition.