6.4       MATCH Periods

The first period of each MATCH is 20 seconds long and called the Autonomous Period (AUTO). During AUTO, ROBOTS operate without any DRIVE TEAM control or input. ROBOTS score SCORING ELEMENTS, may leave their ROBOT STARTING LINE and retrieve additional SCORING ELEMENTS, and may climb their TOWER. There is a 3-second delay between AUTO and TELEOP for scoring purposes as described in section 6.5 Scoring.

The second period of each MATCH is the remaining 2 minutes and 20 seconds (2:20) and called the Teleoperated Period (TELEOP). During TELEOP, DRIVERS remotely operate ROBOTS to retrieve and score SCORING ELEMENTS and climb their TOWER. TELEOP is split into further segments: the TRANSITION SHIFT, the ALLIANCE SHIFTS, and END GAME. There are four ALLIANCE SHIFTS named SHIFT 1, SHIFT 2, SHIFT 3, and SHIFT 4. The duration of each timeframe is shown in Table 6‑2.

Table 6‑2: MATCH SHIFTS

MATCH Period

MATCH Timeframe

Duration

Timer Values

AUTO

AUTO

20 Seconds

0:20 – 0:00

TELEOP

TRANSITION SHIFT

10 Seconds

2:20 – 2:10

SHIFT 1

25 Seconds

2:10 – 1:45

SHIFT 2

25 Seconds

1:45 – 1:20

SHIFT 3

25 Seconds

1:20 – 0:55

SHIFT 4

25 Seconds

0:55 – 0:30

END GAME

30 Seconds

0:30 – 0:00

6.4.1       HUB Status

During the MATCH, the status of a HUB can be either active or inactive. FUEL scored in an active HUB is worth MATCH points but FUEL scored in an inactive HUB will not earn any points as shown in Table 6‑3. Both ALLIANCE HUBS are active during AUTO, the TRANSITION SHIFT, and END GAME. During the ALLIANCE SHIFTS, only one ALLIANCE HUB will be active while the other ALLIANCE’S HUB becomes inactive.

The status of both HUBS during the ALLIANCE SHIFTS is based on the results of AUTO. The ALLIANCE that scores the most FUEL during AUTO will have their HUB set to inactive for SHIFT 1 while their opponent’s HUB will be active, as shown in Table 6‑3. HUB statuses will then alternate at the start of each following ALLIANCE SHIFT, until the start of END GAME where both HUBS return to active. If both ALLIANCES score the same number of FUEL during AUTO, the FMS will randomly select an ALLIANCE and use its HUB status order for the ALLIANCE SHIFTS during the MATCH.

FMS Game Data relays the ALLIANCE who scored more FUEL during AUTO, or the ALLIANCE selected by FMS, to all OPERATOR CONSOLES simultaneously at the start of TELEOP. Lights on the HUB will also indicate the ALLIANCE HUB that will be inactive in ALLIANCE SHIFT 1 as noted in Table 5‑3.
Specific details on the format of the data can be found on the
2026 FRC Control System website.

Table 6‑3: Hub Status during MATCH Timeframes

AUTO Result:

RED ALLIANCE scores more FUEL during AUTO or is selected by the FMS

BLUE ALLIANCE scores more FUEL during AUTO or is selected by the FMS

MATCH Timeframe
(timer values)

RED ALLIANCE HUB status

BLUE ALLIANCE HUB status

RED ALLIANCE HUB status

BLUE ALLIANCE HUB status

AUTO
(0:20 – 0:00)

Active

Active

Active

Active

TRANSITION SHIFT
(2:20 – 2:10)

Active

Active

Active

Active

SHIFT 1
(2:10 – 1:45)

Inactive

Active

Active

Inactive

SHIFT 2
(1:45 – 1:20)

Active

Inactive

Inactive

Active

SHIFT 3
(1:20 – 0:55)

Inactive

Active

Active

Inactive

SHIFT 4
(0:55 – 0:30)

Active

Inactive

Inactive

Active

END GAME
(0:30 – 0:00)

Active

Active

Active

Active