General Participation Guidelines

  • 1. Robosoccer will have two (2) participants per team.
  • 2. Roborace, Robomaze, and Robowar will each have one (1) player per team.
  • 3. Robotics events will be conducted in two age-group categories: Classes 6–8 and Classes 9–12.
  • 4. FIFA (EA FC 26), Tekken 8, Gran Tourismo will have one (1) player per team.
  • 5. Call of Duty will have five (5) players per team.
  • 6. Gaming events will be conducted in a single category of Class 6–12.
  • 7. The decision of the judges/referees shall be final.
  • 8. Any indiscipline may lead to disqualification.
  • 9. The images in this website should not be considered as supplement to the guidelines.
  • 10. Private Participants shall bring their school IDs.
  • 11. All participants must be School Students Only.
  • 12. Robotics participants cannot take part in Gaming and vice versa. A gaming participant can take part only in 1 Game.

Robotics Events

Robo Race

Robo Race

Official Competition Rulebook

1. ROBOT SPECIFICATIONS

  • Maximum size: 35cm × 35cm × 30cm
  • Maximum voltage: 14.8V
  • Must be wirelessly controlled only
  • No wired control systems allowed

2. PROHIBITED

  • Signal/network jammers of any kind
  • Any modifications during the race

3. TRACK LAYOUT

  • Stone Road
  • Sand Road
  • Balance Turns
  • Climbing Section
  • Roller Track
  • Jump Section

4. RACE FORMAT

  • Individual time trial format
  • Timer starts at start line crossing
  • Timer never stops during run
  • Fastest completion time wins

5. FAIL RULES

  • Maximum 3 fails allowed
  • Robot reset at last checkpoint
  • 4th fail results in disqualification

6. TIMING & RESULTS

  • Fewer fails win in tie situations
  • Disqualified robots marked DNF
  • Judges' decision is final
  • If there is a tie then the one with fewer fails wins

Line Follower Robot

Line Follower

Official Competition Rulebook

1. ROBOT SPECIFICATIONS

  • Maximum size: 30cm × 30cm × 30cm
  • Maximum voltage: 14.8V
  • Robot must be fully autonomous
  • Must use sensors to follow line independently

2. TRACK FEATURES

  • Wide Curves
  • Tight Curves
  • S Curves
  • Long Straights
  • Spiral Section
  • Sharp Turns

3. TRACK RULES

  • Track revealed on competition day only
  • No practice runs allowed
  • Same track for all participants

4. RACE FORMAT

  • Maximum 3 attempts allowed
  • Timer starts at Starting Line
  • Timer continues through restarts
  • Fastest completion wins
  • If a robot is not able to complete in 3 attempts it is marked DNF

5. ATTEMPT RULES

  • Robot stopping over 5 seconds counts as fail
  • Robot leaving line counts as fail
  • Wrong direction counts as fail

6. RESULTS

  • Time is recorded from start to finish
  • If time is same then fewer fails wins
  • If attempts are also equal, the robot with less off-track incidents wins
  • Fewer attempts win in tie situations
  • Judges' decision is final

Robo Maze

Robo Maze

Official Competition Rulebook

1. ROBOT SPECIFICATIONS

  • Maximum size: 30cm × 30cm × 30cm
  • Maximum voltage: 14.8V
  • Autonomous and remote robots allowed
  • Wired and wireless both permitted

2. PROHIBITED

  • Signal/network jammers
  • Human guidance or assistance during the run for autonomous robots
  • Teammates communicating maze layout or directions to remote controlled operator
  • Sharing maze layout with other participants before their run

3. MAZE FEATURES

  • Multiple Intersections
  • Dead Ends
  • Narrow Corridors
  • Sharp Turns
  • Single Exit Point

4. MAZE RULES

  • Maze is completely hidden until the round starts
  • Each participant runs individually
  • No practice runs allowed
  • Maze changes every 3 participants
  • No layout sharing allowed

5. FORMAT

  • Timer starts when robot crosses the start line
  • Timer does not stop for any reason during the run
  • Winner is determined by fastest completion time
  • If robot fails to complete it is marked as DC (Did Not Complete)

6. AUTONOMOUS RULES

  • 30% time deduction bonus for autonomous navigation
  • No penalty for hitting walls
  • Restart permitted after 10 seconds inactivity

7. REMOTE CONTROLLED RULES

  • Maximum 5 wall hits allowed
  • 6th wall hit = disqualification
  • No teammate assistance allowed
  • Wire should not touch the ground or track

8. RESULTS

  • Autonomous robots win ties
  • If two Autonomous Robots tie then the one with fewer wall hits wins
  • Fewer wall hits used as tiebreaker
  • Judges' decision is final

Robo Soccer

Robo Soccer

Official Competition Rulebook

1. ROBOT SPECIFICATIONS

  • Maximum size: 30cm × 30cm × 30cm
  • Maximum voltage: 14.8V
  • Wired and wireless robots permitted

2. MATCH FORMAT

  • First to score 5 goals wins
  • If neither team scores five goals then the team with the higher goal count wins
  • The time limit is 10 minutes divided into two equal halves
  • Sudden death if tied
  • Ball resets after every goal

3a. GAMEPLAY RULES

  • Match begins with the ball at the centre
  • Legal attachments allowed
  • 10 second ball trapping limit
  • Repeated trapping may cause penalties

3b. BALL TRAPPING RULES

  • If the ball remains under or pinned by a robot for more than 10 consecutive seconds
  • The round is immediately restarted with ball reset to center
  • No goal is awarded
  • Repeated intentional trapping may result in a warning or disqualification at judge's discretion

4. FOULS & PENALTIES

  • Damaging opponent is a foul
  • 3 fouls = disqualification
  • Judges' decision is final

5. WIRED ROBOT RULES

  • Wire must be long enough to cover full field movement
  • Wire must be managed by the operator and must not cross into opponent's half
  • Wire must be kept elevated and off the ground at all times by the operator
  • Wire cannot interfere with gameplay
  • Wire interference with opponent's robot or ball will result in an immediate foul
  • If a wired robot gets stuck under the opponent's robot and cannot move: No foul will be awarded to either team. The stuck robot will be freed and repositioned at the nearest open space.

Robo Sumo

Robo Sumo

Official Competition Rulebook

1. ROBOT SPECIFICATIONS

  • Maximum size: 35cm × 35cm × 30cm
  • Maximum voltage: 14.8V
  • Wireless autonomous or remote robots only

2. PROHIBITED

  • Wired systems
  • Weapons or damaging attachments
  • Sharp edges and pointed body parts or signal jammers

3. MATCH FORMAT

  • Best of 3 rounds
  • Push opponent out to win

4. STALEMATE RULES

  • 15 second immobility causes tie
  • The immobile robot must be repaired before next round
  • Failure to repair results in disqualification

5. GENERAL RULES

  • Violating limits leads to disqualification
  • Signal interference causes immediate disqualification
  • Judges' decision is final

Gaming Events

FIFA / TEKKEN 8 / GRAN TURISMO

🎟️

Participation Fee

₹ 500 per team for any of these 3 events

💰🥇

1st Prize

₹ 4,000 Cash Prize 💸

💰🥈

2nd Prize

₹ 1,500 Cash Prize 💸

CALL OF DUTY MOBILE

🎟️

Participation Fee

₹ 800 (₹ 160 per participant)

💰

1st Prize

₹ 5,000 Cash Prize 💸

💰

2nd Prize

₹ 2,000 Cash Prize 💸

FIFA FC 26

FIFA (FC 26)

Official Tournament Rulebook

1. CORE MATCH SETTINGS

  • Game Mode: Kick-Off (Club or National Teams).
  • Difficulty: Legendary.
  • Half Length: 7 Minutes.
  • Gameplay Preset: Classic.
  • Competitive Master Switch: ON.
  • Live Form: OFF.
  • Camera Angle: Co-op.
  • Weather/Time: Clear / Night.

2. TEAM SELECTION & LIMITATIONS

  • Allowed: All standard Club and National teams.
  • Banned: All-Star teams (e.g. Soccer Aid, European XI).

3. PRE-MATCH MANAGEMENT

  • Players have 5 minutes for team management and tactics.
  • Tactical Codes: Use of official FC IQ codes is permitted to save time.
  • "Code Tactics" (AI exploits or glitch formations) are strictly prohibited.

4. TIE-BREAKER PROTOCOL

  • If the match is drawn after 90 minutes, Classic Extra Time will be played.
  • Extra Time consists of two 15-minute halves.
  • If still tied after 120 minutes, Penalty Shootout will decide the winner.

5. PAUSE & CONDUCT POLICY

  • Each player is allowed 2 pauses of 30 seconds each.
  • Pauses may only be triggered when the ball is Out of Play.
  • Pausing while the ball is In Play results in the loss of one remaining pause.
  • If a player pauses during an opponent attack, a Penalty Kick may be awarded.
  • In-play pauses are only permitted for genuine hardware emergencies.
  • If a system crash occurs, the match will restart with the previous score retained and only the remaining time played.

6. FAIR PLAY

  • Unsportsmanlike conduct may lead to disqualification.
  • Any exploit, glitch abuse, or unfair disruption is prohibited.
  • All referee decisions are final.

Tekken 8

Tekken 8

FIST MEETS FATE — OFFICIAL TOURNAMENT RULEBOOK

1. THE SETUP

  • All matches will be played on PlayStation 5.
  • The latest version of Tekken 8 will be used.

2. MATCH FORMAT

  • Match Length: Best of 3 Rounds.
  • Finals: Best of 5 Rounds.
  • Timer: 60 Seconds.

3. TOURNAMENT RULES

  • All matches will use Default Damage and Gauge Settings.
  • No character bans — the full roster is permitted.
  • Players may bring and use their strongest mains.
  • Side Selection will be decided through a Toss before the match.

4. FAIR PLAY

  • Any exploit or unfair conduct may result in penalties.
  • All referee decisions are final.

Gran Turismo 7

Gran Turismo 7

Official Tournament Rulebook

Platform: PS5 Game: Gran Turismo 7 Setup: Force-Feedback Wheel & Pedals

TOURNAMENT STRUCTURE: THE ELIMINATION

Round 1: THE TEMPLE OF SPEED (Monza)
  • Field: 10 Drivers | Car: Gr.3 (GT3 Spec)
  • Format: 3 Laps. Fastest lap is recorded.
  • Top 6 drivers advance.
Round 2: THE HISTORIC GRID (Silverstone)
  • Field: 6 Drivers | Car: Gr.3 (GT3 Spec)
  • Format: 3 Laps. Fastest lap is recorded.
  • Top 4 drivers advance.
Semi-Final: THE ARDENNES ATTACK (Spa-Francorchamps)
  • Field: 4 Drivers | Car: Gr.3 (GT3 Spec)
  • Format: 3 Laps. Fastest lap is recorded.
  • Top 2 drivers advance.
The Grand Finale: THE GREEN HELL (Nürburgring Nordschleife)
  • Field: 2 Finalists | Car Upgrade: Gr.2 (Super GT Spec)
  • Format: One Out-Lap (Warm-up) + One Flying Lap (Shootout).
  • The fastest time wins the Championship.

TECHNICAL REGULATIONS

  • Transmission: STRICTLY MANUAL (MT). All drivers must use paddle shifters.
  • Vehicle Settings: Base BoP (Balance of Performance) ON. No custom tuning.
  • Assists: ABS (On), Traction Control (TCS 1–3 allowed). All other assists OFF.
  • View: Cockpit, Roof or Bumper only. Chase Cam is prohibited.

DAMAGE & REALISM

  • Mechanical Damage: Set to Light.
  • Impact: Collisions with barriers will result in engine vibration, reduced top speed, and misaligned steering.
  • Visuals: Full cosmetic damage is enabled. Drive clean to keep your machine in peak aerodynamic condition.
  • Refueling/Tire Wear: Disabled (Off) to keep the focus on raw sprint speed.

THE "EMERGENCY RESTART" RULE

  • Each driver is granted ONE (1) Restart for the entire event.
  • If you crash or invalidate a lap (4-wheels off-track), you can "burn" your restart to reset your stint immediately.
  • Warning: Once used, it cannot be reclaimed for later rounds. Use it wisely.

CODE OF CONDUCT

  • Track Limits: Two wheels must remain within white lines/kerbs.
  • Wall Riding: Any use of barriers to maintain speed will result in an immediate DSQ for that round.
  • Sportsmanship: Unsportsmanlike conduct or interference will result in disqualification.

Call of Duty Mobile

Call of Duty Mobile

Official Tournament Rulebook

Default multiplayer ranked settings apply unless stated otherwise.

1. TOURNAMENT FORMAT

  • Preliminary round: 1 Search and Destroy match.
  • Semifinals and Finals: Best of 3 — Hardpoint, Search and Destroy, Control.
  • Map veto: each team bans 1 map from the relevant pool. A coin toss decides which team picks the final map; the other team chooses the side.

2. MAP POOLS

  • Search and Destroy: Firing Range, Standoff, Tunisia, Coastal, Raid, Hackney Yard, Summit, Terminal, Takeoff.
  • Hardpoint: Firing Range, Nuketown, Raid, Shoot House, Slums, Standoff, Summit.
  • Control: Firing Range, Nuketown, Raid, Shoot House, Slums, Standoff, Summit.

3. PLAYER COMPOSITION

  • Across the whole tournament, a team may register/use a maximum of: 3 ARs, 3 SMGs, 1 LMG, 1 Shotgun, 1 Sniper, and 1 Marksman rifle.
  • Substitutes are not permitted after tournament start.

4. BANNED ITEMS

  • Weapons: NA-45, SVD, XPR, Thumper, Shorty, Argus, SMRS, FHJ-18, D13 Sector, SO-14.
  • Weapons Perks/Ammo Mods: Akimbo, RPD Infinity Ammo, DLQ Concussion Ammo, all Shotgun Slug Ammo, all rapid fire shotguns, Thermite/Gas/Sticky Grenade Bolts, AS VAL 15 Round FMG Mag, CR AMAX M67 Ammo, HS0405 (S1887) Thunder Rounds, M4 Underbarrel Launcher, Hades Heartseeker, Rytec Thermite and Explosive Ammo, Disable, LAG 53 Para Barrel, all Incendiary/Dragon's Breath/Explosive/Thermite ammunition.
  • Wildcards: All Wildcards are banned.
  • Scorestreaks: All Scorestreaks banned in Search & Destroy.

5. WHITELISTED ITEMS

  • Red Perks: Fast Recover, Flak Jacket, Agile, Lightweight, Skulker, Dauntless, Iron Lungs.
  • Green Perks: Toughness, Cold-Blooded, Hard Wired, Gung-Ho, Amped.
  • Blue Perks: Dead Silence, Tactical Mask, Launcher Plus.
  • Lethal Utility: Frag Grenade, Sticky Grenade, Combat Axe.
  • Tactical Utility: Flashbang Grenade, Smoke Grenade, Concussion Grenade, EMP, Trophy System, Stim Shot.
  • Operator Skills: Death Machine, Annihilator, Tempest, Gravity Vortex, Equalizer, Gravity Spikes, Sparrow, War Machine, Purifier, Claw, Munitions Box, TAK-5.
  • ScoreStreaks: Hunter Killer Drone, Predator Missile, EMP System.

6. MATCH RULES

  • In every Hardpoint and Control map, no two players on the same team may use the same Operator Skill at the same time.
  • A player may switch Operator Skills during a map only if this rule remains satisfied.
  • If an item is not on the banned list above, it is allowed unless a referee rules otherwise for competitive integrity.
  • All referee decisions are final.