Playing Override in VEX Classroom Games

This article walks you through setting up, running, and scoring a game of Override, the 2026-2027 VEX V5 Robotics Competition game, in VEX Classroom Games, then recognizing teams with awards. By the end, you’ll have created an Override event, run a match, recorded its scores, and know where to assign awards.

Setting Up an Override Event

Screenshot of the Choose your platform section of the VEX Classroom Games home page, with the VEX V5 card highlighted.

From the VEX Classroom Games home page, select VEX V5 under Choose your platform.

Override is the 2026-2027 VEX V5 Robotics Competition game, so it is listed under VEX V5.

Screenshot of the VEX V5 Choose a game page, with the Explore game button on the Override card highlighted.

Select Explore game on the Override card.

The game page lists the materials each group needs and links to build instructions for Flex, the Hero Bot, and the Override Field.

Screenshot of the Override game page, with the Set up this game button highlighted.

Select Set up this game.

This creates an event, which keeps track of your teams, the match timer, every score you record, and the awards you give.

Screenshot of the Event settings on the Set up your event page, with the Event name field highlighted.

Enter a name for your event in the Event name field.

Use a name you will recognize later, such as your class period.

Screenshot of the Timer direction menu on the Set up your event page, highlighted.

Select a Timer direction.

Count down shows the time left in each period and is selected by default. Count up (elapsed time) starts at 0:00 and shows how much time has passed.

Screenshot of the Event settings on the Set up your event page, with the Hide the timer checkbox and Play timer sounds switch highlighted.

If needed, change the timer options.

Hide the timer on scoring and class displays keeps the timer off the scorecard and class display. Play timer sounds plays a tone when you select Start and when a countdown ends.

Screenshot of the Teams section on the Set up your event page, with the Number of teams slider highlighted.

Use the Number of teams slider to select how many teams are playing, from 2 to 32.

A team is a group of at least two students sharing one robot, and each match uses four teams, playing as two Alliances of two.

Screenshot of the Teams section on the Set up your event page, with the team name fields highlighted.

Enter a name for each team.

You can change team names later with Edit event, until the first score is recorded.

Screenshot of the bottom of the Set up your event page, with the Start event button highlighted.

Select Start event.

Your event is saved in this browser, so you can return to it later from My Events on the same device. To learn more, see Using My Events in VEX Classroom Games.

Screenshot of the Matches tab of an Override event, with the Matches tab highlighted.

The event opens on the Matches tab.

This is where you choose the Alliances, run the match timer, and score each match.

Running a Match

In Override, two Alliances compete in each match: a Red Alliance and a Blue Alliance, with two teams on each. Every match has two periods:

  • Autonomous Period (0:15): Robots run code that students wrote, with no driver control.
  • Driver Control Period (1:45): Students drive their robots with V5 Controllers.

Before each match, place the robots in the starting positions shown in the Override Game Manual.

Screenshot of the Matches tab, with the Red Alliance Team 1 and Team 2 menus highlighted.

Select two teams for the Red Alliance.

An Alliance is two teams that play together for the match.

Screenshot of the Matches tab, with the Blue Alliance Team 1 and Team 2 menus highlighted.

Select two teams for the Blue Alliance.

You decide how teams are paired for each match.

Screenshot of the Override event header, with the Open class display button highlighted.

To show the match to the whole class, select Open class display.

The class display opens in a new tab.

Screenshot of the Override class display, showing the Red and Blue Alliance teams, the match timer, and the standings.

Show the class display on a projector or classroom screen.

It shows the teams in the current match, the timer, and the leaderboard, so everyone can follow along. To learn more, see Using the Class Display in VEX Classroom Games.

Screenshot of the match timer set to Autonomous 0:15, with the Start button highlighted.

Select Start to begin the Autonomous Period.

For 0:15, robots run the code students wrote, with no driver control.

Screenshot of the match timer, with the Driver Control 1:45 button highlighted.

When the Autonomous Period ends, select Driver Control 1:45.

Before you start it, check which Alliance won the Autonomous Period so you can score it.

Screenshot of the match timer set to Driver Control 1:45, with the Start button highlighted.

Select Start to begin the Driver Control Period.

For 1:45, students drive their robots with V5 Controllers, then stop so the match can be scored.

Scoring a Match

Score each match on the scorecard below the timer. As you enter what is on the Field, the scorecard adds up each Alliance's points using these values:

  • Autonomous Bonus: 12 points, or 6 points each if the Autonomous Period is tied
  • Each scored Alliance-colored Pin Half: 5 points
  • Each scored yellow Pin Half: 10 points for the Alliance that owns it
  • Each Robot ending in the Midfield: 8 points

Select How to score on the scorecard to see a summary of these steps. For all rules and scoring questions, use the current Override Game Manual, as it is updated during the season.

Screenshot of the top of the scorecard, with the Autonomous Winner options highlighted.

At the end of the Autonomous Period, select the Alliance that won it under Autonomous Winner, or select Tie.

In the VEX V5 Robotics Competition, the Alliance with more points at the end of the Autonomous Period earns a 12-point Autonomous Bonus, and a tie gives each Alliance 6. For how rule violations affect the bonus, see rule <SC7> in the Override Game Manual.

Screenshot of the top of the scorecard, with the Autonomous WP options highlighted.

Under Autonomous WP, select each Alliance that earned the Autonomous Win Point.

In the VEX V5 Robotics Competition, an Alliance earns it with at least six Pin Halves scored on its side and two Goals with two or more Pin Halves, with neither Robot touching the Field Perimeter. For more information, see rule <SC8> in the Override Game Manual.

Screenshot of the top of the scorecard, with the Red Q1 tab highlighted.

When the match ends and the Field has stopped, select the Red Q1 tab.

The Field has four Quadrants, each with its own Goal and its own tab on the scorecard.

Screenshot of the Red Q1 tab of the scorecard, with the Toggle options highlighted.

Select the Toggle color shown on the Field for this Quadrant.

The Toggle shows which Alliance owns the Yellow Pins in this Quadrant, and yellow means no Alliance owns them.

Screenshot of the Red Q1 tab of the scorecard, with the Red Pins, Blue Pins, and Yellow Pins counters highlighted.

Select + or - to enter the number of Red Pins, Blue Pins, and Yellow Pins scored in this Quadrant’s Goal.

Yellow Pins are worth more and score for the Alliance that owns them. The scorecard adds up the points for you.

Screenshot of the scorecard, with the Red Q2, Blue Q1, and Blue Q2 tabs highlighted.

Repeat the Toggle and Pin counts for Red Q2, Blue Q1, and Blue Q2.

Each Quadrant’s Toggle can show a different color, so check each one on the Field.

Screenshot of the scorecard, with the Midfield tab highlighted.

Select the Midfield tab.

The Midfield is the center of the Field, where the Center Goal is.

Screenshot of the Midfield tab of the scorecard, with the Center Goal pin counters highlighted.

Enter the number of Red, Blue, and Yellow Pins in the Center Goal.

Its Yellow Pins belong to the Alliance with more Robots in the Midfield, or to no one if the numbers are equal.

Screenshot of the Midfield tab of the scorecard, with the Red Robots and Blue Robots counters highlighted.

Enter the number of Red Robots and Blue Robots that ended the match in the Midfield.

Each Robot in the Midfield earns 8 points for its Alliance.

Screenshot of the scorecard Overview, showing the counts for each Quadrant and the Midfield, with the Overview tab highlighted.

Select the Overview tab and compare the counts with the Field.

To fix a count, open its tab again, or select Reset scorecard to start over.

Screenshot of the scorecard total, with the Record both scores button highlighted.

Select Record both scores.

Both teams on an Alliance receive its score, and teams and settings lock after the first score.

Screenshot of the Score history tab of an Override event, with the Score history tab highlighted.

To fix a recorded score, select the Score history tab.

It lists every recorded score, with the Alliance, attempt, and points.

Screenshot of the Score history tab with an Edit button highlighted.

Select Edit next to the score you want to fix.

The score opens on the scorecard. Make your changes, then select Update score.

Screenshot of the Standings tab of an Override event showing each team’s rank, runs, and points, with the Standings tab highlighted.

Select the Standings tab to see how teams rank.

Teams are ranked by points, and Runs shows how many matches each team has played.

Assigning Awards

Screenshot of the Override event, with the Awards tab highlighted.

When your event is finished, select the Awards tab to recognize teams.

VEX Classroom Games includes awards such as Tournament Champions and Perseverance that you can assign, print as certificates, and present to the class. To learn how, see Assigning Awards in VEX Classroom Games.

To teach students about Override and competition before they play, see the Competition 101 - VEX V5 Override STEM Lab.

To practice Override virtually, see Get Started with the VEX V5 Override Playground in VEXcode VR.

For more information, help, and tips, check out the many resources at VEX Professional Development Plus

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