Dear Teams,
After carefully reviewing and discussing the experiences and feedback from last year, we have introduced the proposal of changes to the Rescue Maze 2026 Draft Rules. Although the discussions took some time, we truly hope these updates will bring new and exciting challenges for all of you.
In the 2026 Maze draft, we have outlined six key topics that we plan to revise in the final version of the rules. Before making any final decisions, we would like to hear your opinions, comments, and questions regarding these proposed changes.
Please take a moment to read through the document and share your feedback.
We wish every team a successful preparation for the upcoming season. We look forward to meeting you all in Incheon, South Korea!
Topic 1: Victim Identification and AI Strategy
Here are the proposed changes:
- Coloured Victims: Color victims (green, yellow and red squares) will be removed.
- Visual (Letter) Victims: Visual victims will replace the colour victims in the score. The letters will change to the greek alphabet (Φ, Ψ, Ω).
- NEW: “Cognitive Target”: This new target is designed to test identification, calculation, and decision-making.
1. Identification:
The robot must identify a circular target with a 5 cm diameter. This target is composed of 5 concentric rings (each 0.5 cm wide), and each ring will have one of 5 possible colors: Black, Red, Yellow, Green, or Blue.
2. Calculation:
The robot’s primary task is to “read” the target and calculate a total value.
First, each color corresponds to a numerical value:
- Black = -2
- Red = -1
- Yellow = 0
- Green = 1
- Blue = 2
Adjacent rings of the same color are not merged. The robot must always consider each of the 5 rings separately and sum the value for all 5 rings, regardless of whether colors repeat.
Example 1:
- Rings (from center → outwards): Red | Yellow | Yellow | Blue | Blue[image]
- The robot reads five separate color values.
- Calculation: Value(Red) + Value(Yellow) + Value(Yellow) + Value(Blue) + Value(Blue)
- Final sum: (-1) + (0) + (0) + (2) + (2) = 3
- The robot must act based on this total (Sum = 3 → false target).
Example 2:
- Rings (from center outwards): Blue | Blue | Blue | Black | Black[image]
- The robot reads all five rings individually.
- Calculation: Value(Blue) + Value(Blue) + Value(Blue) + Value(Black) + Value(Black)
- Final sum: (2) + (2) + (2) + (-2) + (-2) = 2
- The robot must act based on this total (Sum = 2 → blink the LED and drop two rescue kits).
3. Action:
The robot must perform a specific action based on the final calculated sum:
- If Sum = 0: The robot identifies the target (by stopping for 5 seconds and blinking the victim identification LED)
- If Sum = 1: The robot identifies the target (by stopping for 5 seconds and blinking the victim identification LED) and drops up to 1 rescue kit
- If Sum = 2: The robot identifies the target (by stopping for 5 seconds and blinking the victim identification LED) and drops 2 rescue kits
- If Sum is < 0 or > 2: The target is considered “false.” If the robot identifies it (by stopping for 5 seconds and blinking the victim identification led), it counts as misidentification resulting in -5 points
4. Scoring (Cognitive Target):
- Identifying a cognitive target on a linear tile awards 10 points, while identification on a floating tile awards 30 points.
- Correctly placing one rescue kit awards 10 points, and correctly placing two rescue kits awards 30 points.
Example Scoring:
- Correctly flashing for Sum=0 (on floating wall): 30 points.
- Correctly deploying 1 kit for Sum=1 (on floating wall): 30 (base) + 10 (1 rescue kit) = 40 points.
- Correctly deploying 2 kits for Sum=2 (on floating wall): 30 (base) + 30 (2 rescue kits, 10 + 20 points) = 60 points.
Cognitive Target Illustration
The Cognitive Target is a circular pattern with a 5 cm diameter, consisting of up to five concentric rings.
The innermost circle has a diameter of 0.5 cm, and the width of each subsequent ring increases by 0.5 cm, resulting in ring diameters of 0.5 cm, 1.0 cm, 1.5 cm, 2.0 cm, and 2.5 cm.
Adjacent rings of the same color are not merged. The robot must always consider each of the 5 rings separately and sum the value for all 5 rings, regardless of whether colors repeat.
Topic 2: Blue Tile Scoring
We propose implementing a new scoring for blue tiles. A team will be awarded 30 points the first time their robot successfully visits a unique blue tile.
However, the score for a specific tile is reduced upon revisits. For every subsequent time the robot visits that exact same tile, the total score awarded for that specific tile will be reduced by 10 points.
The minimum bonus for any single tile is 0 points; it cannot become negative.
Example (Tracking a single, specific blue tile):
- 1st entry onto the tile: The team is awarded 30 points for this tile.
- 2nd entry onto the same tile: The total score for this tile is recalculated to 20 points (30 - 10).
- 3rd entry onto the same tile: The total bonus for this tile is recalculated to 10 points (20 - 10).
- 4th entry onto the same tile: The total bonus for this tile is recalculated to 0 points (10 - 10).
- 5th entry onto the same tile: The total bonus for this tile is recalculated to 0 points (0 - 10 is -10, but it can not go negative).
Any further entries onto this specific tile will also yield 0 points. If the robot later enters a different, previously unvisited blue tile, it would receive a new, separate 30 points for that second tile.
Topic 3: Exit/Reliability Bonus Rework
We propose to change the calculation of the Exit and Reliability Bonus. Instead of being based solely on points from identified or rescued victims, we want the bonuses to reflect the robot’s overall performance.
This change aims to make the Exit and Reliability Bonus more balanced rewards for a complete and successful run, rather than linking them exclusively to victim-related tasks.
The calculation of the bonuses could look like this:
(RELIABILITY BONUS) = (SVI) Ă— 10 + (SRD) Ă— 10 + (MBT) Ă— 10 - (LoP) Ă— 15
MBT … Maximum BlueTiles navigated: Gain 10 points for every blue tile which was only visited once.
(SUCCESSFUL EXIT BONUS) = (SVI) Ă— 10 + (MBT) Ă— 10 + (SSN) Ă— 5 + (SRN) Ă— 5
SSN … Successful Stair Navigation
SRN … Successful Ramp Navigation
Topic 4: Rescue Kit Reduction
We propose to reduce the total number of available rescue kits from 12 to 8. We believe this change will place a greater emphasis on resource management during the run.

We are also revising the points awarded for placing rescue kits next to victims.
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Correctly placing one rescue kit earns 10 points.
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Correctly placing two rescue kits earns 30 points.
This means:
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If a victim or target requires one rescue kit, the robot can earn 10 points by placing it correctly.
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If a victim or target requires two rescue kits, the robot can earn up to 30 points for placing both correctly.
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If the robot places only one rescue kit at a location that requires two, it will receive 10 points.
Topic 5: Field Marking Prohibition
We propose to clarify and strictly enforce the rule: The robot (and team) is not allowed to mark the field.
We have had experiences where teams creatively marked the start tile as a way to help their robot secure the Exit Bonus. We believe this practice must be explicitly clarified and disallowed for two main reasons:
- Providing External Information: A team marking any part of the field constitutes intentionally providing the robot with information about the environment, which is not permitted.
- Spirit of the League: This practice goes against the core concept of Rescue Maze, which is to encourage teams to develop robots that can autonomously map and navigate an unknown space. Using pre-placed markers circumvents this fundamental challenge.
Topic 6: Field Clarifications/Changes
- The definition of walls also include the support structure on the ends (e.g. item profiles, pillars, …)
- To make the construction of fields easier and due to the walls not being indefinitely thin, the pathway between two opposite walls is 28cm wide (±10% tolerance).
Best,
Diego Garza Rodriguez on behalf of the 2026 RCJ Rescue Committee






