In-Event Procedures for LRT Events

Main Lobby

Once the Event Partner presses the ‘Start Division’ button in the event setup lobby, they will be taken to the LRT Main Lobby. Teams will receive a notification to join the event via


This view shows the volunteer view of the LRT Main Lobby. Numbered items are:

  1. Match Schedule, Rankings, and Alliances tabs: Clicking between these three tabs allows the volunteer to look at the match schedule, the current rankings, and the alliances for finals matches once they have been generated. The rankings will automatically update after each teamwork match.
  2. Current Match: This section shows the match that is currently being played.
  3. Upcoming Matches: This section shows the remaining matches to be played.
  4. Completed Matches: This section shows matches whose scores have been finalized.
  5. Livestream: In the center of the screen is the livestream. When the EP begins the event, LRT automatically creates an unlisted livestream on the REC Foundation’s YouTube channel. Since the stream is unlisted, it will not show up on YouTube search results. However, any person with the link to the livestream can watch the event live. The link can be found by both EPs and teams by clicking the YouTube icon in the bottom right corner of the stream.
  6. Communication Options: In the top right corner of the Main Lobby are the communications icons. From left to right, the icons are Broadcast, Mute/Unmute, Private Chat, and Settings. The broadcast icon is only available to volunteers and allows an EP or volunteer to broadcast their video directly to the YouTube livestream. Mute/Unmute will control the volunteer’s microphone. Note: When a user is in the main lobby, no one can hear their audio. Private chat allows the EP to communicate privately with teams or other volunteers. The settings allow toggle between light and dark mode and allow the user to log out.
  7. Event Chat: Teams and volunteers can post in the event chat. Posts in the event chat will appear for all users in the tournament. Volunteers have the ability to delete posts in the event chat by clicking the small red X that appears next to each chat.
  8. Generate Elimination Matches/End Event: Generate elimination matches will take the user to a window (discussed later) where they can configure the settings for finals matches. Teams will be ranked for elimination matches based on their qualification performance.

In-Match Interface

VIQC_LRT_Match_View_Tournament.jpg This view shows the in-match view for staff/volunteers logged in as the Event Partner. Numbered Items are:

  1. The Match Timer, Current Score, and (for VRC/VEX U) Autonomous Scoring Indicators – For VIQC, the score on each side of the match timer represents the combined score of each team in the match. The LRT system automatically adds these scores together. For VRC & VEX U, the color of the ‘Auton’ box next to the score indicates the autonomous winner. If both ‘Auton’ squares are colored at the end of the Autonomous period, this indicates an Autonomous bonus tie. A gold star in the ‘Auton’ box indicates that the team has received the Autonomous Win Point.
  2. Current Videos of Teams in the Match – Each has independent full screen and mute buttons.
  3. Match Schedule, Rankings, and (for VEX IQ) Alliances – The left-hand side of the screen is the same as in the Main Lobby. Current/upcoming matches, updated rankings, and alliances are viewable within matches.
  4. The Match Chat – This chat is only visible for teams in the specific match and volunteers.
  5. The Scoring Interface – The Head Referee and Scorekeepers will use this interface to score each match. Volunteers can use this interface to live score matches, or score matches after completion. Note that the user must select which team is being scored.
  6. The Match Actions Panel – This panel allows the Match Controller to control actions in the match, including starting/stopping the match, and sending ‘Ready Checks’ to teams. The buttons in this panel are discussed in depth below.
  7. Communication Options – These options appear the same when actively in a match as they do in the Main Lobby view.

Note: To join a match as either a Score Keeper or Match Controller, click on the 3 dots next to a match as shown. Scorekeepers will not have access to the Match Actions Panel, only the scoring interface.



Clicking on the three dots next to any match in the Match List brings up options to join as either a Match Controller or Scorekeeper. Event Partners should be aware of the differences between these roles.

Broadcast Feature


This button allows an Event Administrator to change the outgoing video from the regular match view to  begin streaming the users’ own web camera and microphone to the YouTube generated Livestream. This is useful for opening and closing ceremonies, award presentations, and/or drivers’ meetings. Clicking the button again will change the outgoing video back to the regular match view. Once in broadcast mode, you will be able to confirm your video and audio source before “going live” on your stream. Once you have selected your audio and video inputs, you will click “Start Broadcast.” Note: Be sure you are prepared before pressing ‘Start Broadcast’ as the user’s audio and video will be immediately pushed to the YouTube livestream. When you are done with your broadcast, click “End Broadcast” to bring you back to the Event Lobby and revert the stream to its normal view.

Start the Event

After completing the event configuration and team inspections, the event is ready to start. Pressing ‘Start Division’ in the Event Setup Lobby will bring the user to the LRT Main Lobby, start the automatically generated YouTube livestream, and allow teams to join the event. Teams will receive a notification in that the tournament has been started, and a link that will take them to the LRT Main Lobby. As teams join their team numbers will appear white in the schedule. If a team is not connected to the Live Remote Tournament, the team number will be grayed out. Note: It is recommended that the Event Partner pay close attention to teams who often appear grayed out in the match schedule. This indicates that they may be having technical issues and require assistance. Volunteers can use the chat function on the right-hand side of the screen to communicate with the teams in the lobby. Event Partners and volunteers should also be prepared to receive troubleshooting call at the phone number that is listed on the event page at as the Event Day Phone Number. This gives teams that may be having internet connectivity issues a way to communicate with event staff.

Join and Queue a Match

When you are ready to start running matches, you can join a match by clicking the 3 dots next to a match and selecting ‘Join as Match Controller.’ This will bring you into the In-Match Interface, described above. Be aware that only One Person should join as Match Controller for a single match. All other volunteers (Head Referee, Scorekeeper, etc.) should select ‘Join as Scorekeeper’ when joining a match. These users will still receive live match video but will not have access to the Match Actions Panel. Both Match Controllers and Scorekeepers have access to the scoring interface and chat features. When the Match Controller joins a match, the first thing they should always do is press the ‘Queue Match’ button, located on the top left of the match actions panel. Pressing this button does a few things:

  1. Automatically brings the teams participating in the current match into that In-Match Interface.
  2. Allows the user to send a ‘Ready Check’ to the teams in the current match.
  3. Changes the Livestream view from scrolling rankings to the current match and allows the Emcee to be heard on the Livestream.

Note: Once in the match, the Match Controller can use the match chat function on the bottom of the page to communicate with the teams. The Match Controller can also use the microphone to communicate with the teams as well. The Match Controller will notice that teams can be muted using the microphone buttons on the bottom of each team video. This will mute the team for the Match Controller only. Teams will still be able to hear each other (teams can mute each other independently).

Announcer Note: Welcome teams to the match and communicate any discrepancies with the field setups. If a team isn't visible on video, ask them to refresh their browser.

The images below show the in-match views for the Match Operator. The Match list is on the left, match actions such as Start Match as well as the scoring application are on the right. Event Chat is on the bottom of the screen, and the center has the view of both team fields.

VIQC In-Match View


VRC/VEX U In-Match View


Ready Check

The Match Controller performs a “Ready Check” for all teams to ensure they are ready to start the match. This is done by clicking the ‘Ready Check’ button, found in the Match Actions Panel. Pressing this button will send a notification to each team in the current match, asking them if they are ready to start the match. Each team must confirm they are ready to start by clicking ‘Ready’ on their computer. In an in-person event, this is usually done by drive team members giving the Head Referee a “thumbs-up” signal that they and their robots are ready to start the match. The Ready Check button is purely cosmetic. The Match Controller can start a match if a team has not clicked ‘Ready’ on their end. EPs should be aware of this and use discretion when starting a match before all teams have indicated they are ready to play. Note: If the Match Controller does not see one of the teams show up in the view, they should refresh their browser page. It may take up to 8 seconds to refresh. Wait before clicking refresh again. If the team video feed still does not appear, the team must refresh on their end.

Announcer Note: If a team doesn't answer the ready check prompt, instruct them to “Please click your ready check so we know you are ready for your match.”Screen_Shot_2022-03-11_at_8.57.46_AM.png

On the left, the Ready Check Button is vision in the Match Actions panel. On the right, one of two teams have signaled Ready Check complete.

Starting the Autonomous Match Period (VRC/VEX U)

The Match Controller will select “Autonomous” to run the autonomous period of the match once all teams have confirmed they are ready to play. Pressing the ‘Autonomous’ button will start a 5 second countdown, after which the autonomous period will start.

Announcer Note: You can give a clear countdown to start the match, but do not say “Go.” Allow the Timer sound to be the signal as to the start of the match.


Once Autonomous is complete, Scorekeepers will score the autonomous period, including whether teams have completed the requirements for an autonomous WP. The autonomous WP is a bonus independent of the autonomous bonus. To do this, Scorekeepers, or the Head Referee/Match Controller will use the scoring interface on the right-hand side of the screen to assign points to teams based on their actions in the autonomous period. Points will be automatically calculated based on the inputs from the user.

Announcer Note: You should state which team is the autonomous winner or if it is a tie, and mention if teams have earned the autonomous WP.

Starting the Driver Controlled Match

Once all teams have confirmed they are ready to play (or, for VRC/VEX U, after the Autonomous Period has been scored), the Tournament Operator will click on “Driver” to begin Driver Control. This button will again initiate a 5 second countdown, after which the diver control period will start. The ‘Driver’ button is found in the Match Actions Panel.

Announcer Note: You can give a clear countdown to start a VIQC match, but do not say “Go.” Allow the Timer sound to be the signal as to the start of the match.


While the match is running, Head Referees and Scorekeepers can use the scoring interface to ‘live score’ the match as it progresses. In order to effectively live score a match, the EP should allocate one dedicated volunteer per team (field). This allows each volunteer to focus solely on their field and make scoring changes as they occur. Note: It is not at all required that Scorekeepers live score a match. Scorekeepers can wait until the end of the match to score each field. However, live scoring will add to the audience experience, and allow the Emcee to react to scoring changes as they occur in the match. If, for whatever reason, a team’s robot needs to be disabled during a match, the Match Controller has this ability. Below the scoring interface, there is a switch that enables/disables a team’s robot during a match. This switch will always default to enabled at the start of a match. If this switch is accidentally flipped to disabled during a match, the robot can be re-enabled during the match.



Scoring the Match

Once the match is complete, the scorekeepers will score the match using the scoring interface on the right-hand side of the screen.

Announcer Note: You can also use this time to discuss the different strategies employed by the teams, pointing out positive contributions by different teams, and thanking sponsors and supporters.

The images below show the match scoring interfaces, which are located on the right side of the LRT screen. Note that the scorekeeper will need to select which team’s field they are scoring.

As shown below, the scoring interfaces allow Scorekeepers to score different aspects of each team’s field. Volunteers who are expected to score matches must have a thorough understanding of the current game's scoring rules, as well as any LRT scoring rule differences, which can be found in the VIQC Game Manual or VRC Game Manual.

VIQC Scoring Interface


VRC/VEX U Scoring Interface


Ending the Match

Once the match is completed and believed to be scored correctly by the scorekeepers, the Match Controller will select “End Match”, and then click “Continue.” Note: The "End Match" button gives you access to the "Finalize Scores" which will bring teams back to the event lobby - think of this process as two factor confirmation that the match is over.


Once the match has been ended, teams will have a chance to confirm the scoring of their field. When a team confirms that their score is correct, a check mark will appear next to their number as shown in the images below. Like the “Ready Check” feature, this is not a requirement for the event to proceed, and teams that are unable or unwilling to confirm a score will not hold up a tournament. While teams do not have to confirm their scores for the event to proceed, it is recommended that the volunteers communicate with teams after the match to identify scoring errors and correct them. Due to the nature of LRT competitions, there is a level of trust which must be given to teams in regard to scoring matches. While running an LRT, volunteers will often be required to score fields whose cameras are not ideal. Some game objects may be hard to see over video, and thus the ‘benefit of the doubt’ should be given to teams who contest scores. Note: Scoring discrepancies should be handled by either the Head Referee or Event Partner. It is ultimately up to the EP as to the level of scrutiny with which fields will be scored. Remember, the point of the event is to provide positive experiences to students. Keep that in mind when handling scoring discrepancies.

In the images below, the team on the right has confirmed the scoring of their field. The team on the left has not.



Finalizing the Score

Once the Head Referee has completed any final checks of the score, and all teams have confirmed their score, the Match Controller will select “Finalize Scores” in the Match Action Panel and then “Continue” On the “Finalize Scores” prompt. Pressing this button will push the scores of the current match to the rankings, and they will update live.


Note: Once the “Finalize Scores” button is clicked, the button will turn into “Unfinalize,” which will allow a Match Controller to go back and make a correction if needed. This should be rarely used if teams are confirming the scoring of their fields.

Leave the Match

Once the Match Controller has ended the match for teams and finalized the score, they will “leave” the match using the button in the Match Actions Panel. Pressing this button will bring the user back to the lobby to select the next match.


Note: Because Scorekeepers do not have access to the Match Actions Panel, they will have to leave the match by clicking the right-arrow icon located next to the match they joined in the match list. Note: scorekeepers may have to scroll down in the "Completed Matches" list on the left-hand side of the screen to find this button.



Repeat for Each Match

Repeat the above steps for each match until all Practice and Teamwork/Qualification Matches have been completed. Once all Practice Matches and Teamwork/Qualification Matches are completed, the Event can then move onto Finals/Elimination Matches.

Announcer Note: As you get close to the end of the event, remind teams that if they think they are going to be in a position to be in the Finals/Eliminations, they should make the appropriate plans to remain online through the duration of finals/elimination matches.

Alliances and Finals/Eliminations Matches

Announcer Note: After Finals/Elimination matches are set up, congratulate all teams for participating in the event and set a timeframe for when finals matches will start. Once all Teamwork/Qualification matches have been completed, the Event Partner can generate alliances and finals/elimination matches. Since LRT competitions are played in a 1v1 format, there is no alliance selection following completion of qualification matches. To do this, the Event Partner will click on the “Generate Elimination Matches” button on the right-hand side of the screen. Clicking this button will take the user to the Elimination Matches Configuration Window. This window allows the EP to retroactively change the number of teams that will move on to elimination matches, as well as disqualify a team from participating in finals/elimination matches.


The ‘Generate Elimination Matches’ button can be found in the LRT Main Lobby, below the event chat.

These settings allow the EP flexibility as the event progresses. For example, an EP might believe that they have enough teams to have 8 teams in the finals/elimination matches at the beginning of the event. However, as the event progresses and some teams drop out or are unable to continue to compete for whatever reason, the EP no longer has enough teams to meet those numbers. With this window, the EP can change the number of teams who will move on to elimination matches.


As shown in the image above, the elimination matches are currently configured for 2 teams to participate. These teams are highlighted in green. The number above the image can be edited to change the number of teams who move on to elimination matches. Additionally, team ‘RECF1’ has been disqualified from participating in elimination matches. This was done by clicking the ‘DQ’d’ slider to the right for that team in the rankings. When the elimination matches configuration has been completed, click continue to automatically generate elimination matches. Once elimination matches have been generated, the matches will appear in the upcoming matches section on the left-hand side of the LRT Main Lobby. Note: Once elimination matches have been generated, there is no way to change the team rankings. Event Partners should ensure that the rankings are correct before generating Elimination matches.

Run Finals/Elimination Matches

Continue running matches as as described in the previous steps until the last match. For VRC/VEX U, brackets will be automatically generated as matches progress until the finals are played and a Tournament Champion is determined. Remember that VRC/VEX U teams with back-to-back matches will need time to change batteries and reset their field.

Ending the Event

Once the last match is complete (finalized score and ended match) the Match Controller will be brought back to the LRT Main Event Lobby. The last thing the EP must do is end the event. This is done by clicking the ‘End Event’ button found on the right-hand side of the LRT Main Lobby. Ending the event will remove all the teams from the event and end the YouTube livestream.


Ending the event is an action that cannot be undone, as such, the Event Partner should be sure that all aspects of the event are finished before pressing this button.

Congratulations! Your event is complete! At this time, you will need to manually add award winners, including Tournament Championships to the event on via the EP admin portal.