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Drive Team·Lesson 32 of 34

Mastering the Reverse-Snake Alliance Selection

Use the serpentine pick order and decline rules to your advantage as a captain or a fringe pick.

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Alliance selection isn't a simple draft — its serpentine (snake) order creates real game theory you can exploit if you understand the mechanics. The process forms 8 alliances of 3 teams at official events. Round 1 picks run in seed order (Alliance 1 first); Round 2 reverses, so Alliance 8 picks first and Alliance 1 picks last. (Always read the current Game Manual and FMS alliance-selection rules for the exact format and any year-specific procedural changes — recent seasons have adjusted how teams are staged and introduced.)

Implication 1 — the reversal compresses the middle. Because Round 2 runs 8 to 1, the gap between picks for a low-seeded captain (Alliance 7 or 8) is short: you pick again quickly. A high seed (Alliance 1) gets the best first pick but then waits the longest for its second. So Alliance 1 should take the single best available robot in Round 1 and accept that its second pick will be from a thinner pool; Alliance 8 should think of its two picks almost as a pair, since they come close together.

Implication 2 — captains are removed from the pool. A team that accepts a Round 1 invitation can no longer be picked by a higher alliance. This is why a strong robot seeded just outside the top 8 is so valuable, and why borderline captains face a real choice: stay a captain of your own alliance, or (if the rules allow declining) hold out hoping a stronger alliance picks you. The FMS process supports a team declining a pick, but know your event's exact decline consequences cold before you sit down.

Implication 3 — predict the picks above you. Before selection, simulate it: list the likely top-8 captains and, using your pick-list logic, predict who each will take. This tells a fringe team roughly when its name might be called and lets a captain anticipate that the partner they want may be gone by their slot — so they prepare a ranked tier, not a single target. If you're Alliance 4 and your dream first-pick is also the obvious choice for Alliances 1–3, plan for them to be gone.

Implication 4 — the third robot is a specialist. Traditionally the captain and first pick fill similar high-value roles, while the second pick is a support specialist — a dedicated defender, a reliable climber for the TRAVERSAL RP, or an auto specialist. Don't waste your second pick trying to replicate your first; pick the gap in your alliance's capability.

The captain's table discipline: announce picks clearly, track who's been taken on a printed bracket, and never freeze. With a tiered list and a simulated draft in hand, every decision is one you already rehearsed.

Key takeaways

  • Selection is serpentine: Round 1 runs 1->8, Round 2 reverses 8->1, so low seeds pick again quickly while Alliance 1 waits longest for its second pick.
  • Accepting a captaincy removes you from the pool; the FMS process allows declining a pick, so know your event's exact decline consequences first.
  • Simulate the picks above you in advance and treat the second pick as a specialist (defender/climber/auto), not a clone of the first.

Lesson quiz

Required

Answer all 3 questions correctly to complete this lesson.

1.In the FRC reverse-snake (serpentine) alliance selection, how does the picking order differ between Round 1 and Round 2?

2.At a standard FRC event, how many alliances are formed and how many teams play on each alliance in eliminations?

3.If an alliance captain is invited by a higher-seeded captain and accepts, what happens to the alliance seeds?

Answer every question to submit.