In association with Robot Study Circle,COEP


Bot Wrestling is basically a competition of two wireless robots competing in an attempt to push the opponent out of the arena. These robots must be remote operated.


Event Structure:

The arena consists of two concentric rings- the inner one blue surrounded by a red boundary. The aim of the robots is to push the opposition robot out of the outer circle. Robots gains points for pushing the opposition robot in the red zone. Points are deducted from the team score if it enters the red zone. The team that successfully completely pushes the opposition robot out of the red zone wins the match.


Qualifier Round

  1. 1. Qualifier round will be held prior to the knockout round. The duration of the qualifying round will be 2 minutes.
  2. 2. In each match, two teams will compete against each other at a time and try to earn maximum points.
  3. 3. The teams will be ranked according to their points.
  4. 4. Top 16 teams will qualify for the finals. Other than this, the performance in the qualifier round is of no significance to the contest.

Knockout Round

  1. 1. Two teams will compete against each other like in the qualifier one.
  2. 2. Each round will have a duration of 2 minutes. The team which wins two rounds first (each of 2 min) will be declared the winner of the match.
  3. 3. The team that pushes the opposition robot out of the arena (i.e. out of the red zone) is declared as the winner of that round.
  4. 4. The scoring pattern will be uniform throughout and the scores will be considered only in case of a tie i.e. if no team is able to push the opponent’s robot out of the arena in that round.
  5. 5. In case of a tie in a round (i.e. none of the team’s robots is able to push the opposition robot out of the arena), the winner will be decided by the points earned by each team in that round. 6. In case of a tie in the match, the winner of the match will be decided by a tie-breaker.


  1. 1. Teams can build a robot that can be controlled either wirelessly or through wire/tether.
  2. 2. The aim of the robot is to push the robot of the opposite team out of the arena. The team doing so wins the match.


  1. 1. The arena will be square in the shape of a side of 3000 mm.
  2. 2. The main arena will be circular in shape with a maximum diameter of 2400 mm.
  3. 3. It will consist of two concentric circles of diameter 2000 mm and 2400 mm.
  4. 4. The inner circular area is blue in colour and is called the “Blue Zone” while the outer circular area is red in colour and is called the “Red Zone”.
  5. 5. A centre white line of 30 mm width divides the arena into two equal halves.
  6. 6. There are white squares of 300 mm x 300 mm on the opposite sides of this line that indicate the starting zones of the two competing teams.
  7. 7. The arena will be made up of wood and the markings on it including all the zones will be drawn using paint.



  1. 1. The machine should fit in a square of 300mm x 300mm. There is no height limit. No tolerances are allowed.
  2. 2. The combined weight of the robot and the remote must not exceed 3 kg.
  3. 3. If the team is using a laptop or a mobile phone for controlling the robot then its weight is not included in the above.
  4. 4. The robot must be stable and must stand on its own at the beginning of the run when put in the starting point. Robots not fulfilling this criterion will be disqualified.
  5. 5. During the match, the robot can expand itself provided it does not damage the arena in any way. However, the machine should not leave anything behind while competing. The machine should not scratch, damage or destroy the arena or accompanying parts of the arena. The machine should not shoot anything at the opponent’s robot.
  6. 6. Any robot found damaging the arena will be immediately disqualified. The final decision is at the discretion of the organizers.
  7. 7. Readymade (market sold) robots with or without modifications will not be allowed in the competition.


  1. 1. The machine must be completely self-contained and should receive no outside assistance. It should not use an energy source employing a combustion process.
  2. 2. Machine should have an onboard power supply. No external power supply is allowed.
  3. 3. Voltage on the machine at any point should not exceed 12 V DC.


  1. 1. Each team earns 10 points for pushing the opposition in the red zone and 50 points for pushing the opponent out of the red zone.
  2. 2. When a robot is knocked out of the red zone by an opponent robot, 20 points will be deducted from the knocked out team.
  3. 3. If a robot goes in the red zone on its own without being pushed by the opponent robot then 10 points will be deducted from the team score entering the red zone. No points will be given to the opponent in such a case.
  4. 4. If a robot is not in a working state (i.e. no movement is seen) at the start of a round for any reason, 20 points will be deducted from that team.
  5. 5. If there is still a tie on the basis of the scores then a rematch of 1 minute will be played by the involved teams until we get a winner.
  6. 6. The score of the team may be negative.
  7. 7. Judges’ decisions shall be treated as final and binding to all.
  8. 8. The organizers reserve the right to change any or all of the above rules as they deem fit.


  1. 1. Any team that is not ready at the time specified will be disqualified from the competition automatically.
  2. 2. The machine will be checked for its safety before each match and will be discarded if found unsafe for other participants and spectators.
  3. 3. Team members will not be allowed to step into the arena. Only organizers are allowed in any situation. The team will be disqualified if any of the team members steps into the arena without the approval of the presiding organizers.
  4. 4. Only one member of the team is allowed to handle and operate the robot.
  5. 5. Participants are not allowed to keep anything inside the arena other than its robot.
  6. 6. No robot is allowed to use any flammable, combustible, explosive or potentially dangerous processes.
  7. 7. Proper protection majors from short-circuiting of batteries are required to be taken by participants for the safety of everyone present at the arena.
  8. 8. The time measured by the organizers will be final and will be used for scoring the teams. Time measured by any contestant by any other means is not acceptable for scoring.
  9. 9. In case of any disputes/discrepancies, the organizers’ decision will be final and binding. The organizers reserve the right to change any or all of the above rules as they deem fit. Change in rules, if any, will be highlighted on the website and notified to the registered teams.


  1. 1. No hand touches are allowed in between the matches unless both the operators of the respective robots want a restart.
  2. 2. If a restart is taken then both the robots will be placed back in their respective starting zones.
  3. 3. Even if a participant takes a hand touch, the clock will keep running and will not be reset as the robots start again from the starting points.

Team and Fee Structure

  1. Team Size : Max 5 participants per team.
  2. Registration Fee : ₹ 250 per team.



  1. 1. Qualifier Matches: Each match consists of 1 round.
  2. 2. Knockout Matches: Each match consists best of 3 rounds.
  3. 3. Before the match 1minute setting time will be given. The run time clock will commence after that 1minute time limit even if the handler is still making adjustments to the robots.
  4. 4. 30 seconds setting time will be given in between the rounds.
  5. 5. The robot must start from the starting point. The operator may abort the run at any time.
  6. 6. In such a case, the opposite team will be declared the winner.
  7. 7. No hand touches are allowed in between the matches unless both the operators of the respective robots want a restart.
  8. 8. Use of Jammers is not allowed. Participants found violating this rule will be disqualified from the competition.
  9. 9. There can be interference problems related to RF modules in case you are using them.
  10. 10. It is the responsibility of the participants to overcome it. Organizers are not responsible for it.
  11. 11. Judges’ decisions shall be treated as final and binding on all.
  12. 12. Rules may be changed without prior intimation. Participants are requested to check the official MindSpark’21 ( website regularly for updates.


Q.Can one team register with different names?

Ans. A team, once registered, cannot register again, even with a different name.

Q. Who can participate?

Ans.All students with a valid college ID card are eligible to participate. Teams will be required to show the IDs of all members.

Q.Is on the spot registration available?

Ans. Yes, teams can register on the spot.

Q.Can team members be from different colleges?

Ans. Yes, team members can from different colleges. Although one participant may not be a part of two teams for the same event.

Q. Are there any points allotted if the bot gets stuck or is pushed in the pit?

Ans. NO, there is no such criteria for judgement.


Rushikesh Pachghare:
Contact no. +91 73872 94844