Field Control and Scoring
The Matches page is where scorekeepers run alliance matches. From here you assign teams to the qualification schedule, queue each match onto its field, run the field timer, enter the score, record violations, and finalize the result. Finalized scores feed the rankings, alliance selection, and the audience displays.
The page is listed under Competition in the sidebar. The Scorekeeper, Head Referee, and Admin roles can queue matches, run the field timer, and enter scores. Recording violations and no-shows needs Head Referee or Admin. See Roles and Permissions.
The Match List
[Screenshot: Matches page with the match table and the Qualification Matches panel]
The table lists every alliance match in playing order. Each row shows the Match name, the Score once one has been entered (red first, then blue), the scheduled Time, the Field, and the Teams as red and blue chips. Unassigned appears until teams are assigned. A team marked with * is a surrogate, which means the match does not count toward that team's ranking.
Click the edit button on a row to open the scoring dialog. The button is disabled with the message Teams must be assigned to this match before it can be scored. until the match has teams.
Assigning Teams to Matches
Matches are created from the schedule during event setup and start out empty. Assigning fills the qualification schedule with the teams that have checked in.
- Open Matches under Competition.
- In the Qualification Matches panel, click Assign Teams to Matches. The button is enabled only while at least one qualification match has no teams.
- If any teams are Not Present, a warning titled Not Present Teams Excluded lists them. Use Go to Check In if some of them have arrived, then come back.
- Choose the Round to fill: Practice or Qualification. The default is Qualification.
- Click Assign Teams. The dialog closes when the assignment finishes and the Teams column fills in.
After assignment, the panel shows Fewest unique teams seen and Most unique teams seen so you can judge how evenly the schedule mixes teams.
Important
Teams that are Not Present at the moment you assign are left out of the qualification schedule. Check every team in first. See Team Check In and Inspection.
The Scoring Dialog
Everything for one match happens in the scoring dialog. It opens on the Score tab and also has Field Control, Violations, and History tabs. The arrow buttons in the header move to the previous or next match in playing order without closing the dialog.
Queueing the Match and Running the Timer
[Screenshot: Scoring dialog Field Control tab with the timer running]
- Choose the Field Control tab.
- Click Queue [match name]. This puts the match on its field and switches that field's displays to the match introduction. The field list next to the button lets a Head Referee or Admin move the match to a different alliance field. Changing the field of a match that is queued but not yet started moves it to the new field. The list is locked once the match has started, and while another alliance match is running.
- Check No Show Teams. It lists any team the queuers have not ticked present on the Queueing page. If a team has not arrived, click Mark [team] No-Show to record a No Show violation for that team in this match. The button is disabled once such a violation exists.
- Click Start to begin the field timer. The current period, Autonomous or Driver Control, appears next to the match name.
- Use the other controls as needed. End finishes the current period early. Resume continues after a pause between periods. Abort Match stops a match that has started so it can be run again. Cancel removes a queued match from the field before it starts, and Reset clears a finished match so the next one can be queued.
Only one alliance match can run at a time across the whole event. While an alliance match is running, the queue button on every other match is disabled with the message [Field] is currently running an alliance match. Only one alliance match can run at a time. A match that is queued but not yet started does not block the other fields, so the next match can be queued on another field while it waits; Start on that match stays disabled until the running match finishes. Queueing a match onto a field whose queued match has not started replaces it, and the button reads Queue [match name], replacing [queued match]. A match with no field cannot be queued at all.
The speaker icon turns timer sounds on or off for this device only. The choice is remembered on the device.
Note
Turn on Auto-queue next match under Match Flow on the Settings page to have the next unplayed match queued automatically when a match finishes. It is off by default. See Settings.
Entering and Finalizing the Score
- Choose the Score tab. The layout follows the program and the current game; see Using the Score Entry Controls.
- Enter the score. Every change saves immediately and the running total updates at the top of the tab. Several client devices can score the same match at once, and each control keeps the most recent change from any device.
- If the game has a Stop Time, enter the seconds remaining when the team finished. The maximum is the length of the scoring period for this match type.
- Click Save Score when the referees agree. The score is now finalized: a Score saved banner reads This score is finalized. Unfinalize to make changes., the controls lock, and rankings update.
To change a finalized score, click Unfinalize, make the correction, and click Save Score again. Unfinalizing an elimination match is refused while a later round has already been scored, with the message The [round] matches have already been scored. Unfinalize those first, then this match. Work backward from the latest round.
Save Score is refused if the match does not have its full set of teams. The message reads, for example, Match must have 4 team(s), but has 2.
Showing the Result
- The eye icon next to the score total hides the running score from the field displays while referees are still counting. Click it again to reveal the score.
- Show to teams switches the field's displays to a score review screen so the teams at the field can check the score. Click Done showing to return the displays to the field timer. The button is disabled with No displays are attached to this match's field. if no display group is set to that field.
- Send to results displays shows the finalized result on every audience display group. It is disabled with Finalize the score before sending it to the displays. until you click Save Score, and with No audience displays are configured. if there are none.
Violations and History
The Violations tab lists every violation recorded for teams in this match, with a [team] Violation button for each team. See Violations.
The History tab lists every saved version of the score with the time and the device that made the change. Preview shows the dialog as it looked at that point, with a Previewing history banner and an Exit Preview button. Restore replaces the current working score with that version after you confirm. Use it to trace or undo a disputed edit.
Keyboard Shortcuts
Shortcut | Action |
|---|---|
| Open the Field Control tab |
| Open the Score tab |
| Open the Violations tab |
| Open the History tab |
| Previous or next match |
Note
On macOS,
Altis theOptionkey.
The Field Control Page
[Screenshot: Field Control page showing the current field, the timer, and the Up next table]
The Field Control page, under Competition next to Solo, runs alliance matches from one screen without opening each match. It needs the same roles as queueing a match and running the timer.
The page shows one field at a time and follows the schedule: the field with the running match, otherwise the field with the earliest queued match, otherwise a field whose finished match is still waiting for its score, otherwise the field of the next unplayed match.
For that field it offers:
- The Queue [match name] button and field list for the match on the field, or for the field's next unplayed match when nothing is queued. They work as they do on the Field Control tab of the scoring dialog.
- The field timer with Start, End, Cancel or Reset, and Abort Match, and a Score button that opens the scoring dialog for the match on the field.
- No Show Teams for that match.
- Two buttons that queue the match before and the match after the one on the field, for replays and for skipping ahead.
- Up next, the next five unplayed matches with the same team presence checkboxes as the Queueing page and a Queue button for each. All matches opens the Queue page.
Controller Logs at the top of the card opens that field's controller page, with its test, its controllers, and its event log. See Field Controllers. When the field shown is a solo field, the page links to its Solo page instead.
Using the Score Entry Controls
The Score tab is a digital score sheet for the current game. The scoring elements, point values, and rules come from the game manual for your program, and the dialog applies them for you. This guide covers how the controls work rather than how to score a particular game; refer to the current game manual for scoring questions.
- Counters have plus and minus buttons and show the current count. You can also type a number directly. A counter stops increasing once the field's supply of that game object is used up.
- Elements that can belong to one alliance or another, such as a zone or a pump, are shown as a colored control. Tap it to cycle through the possible states.
- Yes or no items, such as a parked robot or a completed task, are checkboxes. Items that apply to a single team are listed next to that team's number.
- Elements that score for the opposing alliance are labeled that way, and the totals reflect it automatically.
- Where the game uses a Stop Time, enter the seconds remaining on the timer when the team finished.
- Games without a detailed score sheet show a Red Score and Blue Score field where you type the totals directly.
The running total for each alliance appears at the top of the tab and updates with every change. Some games also show a breakdown, such as an autonomous score and a piloting or driver score.
How Scores Reach the Rest of the Event
Rankings recalculate every time a score is finalized or unfinalized and every time a violation is saved or deleted. Only finalized scores count. See Rankings.
A match leaves the Queueing page once its score is finalized. Queuing a match moves its field's display group to the match introduction, and audience display groups follow the running match on their own. Alliance selection and the elimination bracket read finalized qualification results, so finalize every qualification match before selection starts. See Alliance Selection.
Remarks
Put the Field Control tab on the scorekeeper's device and the Score tab on the referee's tablet; both see the same match. Hide the score with the eye icon while referees are still counting, then reveal it before Show to teams. Finalize each match before queueing the next, because rankings and the queue list both depend on it. If a score changes on its own while you type, another device is editing the same match; the History tab shows who made each change.
Was this helpful?
Your feedback shapes what we write next.
