Chapter 9: VEX U for Head Referees
Lesson 1: VEX U Match and Game Differences
Learning Objectives:
- Identify key differences between VEX U and standard V5 Override Matches.
- Identify VEX U game rule modifications that affect Head-to-Head Matches.
- Identify how VEX U Robot Skills Matches differ from standard V5 Override Robot Skills Matches.
A VEX U match is the same game of Override you already know, played under a set of rule modifications for collegiate teams. This lesson describes what is different: how a VEX U match and event are structured, the game rule modifications that change how you score and rule during a match, and how VEX U Robot Skills Matches are set up. The robot construction rules — parts, materials, fabrication, and inspection — will be covered in Lesson 2.

One principle guides every VEX U ruling: all standard Override rules apply except where Section 6 of the Game Manual modifies them, and a VEX U rule (or official VEX U Q&A) takes precedence where it conflicts with a standard rule. If the VEX U Section doesn't address a situation, rule exactly as you would in a standard V5 Override match — and when something looks different, that is your cue to confirm the call.
Before continuing, read the following in the current Game Manual:
- Section 6 – VEX U
VEX U vs. Standard VEX V5 Robotics Competition at a Glance
In VEX U, an alliance is a single team's two robots: a Head-to-Head Match is played one team versus one team, with each team fielding two of its own robots that play together as its alliance. In standard VEX V5 Robotics Competition matches, by contrast, an alliance is two separate teams, each bringing one robot. The table below itemizes the other differences between VEX U and standards VEX V5 Robotics Competition matches.
| Element | VEX U | Standard VEX V5 Robotics Competitions |
|---|---|---|
| Match format | One team vs. one team | Two alliances, each made of two teams |
| Robots per side | Two (both from the same team) | Two (one from each team) |
| Robot starting size | One robot up to a 24" cube, one up to a 15" cube | Every robot up to an 18" cube |
| Robot placement | One red robot, then both blue robots, then the second red robot | Red places last |
| Start of the match | Some sensors or cooling components (e.g., fans, LIDAR) may already be in motion | All robots completely stationary |
| Autonomous Period | 30 seconds | 15 seconds |
| Driver Controlled Period | 90 seconds | 1 minute 45 seconds |
| Total match length | 2 minutes | 2 minutes |
| Alliance Selection | None | Yes, before Elimination Matches |
One start-of-match difference is worth a closer look. VEX U allows some electronics, like cooling fans, spinning LIDAR or similar sensors, to already be in motion at the start of a match according to <VUG3>, as long as the robot and its subsystems do not initiate movement and do not interact with scoring objects or other robots. This is an exception to the standard VEX V5 Robotics Competitions requirement that every robot be completely stationary at the start. The practical point: a spinning sensor or running fan on a VEX U robot at the start is not a false start.
VEX U Game Rule Modifications
Field Setup and Match Loads
Before a VEX U match, the field is set up with a few modifications you should be able to recognize:
- The VEX GPS code strip is installed on the field.
- Only the Midfield Goal begins the match with a Yellow Pin Placed in it.
- Each alliance's match loads are modified to get additional Yellow Pins beyond the standard set of Cups and alliance-colored pins.
During the match, Drive Team Members may introduce Match Loads into the Loaders adjacent to their Alliance Station during both the Autonomous Period and the Driver Controlled Period, per <VUG4>. One caution for the Autonomous Period: loading a Loader is allowed, but Drive Team Members still may not touch or direct their robots in any way.
Autonomous Period Scoring
VEX U's biggest in-match change is how the Autonomous Period is scored, and it centers on the Midfield. In VEX U, two Midfield outcomes count toward the Autonomous Bonus according to <VUG5>:
- A robot ending the Autonomous Period in the Midfield earns points.
- The Yellow Pin Placed in the Midfield is owned by whichever alliance ends with more robots there.
Neither of these counts in a standard V5 Override match, where the Midfield is not part of Autonomous scoring in this way.
This can change who wins the Autonomous Bonus. Imagine blue scores more Pins overall, but red ends the Autonomous Period with both robots in the Midfield, thereby owning the Midfield Yellow Pin. Those Midfield points are added to red's total, which can lift red’s total above blue's. Red earns the Autonomous Bonus — even though blue would have won it in a standard V5 Override match. So when you evaluate a VEX U Autonomous Period, check the Midfield before you call the Bonus.
The Autonomous Win Point also changes. VEX U uses higher pin and goal thresholds than the standard game and adds a requirement that at least one robot end within the Midfield, according to <VUG6>. As in a standard match, the Autonomous Win Point awards no match points and requires no violations during the Autonomous Period. Because each VEX U team plays as its own alliance, you evaluate the Win Point for each team. The key takeawayis that VEX U requires more to earn the Autonomous Win Point, and the Midfield requirement can be the deciding factor.
VEX U Robot Skills Matches
VEX U Robot Skills Matches follow the same rules as standard V5 Override Robot Skills, with a few setup modifications that apply to both Driving Skills and Autonomous Coding. The one big change is that a team runs both of its robots in the same match according to <VURS2>.
That drives the rest of the setup:
- Both robots start in legal Red Alliance starting positions, each with its own Red Pin Preload,
- Match Loads are adjusted to fit, with four Red Pins, six Blue Pins, and ten Cups beginning off the field.
Timing, scoring, and procedures like Skills Stop Time are unchanged from standard V5 Override.