The RFORCE Index

Everything you do, in one number.

The RFORCE Index takes every way a team scores at a VEX competition, the qualification and finals rankings, the skills challenge, and the judged awards, and distills it into a single standing number. That number, your RFORCE, represents your true comprehensive performance in VRC, across every platform.

RFORCE is an independent, third-party platform built on the public VEX Events API. It is not affiliated with, endorsed by, or sponsored by VEX Robotics.

Why it exists

A single lens on your whole season.

VEX gives you a rich record of your results: who ranked where, who won which award, event by event. The RFORCE Index builds on that record to add a layer of its own: a single, standardized measure that brings rankings, finals, skills, and awards together into one number, and holds the same meaning across seasons even as the game changes every year. That is the gap RFORCE fills, and it stands on two pillars.

The analytical pillar

Understand your performance across everything. Rankings, finals, skills, and awards each tell part of the story. RFORCE combines them into one comparable measure, so you can see your complete performance in one place and track it as the season unfolds.

The recognition pillar

A place to be seen. Numbers alone do not capture the work. Paired with RFORCE profiles, the Index gives you a way to share your success, your story, and your effort with the wider community.

How it works

From a single result to a season ranking, in four moves.

Here is how a result becomes a RFORCE. Follow team 1900H, the Rainforest Hunters, as a single event travels all the way to a season ranking, one move at a time.

  1. 01Raw performanceYour rankings, skills, and awards become raw points.
  2. 02Adjusted for difficultyThose points are scaled by how hard the event was.
  3. 03Your season numberEach event averages into your standing RFORCE.
  4. 04RankedYour RFORCE places you against everyone else.

1900H the Rainforest Hunters is an illustrative team. Any resemblance to a real team with the same number is coincidental.

Stop 1

Raw performance.

The RANK system

Where you finish becomes points, measured against the best team in the room.

At every event, RFORCE reads each ranking table and scores you by how close your score was to the top team's score. Finish first and you take the full ten points for that table. Finish below first, and you earn a share of those ten points, sized to how close you got to the top. It rewards two things at once: ranking high, and ranking high by a lot.

1900H qualified third at this event. Here is how that table became points.

Qualification ranking shown as horizontal bars. Each bar's length is that team's Win Points relative to the top team's 20, which is the share of ten points the team earns. 1900H, highlighted, ranked third with 16 Win Points for 8.00 RANK Rpts.

  1. 13000X20 WP10.00
  2. 21200A18 WP9.00
  3. 31900H16 WP8.00
  4. 44500Z13 WP6.50
  5. 52750B11 WP5.50

RANK Rpts = (your score / top score) x 10

1900H earned 16 Win Points against the top team's 20. So their qualification RANK Rpts are 16 / 20 x 10 = 8.00.

V5RC, VURC, and VAIRC score the qualification and finals tables on Win Points. VIQRC scores them on average match score instead. For robot skills, every platform uses the combined driver and programming score, except VAIRC, which uses its autonomous run doubled.

The same method runs on the other two ranking tables at the event. In the division finals ranking, 1900H earned 5.00 RANK Rpts. In the robot skills ranking, their combined driver and programming score of 100 against the event's top score of 250 earned 100 / 250 x 10 = 4.00 RANK Rpts.

Across all three tables, that is 17.00 RANK Rpts.

Calculate your own RANK Rpts in the RANK Rpts Calculator.Open tool

Judged awards

Your notebook and design interview count, too.

On-field results are only half the story. RFORCE also credits the judged side of competition through the awards a team wins, since those awards signal the quality of its engineering notebook and design interview. Each judged award is worth a fixed number of Award Rpts, weighted by how strongly it reflects that quality.

Judged awards shown as horizontal bars scaled against the highest value, the Excellence Award at 12 Award Rpts. The Think Award, highlighted because 1900H won it at this event, is worth 5.00 Award Rpts.

  1. 12
    Excellence
  2. 9
    Design
  3. 7
    AmazeInnovate
  4. 5
    Think1900HBuildCreate
  5. 2
    Judge

On-field awards like Tournament Champion or Robot Skills Champion earn no extra points here, because the RANK system already captured that performance. And awards that recognize spirit rather than judged quality, like Sportsmanship or the Energy Award, carry no Rpts, with all the respect they are due.

1900H earned a Think Award at this event, worth 5.00 Award Rpts.

Add it up: Raw Rpts

Put the two sides together and you have a team's Raw Rpts: everything it earned at an event from raw performance, before RFORCE adjusts for how hard that event actually was.

Raw Rpts = RANK Rpts + Award Rpts

Those 22.00 Raw Rpts are only raw. Next, RFORCE weighs them against how hard the event actually was.

Stop 2

Adjusted for difficulty.

Twenty-two raw points at a stacked Signature event should count for more than twenty-two at a quiet local one. This is where RFORCE weighs them. Every event earns a difficulty rating, and your raw points are scaled by it.

The RFORCE Event Rating

How hard was the event, really?

The RFORCE Event Rating, or RFER, is a single difficulty coefficient for an event. It is built from three things multiplied together: how high the stakes were, how large the event was, and how strong the competition was.

Three ring gauges multiplied together: event level 2.0000 for the Signature tier, event size 0.8944 from 24 teams against this season's typical field of 30, and event difficulty 1.1000 from a field strength of 60.00 against a typical result of 40.00. Their product is the RFORCE Event Rating, 1.9677.

2.00
Signature tier
0.89
24 teams vs a 30-team typical field
1.10
field strength 60.00 vs a typical 40.00
RFER = 1.97L x S x D

Event level sets the stakes. A local event has a neutral effect, a regional or state event counts more, a national or signature event more again, and the World Championship most of all. 1900H's Signature event lands at 2.0000.

Event size compares the number of teams to a typical event on that platform this season. That typical figure is not a number anyone chose: it is the median field size across every event RFORCE has rated this season, so a platform whose events ran small this year has a small baseline this year, automatically. At 24 teams against a typical field of 30, this event scores 0.8944, a touch below typical. More teams means more to overcome, though each extra team adds a little less than the last.

Event difficulty compares how strong this event's field was against how strong a typical result was that season. And it does something careful with that comparison rather than taking it at face value: RFORCE first works out how much of the apparent difference is real, and how much is just the imprecision in everyone's rating. Then it moves difficulty from typical toward the measurement by exactly that much. A field measured well and genuinely strong moves the whole way. A field RFORCE cannot yet place stays at typical.

This is why RFORCE needs no special rule for the first event of a season. There is nothing to compare it against, so nothing about it is established, so difficulty stays at exactly 1.0000 on its own. Earlier versions of the Index had a written exception for that case. It is gone, and the same behaviour falls out of the arithmetic.

Where difficulty stands right now

On the V5RC events solved so far for 2025-2026, RFORCE has measured a real difference in how strong event fields are, so difficulty is doing work: a strong field earns more than a weak one of the same size.

Event size S = square root of (teams at the event / this season's median field size)

Event difficulty D = square root of ( ( w x this field's strength + (1 − w) x a typical result this season ) / a typical result this season )

RFER = level L x size S x difficulty D

Here w is a trust dial, computed from the season's own numbers with nothing set by hand. It answers one question: of the difference RFORCE thinks it sees between this event and a typical one, how much is real? At its top end, difficulty is the measurement as it stands. At its bottom end, the event is treated as typical and D is exactly 1.0000.

For 1900H: S = square root of (24 / 30) = 0.8944. D = 1.1000, from a field strength of 60.00 shrunk toward a typical 40.00. RFER = 2.0000 x 0.8944 x 1.1000 = 1.9677.

Multiply the three published figures and you reach the published RFER to the last published digit. Coefficients are shown to four decimals and scores to two; RFORCE solves at full precision and rounds once, at the moment a number is displayed, so a hand check can land a single last-digit step away from the figure shown. That is display rounding, not a disagreement.

See this season's solved figures

See how a different event would score in the Event Predictor.Open tool

Calibrated: you don't get credit for your own difficulty

Your own rating helped set that difficulty. Calibration takes your thumb off the scale.

Event difficulty comes from the strength of the teams there, but you are one of those teams. You should not be measured against a group that includes yourself, because your own rating would help decide how hard the event looks. So before the rating is applied to you, RFORCE pulls your rating out of the field and recomputes. That is the calibrated RFER, or CRFER.

4050607080
1900H 42.17
60.00with 1900H
60.00with 1900H

Each dot is one of the 24 teams at this event, placed by RFORCE. The vertical marker is the field strength: 60.00 with 1900H included, 60.78 with 1900H removed.

Because 1900H sits below this event's field strength, removing them nudges it up, from 60.00 to 60.78. The event was a little stronger than the flat average showed, so their difficulty credit rises slightly rather than falling.

The size of that correction depends on how many teams there are. Take the same team, the same distance below the same field, but shrink the event to 8 teams. Now removing them lifts it much further. In a small event your own rating is a large share of the total, so calibration matters a lot. In a big event it is a small correction. RFORCE applies the right amount automatically.

There is one calibration and it always applies. It does not matter whether this was anyone's first event of the season or their tenth, and there is no separate rule for a field RFORCE knows little about. Every team at every event is calibrated the same way, because the whole season is solved at once and there is no such thing as a team that has not been rated yet.

Field strength without you = (field strength x teams − your RFORCE) / (teams − 1)

Calibrated size S_calibrated = square root of ( (teams − 1) / this season's median field size )

Calibrated difficulty = the same blend as D, on the field strength without you

CRFER = level L x S_calibrated x calibrated difficulty

For 1900H: (60.00 x 24 42.17) / 23 = 60.78. S_calibrated = square root of (23 / 30) = 0.8756. Calibrated difficulty = 1.1037. CRFER = 2.0000 x 0.8756 x 1.1037 = 1.9328.

Both the size and the difficulty term change when you are removed: the field is one team smaller for everybody, and its strength is measured without you. Every team at an event gets the same calibrated size and its own calibrated difficulty, which is why the strongest team in a field always ends up with the lowest CRFER there.

Your Event RFORCE

Now the two halves meet. Multiply your Raw Rpts by the calibrated rating and you have your Event RFORCE: what a single event was truly worth for you, difficulty and all.

Event RFORCE = Raw Rpts x CRFER

Those Raw Rpts are now fixed forever. The calibrated rating is not: it is an estimate of how hard this event was, and it is re-measured as the rest of the season fills in. Your score at an event never changes. What changes is our measurement of how hard that event was.

One event down. A season is many events. Next, they combine into the number that actually ranks you.

A special case

The biggest events: divisions and the two-pool score

Almost every event has one ranking pool: everyone who showed up. The largest events work differently. They split hundreds of teams into divisions, and you compete inside your division for qualification and for the elimination bracket. Only the division winners meet at the very end, in the Grand Finals. RFORCE scores these events in two pools, so your rating reflects the competition you actually faced, not a crowd you never played.

This is a side trip for the handful of events each season that run divisions. If you never attend one, nothing here changes your math, and you can skip ahead to the ranking.

Your division

Your division is scored exactly like an ordinary event, just at division size. If your division has 86 teams, your Event Size is measured against those 86, not against the event's whole attendance. This is the part that matters most: you out-ranked the teams in your division, not all eight hundred-plus teams in the building, and RFORCE credits you for the pool you actually competed in.

The tournament

On top of your division sits the tournament as a whole. The tournament's difficulty rating is the average of every division's rating. It is never a single rating computed over all the teams at once, because that would treat the event as one impossibly large field and inflate every number that touches it. Averaging the divisions keeps the sizing honest, since each division was already measured at its own scale. Grand Finals, any tournament-wide judged award, and the combined skills ranking are all scored against this tournament rating.

Calibration, at two scales

As at any event, RFORCE removes your own rating from the average before crediting you, so you are never rewarded for difficulty you brought yourself. Inside your division that adjustment carries real weight. At tournament scale, where your division is one of many, removing yourself barely moves the number, which is exactly right: your effect on a whole World Championship is small.

4.98Div 1
5.26Div 2
5.54You
mean
5.26Tournament

Three divisions rated 4.98, 5.26, and 5.54 average to a tournament rating of 5.26. Calibration moves your division from its plain 5.54 to its calibrated 5.49 (the dashed cap marks the plain rating), and the tournament average follows only faintly, from 5.26 to 5.24. The other divisions never move.

Your Event RFORCE

Your Event RFORCE at a multi-division event is the sum of two pieces: the Rpts you won inside your division, scaled by your division's difficulty, plus the Rpts you won tournament-wide, scaled by the tournament's difficulty. For most teams, who do not reach the Grand Finals or win a tournament-wide award, the second piece is simply empty, and their score is just their division performance. For a team that goes all the way, both pieces stack up.

Event RFORCE = division Rpts x division CRFER + tournament Rpts x tournament CRFER

One model, every event

Every ordinary event is just this with a single pool. When there is only one division, the tournament piece disappears and the math is exactly the standard Event RFORCE. The two-pool model is an extension for the largest events, not a separate system.

Stop 3

Your season number.

One event gave 1900H an Event RFORCE of 42.52. But a season is not one event. Your RFORCE, the number that ranks you, is the average of every Event RFORCE you have earned this season.

That is the whole calculation. There is no adjustment applied between the average and the headline number, no confidence penalty subtracted, and no separate internal figure the rankings are secretly built from. Add up your own Event RFORCEs, divide by how many events you played, and you get your published RFORCE back.

Every event you compete at joins that average. Early in the season the number swings around, because a single event is a large share of it. As events pile up it settles into a steady read on your performance, and the evidence window published beside it narrows to say so.

Before your first event of the season you have no RFORCE at all. That is published as an absence, never as a zero: a zero would mean you competed and scored nothing.

38.0042.0042.17Event 1Event 2Event 3

The muted dots are the individual Event RFORCEs: 38.00, 46.00, and 42.52. The connected line with labeled points is the average once each event is included: 38.00, then 42.00, then 42.17.

After 1900H's first event their RFORCE was just that event: 38.00. A 46.00 at their second event pulled the average up to 42.00. This third event's 42.52 nudged it to 42.17. Three events in, 1900H stands at 42.17 Rpts per event.

One caveat on checking it: RFORCE calculates at full precision and rounds once, when a number is shown. So averaging the three displayed figures reproduces the published rating to the last published digit, and can land a single last-digit step away from it. That is display rounding, not a discrepancy.

That number is what places 1900H among everyone else. Time to rank.

How the season is measured

The whole season, solved at once.

Your score at an event never changes. What changes is our measurement of how hard that event was.

There is a chicken-and-egg problem sitting in the middle of the Index, and it is worth seeing plainly. How hard an event was depends on how strong the teams there are. How strong a team is depends on how hard its events were. Each one needs the other first.

RFORCE does not break that loop by guessing at one end and working forward. It solves the whole season as one system: every team's rating and every event's difficulty are found together, as the one set of numbers that is consistent with all of them at the same time. Start the calculation from any values you like and it lands in the same place.

Event order does not matter

Because everything is solved together, the order events happened in has no effect on any result. Nothing is processed first and nothing is processed last. Two teams who played the same events get the same answer whichever way round those events fell on the calendar, and re-running the season with the events shuffled produces the same ratings.

That was not true of earlier versions of the Index, which walked through a season event by event and carried a running baseline forward. Under that approach an event could score differently purely because of when it was reached. That is gone.

Your Raw Rpts never move. Difficulty gets re-measured.

Here is the part to understand properly, because it is the one thing on this site that looks like a mistake and is not.

The Rpts you earn at an event are a fact. They come from where you ranked, what you scored in skills, and which judged awards you won, and once the event is over they are settled for good. Nothing RFORCE ever does changes them.

How hard that event was is an estimate. On the day, RFORCE only knows what it knows about the teams who were there. As those teams compete elsewhere, RFORCE learns more about how strong they really are, and its measurement of your event gets better. So the difficulty applied to your event can shift a little, and your Event RFORCE with it, months after you competed.

Event RFORCE = your Raw Rpts (fixed) x the event's difficulty (re-measured)

While a season is open, every rating on the site is labelled provisional for exactly this reason. The solve statement further down this page tells you how many events stand behind the current numbers and whether the season is still running.

The evidence window

Every average carries some uncertainty, and RFORCE is an average. So the Index publishes how much: the evidence window, shown next to your rating everywhere it appears.

A narrow window means your rating rests on solid ground. A wide one means it is a reasonable estimate built on thin or inconsistent evidence. Two teams can hold exactly the same RFORCE with very different windows, and that difference is real information about how much to trust each number.

Two separate things narrow it, and they are different virtues. How many events you played: an average of eight results is more reliable than an average of two, so more events narrows the window on its own. And how consistently you played them: a team that scores near the same level every time has a narrower window than a team with the same average built out of wildly different days.

Evidence window = how much a single event of yours bounces around / square root of how many events you played

If you have competed exactly once, you have no spread of your own to measure yet, so RFORCE borrows the league's and hands you a wide window. That is not a penalty and nothing is deducted from your rating for it. It reads as: we assume you are as up-and-down as everyone else until you show us otherwise.

The window is never subtracted from your RFORCE. It sits beside it, and it is used to order teams whose ratings are too close to separate. That is the next section.

The solve

What stands behind a rating today.

RFORCE solves a whole platform-season at once, so a rating means something different depending on how much of that season stands behind it. Every rating is published with three facts: how many events were in the solve, whether it settled, and whether the season is still open. Here is exactly where each platform stands right now, read from the database every time this page is built rather than written down here.

V5RC

V5RC ratings for 2025-2026 come from a solve over 1,498 processed events and 48,741 team results, which converged. A typical result this season scores 20.15 and a typical field holds 29 teams; those two are what every event's difficulty and size are measured against. The season is still open, so these ratings are provisional: the Rpts a team earned never change, but the difficulty applied to them is re-estimated as more of the season is solved.

These ratings are solved over 1,498 events across 36 countries. Every figure shown is the published arithmetic applied to real results — nothing here is estimated or filled in — but the season is still filling in: not every event has been ingested yet, so the field it is measured against is what RFORCE has solved so far, not the season as a whole.

That matters most for how hard an event is judged to have been. Difficulty is calibrated by comparing an event against the rest of the solve, so it currently answers “how did this event compare to the others RFORCE has solved” rather than “how did it compare to the season.” Expect these ratings to move as coverage widens.

1,498 of the 1,462 events RFORCE committed to covering this season are in this solve. The gap is real, not a rounding artifact of the count above it — some of those events have not been ingested yet, and some have been and are excluded for a stated reason. It will not close on its own; it closes only as more of the committed field is ingested and solved.

2,438 of 12,513 rated teams (19.5%) are marked: their season RFORCE rests on exactly one event so far. A marked rating is computed by the same arithmetic as every other team's, from a real result, and it is not wrong — it simply has less evidence behind it than a rating built from several events. Expect a marked rating to move more, and move faster, as that team plays more of the season.

VIQRC

No season has been solved for VIQRC, so no RFORCE rating exists for it yet. This is an absence of data, not a rating of zero.

VURC

No season has been solved for VURC, so no RFORCE rating exists for it yet. This is an absence of data, not a rating of zero.

VAIRC

No season has been solved for VAIRC, so no RFORCE rating exists for it yet. This is an absence of data, not a rating of zero.

Stop 4

Ranked.

Now the almost-simple part. Teams are ranked from highest RFORCE to lowest. But two teams can sit so close together that calling one better than the other by pure RFORCE wouldn't be enough. So RFORCE has a tie rule.

Season standings for five illustrative teams, ranked by RFORCE with the tie rule applied. 1900H sits third at 42.17 despite 6200K holding 42.80, because the two are tied and 1900H's evidence window is narrower.
RankTeamRFORCEEvidenceEvents
18000A57.31±0.6111
23000X50.10±0.789
31900H42.17±2.633
46200K42.80±4.582
52750B41.28±1.046

Sort every team by their RFORCE, highest first, and you have the leaderboard.

When two teams' RFORCEs fall within 2% of each other, RFORCE treats them as tied, because a gap that small is within the margin of a single lucky or unlucky event. The 2% is measured from the top team in the group, not from the row above. From there the tie breaks in order, by things a team can see and earn:

  1. 1The narrower evidence window. The window is how much uncertainty a rating carries, and it narrows both with more events and with more consistent results. So this single step rewards the rating that rests on better evidence, whichever way that evidence was earned.
  2. 2More total Award Rpts across the season. This rewards the judged side of competition, the notebooks and design interviews those awards stand for.
  3. 3The higher exact RFORCE, with the 2% grace removed. Two teams matching to full precision is almost impossible, so this all but always settles it.

Each step only matters when the one before it is still level.

If two teams are still equal after that last step, they genuinely tie, and they share the rank. RFORCE does not invent a further tiebreaker to separate them.

8000A57.31 · ±0.61
3000X50.10 · ±0.78
1900H42.17 · ±2.63
6200K42.80 · ±4.58
2750B41.28 · ±1.04
4045505560

Each band is that team's 2% tie window around its RFORCE point. Overlapping bands mean the teams are tied. The emphasized region shows 6200K's window overlapping 1900H's, which is why the two are tied despite different ratings.

Look at 1900H and 6200K. 6200K's 42.80is higher than 1900H's 42.17, yet 1900H ranks above them. The two sit within 2% of each other, so they are tied. 1900H's evidence window is ±2.63 against 6200K's ±4.58, so 1900H's rating is the better established of the two and takes the higher rank. 6200K has played twice, and those two results were far apart; 1900H has played three times, closer together. Both of those facts are already inside the window, which is why there is no separate step for either.

Had their windows also matched, RFORCE would look next at their total Award Rpts, and then at their exact ratings. And notice what does nothappen: neither team's rating is reduced by its window. 6200K is still a 42.80team. The window decided an order, not a score.

Each team's 2% tie window: its RFORCE, the plus or minus margin, and the resulting lower and upper bounds.
TeamRFORCEPlus or minus 2%LowerUpper
8000A57.311.1556.1658.46
3000X50.101.0049.1051.10
1900H42.170.8441.3343.01
6200K42.800.8641.9443.66
2750B41.280.8340.4542.11

Each team's tie window is its RFORCE plus or minus 2%. A new tie group opens when the next team down falls outside 2% of the group's top team. From there the tie breaks in order: the narrower evidence window, then more total Award Rpts across the season, then the higher exact RFORCE. The evidence window is used only to order teams already tied; it is never subtracted from a rating, and there is no constant anywhere in this cascade.

Two limits worth stating plainly. Every strength-of-schedule system has them, and RFORCE would rather name them than let a reader discover them.

Difficulty only carries information to the extent that teams travel. Raw Rpts are measured against the top team at each event, so a region whose teams only ever compete against each other looks the same whether it is strong or weak — there is no shared opponent to compare through. The more teams cross between events, the more difficulty has to work with. This is also why RFORCE measures how much of an apparent difference is real before applying it, rather than trusting it.

The system is blind to the whole league improving together, and that cannot be fixed. If every team in VEX got better at the same rate, the ranking tables would look identical, because everyone is scored relative to everyone else. So difficulty means strong relative to this season, and never strong in absolute terms. The information was never in the data to begin with. It does not affect anyone's rank, because everybody rose together.

And that is the whole journey. A single result at a single event became raw points. Those points were weighed by the real difficulty of the event. The event settled into a season number. And that number set 1900H's place in the standings. Every team on RFORCE travels the same four moves.

From here, the same engine branches out: into individual driver, programmer, builder, and coach ratings, and into rankings for whole organizations and countries. Those come next.

Beyond the team

Competitor RFORCEs by role.

Everything so far has produced one number for a whole team. But a team is people, and RFORCE rates them too. Using the same engine, the RANK system and the award hierarchy, adjusted by event difficulty, RFORCE builds an individual rating for each role a person plays. Each role is scored from the parts of the team's performance that role actually drives.

Which performance inputs feed which role rating. Each row is an input; each column is a role. A filled cell means that input counts toward that role.
InputDriverProgrammerBuilder
Teamwork Challenge RANK RptsCounts toward this roleCounts toward this roleDoes not count
Driver Skills RANK RptsCounts toward this roleDoes not countDoes not count
Autonomous Skills RANK RptsDoes not countCounts toward this roleDoes not count
Robot Skills RANK Rptscombined totalDoes not countDoes not countCounts toward this role
Judged awardsvaries by roleCounts toward this roleCounts toward this roleCounts toward this role

A filled dot means that input feeds that role's rating. Teamwork Challenge results feed drivers and programmers, Driver Skills feed only drivers, Autonomous Skills feed only programmers, and the combined Robot Skills ranking feeds only builders. Judged awards feed all three, with the specific awards differing by role.

Drivers

A driver's rating comes from the team's Teamwork Challenge results, their standing in the Driver Skills rankings, and the Excellence and Amaze awards.

Programmers

A programmer's rating comes from the team's Teamwork Challenge results, their standing in the Autonomous Skills rankings, and the Excellence, Amaze, and Think awards.

Builders

A builder's rating comes from the team's standing in the combined Robot Skills ranking, plus the awards that reward design quality: Excellence, Design, Amaze, Innovate, Build, Create, and Judge. A skills run is one robot alone, with no alliance partner, no opponent, and no schedule luck, so it measures the robot as an engineered object, which is exactly what the builder made.

Coaches

A coach carries their team's rating, for now. Their number is the team's number.

At each event, the same RANK system that scores teams also scores the individual skills tables. Drivers earn RANK Rpts from the Driver Skills ranking, and programmers earn them from the Autonomous Skills ranking. Builders earn them from the combined Robot Skills ranking, the one ranked by total driver plus programming score, not from either sub-ranking on its own. The method is identical to everywhere else: your score against the top score, times ten.

  • Drivers: Excellence and Amaze.
  • Programmers: Excellence, Amaze, and Think.
  • Builders: Excellence, Design, Amaze, Innovate, Build, Create, and Judge, the full judged award hierarchy. Builders also earn RANK Rpts from the combined Robot Skills ranking.
  • Coaches: None separately. A coach's rating is the team's rating, so every judged award the team earns is already counted.

On VAIRC, which runs fully autonomous with no human drivers, there is no driver role.

The RFORCE Notebook Score, covered further down, is deliberately not part of any of these. Role ratings stay reproducible from public VEX data, which is what lets them compare cleanly across seasons.

On a competitor's profile, their role rating is shown as a radar across the dimensions that define it, so you can see at a glance where a driver, programmer, or builder is strongest.

Each role board, driver, programmer, and builder, is ranked per platform by that role's RFORCE, and the same tie rule applies. When two competitors' role RFORCEs fall within 2% of each other, RFORCE treats them as tied. From there the tie breaks in order:

  1. 1The narrower evidence window. For a role, that window comes from the spread of that role's own event-level results, so it narrows both with more events and with steadier ones. It REPLACES the old event-count step rather than joining it: the count is already inside the window.
  2. 2More total Award Rpts that count for that role. Drivers count Excellence and Amaze, programmers add Think, and builders use the full judged set, the same split that builds the role rating in the first place.
  3. 3The higher exact role RFORCE, with the 2% grace removed. Two competitors matching to full precision is almost impossible, so this all but always settles it.

Each step only matters when the one before it is still level.

If two competitors are still equal after that last step, they genuinely tie, and they share the rank. RFORCE does not invent a further tiebreaker to separate them.

Two people on the same team in the same role share every measure they earn, the same events, the same awards, the same skills rankings. So they will often land on exactly the same number and tie outright. That is expected, and it is correct: they did the same season together, and RFORCE will not invent a difference between them that the results do not show.

Zoom out one more level, from the people to the institutions they compete under.

Beyond the team

Organizations and countries.

RFORCE also ranks whole organizations and whole countries. The idea is simple: add up the RFORCEs of every team they field.

Cumulative RFORCE = the sum of every member team's RFORCE

Average RFORCE per team = cumulative RFORCE / number of member teams

These totals are kept separate for each platform. RFORCE measures every platform against its own season — its own typical field size and its own typical result — so a V5RC rating and a VIQRC rating sit on slightly different scales, and adding them into one sum would combine things that are not quite the same. An organization that competes in three platforms has three separate ranks, one per platform. A profile can still gather all of a school's teams into one view, but the ranked totals stay per platform.

1900H's 43.69 would drop into its organization's V5RC cumulative total, added alongside every sibling team the organization fields on that platform.

Organizations and countries are ranked by cumulative RFORCE, per platform, and the same tie rule applies. When two groups' cumulative RFORCEs fall within 2% of each other, RFORCE treats them as tied. From there the tie breaks in order:

  1. 1The higher RFORCE per team. Cumulative RFORCE rewards breadth, so this step rewards the group that reached the same total with fewer teams. If those per-team averages are themselves within 2%, the two are still tied and the cascade continues.
  2. 2The narrower evidence window on the cumulative total. A group's total is a sum, so its uncertainty is built up from its member teams' own windows. It REPLACES the old event-count step rather than joining it: the count is already inside each member's window.
  3. 3The higher exact cumulative RFORCE, with the 2% grace removed. Two groups matching to full precision is almost impossible, so this all but always settles it.

Each step only matters when the one before it is still level.

If two groups are still equal after that last step, they genuinely tie, and they share the rank. RFORCE does not invent a further tiebreaker to separate them.

Two features sit alongside all of this: a notebook score that RFORCE assigns by hand, and Teamwork Rpts, a measure of Teamwork Challenge performance that RFORCE computes from its own data. Both are next.

Alongside RFORCE

The RFORCE Notebook Score.

This one is different from everything above. The RFORCE Notebook Score is a quality score for a team's engineering notebook, out of 100, assigned by RFORCE against its own rubric. It does not come from the VEX API, and it is not derived from any competition result. It is read and scored directly from a team's notebook.

VEX announces which teams win judged awards, but it never releases the scores behind them or the reasoning, so most teams have no idea how their notebook was actually evaluated or how to improve it. The Notebook Score exists to fill exactly that gap: concrete feedback on notebook quality, win or lose.

The rubric is its own instrument, not a copy of VEX's judging. It is built to give useful, original feedback rather than to guess at how VEX scores.

Recognition scale
RFORCE Silver84
06070809095100
  • Emerging below 60
  • Developing 60 to 69
  • RFORCE Bronze 70 to 79
  • RFORCE Silver 80 to 89
  • RFORCE Gold 90 to 94
  • RFORCE Platinum 95 to 100

The scale maps a total score to one of six recognition tiers: below 60 Emerging, 60 to 69 Developing, 70 to 79 RFORCE Bronze, 80 to 89 RFORCE Silver, 90 to 94 RFORCE Gold, 95 to 100 RFORCE Platinum. A sample score of 84 is marked, landing in RFORCE Silver.

Eight categories add up to 100 points. Each criterion within them is scored on a five-level descriptive scale, from Exemplary down to Not Evident, so scoring stays consistent from one evaluator to the next. The final score maps to a named recognition level, shown on the team's profile. A notebook scoring 84, for example, earns an RFORCE Silver Notebook.

The eight rubric categories with their point totals and the number of criteria in each.
CategoryPointsCriteria
Engineering Design Process205
Testing and Data Analysis205
Mechanical Engineering125
Software Engineering125
Design Iteration104
Team and Project Management105
Organization and Professionalism115
Innovation53
Get your notebook scored

Scoring is by request. Any team can ask RFORCE to grade its engineering notebook through the contact form, and the score comes back with the category breakdown behind it. Until a team submits one, its profile shows the Notebook Score as not scored yet rather than as a number.

Your notebook stays yours. It is never shared, published, or redistributed in any form, it is read only to produce your score, and it is deleted once grading is finished.

Request notebook grading

One more number appears on RFORCE profiles, and this one RFORCE computes itself.

Part of RFORCE

Teamwork Rpts.

RFORCE's own measure

How a team performs in the Teamwork Challenge, built from results RFORCE already has.

At a single event, RFORCE adds together three numbers already earned for that team: how it did in qualification, how it did in the finals bracket, and how it did in the grand final round, when the event has one. That sum is the team's teamwork Rpts for the event.

Teamwork Rpts (one event) = qualification + finals + grand final

Each of those three pieces caps at ten points, so a team's teamwork Rpts for any single event can never rise above thirty. That ceiling is not something a season happens to produce. It follows directly from how the three pieces are built: cap three numbers at ten apiece, and their sum cannot exceed thirty no matter how the event runs.

Two versions of the number appear on a team's profile, and they answer different questions. Add teamwork Rpts across every event a team competed in this season, and you get a total: how much the team has done. Divide that total by the number of events, and you get an average: how well the team does when it competes. A team that ran three events and a team that ran twenty cannot be compared fairly on the total alone, so the average is what stands next to another team's average. The total stays on the profile too, because a full season of work earns the right to be seen rather than folded into an average that hides it.

Teamwork Rpts applies to every platform RFORCE covers, head-to-head or cooperative. Qualification standing and finals placement are earned the same way whether or not there is an opposing alliance on the field, so there is no format this metric sits out.

Reference

Glossary.

Every term, symbol, and code name used across the RFORCE Index, in one place. Search for any of them.

23 terms shown.

  • RFORCE

    A team's or competitor's rating for the season: the average of every Event RFORCE they earned in it. Solved for the whole season at once, so event order has no effect on it. Absent until the first event, never zero. Measured in Rpts per event.

  • Event RFORCEERF

    The RFORCE a team earned at a single event: its Raw Rpts times that event's calibrated rating. The per-event building block. Measured in Rpts.

  • Rpoints, Rpts

    RFORCE points, the foundational unit of every RFORCE metric. One Rpt is one RFORCE point.

  • Raw RptsRAW Rpts

    Rpts from raw performance, before any difficulty adjustment. Set by the RANK system plus the award hierarchy.

  • RFER

    The RFORCE Event Rating, a coefficient applied to Raw Rpts, built from event level, event size, and event difficulty multiplied together. Displayed to four decimals, because a coefficient near 1 carries its information in the third and fourth.

  • RANK system

    Assigns Rpts by ranking position, using each team's score against the top team's score.

  • RANK Rpts

    Rpts earned from the RANK system.

  • Award hierarchy

    The fixed Rpt values assigned to VEX judge awards.

  • Award RptsAWARD Rpts

    Rpts earned from judge awards, set by the award hierarchy.

  • Team ScoreTS

    A team's score in a challenge category that determines its rank there.

  • Event LevelL

    A coefficient for the stakes of an event, from local up to the World Championship.

  • Event SizeS

    Difficulty from the number of teams relative to a typical event.

  • Event DifficultyD

    Difficulty from the average strength of the teams present relative to a typical event.

  • Baseline Event SizeN0

    The typical field size a platform's events are measured against: the MEDIAN number of teams across every event rated in that platform and season. Derived from the season being measured, never a chosen constant, and it depends on no ratings, so it is computed once before the solve begins.

  • Baseline event strengthR-bar-0

    How strong a typical result was in a platform and season: the mean Event RFORCE across every team-event row in it. The denominator event difficulty is measured against. Resets each season. Renamed from D0, which read as a ratio between two difficulties when it is really one of the two strengths being compared.

  • Evidence weightw

    A trust dial from 0 to 1, computed from the season's own numbers with nothing set by hand. Of the difference RFORCE thinks it sees between an event and a typical one, it is how much appears to be real rather than measurement noise. At 0 the event is treated as typical and difficulty is exactly 1. An internal diagnostic: RFORCE does not publish its value, because a low value means there is no difference to find rather than that RFORCE is confident.

  • Evidence windowSE

    How much uncertainty a RFORCE carries, published beside it. It narrows both with more events played and with more consistent results. Used to order teams whose ratings are within 2% of each other; NEVER subtracted from a rating.

  • Event averageRFORCE_bar_event

    The mean RFORCE of the teams at one event. Compared against the baseline event strength to measure event difficulty. Every team at the event counts: under a whole-season solve there is no such thing as a team that has not been rated yet.

  • Calibrated RFERCRFER

    The RFER adjusted to remove a team's own effect on event difficulty.

  • Calibrated event averageRFORCE_bar_ec

    The event average with the team of interest removed.

  • Calibrated Event SizeS_calibrated

    Event size measured with one team removed: the square root of (teams minus one, over the season's median field size). Identical for every team at an event, which is why it is the calibrated difficulty and not this that makes one team's CRFER differ from another's at the same event.

  • Calibrated Event DifficultyD_calibrated

    Event difficulty computed from the event average with that team removed. The one part of a team's event rating that differs from its neighbours', which is why the strongest team in a field always carries the lowest CRFER there.

  • Cumulative RFORCERFORCE_cml

    The total of the RFORCEs across a group of teams. Used to rank organizations and countries.

RFORCE calculates at full precision and rounds once, at the moment a number is shown. Scores and evidence windows are shown to two decimals; coefficients to four, because a coefficient near 1 carries its information in the third and fourth. A hand check built from displayed figures reproduces a published one to the last published digit.

Reference

Independence and change log.

RFORCE also does not claim to be the only measure that matters. Other respected metrics each capture their own part of the picture, and RFORCE is meant to sit alongside them as one comprehensive lens, not the last word.

Change log

The RFORCE Index evolves as the methodology improves. Every change to how these numbers are calculated is logged here, so you can always see what changed and when.

  1. Unreleased

    Index v0.2. The whole platform-season is now solved at once instead of event by event, so event order no longer affects any result and there is no first-event exception anywhere in the methodology. Every hand-set constant is gone: the typical field size is now the season's own median, and the difficulty baseline is the season's mean Event RFORCE. Event difficulty is shrunk toward typical by how much of the apparent difference is measurable, which is what removed the need for a first-event rule. Calibration lost its three special cases. Ranking ties now break on the evidence window, which replaces the event count and is published beside every rating. Rounding moved from every step to a single step at display. Nothing changed about how Raw Rpts are earned.

  2. Jul 12, 2026

    Initial RFORCE Index. Established the full methodology: the RANK system, the award hierarchy, the RFORCE Event Rating and its calibration, season RFORCE, team rankings and the tie cascade, competitor ratings by role, organization and country rollups, the Notebook Score, and TrueSkill shown for context.

Questions about any of this? Every term is defined in the glossary above, and the RFORCE team is one message away on the Contact page.