Department Events

MI

AquaRace

Aqua Race is a two-player, pirate-themed chase game conducted inside a sea-style arena using RC cars. In each match, one team plays as the Pirate and the other as the Police. The Pirate scores by navigating through marked routes/checkpoints while avoiding a tag (touch) from the Police within the match time. Roles switch across rounds, and winners are decided based on points and time.

SCHEDULE

Day 1 (20.02.2026)

10.00 am to 1.00 pm

II MI Classroom

Team Size

RULES & REGULATIONS

1) Team & Participation

  • Team size: 1–4 members per team (only one operator controls the RC car during a run).

  • Teams must report to the inspection desk before the first match.

  • Role assignment (Pirate/Police) will be decided by toss for the first run; roles will swap for the second run.


2) Bot / RC Car Specifications

  • Only RC cars are allowed (no autonomous mode).

  • Power source: battery-operated only.

  • Max dimensions (suggested): 30 cm × 30 cm footprint (organisers may revise; final limits announced at briefing).

    • Cars must not have:

      sharp edges, blades, hooks, adhesives, liquids, flames, smoke, or projectiles

    • exposed wiring that can cause short circuits

  • Frequency interference is the team’s responsibility; organisers may ask teams to change channels if required.


3) Arena & Game Format

  • Arena is sea-themed with:

    boundary walls/lines

    • marked lanes/paths

    • checkpoints/“pellets”/gates (as applicable)

    • obstacles (static only unless announced)

  • Each match consists of two runs:

    Team A = Pirate, Team B = Police

    • Team A = Police, Team B = Pirate

  • Match time: 2 minutes per run (can be adjusted by organisers based on turnout).


4) Objective & Scoring

Pirate objective: complete as many checkpoints/targets as possible and/or survive till time ends.
Police objective: tag (touch) the Pirate car to stop the run and score.

Recommended scoring (simple and transparent):

  • Pirate crosses a checkpoint/gate correctly: +10 points

  • Pirate survives full run time without getting tagged: +20 points

  • Police tags Pirate (clear physical touch): +30 points and run stops immediately

  • If tag happens, Pirate keeps only the points earned up to that moment.

Winner of the match: higher total points from both runs.
Tie-breakers (in order):

  1. Faster time to first tag (as Police) / longer survival (as Pirate) — whichever applies

  2. Higher number of valid checkpoints completed

  3. One sudden-death run (1 minute)


5) Movement, Boundaries & Violations

  • If any car goes out of bounds:

    First time: warning + reposition at last valid point

    • Second time: -1 point

  • Ramming, blocking by pinning against walls, or intentional damage is not allowed.


6) Penalties & Disqualification

  • -10 points for each:

    • missed checkpoint counted incorrectly

    • crossing a checkpoint in the wrong direction

    • rough driving causing arena damage

  • Immediate disqualification for:

    • intentional damage to opponent’s bot

    • unsafe modifications (sharp parts, flame, liquids, etc.)

    • repeated aggressive ramming after warning

    • unsporting behaviour or rule refusal


7) General Conditions

  • Teams must be ready at the call time; late teams may forfeit the run.

  • Organisers/referees will decide checkpoint validity and tag validity.

  • Organisers’ decision is final for all disputes.

EVENT COORDINATORS

Ms.S. Anandhi

8300791067

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