Beginner
A first competition. The simplest rule set for the arena, a smaller budget with fewer choices, and coaches who help the team get its four decisions written down. The pitch is short and structured.
- Goal
- A working entry and a defended plan
Every Haxios competition follows the same Venture Bot process: form a team, make four decisions, pitch them to a panel, then compete. What changes from arena to arena is the game on the screen and the lesson students take home. Every arena is built for high school and college teams, and each one can be run at a beginner, intermediate or advanced level.
Whatever the arena, a team's weekend or semester has the same shape. That's on purpose. A student who has been through Venture Bot once can move to a new arena and spend their energy on strategy instead of relearning the format.
Half the points are earned before the first match. Every arena is scored on a judged pitch plus measured results, so the venture work is never optional.
How the Venture Bot process worksEvery arena can be run at three levels. The game stays the same; what changes is how much of the Venture Bot process the team carries on its own and how demanding the rule set is. The AI mode is a separate choice the program administrator makes, and it doesn't change the level.
A first competition. The simplest rule set for the arena, a smaller budget with fewer choices, and coaches who help the team get its four decisions written down. The pitch is short and structured.
The full Venture Bot process. Standard rule set, full budget, a full-length judged pitch and a complete round-robin. Coaches ask questions; the team makes every call.
Competition rule sets, the largest rosters and toughest optional rules, and a judging panel that presses on reasoning. Teams are expected to organize, budget and present the way a professional team would.
Most high school teams are competing for the first time, so the track starts with the arenas that get a first entry working fastest and builds toward the ones that need a real playbook.
College teams usually arrive able to code and short on time, so the track starts with Tanks and moves quickly to arenas that reward coordination and quantitative reasoning.
Tanks is the original. The six sports arenas carry the same strategic depth with a game every student already understands, and nothing gets destroyed. All seven are available now, and an eighth, with real robot tanks, is on the way.
Equip a tank on a budget, pitch the plan, then go head-to-head in a round-robin tournament. Students learn to read a situation, anticipate an opponent, and defend a budget.
Push the opponent out of the ring. A first working entry takes an afternoon, so the whole Venture Bot process fits a first-time class. Students learn timing, positioning and the heavy-or-fast trade-off.
Find the fastest way around a track. Students practice alone against the clock before they ever race someone, then tune their car for the course. Planning ahead beats reacting.
Three players, one ball, two goals. Students learn to give each player a job, predict where the ball will be, and keep a formation when the instinct is to chase.
Call a play, run the routes, throw or hand off, make the tag. Students learn to commit to a plan before they see what the other side does, and to read what a formation gives away.
Half court, one hoop, a shot clock. Shots don't always go in, so students learn to weigh odds, make decisions under a deadline, and put a number on their strategy.
Four students each take one leg of the course and must agree on how the baton gets handed off. Students learn to specialize, to agree on an interface, and to debug each other's assumptions.
The tank competition with real robots. Students program physical tanks that battle with infrared cannons, laser-tag style. Same pitch, same scoring, with real hardware to test the plan.
Start from your audience and the level they're ready for, then the lesson you want them to walk away with. Every arena carries the full Venture Bot process.
| Arena | High school | College | Team dynamic | What students walk away with |
|---|---|---|---|---|
| Tanks | Intermediate · Advanced | Beginner · Intermediate · Advanced | One team, one tank, head-to-head | Reading a situation, anticipating an opponent, defending a budget |
| Robot Sumo | Beginner | Beginner | One team, one robot, head-to-head | Timing, positioning, the heavy-or-fast trade-off |
| Rally Racing | Beginner · Intermediate | Beginner | One team, one car; solo practice, then races of up to eight | Planning ahead, tuning for conditions, iterating on a result |
| Robo-Soccer | Intermediate | Beginner | One team directs three players | Giving each player a job, anticipation, keeping formation |
| Robo-Football | Beginner (3v3) · Intermediate (4v4) · Advanced (5v5) | Intermediate (4v4) · Advanced (5v5) | One team directs a whole side, 3 to 5 players | Committing to a plan, reading opponents, coordinating at scale |
| Robo-Basketball | Advanced | Intermediate · Advanced | One team directs two players | Weighing odds, deciding under a deadline, quantifying a strategy |
| Robot Tanks Live Soon | Advanced | Intermediate · Advanced | One team, one physical tank, head-to-head | Calibration, managing a battery, testing under pressure |
| Relay Obstacle Course | Intermediate | Intermediate | Four students, one entry each, one shared team | Specializing, agreeing on an interface, debugging each other's work |
The game changes. These don't.
Every team commits to choices under time pressure and then explains them out loud to people who fund and approve projects for a living.
A fixed budget forces trade-offs. What you buy, what you skip, and what that buys you in the arena becomes a story the team can tell.
Roles, hand-offs, disagreements and a hard deadline. Students learn what it takes to ship something together in a weekend.
A replay of every match, a scored pitch, and a finished entry. Whatever the standings say, they made something and stood behind it.
Robot Tanks teaches real skills, but the theme is combat, and some schools and programs won't touch it. Sports carry the same strategic depth, and a robot competing in a sport is instantly understandable to a student who has watched a game on TV.
Several arenas have a team directing multiple players, or several students sharing one side. Coordination and communication become part of the lesson.
Offside, out-of-bounds, a shot clock. The learning curve is about strategy, not about learning an invented world.
A match ends on a score, a clock or a finish line. Every arena is welcome in every classroom.
Each arena has a real-world student robotics counterpart, so a class can move from the simulation to hardware later.
All seven arenas are available now. We'll help you match one to your audience and level.