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Break-Away Strategy Game A turn based strategy game used to simulate Break-Away Brought to you by Team 33.

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Presentation on theme: "Break-Away Strategy Game A turn based strategy game used to simulate Break-Away Brought to you by Team 33."— Presentation transcript:

1 Break-Away Strategy Game A turn based strategy game used to simulate Break-Away Brought to you by Team 33

2 Basic Rules General Rules – Starting Positions follow the rules for Break-away with regard to positions of robots and balls. – Scoring and bonuses follow Break-away with regards to points. – Tournament scoring will follow Break-away scoring Winners get W+2*L, and Losers get W. Specialized rules for simulation: – Simulation is a round based game. – Use a counter to keep track of “time” on timing sheet. 15s for Auto, and 5 seconds for each additional round – Decide on robot capabilities before the match begins Honesty will provide a more accurate simulation – Each “robot” is allowed to pick an action at the start of each round, and must play that action. If a robot is a fast Acquire/Aimer/shooter, they may play up to those 3 cards simultaneously (this is a great machine, good machines will be able to do 2 of these actions under 5 seconds, and most will require about 5 seconds each). Move allows the robot to move 1 field unit per turn (over 1 bump, through tunnel, or across 1 white line) Tunnel bots may move diagonally. – Pushing (bot with highest traction wins a defense match) – If two bots try to acquire a ball at the same time, the faster acquire time will prevail. – Scoring is based off of taking a shot, and then rolling a dice corresponding to your accuracy. For example 50% accuracy from midfield would require rolling a 3 or lower (or odds, or evens…). A robot can only kick up to its maximum length, but can kick shorter (1 unit) unless pre-designated before match (robot only kicks long). Decide on accuracy before hand. 1=17%, 1&2=33%, 1,2,&3=50%, 1-4=66%, 1-5=83%, and 1-6=100% (no need to roll). I would strongly recommend against 100% accuracy for anyone. – Once a ball is scored, it moves to the rail input the next round. It then moves to the rail output the following round. i.e. each ball scored will be in play no sooner/ no later than 10 seconds after scored. – Hanging Bots must be in tower proper area in order to initiate hanging. Bots must initiate hanging with respect to amount of time required to hang (i.e. 10 second hanger must start 10 with 10 seconds left in the match)

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4 1 2 3 GOAL

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6 1 1 2 2 1 3 3 3 2 2 1 1

7 Team Scout Cards The team scout cards allow for you to pre-determine attributes for the team. Scout cards will be put onto the position sheet to decide which bot is which. Kick Length decides how far the kicker can kick. (3= full field, 2= over 1 bump, 1= only in same zone) Acquire, Kick, Aim, Hang time, and Self Rightening are filled out according to the number of seconds required to do the task. Short, Mid, and Long Accuracy relate to the accuracy for shots taken from the various field lengths. Bump Tunnel Bump&Tunnel decide the paths that the Robot can take when traversing the field. Team Number: Kick Length (3>1):1 2 3 Acquire : <55 Shoot Time: <55 Aim: <55 Short Accuracy: 1 2 3 4 5 6 Mid Accuracy: 1 2 3 4 5 6 Long Accuracy: 1 2 3 4 5 6 Traction (3>1):1 2 3 Bump Tunnel Bump&Tunnel Hang:2 2+ 3 Hang time: 5 10 15 20 Self Rightening: No 5 10

8 Team Number: Kick Length (3>1):1 2 3 Acquire: <55 Shoot Time: <55 Aim: <55 Short Accuracy: 1 2 3 4 5 6 Mid Accuracy: 1 2 3 4 5 6 Long Accuracy: 1 2 3 4 5 6 Traction (3>1):1 2 3 Bump Tunnel Bump&Tunnel Hang:2 2+ 3 Hang time: 5 10 15 20 Self Rightening: No 5 10 Team Number: Kick Length (3>1):1 2 3 Acquire: <55 Shoot Time: <55 Aim: <55 Short Accuracy: 1 2 3 4 5 6 Mid Accuracy: 1 2 3 4 5 6 Long Accuracy: 1 2 3 4 5 6 Traction (3>1):1 2 3 Bump Tunnel Bump&Tunnel Hang:2 2+ 3 Hang time: 5 10 15 20 Self Rightening: No 5 10 Team Number: Kick Length (3>1):1 2 3 Acquire: <55 Shoot Time: <55 Aim: <55 Short Accuracy: 1 2 3 4 5 6 Mid Accuracy: 1 2 3 4 5 6 Long Accuracy: 1 2 3 4 5 6 Traction (3>1):1 2 3 Bump Tunnel Bump&Tunnel Hang:2 2+ 3 Hang time: 5 10 15 20 Self Rightening: No 5 10 Team Number: Kick Length (3>1):1 2 3 Acquire: <55 Shoot Time: <55 Aim: <55 Short Accuracy: 1 2 3 4 5 6 Mid Accuracy: 1 2 3 4 5 6 Long Accuracy: 1 2 3 4 5 6 Traction (3>1):1 2 3 Bump Tunnel Bump&Tunnel Hang:2 2+ 3 Hang time: 5 10 15 20 Self Rightening: No 5 10 Team Number: Kick Length (3>1):1 2 3 Acquire: <55 Shoot Time: <55 Aim: <55 Short Accuracy: 1 2 3 4 5 6 Mid Accuracy: 1 2 3 4 5 6 Long Accuracy: 1 2 3 4 5 6 Traction (3>1):1 2 3 Bump Tunnel Bump&Tunnel Hang:2 2+ 3 Hang time: 5 10 15 20 Self Rightening: No 5 10 Team Number: Kick Length (3>1):1 2 3 Acquire: <55 Shoot Time: <55 Aim: <55 Short Accuracy: 1 2 3 4 5 6 Mid Accuracy: 1 2 3 4 5 6 Long Accuracy: 1 2 3 4 5 6 Traction (3>1):1 2 3 Bump Tunnel Bump&Tunnel Hang:2 2+ 3 Hang time: 5 10 15 20 Self Rightening: No 5 10

9 Action Cards The next two slides contain action cards. Each “robot” gets a column of action cards to be used during the simulation. Each turn, the “robot” selects an action for that particular turn. Abilities were decided on beforehand. For instance a slower scoring machine may only play the Acquire, Aim, Shoot one at a time where-as a faster scoring machine may be able to to play 2 or three of these at a time. When shooting, if the Acquire, Aim, Kick sequence is followed then the player can roll the dice and check its value to see if the kick scores or not. Special cards are played once per match. Think of them as odd quirks that come into play. The Auto cards are used for Autonomous only.

10 Action: Move Action: Acquire Action: Aim Action: Hang Action: Kick Action: Defend Auto: Move Auto: Shoot Auto: Shoot 2 Auto: Shoot 3 Auto: Move Action: Move Action: Acquire Action: Aim Action: Hang Action: Kick Action: Defend Action: Move Action: Acquire Action: Aim Action: Hang Action: Kick Action: Defend Special: Bump Flip Special: ________

11 Action: Move Action: Acquire Action: Aim Action: Hang Action: Kick Action: Defend Auto: Move Auto: Shoot Auto: Shoot 2 Auto: Shoot 3 Auto: Move Action: Move Action: Acquire Action: Aim Action: Hang Action: Kick Action: Defend Action: Move Action: Acquire Action: Aim Action: Hang Action: Kick Action: Defend Special: Bump Flip Special: ________

12 Timing and Scoring The following slide is for timing and scoring. Each time period is listed for each subsequent turn. Use a marker to keep time. Red and blue scoring tabs are located at the bottom. Use markers to keep score.

13 2:15 2:00 1:55 1:50 1:35 1:40 1:00 0:55 1:25 1:30 1:10 1:05 1:201:15 1:45 0:45 0:50 0:35 0:40 0:30 0:10 0:05 0:20 0:15 0:25 RED 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 BLUE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33


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