Wright State University
8th Annual Trebuchet Competition

The Matches

for the year 2009

Rules or comments that have changed or been added since last year are highlighted like this. Really important things are highlighted like this.

Penalty Barrages

  1. Teams will be subject to 1 barrage per incomplete pre-qualification sheet per match. (Please come prequalified).
  2. Individual trebuchets will be subject to 1 barrage for a qualification failure in the first round only.e.g. if trebuchet A failed to qualify on the first try, the other team gets 1 barrage (typically 4 shots), before the match starts, at that trebuchet.

The Playing Field

  1. The matches will take place in the Main Arena of the WSU Nutter Center.
  2. Captains will have 5 minutes to position their target and trebuchets.
  3. Trebuchets may be positioned any place on your side of the playing field, outside of the Neutral zone.
  4. To start the match, all but one trebuchet will be positioned by the captain on or behind the "Long Line". The remaining trebuchet must be positioned between the Short Line and the Long Line.
  5. At each end of the playing field, there will be a single target representing the opposing team's "castle". In order to win, a team must either knock out (hit) the opposing team's target or eliminate all opposing trebuchets. The pole/base is not considered to be part of the target. The size of the "castle" target may be changed between matches (in order to expedite matches), but will always be equal for both sides during any given match.
  6. The boundaries of the playing field will be marked.

Firing

  1. The match will start at the sound of a horn. Trebuchets fire-at-will once the match starts. Trebuchets that aren't ready are valid targets for the opposing team. Trebuchets that aren't set up as targets when the match begins may not enter the playing field during the match.
  2. Trebuchets are destroyed by hitting their targets. See graphic.
  3. Trebuchets eliminated from competition are eliminated for the remainder of the match. They may be "rebuilt" to "fight another day".
  4. Friendly fire may destroy a trebuchet by going in to the trebuchet's target.
  5. Trebuchets may not destroy an enemy target using anything other than a projectile.
  6. Projectiles are NOT considered harmless once they have struck the ground. That is, getting a ball into the target off a bounce counts.

Moving

  1. A clock judge will be responsible for timing advancement on the match field. At the clock judge's determination, trebuchets may advance one line (i.e. from the Long Line to the Short Line, or from the Short Line to the Neutral Zone Line) or retreat.
  2. Only 10 seconds will be allowed for the move.
  3. Both teams will move during the 10 second period, and no firing can take place.
  4. There will be only two moves in the entire match.
  5. Trebuchets may not screen one another, or be positioned to screen their target.
  6. You may not advance your trebuchet outside of the playing field.
  7. Trebuches may be pivoted (rotated) for aiming.
  8. Trebuchets may not pivot for the purpose of dodging a projectile.
  9. 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.

Miscellaneous

  1. Operators must not interfere with in-flight projectiles. Operators who are considered to have potentially protected one of their targets by interfering, intentionally or not, with their bodies or other trebuchets will have that target removed. Hint, don't stand in front of the target. You become the target to hit if the judge thinks you are in the way.
  2. No part of the trebuchet may interfere with an opponents projectile. If a projectile hits a part of a trebuchet that shades the target (the trebuchets target, or the "castle" target), the trebuchet is considered to have been hit. Advice: after firing, get the arm back out of the way.
  3. 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 (there will be a total of 20 or more), the assistant must send (by rolling) no less than 10 projectiles to the opposing team. Targets hit while the opposing team is low an ammunition will be considered undamaged.
  4. All judge decisions are final. Under no circumstances shall a video replay of an event be used to reverse a decision.

If you have comments or suggestions, contact treb-dudes@wright.edu
Problems in this page may be sent to cecs-webmeister@wright.edu
Last updated: March 22, 2006 17:28