Rules for the Czech Combat Robot League – CCRL

Antweight category

1. Weight Limits

  • 1.1. Robots may weigh a maximum of 150 grams (exceptions see 1.2 & 1.3).

  • 1.2. Robots with non-traditional movement that do not use wheels, tracks, rollers, or other rolling mechanisms for movement may weigh up to 225 grams.

  • 1.3. Walking robots whose legs have at least two degrees of freedom may weigh up to 300 grams.

  • 1.4. Interchangeable panels and weapons are permitted. All robot configurations should be announced before the competition begins. No more than 50% of the weight limit may be changed between robot configurations. The use of identical backup copies of a robot is also permitted.

  • 1.5. Robots consisting of multiple parts (Clusterbots) are allowed. However, all parts combined must comply with the weight limit. If a clusterbot consists of robots with both rolling and non-rolling movement mechanisms, the following formulas apply:

    • Rolling robot weight = 150 − (2/3 × Total non-rolling robot weight)

    • Non-rolling robot weight = 1.5 × (150 − Total rolling robot weight)

2. Size Limits

  • 2.1. Robots of all weight categories must completely fit within a square area of 15 × 15 cm, without exceeding this boundary at any height. There is no height limit.

  • 2.2. When measuring clusterbots, all parts must be placed inside the square simultaneously.

  • 2.3. Robots must start the match in the same orientation in which they passed the size inspection.

  • 2.4. Robots may expand beyond the allowed size only after the match has started, and only if the expansion is activated by remote control (not only by pre-loading a spring or automatically).

3. Energy sources

  • 3.1. Batteries and accumulators must not contain free-flowing acids or electrolytes that could leak.

  • 3.2. The maximum permitted voltage is 24 V.

  • 3.3. Batteries must not be charged unattended and charging must be performed near non-flammable containers or bags (LiPo bags).

4. Weapons

  • 4.1. The following types of weapons are prohibited:

    • Weapons using a liquid stream that leaves the robot

    • Nets, ropes, glue, and other entanglement weapons

    • Electronic weapons (jammers, lasers, electric discharges, etc.)

    • Magnetic and induction weapons

    • Explosives or other explosive weapons

    • Free-flying projectiles

    • Thermal weapons

    • Any device intended to distract or interfere with the driver (very bright LEDs, loud speakers, etc.)

  • 4.2. The organizer has the right to decide on the eligibility of a robot’s weapon and may forbid it from participating in the tournament. If you suspect that your weapon may conflict with the rules or safety requirements, contact the organizer before the tournament.

  • 4.3. The maximum allowed pressure for gases (e.g., pneumatics) is 7 bar.

  • 4.4. The maximum allowed pressure for liquids (e.g., hydraulics) is 15 bar.

  • 4.5. Weapons must not intentionally detach completely from the robot. However, weapons/projectiles attached by a cable are permitted if the distance between the centre of the robot and the tip of the projectile does not exceed 50 cm. These projectiles must be securely attached to the robot.

  • 4.6. Thermal weapons (soldering irons, flamethrowers, etc.) may be permitted depending on the venue, subject to approval by the organizer.

  • 4.7. All sharp weapons and edges that could cause cuts or punctures must be covered when outside the arena.

  • 4.8. All active weapons must be remotely controllable and must have the ability to be deactivated.

5. Safety

  • 5.1. Every robot must have Failsafe enabled – when the remote control is turned off or the signal is lost, the robot must stop all movement including the weapon.

  • 5.2. Robots must have an externally accessible method of powering off (e.g., switch, toggle switch, removable link, or battery connector). All switches and similar components must have clearly marked ON/OFF positions.

  • 5.3. Every dangerous moving weapon (spinners, hammers, …) must be equipped with a reliable physical locking mechanism that completely prevents movement. Mentioned weapons must always be locked when the robot is powered on, and the lock may only be removed after verifying that the robot is functioning correctly. After a match, the weapon must be secured first before the robot is powered off.

  • 5.4. All matches must take place inside the arena, regardless of the type of weapons used. The arena doors must always be closed before a fight begins.

6. Matches

  • 6.1. Before the competition begins, each robot will be inspected by the event organizers to ensure that it complies with the rules. Only then will it be allowed to compete. The inspection includes weight, dimensions, power switch, failsafe, locking of rotating weapons, and covering of sharp edges. Random inspections may be carried out before any match to verify compliance with the rules without providing a reason.

  • 6.2. A match normally lasts 3 minutes, but may end earlier in situations specified in sections 6.3 – 6.7. If no winner is determined within the standard time, the match is declared a draw. If a winner must be decided (e.g., elimination matches), the match will be judged by three pre-selected judges based on the following criteria:

    • Weapon effectiveness – whether the weapon was used and what damage it caused

    • Aggression – whether the robot actively engaged or mostly avoided combat

    • Control of the opponent – which robot pushed or immobilized the other

  • 6.3. A robot that falls out of the arena and touches the bottom of the pit loses. If it bounces off the wall of the pit back into the arena without touching the bottom, it may continue fighting. If both robots leave the arena simultaneously and it cannot be clearly determined which one touched the bottom first, the match is normally declared a draw. If a winner must be determined, the robot that initiated the fall into the pit wins. If this also cannot be determined, both robots will be immediately returned to their starting positions without repairs and the fight restarted. If one robot cannot continue, it loses immediately. If both cannot continue, the referee decides the winner.

  • 6.4. If one robot shows no signs of movement (cannot move from its position), the referee will start a 10-second countdown. If the robot does not resume movement during this time, it loses. Contact between the immobile robot and its opponent resets the countdown.

  • 6.5. At any time during a match, a robot may surrender, resulting in its loss. The driver must clearly and loudly indicate this, for example by shouting “stop” or knocking on the arena wall.

  • 6.6. If a LiPo battery becomes exposed during the match and there is a risk it could be damaged, the fight will be stopped immediately, and the owner of the battery loses.

  • 6.7. In the case of a false start, both robots must return to their starting positions. If the false start causes damage to the opponent, the robot responsible may be declared the loser.

  • 6.8. A team with multiple robots (clusterbot) is eliminated when 67% of its total weight is eliminated, either by falling out of the arena or by showing no movement for 10 seconds.

  • 6.9. Pinning an opponent against the arena wall (without using an active weapon) is allowed for 10 seconds, after which the robot must fully release the opponent.

  • 6.10. Using mechanical movement with an active weapon to restrict the opponent’s movement is allowed for 20 seconds, after which the opponent must be fully released.

  • 6.11. If a robot becomes stuck on the arena, it will not be freed.

  • 6.12. If two robots become locked together and cannot free themselves, the match will be paused and the robots separated.

  • 6.13. Competitors must follow the instructions of the organizers at all times, otherwise they may be disqualified. The organizer has full decision-making authority regarding all questions raised during the event and situations not specified in the rules.

Rules were updated on 10/3/2026