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):
Faster time to first tag (as Police) / longer survival (as Pirate) — whichever applies
Higher number of valid checkpoints completed
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
