Trebuchet Competition

Teams


Teams

  1. A team consists of 6 positions: a captain, an assistant, and up to 4 trebuchets, with one operator per trebuchet. The advisors may only fill the roles of captain and assistant.
  2. The team is defined by the group of trebuchets. A team may have more than 6 persons, but only 6 may participate in any match. Those 6 persons may change from one match to the next.
  3. Teams of up to 4 trebuchets (one per trebuchet operator, and only one operator per trebuchet) will compete in a head to head competition. Individuals not belonging to any team will be assigned to other teams at the competition (or ahead of time if possible) for the duration of the competition.
  4. Each trebuchet must be operated by only one person. The operator may not move away from their trebuchet. If the trebuchet is left unattended, it is considered to be captured by the opposing team. Subsequently the trebuchet will be considered destroyed by the "enemy saboteurs" and will be removed from the playing field.
  5. Each team will have a single captain. The captain is in charge of commanding his/her forces in match. The captain may not enter the playing field. Good strategy is an important part of winning the match.
  6. Each team will have a captain's assistant (team assistant). The assistant may enter the playing field. The assistant's primary responsibility is maintaining the supply by retrieving squash balls for reuse. Assistants may not interfere with the opposing team in any way, and may not go to the opposing side of the playing field.
  7. Teams must each supply 10 squash balls for their matches. They must collect them after each match. Teams are responsible for marking and recovering squash balls.
  8. Each person who will be on the playing field must have safety goggles or glasses that will protect the eye. This is 5 per team. If you have 4 teams, you need 20 goggles.
  9. All judge decisions are final. Under no circumstances shall a video replay of an event be used to reverse a decision.

Assistants

You are the assistant to the Captain. You are the official Spy and Go-For.

Preceeding the Match

  1. Proceed to the end of the playing field that your team will be shooting at.
  2. Act as a spy. Inspect enemy weapons.
  3. Inspect enemy targets. Report any potential violations to the attending judge for correction.

During the Match

  1. You may enter the playing field, but must stay on the side of the playing field on which YOUR "castle" resides.
  2. You may not throw projectiles. You MAY roll them.
  3. You may take the role of the Captain, should it be necessary. As Captains aren't allowed to enter the battlefield, you may only act as the Captain from off the battefield.
  4. You are responsible for assisting the Captain. This may mean observing projectile landings.
  5. You may not obstruct a projectile from hitting a target or your "castle". If a judge believes that you might have acted as an obstruction, then that target/"castle" will be considered destroyed. (TIP: Don't stand in front of any targets or "castles").
  6. You may not hoard ammunition. You must return ammunition that your team is not using. If your team at any time has 75% or more of the projectiles you must send 10 back to the other side. If the opposing team runs low on ammunition on account of hoarding, hits by your team will be disqualified.

Operators

You are the trebuchet operators. You are at the command of your Captain, but you will need to take initiative to win.

Moving

  1. You may not leave the playing field.
  2. You may not leave arm's reach of your trebuchet. This will result in capture of the trebuchet. There will be no mercy by the judges for violations of this rule.
  3. A clock judge will be responsible for timing advancement on the match field. At the clock judge's determination, trebuchets may advance or retreat one section of the battlefield at a time.
  4. Only 10 seconds will be allowed for the move.
  5. Both teams will move during the 10 second period, and no firing can take place.
  6. There will be only two moves in the entire match.
  7. Trebuchets may not screen one another, or be positioned to screen their team's "castle."
  8. You may not advance your trebuchet outside of the playing field.
  9. Trebuches may be pivoted (rotated) for aiming.
  10. Trebuchets may not pivot for the purpose of dodging a projectile.
  11. No match will be given more than 20 minutes, including setup time. If a match ends by decree, then the judges will vote for a winner.
  12. You may take the role of the Captain, should it be necessary. You may only act as the Captain from the Captain's Area. If this rule is violated, your trebuchet will be forfeited and must be removed from the playing field.

Tasks/Goals

  1. You will need to follow the targeting information from your assistants and the Captain.
  2. You may not hit a target with anything other than the projectile.
  3. You may not obstruct a projectile from hitting a target or the "castle." If a judge believes that you might have acted as an obstruction, then that target will be considered destroyed. (TIP: Don't stand in front of any targets or "castles"). This has, in previous years, cost a team a match, and who knows, maybe the war.
  4. You may not hoard ammunition. You must return ammunition that your team is not using. If your team, at any time, has 75% of the projectiles, you must send at least 10 back to the other side. If the opposing team runs out of ammunition on account of hoarding, your hits will be disqualified.
  5. Your team's objective is to destroy the enemy "castle." However, if all opposing team trebuchets are destroyed, your team is victorious by default.
  6. If your trebuchet's target is hit, you must leave the playing field immediately, along with your trebuchet. Be careful not to obstruct any projectiles.

Safety

  1. You may not throw projectiles. You MAY roll them to other operators or to the assistants.
  2. Your trebuchet must always be safe to operate, with no loose pieces, and may not swing in such a way as to potentially harm any participant.
  3. You must wear safety goggles at all times. Your trebuchet will be declared destroyed if corrective action is not taken after the first warning.

Trebuchet Maintenance

  1. Your trebuchet must conform to the trebuchet design guidelines.
  2. You must maintain your target during the match. Correction must be made immediately when notified during a match. You will only be warned once about illegal targets. The second notice will be removal of the trebuchet from the match.
  3. If your target is found to be undersized, you may not participate in a match.
  4. If, after a match, the opposing team contests that your targets were undersized, and the claim is substantiated, then your team will be disqualified, and the opposing team will advance.
  5. Intentional modification of the target to reduce its effective size will result in immediate expulsion from the match, and from your team.
  6. No part of the trebuchet may interfere with an opponent's projectile. If a projectile hits a part of a trebuchet that shades the target (either the trebuchet's target or the "castle"), the target will be considered to have been hit. Advice: after firing, get the arm back out of the way.
  7. Operators may make minor repairs, such as fixing a broken sling, during a match. This does not include re-attaching fallen counterweights; see the trebuchet design rules concerning counterweight loss during match. Further clarification of the definition of a "minor repair" falls to the judges of the match, who have the final say whether or not a trebuchet must leave the playing field.

Captains

You are in command of a team. Making and implementing a strategy is of paramount importance to your role. However, observance of the rules is even more important. The rules that pertain to your individual actions are as follows:

  1. You may NOT enter the playing field.
  2. You may not throw projectiles. You may roll them.
  3. You may take the role of the assistant, should it be necessary. In that case, you may NOT act as the captain once you have entered the playing field.
  4. You are responsible for placement of your "castle" at the beginning of the match. You may position it anywhere on the battlefield on your side of the neutral zone.
  5. You may change the roles of team members as desired before each match. You may chose different operators for each match, and you may desire to rotate out the assistants as needed. However, only one assistant may be on the playing field at a time.
  6. Your team's objective is to destroy the enemy "castle." However, if all opposing team trebuchets are destroyed, your team is victorious by default.
  7. It is the responsibility of the captain to assure that the eye protection rules are followed. If a second warning is given to your team, it will be disqualified from the tournament.
  8. It is the responsibility of the captain to stay in the staging area at all times when not participating in a match, or until the team is disqualified. If you are not ready for an assigned match, you will forfeit. We don't have time to chase you around the Nutter Center.

Strategy (some suggestions)

  1. Pick targets based on strategic value and opportunity, and direct your team appropriately.
  2. Be aware of the strengths and weaknesses of the members of your team. Proper use of their talents is essential.
  3. Listen to your team. They may have insight about their capabilities that you lack.
  4. Concentrate fire on targets of immediate concern. If the opposing team has one long range trebuchet, it may be prudent to concentrate on it instead of the opposing team's "castle." If an opposing team's trebuchet is getting close to hitting your "castle," take it out.
  5. Moving your trebuchets will require them to re-acquire their targets. Moving may be inadvisable under those circumstances.