Track 3: ROBO SOCCER LEAGUE

Where Innovation Meets the Thrill of Soccer

An exhilarating manual-robotics competition where teams put their creativity, strategic thinking, and precision control to the test as they compete head-to-head on the Robo Soccer Arena.

Robo Soccer League

Innovate to Dominate

An exciting, hands-on robotics competition where teams create and build their own Soccer Robots, programming them with PictoBlox. Participants manually control their robots through their devices, introducing real-time strategy and precision to the arena.

This league fosters creativity, enhances robotics and coding skills, and promotes teamwork and fair play. It offers the excitement of soccer reimagined through innovation.

Guided lessons and training material to learn programming in an interactive manner.

Explore the arena and arena setup guide of
Track 3: ROBO SOCCER LEAGUE

Explore the rules and regulations for a fair challenge
Track 3: ROBO SOCCER LEAGUE

The Biggest Coding Competition for Kids and Teens

With a focus on using tech for a healthy tomorrow, this edition brings together young talents worldwide to compete in the international AI, coding and robotics competition and showcase their expertise.

Codeavour Robotics Kits for Track 3

Enhance Your Robo Soccer Strategy with Codeavour Competition Products

Ace your game strategy for Climate Action Challenge robotics with Codeavour’s Quarky Creator Kit, crafting high-performance robots. Practice and perfect your strategies in real time with the Codeavour Arena Kit. Elevate your coding game and conquer competitions with confidence.

How to Participate?

1 Register

Registrations opening soon for Codeavour 7.0

2 Learn

Develop skills with interactive sessions and boot camps

3 Compete

Participate in Regionals and Nationals Events

4 Win

Compete and Win at International Showdown

Regionals

Participate in your nearest
regionals

Nationals

Show your skills
at the national level

Internationals

Represent your country at
an international platform

For participating in Codeavour International, the registration is divided into two stages:

  1. Pay $35 fee for entry into the regionals and nationals.
  2. Upon winning the nationals you’ll qualify for the International Showdown, and an event fee of $80 applies for the finale.

Scholarships are available for underrepresented students. For more details, contact [email protected], fill out the form or reach out to an authorized partner.

Arena View for the Robo Soccer League

Step into the ultimate robo-soccer arena and compete in an action-packed challenge where strategy meets technology! Build and program your own robots using AI and Robotics, then put them to the test on the field. Every match is a test of skill, creativity, and teamwork, giving you the chance to demonstrate your technical prowess while aiming for the championship.

Turn Knowledge Into Action With Focused Expert Notes

Guidelines for Track 3

  • You can participate in anyone of the following 3 age groups:

Elementary

(7 - 10yrs Old)

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Junior

(11 - 14yrs Old)

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Senior

(15 - 18yrs Old)

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  • A team consists of 2 or 3 participants +1 mentor
  • All the participants must meet the age group and team size criteria.
  • For teams of two, both members must be in the same age group. If their ages differ, choose the group based on the elder member’s age.
  • The team must complete the registration process on the official Codeavour 7.0 website. On-site registrations will not be accepted.


Ball Specifications: 
The size of ball is Size: ~6–8 cm.

Robot Specifications

  • Each team must have at least 2 robots and a 3rd robot as backup.
  • Robot Specifications:
    • Manually controlled wirelessly via PictoBlox/ Dabble.
    • Fit within a 20x20x15cm cube in its most expanded configuration (at the start of the match or during the match) and weight upto 800 grams.
    • Any battery with a maximum voltage of 9 volts (at full charge) is allowed. Between any two terminals of the robot, the maximum voltage of 9 volts with reference to ground is allowed. Battery should meet standard safety norms.
  • Things to Avoid
    • Robots must not be built with dangerous materials. The Codeavour team reserves the right to disqualify any robot it deems dangerous at any point in the competition.
    • Robots should not damage opponents’ robots intentionally by any means viz, use of any type of destructive mechanism.
      (Minor wear and tear occurring innocuously will be ignored.)
    • The bot must not interfere with opponent robots using infrared light, electromagnetic mechanisms, or similar methods. If such interference is suspected, the referee will investigate, and if confirmed, the bot will be disqualified.

 

Arena and Match Format:

  1. Arena Dimensions:  The marked playing area of 200 × 110 cm. (±5% tolerance)
  2. Match Duration: Two halves of 2 minutes, with a 1 min break in between.
  3. Each team will attempt to score Goals in the opponent’s Goal Post.
  4. Once a goal is scored, points will be awarded and the ball will be placed in the centre of the Arena.
  5. Winner: The Team with the highest total points at the end of the match wins.

 

Scoring and Penalties (Point System):

  1. Goal scored: +4 points.
  2. Yellow Card: Warning. The match is paused, and the robots are frozen.
  3. Red Card: One robot is taken out of play for the rest of the half.
    Fouls that may result in cards (examples):
    • Touching own or opponent robots during the match.
    • Carrying the ball for too long.
    • Kicking the ball outside the arena.
  4. Intentional damage to the arena, ball, or opponent’s robots (may lead to disqualification at referee’s discretion).
    Note: On any foul, the match will be paused, robots will freeze, the ball will be reset at the center, and the game will resume on the referee’s signal.

Tie-Break

  1. If the points of both teams are tied at the end of the match, a penalty round will be played.
  2. Each team will get 3 penalty chances.
  3. If still a tie occurs, both teams will get 1 point each and the round will be ended.
  •  

FAQ's for Track 3: Robo Soccer League

Track 3 is a thrilling, hands-on robotics competition where teams design and build their own Soccer Robots, programming them using PictoBlox. Participants control their robots in real time via their devices, adding layers of strategy, precision, and quick decision-making to the game.

This league nurtures creativity, strengthens robotics and coding skills, and encourages teamwork and fair play, transforming the excitement of soccer into an arena of innovation and ingenuity.

Track 2 is open to participants in three age groups:

  • Elementary (7-10 years)
  • Junior (11-14 years)
  • Senior (15-18 years).

The team size should be two – three members and one mentor.

The team will be classified based on the oldest member for category eligibility:

  1. If the oldest member is 11–14 years, the team competes in the Junior category.
  2. If the oldest member is 15–18 years, the team competes in the Senior category.
  3. If all members are 7–10 years, the team competes in the Elementary category.

No exceptions will be made for age limits; verification may be required during registration.

No, on-site registrations are not allowed.
All teams must register online through the official Codeavour 7.0 website before the competition.

The ball will be ~6–8 cm (ideally 7 cm). (Only the official competition-supplied Game ball will be used in matches.)

  1. Each team can compete with a maximum of 2 robots on the field at a time.
  2. Teams are allowed to have a 3rd robot as a backup/substitute.

Note: Every robot must pass the screening process before the match.

The robot should be programmed using PictoBlox/Dabble only. Participants can use any coding environment inside the PictoBlox.

The robot, including all its mechanisms, must not exceed 20 × 20 × 15 cm. (including all parts and mechanisms)
The robot’s weight must be ≤ 800g.

Teams are encouraged to use any safe materials creatively.
Conditions:

  1. Robots must not be dangerous or destructive.
  2. Robots must not intentionally damage opponents or interfere using infrared, red pointer, electromagnetic, or similar mechanisms.
  3. Minor wear and tear is allowed and ignored.
  • Any battery compliant with standard safety norms with a maximum rated voltage of ≤ 9 volts between any two terminals on the
    robot.
    • Examples: 1S–2S Li-ion/LiPo (4.2–8.4 V) OK; 3S (12.6 V) NOT allowed.
    • DC-DC converters are permitted only if every output remains ≤ 9.0 V. No
      mains/AC, no tethers.

Arena is 8x4ft

The playing area is 6.3×3.3 (±5% tolerance).

Each match consists of 2 halves of 2 minutes each.
There is a 1-minute break between halves.
Tie-breaker rules apply if the match ends in a draw, as per the rulebook.

Arena is 8x4ft

The playing area is 6.3×3.3 (±5% tolerance).

By scoring goals in the opponent’s goalpost. After each goal, the ball is placed back at the centre.

The team with the highest total points at the end of the match wins.

  1. Yellow Card (YC): Every foul = 1 YC.

  2. Red Card (RC): 4 YCs = 1 RC (remove 1 active robot for rest of half).

Foul

Penalty

Hand Touch (without Ref)

–12 pts + Reset

False Start (robot moves before whistle)

–4 pts + Reset

Moving During Pause

–4 pts

Ball Carry (>3s enclosed)

–4 pts + Pause

Goal Camping (>5s idle in goal)

–4 pts + Pause

Ball Out of Field (by a team)

–4 pts + Pause

Crossing to Opponent’s Side

–4 pts

Severe Misconduct (damage, interference, abuse)

Disqualification

The match may be paused or reset with point deductions, depending on the foul system and the referee’s decision. Refer to the Foul & Pause/Reset FAQs for details.
 
 

A penalty round will be played:

  • Each team gets 3 penalty chances.
  • If still tied → both teams get 1 point each.
  1. Pause (temporary stop): Ball reset to center, robots frozen unless Ref repositions them.

  2. Reset (full restart): Same as kick-off. Used after a goal, halftime, or fairness/safety issues.