Every year at the end of VEX Worlds held in April, the new game is revealed, and this year’s game is: In the Zone. This game is played on a 12’× 12’ square field with two alliances, blue and red, with each alliance composed of two teams. The teams compete in matches consisting of a fifteen second autonomous period, followed by a one minute and forty-five-second driver control period. The object of the game is to attain a higher score than the opposing Alliance by Scoring your Cubes in Floor Goals, on Posts or on your Skyrise, by Owning Posts, by Building your Skyrise Sections and winning the autonomous bonus.
The field is comprised of two coloured Scoring Zones at two corners of the field which are denoted by a tape line and PVC pipes. Each alliance also has a sheet steel Loader at the perimeter near their alliance station for Match loads (24 balls per alliance). There are a total of forty-four (44) Cubes, and twenty-two (22) red and twenty-two (22) blue, and fourteen (14) Skyrise Sections available as Scoring Objects in the game. Most Scoring Objects begin in designated locations on the field, while some are available to be entered into the field during the Match. Each Robot will have one (1) Cube available as a Preload and seven (7) Skyrise Sections available to be placed in its Alliance’s Autoloader during the Match. Forty (40) Cubes will start at designated locations on the field. There are ten (10) Posts of varying height around the field and each Alliance has one (1) Skyrise Base. The Alliance with the topmost Cube on a Post Owns the Post. Alliances also earn points for Building Skyrises on their Skyrise Base out of Skyrise Sections, and Scoring Cubes on Skyrises
Although the team with the most amount of points wins the match, it is not just about one match; every match counts at a tournament. At each tournament, each team plays four to seven matches and, by the end of the day, the top eight ranked teams choose partners, forming alliances to compete in the elimination tournament. The alliances compete against one another, and they must win two rounds to move forward into quarter-finals, semi-finals or finals. Eventually, there are four alliances competing against one another in the semi-finals, and then the two winning alliances compete. The priority for most teams at each tournament is to compete in finals or semi-finals or win an award which would qualify them for Provincials.