SPARC Match Rules
The SPARC Match Rules describe what happens in and around the arena: loading and activating robots, how long matches last, how un-sticks, knock-outs, pins and pits work, and what to do in an emergency. It is one of the SPARC documents.
Current version: SPARC Match Rules v1.6
This summary is based on v1.6 (1 September 2026). It is an overview only – always check the current document and your event's own rules.
Loading in and activating
- Wherever the arena allows it, robots are powered on without anyone standing on the combat floor.
- When people do have to enter, the least dangerous robot is activated first; when unloading, the most dangerous robot is shut down first.
- Robots are set down with wheels pointing away from people and doors, and aimable weapons pointed at the far wall. Weapon locks come off last, and nothing moves while anyone is on the combat floor.
- Once the arena is closed, drivers get up to 20 seconds for a quick weapon and drive test before the fight starts.
After the fight
- Both robots stop and let their weapons spin down.
- Judges may ask a robot to show its drive still works (driving back to its starting square) or that its weapon still works (a brief, low-speed spin-up).
- Shutdown is the reverse of activation: weapon disabled and locked first, then main power, then the transmitter.
Emergencies
The rules spell out what each robot should do if one or both robots catch fire, if a robot is acting erratically or is stuck on, and how a match is stopped for an arena breach or other safety issue. Events are encouraged to signal a stoppage with both sound and light. A driver who keeps fighting after a stop is called is disqualified. After the problem is fixed, the fight resumes if possible; otherwise it is judged up to the point it was stopped.
Match formats and timing
- Round robin is standard for classes of 5 or fewer robots; double elimination is standard for 6 or more. Single elimination and modified double elimination are also described.
- Robots from 150 g to 6 lb get at least 20 minutes between matches; robots over 6 lb get at least 30 minutes.
- Matches are 3 minutes, and rumbles are 5 minutes. Events may choose 2-minute matches for 150 g to 6 lb robots.
Un-sticks
Robots stuck together get 10 seconds to separate before the referee can call an un-stick. No repairs are allowed during an un-stick. Events pick one of these un-stick rules for robots stuck on the arena itself:
- The arena is a hazard – no un-sticks.
- Single un-stick – one per robot per match, whatever the cause.
- Modified single un-stick (the standard option) – one per robot, but only if the opponent didn't cause it.
- Accidental entanglement – a match can be paused once to free entangled parts; a second entanglement ends the match and it goes to the judges.
Knock-outs, pits and pins
- A robot that stops moving under control gets a 10-second count. It must show controlled translational movement (net movement in a line, not just spinning in place) to stop the count. A robot running on one side of its drive isn't counted out if it can still do this.
- For multibots, the count starts when at least 51% of the total mass can't move.
- If both robots are knocked out at the same time, both get a chance to show movement; if neither can, the match goes to the judges.
- Entering a pit or push-out zone ends a one-on-one match as a loss. Events may instead treat the pit as a zone the robot can try to escape from.
- Pins are limited to 5 seconds when stationary and 10 seconds when active (for example, moving or sawing while pinning).
- A driver can tap out at any time, and the opponent wins.
Judges' decisions are covered in the Judging Guidelines.
See also
- Rules – judging systems and other rule sets
- SPARC Tournament Procedures