FTC Scouting Guide — DECODE

Want to help our team at the tournament? Scouting is a fun way to get involved — you watch some matches and jot down what each robot does on a simple paper form. Even scouting a few matches can give us a real edge! Plus, learning what to look for will help you understand what’s going on in the game, which makes watching the matches a lot more fun.

You don’t need to know anything about robotics to scout. You don’t need to be perfectly accurate, either — just do your best! Even rough notes are useful. This guide will walk you through everything you need to know.


Why Scouting Helps

Scouting isn’t required for us to do well, but it can give us a bit of an advantage in two ways:

1. Qualification Match Strategy

During qualification matches, we’re paired with a different partner each time. Scouting tells us:

2. Alliance Selection

After qualification matches, the top-ranked teams get to pick alliance partners for playoff matches. Good scouting data helps us:


How a Match Works

Each match has 4 robots on the field — 2 on the red alliance and 2 on the blue alliance. The two alliances compete against each other. Each match has three phases:

1. Autonomous Period (30 seconds)

The robots run on their own — no human control. Robots can score leave points by moving off their launch line, and they can also score artifacts into the gate. Some teams don’t have an autonomous program at all, so their robot will just sit there. Robots can start with up to 3 preloaded artifacts.

2. Driver-Controlled / Teleop Period (2 minutes)

Drivers control the robots with game controllers. This is where most of the action happens. Robots collect artifacts (purple and green balls) and score them by launching them into the goal.

Robots can only launch from designated launch zones — the robot needs to be inside the zone or overlapping a launch line. There are two launch zones on each side of the field:

Note: “near” and “far” refer to distance from the goal, not from the audience. The far zone is actually the one closest to the audience.

DECODE field diagram showing launch zones, alliance areas, and loading zones

3. End Game (last 20 seconds)

During the last 20 seconds of teleop, robots may return to their base zone for bonus points — but they can also keep scoring artifacts, so there’s a strategic tradeoff. This is also when base zone protection kicks in — robots can’t contact an opponent in the opponent’s base zone (rule G427), or the opponent gets a major foul and automatic full-base points.


What to Watch For When Scouting

You’ll be watching one robot at a time during each match. Here’s what to record:

Tracking Shots

The most important thing to track is shot attempts. For each shot, mark if it went in and if it missed. Do this for both autonomous and teleop — just keep a running tally on the form. This gives us both accuracy and volume at a glance.

Example: ✓✓✗✓✓✓✗✓ = 6 made, 2 missed

During Autonomous (first 30 seconds)

  1. Where did the robot start? (Near or far side of the field)
  2. Did the robot move at all? Some teams don’t have an autonomous program — the robot just sits there.
  3. Did it score leave points? The robot must end auto not over any launch line. A robot that moves but ends up back on a line doesn’t get leave points.
  4. Track auto shots (✓/✗) — robots can start with 3 preloaded artifacts, so expect 0 shots (no auto or leave-only auto), up to 3 shots (preloaded), or more if they pick up additional artifacts with an intake.
  5. Did it move smoothly or have problems? (Got stuck, went the wrong way, etc.)

During Teleop (2 minutes)

  1. Track teleop shots (✓/✗) — start a new tally for teleop, separate from auto.
  2. Where do they score from? Note which launch zone(s) they use — near, far, or both. If they can only score from a small area (e.g., one specific spot in the near zone), they’re easier to play defense on. Robots that can score from multiple positions are harder to shut down.
  3. How fast is their cycle? A “cycle” is: pick up artifacts → drive to launch zone → score → repeat. Fast cyclers are valuable partners.
  4. Did they play defense? Some robots focus on blocking the other alliance instead of scoring. Were they effective at it?
  5. Did the robot return to base? (None / Partial / Full) — Robots may return to base for bonus points, but they can also keep scoring artifacts, so some teams skip parking.
  6. How did they respond to defense? If the other alliance played defense on them:
    • Did they get flustered and stop scoring?
    • Did they drive around the defender and keep scoring?
    • Did they switch to a different scoring position?
  7. Human player activity — For robots without an intake, the human player loads artifacts in the loading zone. Watch how quickly and effectively the human player loads — a fast human player can partially make up for not having an intake.
  8. Intake effectiveness — For robots with an intake, does it pick up artifacts reliably, or does it fumble and need multiple attempts? A fast, reliable intake makes a big difference in cycle speed.

Robot Details (anytime — before, during, or after a match)

These don’t change between matches, so you only need to note them once per team:

General Observations


Tips for Scouting


Scouting Form

Here’s the form you’ll be using. (Printable version — 2 per page)

FTC DECODE Scouting Form Event:   32314 Marcus Bartholomew the Third Senior

Match #:  Team #:   Name:   Alliance: Red / Blue Scout Name:  

Autonomous (30 sec)

Start: Near / Far Moved? Yes / No Leave pts? Yes / No
Auto shots (✓ = scored, ✗ = missed):

Teleop (2 min)

Teleop shots (✓ = scored, ✗ = missed):
Shot from: Near / Far / Both Where in near zone:  
Cycle: Fast / Med / Slow Played defense? Yes / No Base? None / Partial / Full
Response to defense:  

Robot Details

Drive: Tank / Mecanum / Other Intake? Yes / No

Overall

Broke down? Yes / No Driver: Excellent / Good / Needs work Want as alliance partner? Def / Maybe / No
Notes:

Using Scouting Data for Strategy

Before a Qualification Match

Look up the scouting sheets for the teams in your upcoming match:

Your partner:

Your opponents:

During Alliance Selection

Use your collected scouting sheets to rank potential partners by:

  1. Consistency — a team that reliably scores 40+ every match is better than one that swings between 20 and 80
  2. Accuracy and volume — check their ✓/O tallies across matches
  3. Auto capability — leave points and auto scoring add up across matches
  4. Reliability — a team that broke down in 2 of 5 matches is risky
  5. Drive type — mecanum drives are more maneuverable for both scoring and defense
  6. Defense resilience — in playoffs, opponents will play more defense
  7. Complementary skills — if we’re strong at scoring, a partner who can play effective defense may be more valuable than a second scorer

Scoring Details

You don’t need to know this to scout — but if you’re curious about how points work, here’s the breakdown.

Artifacts (3 pts or 1 pt each)

Artifacts are the colored balls (purple and green) that robots collect and score. To score, a robot launches an artifact into the top of the goal. The artifact drops down through the goal, exits under an archway, and passes through the square (an opening in the gate). From there:

Artifacts that miss the goal entirely or don’t pass through the square score nothing.

Artifacts can also be placed in the depot (a small area at the base of the goal) for 1 pt each, scored at the end of the match.

Pattern

Before each match, the obelisk is randomized to show a motif — a 3-color sequence of purple and green (e.g., green-purple-purple). This motif repeats 3 times to define the target colors for the 9 positions on the ramp.

At the end of auto and again at the end of teleop, each artifact on the ramp whose color matches the motif color for its position earns 2 bonus points. This is scored in addition to the classified/overflow points.

Leave (3 pts per robot)

Each robot that ends autonomous not over any launch line earns 3 points. A robot that moves but ends up back on a line doesn’t get leave points.

Base (End Game)

At the end of the match, robots may return to their base zone for bonus points:

Status Points
Not in base 0 pts
Partially in base 5 pts
Fully in base 10 pts
Both alliance robots fully in base 10 pts additional bonus

For more about our FTC team, see the FTC team page.