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SuGO Competition Rules

Watch our 15 minute "How to run a SuGO Competition" video, to see how these rules are put into practice.

Chapter 1: SuGO

The overall SuGO contest is structured using a double elimination tournament format, where each robot must lose two matches to be eliminated from the tournament.
A SuGO match involves two contestants whose robots operate in the sumo ring according to the game rules presented here.
The match continues until four SuGO points are scored by one of the contestants over several games.

Chapter 2: Playing Field Specifications

The playing field is a rasied circle with the dimensions as shown below.

  • Diameter: 36 Inches
  • Border line: 1.25 Inches
  • Starting line width: 0.5 Inches
  • Starting line length: 4 Inches
The top surface is flat and smooth. The surface will be gloss-white in color.
The starting lines are two parallel red lines centered on the field.
The outer edge of the field, the border line, is a black circular ring.

Fields may be constructed using painted sheet materials, purchased online as a sticker, or as a completed field with supports.

Chapter 3: SuGO Robot Specifications (common)

  • The robot must be able to fit inside a 7" x 7" square box with no height limit.
  • The Robot must be made ENTIRELY out of LEGO Bricks, with the only exceptions being the "Sumo Eyes" and cables.
  • A maximum of 1 NXT for control, 2 motors for movement and 1 motor for an optional tool/weapon can be used.
  • All actions must be totally pre-programmed. The use of any form of remote control is prohibited.
  • The robot must be designed to wait five seconds after the contestant presses the robot's RUN button.
  • The robot will not include any parts that might damage or deface the playing field.
  • The robot will not include any part that fixes the robot to the playing field surface. The robot must always move.
See the Robot Rules page for the definition of different SuGO classes.

Chapter 4: Game Principles

A standard match consists of three games of up to three minutes each. The first contestant to win four SuGO points is the winner of the match.
If no player has 4 SuGO points at the end of three games, the player with the most points wins.
If both players have the same number of points after three games the referee can call a winner, or choose to run one additional game.

Chapter 5: Game Procedure

Beginning of the Game

  • Before the game, the contestants greet each other outside the playing field following the chief referee's instructions, and then enter the playing field. The contestants can place their robot anywhere behind their starting line. No part of the robot can be in front of the starting line before the match begins.
  • At the referee’s signal, the contestant presses a single button on the NXT (usually the orange button). The game begins five seconds after the referee’s signal. The contestants must exit the playing field during this 5 second period.
  • Prior to the start of a match, the entire robot must fit inside a square box as defined for the weight class. At any time after the start of the match, the robot can expand outside these dimensions.
End of the Game
  • The game ends when the referee calls the winner. Both contestants should thank each other for a fair and competitive match after removing their robots.
A Game will be stopped and a rematch will be started under the following conditions:
  • The robots are locked together in such a way that no more action appears to be possible, i.e. they have rotated in circles for 30 seconds or more.
  • Both robots touch the exterior of the playing field at the same time.
  • Any other conditions under which the referee judges that no winner can be decided.
  • In case of a rematch, maintenance of competing robots is prohibited, and the robots must be immediately placed in the designated starting position.
  • If neither of the competing robots win, or lose, after a rematch, the referee may reposition both robots to a specified location and restart. If that does not yield a winner, the match may continue at any location decided by the referee, until the time limit is reached.
Chapter 6: Scoring SuGO Points

Two SuGO points are awarded for a Victory. The following conditions define a Victory:

  • When a robot ejects its opponent from the playing field with a fair action. The robot is considered ejected the moment ANY part of the robot touches the exterior of the playing field. A robot hanging over the edge of the playing field or only touching any part of the cylindrical side of the playing field is not considered ejected, and the robot is still in play.
  • When the opponent's robot goes out of the playing field on its own for any reason.
  • When the opponent's robot stops moving on the playing field for more than 10 seconds.
  • If the opponent's operator interferes with either robot, or the field, during the match.
One SuGO point is awarded for an Advantage. The following conditions define an Advantage:
  • An opponent's operator fails to start their robot at the referee’s command (false start),
  • The opponent's preparation for the start of the next match takes more than 30 seconds.
  • Parts of the opponent's robot (weighing more than 1 ounce), are separated and dropped from the robot.
  • Any other actions occur that are be deemed unfair by the judge.
Chapter 7: Violations

A contestant who takes any of the following actions will be disqualified from the game:

  • A contestant does not attend the appointed playing field when called at the beginning of the game.
  • A contestant ruins the game, such as by intentionally breaking, damaging, or defacing the playing field.
  • A contestant's robot does not meet the robot specifications.
  • A contestant displays unsportsmanlike behavior.
  • A contestant intentionally injures the opponent’s operator.