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VEX V5 'Override' 2026-27: Game Breakdown, Scoring and Robot Design Priorities

🤖 Robotics DeskBy Servo Sam 7 min read
VEX V5 Override 2026-27 match timeline and scoring: 15 second autonomous, 1:45 driver control, pin, toggle, parking and autonomous bonus points
Hobbyists since 1978 Written by our staff who race, fly and build Questions? 678-513-4450
🤖 Robotics DeskBy Servo SamUpdated September 15, 202610 min read
VEX V5 Override 2026-27 match timeline and scoring: 15 second autonomous, 1:45 driver control, pin, toggle, parking and autonomous bonus points
Override at a glance: 15 seconds of autonomous, 1:45 of driver control, Pins, Toggles and a Midfield endgame

Every VEX season starts the same way: the game video drops, a room full of students watches it four times, and somebody immediately sketches a robot that does everything. By week three, the teams that win are the ones who figured out which two things matter most and did them really well.

This year's V5 game, Override, rewards exactly that kind of thinking. It's a stacking game with a twist: some points belong to whoever controls a Toggle, and the last 10 seconds turn the middle of the field into king of the hill. Here's how the game works, how scoring really adds up, and where a new team should spend its build hours. All rules here are from VEX's Game Manual version 2.0, released September 3, 2026. Always check the current manual before an event.

The Short Answer

In VEX V5 Override, two 2-team alliances score by stacking Pins and Cups on Goals, setting Toggles to their color, and ending the match in the Midfield, on a 12x12-foot field with a 15-second autonomous period and 1:45 of driver control.

  • Points: 5 per Scored alliance-colored Pin half, 10 per Scored yellow Pin half you Own, 8 per robot ending in the Midfield, and a 12-point Autonomous Bonus.
  • Toggles decide who Owns yellow Pins in each Quadrant, so one flip can swing a lot of points.
  • Design priorities: a reliable one-Pin, one-Cup intake that places cleanly, a Toggle mechanism, and a drivetrain tough enough for a contested endgame.
  • Autonomous matters twice: the Bonus in the match, and the Autonomous Win Point in the rankings.

1. How Override Works: Field, Timing and Game Objects

Override is played by a red alliance and a blue alliance of two teams each, according to VEX's official game page. Each match is a 15-second Autonomous Period followed by a 1:45 Driver Controlled Period.

The field

The field is the standard 12x12-foot square. On it you'll find 9 Goals (2 red, 2 blue, 4 short neutral Goals and 1 tall neutral Goal in the center), 4 Toggles mounted at the middle of each wall, and 4 Loaders, two by each Alliance Station. The field is split into four triangular Quadrants. Each Quadrant has two Goals and one Toggle and is called red or blue after the alliance Goal it contains. In the center is the square Midfield.

Pins and Cups

There are 63 Pins and 56 Cups. Every Pin is made of two halves, and each half is red, blue or yellow (so you'll see red/yellow, blue/yellow, yellow/yellow and red/blue Pins). Every Cup has one transparent half and one opaque half. Each robot starts with one Pin as a Preload, and drive teams feed Match Loads through the Loaders during driver control.

The Endgame

The final 10 seconds are the Endgame. Robots try to finish in the Midfield, and nobody can Place objects on the Midfield Goal during that time. VEX's Game Design Committee describes it as a "king of the hill" challenge and warns teams to expect more robot contact than earlier in the match. Robots near the Midfield accept a higher risk of tipping and entanglement.

VEX V5 Override 2026-27 match timeline and scoring: 15 second autonomous, 1:45 driver control, pin, toggle, parking and autonomous bonus points
Override match flow and point values (VEX Game Manual v2.0, as of September 2026)

2. Override Scoring, Explained With Real Numbers

The scoring table is short. The subtleties are in how a Pin counts as Scored and who Owns the yellow halves.

The point table

Scoring action Points Notes (Game Manual v2.0)
Each Scored alliance-colored Pin half 5 Red halves score for red, blue for blue
Each Scored yellow Pin half 10 Only if Owned: Toggle in that Quadrant set to your color, or (Midfield Goal) more of your robots in the Midfield at the end
Each robot ending in the Midfield 8 Any part of the robot inside the Midfield volume
Autonomous Bonus 12 Alliance with more points after the 15-second Autonomous Period; 6 each on a tie
Autonomous Win Point Ranking 6+ Pins Scored, 2+ Goals with 2+ of your Pins, no robot touching the Field Perimeter, no violations (stricter at Worlds-qualifying events)

Placed, Scored and visible

A Pin is Placed when it's nested in a Goal, or in a Cup that is itself nested on another Placed Pin. That's what makes stacks: Pin, Cup, Pin, Cup. Then each visible half of a Placed Pin scores. A Pin half hidden inside the opaque half of a Cup is not visible and doesn't count. Read rules SC2 and SC3 in the manual carefully with your team. Which way a Cup faces decides which Pin halves are worth points.

Toggles and yellow Pins

Each Toggle has three faces: red, blue and yellow (neutral). If a Quadrant's Toggle is set to your color, every yellow Pin half Placed in that Quadrant scores 10 for you. If it's yellow, or a robot is touching it, nobody Owns those yellow halves. The manual's own example shows a Quadrant swinging from red 15 / blue 5 to red 45 / blue 5 just by flipping the Toggle to red. Yellow halves on the center Midfield Goal belong to the alliance with more robots in the Midfield at the end.

Autonomous Bonus and Autonomous Win Point

The alliance ahead when autonomous ends earns the 12-point Autonomous Bonus. Any violation in autonomous hands the Bonus to the other alliance, and crossing the Autonomous Line to touch your opponents' side is a fast way to do that. The Autonomous Win Point is separate and counts in rankings. At standard events your alliance needs at least 6 Pins Scored, at least 2 Goals each holding at least 2 of your Pins, and neither robot touching the Field Perimeter. Events that qualify directly to Worlds require 7 Pins and 3 Goals.

3. Robot Design Priorities for a New Override Team

VEX's Game Design Committee says it designed the game so most points come from building stacks, flipping Toggles and positioning your robot well. Build for those, in that order, and don't try to do everything in week one.

1. An intake that holds one Pin and one Cup, and places them cleanly

Rule SG6 limits each robot to possessing one Pin and one Cup at a time. That points toward a compact mechanism that grabs one of each and sets them down accurately on short and tall Goals. Accuracy beats speed: a Pin that isn't nested doesn't score. Practice from both Loaders, since Match Loads are a steady supply in driver control.

2. A way to set Toggles reliably

A Toggle only counts as set when it is fully seated and no robot is touching it. A simple arm or wedge that flips it and then gets out of the way can be worth more than a fancy lift. The GDC also calls out Optical and AI Vision Sensors as useful for identifying objects and Toggles. Just design code that tolerates lighting changes between fields.

3. A drivetrain and frame built for the Endgame

The Midfield fight rewards a low center of gravity, traction and sturdy construction. Remember the size rules: robots start within 18 x 18 x 18 inches, can never exceed a 24 x 24 inch footprint, and can never exceed 50 inches tall. The V5 motor budget is 88W total, for example eight 11W motors. Spend it on the drive and intake first.

4. An autonomous routine you can trust

Plan two autonomous routines: a safe one that reliably scores a few Pins on your side for the Bonus, and a Win Point routine you work toward. Our first VEX autonomous routine in Python guide covers the driving and turning basics. Skills matters too: Robot Skills Matches are one minute, solo, and score 5 per red or blue Pin, 10 per Owned yellow Pin and 8 for ending in the Midfield.

Learn VEX in person in Atlanta. Atlanta Hobby runs VEX robotics classes in our store. Ask about upcoming sessions on our contact page or stop by the shop.

Conclusion

Override is a building game first. Get a clean one-Pin, one-Cup intake working, learn to flip Toggles at the right moment, and make your robot hard to push off the Midfield. Then turn a simple, repeatable autonomous into Bonus points and Win Points. Keep your engineering notebook current as you go, and re-read the Game Manual every time VEX releases an update. The next scheduled version is due October 8, 2026.

Want help getting your team ready? Ask about our in-store VEX classes on our contact page.

Frequently Asked Questions

How do you score in VEX Override?

Each Scored alliance-colored Pin half is worth 5 points, each Owned yellow Pin half 10, each robot ending in the Midfield 8, and the alliance leading after autonomous gets a 12-point Autonomous Bonus.

How long is a VEX V5 Override match?

A 15-second Autonomous Period followed by a 1 minute 45 second Driver Controlled Period. The last 10 seconds are the Endgame.

What do Toggles do in Override?

Each Quadrant's Toggle decides which alliance Owns the yellow Pin halves Placed in that Quadrant. Set to your color, those halves score 10 points each for you. Set to yellow, they score for nobody.

What robot design is best for Override?

Start with a reliable intake that can hold one Pin and one Cup (the possession limit) and place them accurately, add a Toggle mechanism, and build a low, sturdy drivetrain for the Midfield Endgame.

What is the Autonomous Win Point in Override?

At standard events, an alliance earns it by ending autonomous with at least 6 Pins Scored, at least 2 Goals each holding 2 or more of its Pins, no robot touching the Field Perimeter and no violations. Worlds-qualifying events require 7 Pins and 3 Goals.

How big can an Override robot be?

It must start within 18 x 18 x 18 inches. During the match it can expand to a 24 x 24 inch footprint and 50 inches tall.

Sources and Further Reading

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