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Competition Manual

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  • Page removed: Officials
  • Page removed: Recompeting

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The competitions

Introduction

The competitions

Event Organiser Discretion

The event organiser should specify which of the following competitions will be competed during their event, or specify other competitions if they are competing with another structure.

For the IJRU world championships series, the event organiser is limited to adjusting the event of the open tournament.

The event organiser may limit the number of entries a delegation can enter into each competition event, the event organiser must publish these limits if any.

Event Organiser Discretion

The event organiser must specify what competitions will be competed during the event, listing how the competition is competed and awarded, along with the competition events, their agegroups and gender categories (if different from the defaults specified in Divisions), as well as any limits on number of entries in each competition event.

For the IJRU world championships series, at least the competitions described below must be competed.

Event organisers, including the IJRU world championships series, may add additional competitions and competition events under the following conditions:

  • The details for the competition, detailed above, must be submitted to and reviewed by the IJRU Event Approval Committee.
  • For National Championships and multi-national competitions (such as Continental Championships and World Championships), rules that differ from this IJRU Competition Rulebook must be reviewed by the IJRU Technical Committees.
  • For multi-national competitions, the information must be reviewed and published at least 12 months before the competition.
  • For National Championships, the information must be reviewed and published at least 6 months before the competition.

It is not allowed to compete in the same competition event in different competitions of the IJRU World Championships series.

Example

An athlete cannot compete in Single Rope Speed Relay in both the Open Tournament and Senior competition, or be part of a Team Overall Team in both the Open Tournament and Junior Competition.

In the competition events and overalls detailed below, the 1st, 2nd, and 3rd ranking athletes or teams are awarded. For the senior competition awards for competition events are only awarded after the final round whereas awards for the overalls are awarded after the preliminary round. For the IJRU world championships series the 1st ranking athlete(s) will be awarded the title IJRU World Champion(s) for that competition event. Awards are handed out separately for every age group and gender category combination.

Senior competition

Senior competition

In the IJRU world championships series this competition is referred to as the World Championships (WC).

In the IJRU world championships series this competition is referred to as the World Championships (WC).

The senior competition is made up of a two-round structure. Athletes compete in the first round (preliminaries) to determine the Overall competitions and for a spot in the final round (finals).

The top 6 athletes/teams in every competition event in the preliminaries (first round) qualify for the final round.

Any athlete who withdraws ("scratch") from one of these events after deciding to re-compete will be disqualifying themselves from that event, and their qualifying score will not be considered in the results to decide the winner. In the case of a withdrawal, an offer for the athlete or team that finished on 7th place in the preliminary round to compete in the final round instead will be given to their Head Coach, if the withdrawal happens long enough before the start of the competition event in the final round. The 7th place athlete/team will be given a time period determined by the Tournament Director to accept the offer. If they do not, the spot will be left empty in the finals.

note

The Head Coach of teams or athletes placing 7th in the preliminary should be ready to be called upon on short notice.

The 1st, 2nd and 3rd ranking athlete or team in each competition event and overall will be awarded. Awards are handed out separately for each gender category and age group. The 1st ranking athlete(s) will be awarded the title IJRU World Champion(s) for that competition event or overall.

Awards for overalls are based on the results of the preliminaries. Awards for all other competition events will be based on the results of the finals.

Age groups

Competitors in the Senior Competition must be 16 or older by the designated competition age cut-off date with the following exception:

For team events, at least one member of the group must be 16 or older. The remaining member(s) must be at least 13 or older. Athletes aged 13-15 entering team events in the Senior Competition won’t be allowed entry in the same event(s) in the Junior Competition or Open Competition.

note

In the future, the ability for athletes under 16-years of age in the Senior Competition may be reduced or eliminated.

Competition events

Events competed individually

Event NameAbbreviationTimingAthletesOverall
Single Rope Speed SprintSRSS1×30 seconds1 athleteISRO
Single Rope Speed EnduranceSRSE1×180 seconds1 athleteISRO
Single Rope Triple UndersSRTUNo time limit1 athlete
Single Rope Individual FreestyleSRIF0-75 seconds1 athleteISRO

Events competed in teams

Event NameAbbreviationTimingAthletesOverall
Single Rope Speed RelaySRSR4×30 seconds4 athletesTXDO
Single Rope Double Unders RelaySRDR2×30 seconds2 athletes
Double Dutch Speed RelayDDSR4×30 seconds4 athletesTXDO
Double Dutch Speed SprintDDSS1×60 seconds3 athletes
Single Rope Team FreestyleSRTF0-75 seconds4 athletesTXDO
Single Rope Pair FreestyleSRPF0-75 seconds2 athletes
Double Dutch Pair FreestyleDDPF60-75 seconds4 athletesTXDO
Double Dutch Single FreestyleDDSF60-75 seconds3 athletes
Wheel Pair FreestyleWHPF0-75 seconds2 athletes

Overalls

These are the overalls competed for the senior competition. The same team or athlete must compete in all events that are part of the overall to enter into the overall. The events competed in each overall is specified in the tables above.

  • Individual Overall (Single Rope) (ISRO)
  • Team Overall (Cross Discipline) (TXDO)
Double Dutch Contest (DDC)

Double Dutch Contest (DDC)

In the IJRU world championships series this competition is referred to as the Double Dutch Contest World (DDCW).

The DDC competition is made up of a two-round structure. Athletes compete in the first round (preliminaries) for awards in the separate age divisions and a spot in the final round (finals).

The final round may be competed either as a combined group of the Junior and Senior age group, or as separate age groups. If the age groups are separated for the final round, there doesn't have to be a final round for all age groups. For example, finals may be offered only to the Senior age group and not to the Junior age group. It is recommended that the top 4 teams in every competition event - looking at the combined results of the age groups if the final round is combined, or looking at the results per age group otherwise - qualify for the final round. However different numbers of qualifying slots may be chosen by the event organiser. The Event organiser is also allowed to limit the slots per country in the final round.

The 1st, 2nd and 3rd ranking athlete or team in each competition event will be awarded. Awards are handed out separately for each age group for preliminaries.

Event Organiser Discretion

The event organiser must communicate if the final round is competed as a combined Junior and Senior age group, or as separate finals. The event organiser must also communicate which age groups has a final round. The event organiser may change the number of slots in the final round, and impose limitations on the number of slots per country in the final round. If so, this must be communicated.

The Junior DDC competition is made up of a one-round structure, the 1st, 2nd and 3rd ranking team in each competition event will be awarded.
The Senior DDC Speed competition is made up of a two-round structure, teams compete in the first round (preliminaries) for a spot in the second round (finals) where the 1st, 2nd and 3rd ranking team in each competition event will be awarded.
The Senior DDC Performance competition is made up of a three-round structure, teams compete DDC performance in the first round (preliminaries) for a spot in the second round where they compete DDC performance for a spot in the final round (finals) where they compete DDC Freestyle Battle. The 1st, 2nd and 3rd places in the battle round will be awarded.

It is recommended that the top 10 ranking DDC performance teams in the preliminary round qualify for the second round, and the top 4 DDC speed teams in the preliminary round qualify for the finals round.

The top 4 teams of the second round of DDC performance qualify for the final round, the final round will be competed as follows:

  • Battle 1: The team with the 1st ranked qualifying score will battle the team with the 4th ranked qualifying score.
  • Battle 2: The team with the 2nd ranked qualifying score will battle the team with the 3rd ranked qualifying score.
  • Battle 3: The losers of Battle 1 will battle the losers of Battle 2. The winner of this battle is awarded the 3rd place.
  • Battle 4: The winners of Battle 1 will battle the winners of Battle 2. The winner of this battle is awarded 1st place, and the losers of this battle is awarded 2nd place.
Event Organiser Discretion

The event organiser may change the number of slots in the second DDC performance round and final DDC Speed round, and impose limitations on the number of slots per country in the final round. If so, this must be communicated.

Age groups

DDC is competed in a Junior and a Senior age group during the preliminary round, in the final round it may be competed either as a combined age group or as separate Junior and Senior age groups.

DDC is competed in a Junior and a Senior age group.

Athletes in the Junior age group must be no younger than 12 and younger than 16 by the designated competition age cut-off date.

Athletes in the Senior age group must be no younger than 16 by the designated competition age cut-off date.

If the Junior and Senior age group is combined in the final round, athletes in the finals must be no younger than 12 by the designated competition age cut-off date.

Athletes in the Senior age group must be no younger than 12 by the designated competition age cut-off date, with at least one athlete in the team being 16 years or older.

For DDC events, the team qualifies for the age category of the oldest athlete of the entry.

Competition events

Event NameAbbreviationTimingAthletesRound
DDC SpeedDDCS30 seconds3 athletesFirst and Final1
DDC PerformanceDDCF0-180 seconds3 or more athletesFirst
DDC Freestyle BattleDDCB2-3 "moves"23 or more athletesFinal
Event NameAbbreviationTimingAthletesAge Groups and Rounds
DDC SpeedDDCS30 seconds3 athletesJunior and Senior1
DDC PerformanceDDCF0-180 seconds3 or more athletesJunior and Senior
DDC Freestyle BattleDDCB2-3 "moves"23 or more athletesSenior

It is possible to compete either one event, or both. However, if an athlete competes in both competition events, they must do so with the same team composition in both events.

  • Section removed: Open Tournament

Divisions

Gender categories

Gender categories

For team events the gender categories are defined as follows

CategoryDefinition
Female genderall female
Male genderall male
Mixed genderat least one male and one female
Any genderany combination

Please refer to the current IJRU gender policy for guidelines on gender categories.

All single-participant events have a female gender category and a male gender category.

Except as noted below, all team events have a female, male and mixed gender category. In the mixed category, at least one female and one male athlete must compete in each event the team competes in. Failing to fulfil this criterion will disqualify the team from the gender category and if applicable, any overall they participate in with an invalid configuration.

The Show Competition, as well as all DDC events, are competed in an "any gender" category, with no requirement on the gender of the athletes. A team may consist of athletes of one gender only or of athletes of different genders.

Unless the event organiser has communicated differently, all single-participant events have a female gender category and a male gender category.

Unless the event organiser has communicated differently, all team events except Show Freestyle and DDC events, have a female, male and mixed gender category. In the mixed category, at least one female and one male athlete must compete in each event the team competes in. Failing to fulfil this criterion will disqualify the team from the gender category and if applicable, any overall they participate in with an invalid configuration. Show Freestyle and DDC events are competed in an "any gender" category, with no requirement on the gender of the athletes. In this case, a team may consist of athletes of one gender only or of athletes of different genders.

Category entry number requirements

Category entry number requirements

There must be 4 or more entries from 2 or more sport nationalities in a competition event gender and age category for the competition event to be competed in that gender and age category. If a competition event fails to meet this requirement for a gender and age category, it will be combined or cross-ranked. It is up to the event organiser to decide which method or methods will be used.

note

For the IJRU world championships series, only combining will be used.

As a first step, if the competition has more than one age category (such as the Open Tournament in the IJRU world championships series) the competition event will be combined with the next older age group, if there are no older age groups it will instead be combined into the next younger age group. If there are multiple gender and age categories that does not fulfil the requirement for one competition event, start with the youngest competition event that does not fulfil the requirement.

As a first step, if the competition has more than one age category the competition event will be combined with the next older age group, if there are no older age groups it will instead be combined into the next younger age group. If there are multiple gender and age categories that does not fulfil the requirement for one competition event, start with the youngest competition event that does not fulfil the requirement.

If the competition event still does not fulfil the requirement after combining age groups, or if the competition only has one age group (such as the Senior Competition in the IJRU world championships series), the competition event will be combined or cross ranked with another gender category in the same age group. If the competition event has already been combined with another age group and the other gender category has not, the competition event is combined or cross ranked with the age group of the other gender category which matches (or if also combined, contains) the oldest original age group in the combined competition event. The preferences of combining or cross-ranking gender categories are, in order:

  1. Female → Mixed
  2. Mixed → Male
  3. Male → Mixed

If it's not possible to create a combined or cross ranked category fulfilling the requirements for a competition event, that competition event will not be competed for the affected gender and age categories.

If a gender category due to withdrawals or other factors no longer fulfils the required number of entries and sport nationalities during a competition, the gender category should be combined or cross ranked.

Event Organiser Discretion

The event organiser needs to decide if combining and/or cross ranking will be used, and in what order.

If both combining and cross ranking are used, it's recommended to first combine any gender categories that do not fulfil the requirements first, and only then use cross ranking if the requirements is still not fulfilled for the combined category. If there's only one category that does not fulfil the requirement it's recommended to use cross-ranking.

The event organiser might also want to update the requirement "4 or more entries from 2 or more sport nationalities" for national events, for example to "4 or more entries from 2 or more clubs"

The event organiser can also choose that combining and/or cross ranking will only happen before the event, and not during the event if a category no longer fulfils the required number of entries and sport nationalities.

Combining entries

Two or more gender categories will be combined and ranked together, and rank will be awarded across all of the competitors in the new combined gender category.

Cross-ranking entries

If one gender category has enough competitors to compete but another one does not, the larger gender category is ranked and awarded as normal, but the smaller gender category is ranked combined against the larger group and only competitors that place against the combined ranked entries will be awarded. The combining to create the cross-rank is done once for the whole category, not once for every entry.

Example

If the Male gender category has the following results for a Single Rope Speed Sprint Event

ParticipantCountryScore
AIceland85
BGreenland84
CIceland76

It needs to be cross-ranked, since it has fewer than 4 entries, despite having 2 countries.

The Mixed gender category it will be cross-ranked against has the following results

ParticipantCountryScoreRank
DAntarctica901
EIceland832
FGreenland763
GMadagascar754

They would be combined and ranked to determine the cross-rank for the Male gender category as follows

CategoryParticipantCountryScoreRank
XDAntarctica901
MAIceland852
MBGreenland843
XEIceland834
XFGreenland765
MCIceland765
XGMadagascar757

And the following medals would be awarded:

  • Mixed
    • 1st: D - Antarctica
    • 2nd: E - Iceland
    • 3rd: F - Greenland
  • Male
    • 2nd: A - Iceland
    • 3rd: B - Greenland

Competition Manual

Introduction

Competition Manual

The Competition Manual (CM) is the central document that describes the logistics of the event as well as which other rule documents apply and how.

Event Organiser Discretion

There are certain details in the IJRU Competition Rules that are left up to the event organiser to decide. This competition manual generally targets the IJRU world championships series, but even so there are details that may be determined by the championship organising committee.

When there is information the event organiser is allowed or expected to change, an informational box with the title "Event Organiser Discretion", like this one, will appear in the rulebook. For these sections the event organiser is expected to publish their adjustments well in advance of the event, such as with the invite to the event.

Event Organiser Discretion

This rulebook specifies several roles and their duties, is up to the event organiser to appoint the Tournament Director and the Appeals Committee.

For these events the IJRU Judging Manual and IJRU Technical Manual apply.

Processes

Protests and appeals

Protests and appeals

The competition arrangers will designate an Appeals Committee that will hear and make decisions on protests and appeals (collectively referred to as appeals) within the competition. The Appeals Committee should consist of the Tournament Director (who will chair any Appeals Committee meeting, but will not have voting power) and an odd number of voting members, at least 3. No more than one person from a country can be a member of the Appeals Committee. At least a senior judge, senior skipper and a member of the Technical Committees should be included in this committee. A member of the same country/delegation as the appealing party may not process a protest or appeal, therefore a reserve member must also be appointed in advance. The reserve member has the right to attend and hear all other protests and appeals where the appealing party isn't their country/delegation so as to ensure consistency, but they are not allowed to vote or voice their opinion during these appeals.

The Appeals Committee can hear protests on:

  • A scoring error related to data entry or calculation error
  • A decision by the Tournament Director or other tournament officials that is unfair or inconsistent with published IJRU rules
  • Calls for disqualification of an athlete or team that grossly abuses IJRU competition rules.
  • Scores in speed and multiples events only if it has an effect on ranking or pertains to the top ranked entry
    • For speed and multiples events, each delegation is allowed appeals with a deposit set by the organisers, in some cases the organisers may choose to assign each delegation a number of appeals tokens instead.
    • If an appeal is successful, the deposit or appeal token is returned to the delegation; if not, the deposit is not returned and the appeal token is consumed.
    • If appeal tokens are used, delegations may submit more appeals than they have available appeal tokens, if the delegation runs out of appeal tokens before all of their appeals are processed, the processing stops.
    • These appeals will be processed from highest-ranking to lowest-ranking
    • If video replay is in use and the organiser has decided the entry will be submitted to video replay, no appeal will be accepted. For the IJRU World Championships Series in particular, this means no appeals will be allowed in the Final round since all entries are automatically recounted using video replay.

Appeals will not be accepted on:

  • Other decisions or ratings of judges
Event Organiser Discretion

The event organiser must specify if deposits, appeal tokens, or neither are used and the details for their use, such as how much the deposits are, and how they will be paid. Or how many tokens are available per delegation and what the process for distributing them are.

It is allowed to make appeals on matters or scores pertaining to your own, and/or another delegation.
A delegation may not make an appeal for results if they do not have entries in the competition event, age-, and gender category the appeal relates to.

A successful appeal on speed and multiples scores is one that changes the score of the top ranked entry, or if it changes the rank of another entry. To determine if the ranking would change, the re-counted entry score is compared to the results as they were before any other appeals were successful. A delegation may mark multiple appeals as related, to determine their success, the re-counted scores of related appeals are compared together against the results as they were before any other appeals were successful.

To make an appeal the following process should be used

  1. The delegation head coach or designated representative discusses the issue with the Tournament Director. The Tournament Director will propose a recommendation (and may consult with the full Appeals Committee, but this is not required). There may only be one designated representative for appeals per delegation, who must speak English or provide a translator.
  2. If the designated representative does not agree with this recommendation they will have a set time from the official release of results to submit a written appeal to the full Appeals Committee. The appeal window for each official release of results will be defined and communicated by the Tournament Director with the official release of the results. The window must be at least 15 minutes. The appeal window can be cut short if all delegations sign that they will not be making any appeal before the end of the appeals window.
    1. The appeal must include contact details to the designated representative, and a description of what is being appealed.
    2. If an appeal pertains to an entry, the appeal must include the competition event, entry number, and athlete name(s).
    3. For appeals of scores, the score believed to be true must be stated.
  3. On protests or appeal of other matters than speed and multiples scores, the designated representative will present their case to the full Appeals Committee, and the Tournament Director will present the recommendation they made.
  4. On appeal of other matters than speed and multiples scores, the Appeals Committee will meet in private, discuss the issue and vote on the issue. A majority is required to overturn the original decision of the tournament director. The Appeals Committee is allowed to call additional people who are party to the appeal to ask them questions, such as the coach or athlete a protest is made against.
    For appeals on speed and multiples scores, the Tournament Director or someone they appoint will select judges to re-count the video according to the video replay process, the result of this count will be the appeal outcome.
  1. The delegation head coach or designated representative discusses the issue with the Tournament Director. The Tournament Director will propose a recommendation (and may consult with the full Appeals Committee, but this is not required). There may only be one designated representative for appeals per delegation, who must speak English or provide a translator.
  2. If the designated representative does not agree with this recommendation they will have a set time from the official release of results to submit a written appeal to the full Appeals Committee. The appeal window for each official release of results will be defined and communicated by the Tournament Director with the official release of the results. The window must be at least 15 minutes. The appeal window can be cut short if all delegations sign that they will not be making any appeal before the end of the appeals window.
    1. The appeal must include contact details to the designated representative, and a description of what is being appealed.
    2. If an appeal pertains to an entry, the appeal must include the competition event, entry number, and athlete name(s).
    3. For appeals of scores, the score believed to be true must be stated.
  3. On protests or appeal of other matters than speed and multiples scores, the designated representative will present their case to the full Appeals Committee, and the Tournament Director will present the recommendation they made.
  4. On appeal of other matters than speed and multiples scores, the Appeals Committee will meet in private, discuss the issue and vote on the issue. A majority is required to overturn the original decision of the tournament director. The Appeals Committee is allowed to call additional people who are party to the appeal to ask them questions, such as the coach or athlete a protest is made against.
    For appeals on speed and multiples scores, the Tournament Director or someone they appoint will select judges to re-count the video according to the video replay process, the result of this count will be the appeal outcome.
note

If video replay is not available for the competition, or has malfunctioned for the entry, the Appeals Committee will ask the designated representative for a video of the entry. This video must be filmed from the coach's box, with a still camera, where the athlete(s) are clearly visible throughout the recording, and the video shows the entire event: from the start of the timing track to the end of the event plus three seconds.

note

If an entry has already been re-counted due to another appeal or on the request of the Tournament Director the result of the previous recount will be used.

  1. The decision of the Appeals Committee is final and will be communicated to the designated representative, it cannot be further appealed.
Event Organiser Discretion

The event organiser must communicate if video replay will be in use for the event.

Appeals on speed and multiples scores that would change the ranking in medal or qualifiers positions will be handled before the medal ceremony. Other appeals on speed and multiples scores may be handled later, but before the results are published.

If corrections are made after awards are distributed, athletes will not be required to return any incorrectly given awards, but they may choose to do so as a show of sportsmanship.

Judging Manual

Pages removed

  • Page removed: Recompeting
  • Page removed: Video replay

Changed pages

Deductions

Time violations

Time violations

If the athlete(s) moves to start their routine before their music is audible, or if the athlete(s) performs any jumps or routine-related moves after the length of the event or the end of their music, or if the athletes stop jumping or performing routine-related moves before enough time has elapsed from the start of the routine, a time violation has occurred.

If athletes start too early, the judges should mark one time violation.

If athletes end too late, the judges should mark one time violation.

If the routine is shorter than the event max time, specified in the Competition Manual - Competitions, the judges should mark based on how much shorter the routine was.

  • More than 15 seconds too short: 12 time violations
  • More than 10 seconds too short but less than 15 seconds too short: 8 time violations
  • More than 5 seconds too short but less than 10 seconds too short: 4 time violations
  • Less than 5 seconds too short: no time violations
Example

For Double Dutch Pair Freestyle in the Senior Competition, this means that a routine that is 70 or 73 seconds long will receive no time violations, a routine that is 65 or 68 seconds long will receive 4 time violations, a routine that is 60 or 64 seconds long will receive 8 time violations, and a routine that is 45, 50, 57, 59 seconds long will receive 12 time violations.

The event max time may vary for other events and judges should be well understood with the timing of the event they are judging.

Example

For Double Dutch Pair Freestyle in the Senior Competition in the IJRU World Championship Series, this means that a routine that is 70 or 73 seconds long will receive no time violations, a routine that is 65 or 68 seconds long will receive 4 time violations, a routine that is 60 or 64 seconds long will receive 8 time violations, and a routine that is 45, 50, 57, 59 seconds long will receive 12 time violations.

The event max time may vary for other events and judges should be well understood with the timing of the event they are judging.

Judges must count all time violations during the routine.

Difficulty

Jumpers

Jumpers

Jumper judges are mostly focused on the athlete(s) inside and outside of the ropes (not holding any handle(s)), the "jumpers". Jumper judges will make marks for each skill sequence performed by the jumpers, the sequences are based on the jumpers' cadence. It is recommended that the Jumper judges make their marks based on the average level of skills in each skill sequence. It is up to the jumper judge to decide the length of a skill sequence, and therefore up to the jumper judge to decide when exactly to give each mark. For long sequences the jumper judges may give several marks. The matrix below provide guidance for how to score different categories of jumper skills in double dutch, but there are several ways in which the level of a turner skill can increase that cannot be represented in a skill matrix, often skills done in (longer) combinations challenge the athleticism of the jumper, this increasing the difficulty level.

A difficulty mark for jumper difficulty can be either a Break, or Level 1-5. For each level 1-5 the judge can also optionally give a plus or a minus mark to turn it into into, for example, a Level 3+, a Level 5-, or neither to make it stay at, for example, a Level 4.

If jumpers are repeating jumper skills excessively, it should negatively impact the level the Jumper judges' mark for that combination.

Holistic Judging: While jumper judges should focus their scoring specifically on the jumper(s), they will take into account what the turners are doing and may make slight adjustments accordingly.

Example

A jumper who performs a sequences of power skills while the turners are performing double unders should receive a higher score than a jumper who performs the same sequence with basic turning. When this occurs, jumper judges can give a "+" mark which bumps up their level with +0.5. E.g: a Level 3 sequences with a combination of difficult turner skills can give level 3+.

Accounting for Form & Execution: The way in which skills are executed can affect how difficult they are to perform. For example, a push-up that is not fully extended or a split that is not low to the ground are much easier to perform than fully extended versions of these skills. Difficulty judges will have the freedom to exercise their judgment and adjust scores for skills sequences containing skills that are not performed to their full extent and thus deserve slightly lower credit.

Accounting for Form & Execution: The way in which skills are executed can affect how difficult they are to perform. For example, a push-up that is not fully extended or a split that is not low to the ground are much easier to perform than fully extended versions of these skills. Difficulty judges will have the freedom to exercise their judgement and adjust scores for skills sequences containing skills that are not performed to their full extent and thus deserve slightly lower credit.

Example

If a skill is performed in a bad way that it becomes less difficult, a judge can give a "-" mark which reduces the level with -0,25. E.g: a poorly executed Level 2 skill can be score as a "2-" skill which gives a 1.75 level skill in the calculation of their average.

Breaks: Jumper judges will make a break mark for each break in the routine. These breaks will be averaged as a level 0 skill combination with other marks and negatively impact the jumper difficulty score. Things that may constitute breaks are, among others, more than one jump while preparing to exit the ropes, several "empty" turns of the ropes while the jumper(s) wait to enter the ropes, etc. It is up to the jumper judges to determine when this kind of jumping results in a break in the flow of the routine.

Jumper skill categoryLevel 1Level 2Level 3Level 4Level 5
FootworkSlow to moderate pace basic footwork skills
  • Fast paced, simple footwork
  • Slow to moderate complex footwork/speed steps
  • Moderate paced footwork that includes intricate turner skills, rope manipulation
  • Very fast paced complex footwork/ speed steps, even without intricate turner skills
Fast paced footwork that includes intricate turner skills, rope manipulations
Power skillsBasic power where ropes are not pulled through on both the entrance and exit of the power skill, mountain climberBasic Power skills done in isolation or short sequences, ropes must be pulled through on entrance and exitBasic Power skills done in longer combination, higher level power done in isolation: hand hops, one handed power, v-kickHigh level power skills done in combinationLong sequences of power skills challenging the athleticism of an athlete
Gymnastics skills
  • Roundoff
  • Cartwheel
  • Somersault (forward/backward roll)
  • Front handspring
  • Kip
  • Any gymnastics skill done through the double dutch ropes and not catching the landing jump
  • Any gymnastics skill used an exit of the ropes and turning of the skills is not included
  • Aerial
  • Back handspring
  • ¾ flip1
  • Front flip
  • back flip when done in the ropes the whole time
Flips with rotation
Interactive Power Skills2Isolated basic power skills done side by side or in a simple stacked position (e.g. frog over push-up)Combination of simple power skills performed with interaction (e.g., subway, ceebie, etc.)Combination of high level power skills performed with intermittent interactionsCombination of high level power skills performed with frequent interactions that challenge the athleticism of the jumpers
Interactive Gymnastics2Assisted flips performed as an exit or through the ropes (i.e., without jumping the take-off and landing)
  • Assisted areal
  • wheel barrow flip
  • spotted back flip/front flip
  • destroyer
Toe pitchesAssisted flips with twists
note

If a long miss occurs the jumper difficulty judge should continue to mark breaks every few seconds as it is similar to the athlete only jumping the ropes and no skills being completed.

Repeated Skills: Repeated skills are no longer a consideration in DD. If a jumper repeats skills, judges can consider the skills a part of the combination or sequence. Overuse of a skill can result in a judge no longer providing a score for that skill. Example: 3 handhops could all be considered in a sequence. An athlete(s) performing 5 backflips (using a hard skill to game the system) would result in a judge no longer considering the backflip in a sequence or combination. Athletes are encouraged to not overuse a skill to increase their score.

Jumper skill categoryLevel 1Level 2Level 3Level 4Level 5
FootworkSlow to moderate pace basic footwork skills
  • Fast paced, simple footwork
  • Slow to moderate complex footwork/speed steps
  • Moderate paced footwork that includes intricate turner skills, rope manipulation
  • Very fast paced complex footwork/ speed steps, even without intricate turner skills
Fast paced footwork that includes intricate turner skills, rope manipulations
Power skillsBasic power where ropes are not pulled through on both the entrance and exit of the power skill, mountain climberBasic Power skills done in isolation or short sequences, ropes must be pulled through on entrance and exitBasic Power skills done in longer combination, higher level power done in isolation: hand hops, one handed power, v-kickHigh level power skills done in combinationLong sequences of power skills challenging the athleticism of an athlete
Gymnastics skills
  • Roundoff
  • Cartwheel
  • Somersault (forward/backward roll)
  • Front handspring
  • Kip
  • Any gymnastics skill done through the double dutch ropes and not catching the landing jump
  • Any gymnastics skill used an exit of the ropes and turning of the skills is not included
  • Aerial
  • Back handspring
  • ¾ flip1
  • Front flip
  • back flip when done in the ropes the whole time
Flips with rotation (e.g. Fulls/Arabians)
Interactive Power Skills2Isolated basic power skills done side by side or in a simple stacked position (e.g. frog over push-up)Combination of simple power skills performed with interaction (e.g. subway, ceebie, etc.)Combination of high level power skills performed with intermittent interactionsCombination of high level power skills performed with frequent interactions that challenge the athleticism of the jumpers
Interactive Gymnastics2Assisted flips performed as an exit or through the ropes (i.e., without jumping the take-off and landing)
  • Assisted areal
  • wheel barrow flip
  • spotted back flip/front flip
  • destroyer
Toe pitchesAssisted flips with twists
note

Basic power skills refers to frog, push-up, crab etc.

Turners

Turners

Turner judges are mostly focused on the athletes turning the ropes (holding at least one handle), the "turners". Turner judges will give make marks for each unique turner skill performed by one or more of the turners. The matrix below provide guidance for how to score different categories of turner skills in double dutch, but there are several ways in which the level of a turner skill can increase that cannot be represented in a skill matrix, such as the way turner skills are combined, the speed at which they are completed, both turners completing high level skills at the same time, etc. It is up to the turner judge's to determine this and adjust their marks accordingly.

A difficulty mark for turner difficulty can be Level 1-5. For each level 1-5 the judge can also optionally give a plus or a minus mark to turn it into into, for example, a Level 3+, a Level 5-, or neither to make it stay at, for example, a Level 4. Note that there is a requirement to do 20 unique turner skills to get full credit, if fewer skills are performed the missed skills will be credited as level 0, which when taken into the average skill level will negatively impact the team's score. If more than 20 skills are performed, only the highest 20 will be used for the average skill level.

If multiple turners complete turner skills at the same time the Turner judge should make a mark of the sum of the level of all the turner skills being performed.

If multiple turners complete turner skills at the same time the Turner judge should make a mark that reflects the level of all the turner skills being performed based on the difficulty guidelines below.

Example of scoring Double Dutch turning skills

Sequence 1

  • 2 crougars – level 2
  • 2 crosses – level 2
  • 1 cross & 1 crougar – no score as both turner involvements have already been completed

Sequence 2

  • 1 cross and 1 crougar – level 2
  • 2 crosses – no score as cross has already been completed
  • 2 crougars – no score as crougar has already been completed

Clarifying Levels

One cross or toad is a level 2, two crosses or two toads is a level 2. Doing one cross is nearly as hard as both tuners doing a cross because both turners have to adjust their turning to make the cross happen. You could award it a 2+.

In other words, doing the same turner skill at the same time is not repeated however you can only count the one turner involvement, giving one total score for the two turner involvement completed at the same time.

Example

If one turner completes a criss-cross while another completes a toad, the Turner judge should make only one mark.

note

Only unique turner skills should receive marks. Once a turner skill has received a skill mark, no further skill mark will be awarded for the same skill if repeated later in the routine.

Holistic Judging: While turner judges should focus their scoring specifically on the turner(s), they will take into account what the jumper(s) are doing and may make slight adjustments accordingly.

Example

Turners who perform a switch while turning in wheel should receive slightly higher difficulty credit if the jumper is holding a handstand rather than simply standing in the middle waiting for the rope to come around. Similarly, turning double unders with power skills is more difficult than turning double unders while the jumper is simply jumping.

If the jumpers are performing difficult skills/sequences during the turner skill, the Turner judge may give a "+" mark to bump up the score of the turner skill by 0.5 levels. On the other hand, if the jumpers are performing basic jumps, breaks, etc. during the turner skill the Turner judge may give a "-" mark to decrease the level of the turner skill by 0.25.

Accounting for Form and Execution: As described in the Jumper Difficulty section, turner difficulty judges may also account for execution in their scoring. This mainly applies when turners are performing power or gymnastics skills while turning the ropes, and can result both in a "+" mark for the level if performed perfectly, or a "-" mark for the level if performed poorly.

Turner skill categoryLevel 1Level 2Level 3Level 4Level 5
Arm restrictionsOne arm restricted (e.g. turning in a crougar or one turner is turning a cross-like skill)
  • 2 arms restrictions in front of body and line of sight is not hindered. (e.g. one or both turners are in a toad, or simple cross)
  • One turner performs a more complex crossing skill (e.g., rotate into EB, TS)
  • Arm restriction changes (quick changes between one arm restriction to the next)
  • 2 arm restriction behind the body (e.g. TS, AS,...)
Both turners with arm restrictions, line of sight is hindered as well. (e.g. both turners are in backwards AS cross (not facing each other))
MultiplesDouble underTriple and quadruple underQuintuple and sextuple underOctuple and nonuple under10-under and above
PowerPower completed without jumping while turning a rope (e.g., a frog in wheel without pulling the rope under the feet)Frog or push-up completed while jumping and turning a rope, leapfrogOne handed power and hand hops while jumping and turning a rope
  • Power skills completed while jumping and turning multiple unders
  • Multiple athletes completing difficult power skills together while jumping and turning the rope (e.g., one handed frog, hand hops)
Multiple turners completing power skills together while turning and jumping triple or quadruple unders
GymnasticsCartwheel, somersault (forward/backward roll), splits while turningFront handspring while turningBack handspring or aerial while turningFront flip or backflip while turningLevel 3 or 4 gymnastics skills completed while turning multiples or both turners completing high level gymnastics at the same time
Rotational turning skillsPinwheelSimple wheel, such as switching places in wheel or one turner performing a simple cross in wheelWheel where both turners perform crossing skills (e.g., toad) or one turner performs a more complex crossing skill (e.g., TS)Wheel with complex crossing skills that significantly restrict the turners’ ability to control the ropes (e.g., AS cross)
Turner exchangesBasic switch
  • Circle switches
  • Basic "over under" switch (one athlete does a pinwheel while the other two athletes exchange handles and move around one another)
Fast hand-offs of ropes and rotation of turners
Releases
  • Releasing one handle close to the body (e.g., simple floater, trap rope behind knee and re-grasp)
  • Helicopter
  • Simple release of two handles close to the body
  • Releasing one handle close to the body in a restricted position that makes the rope significantly more difficult to control
  • Snake or mic release of one rope
  • Two handled release of one rope
A mamba release or two handled release of both ropes simultaneously

Deductions

Misses

Misses

Judges will count a miss if 50% of the active members of the team is involved in a miss at the same time. (see Single Rope Freestyle Misses for the definition of a miss)

Please refer to the Single Rope freestyle section

Time violations

Time violations

Please refer to the Single Rope freestyle section

If the athlete(s) moves to start their routine before their music is audible, or if the athlete(s) performs any jumps or routine-related moves after the length of the event or the end of their music, or if the athletes stop jumping or performing routine-related moves before enough time has elapsed from the start of the routine, a time violation has occurred.

If athletes start too early, the judges should mark one time violation.

If athletes end too late, the judges should mark one time violation.

If the routine is shorter than the event max time, specified in the Competition Manual - Competitions, the judges should mark based on how much shorter the routine was.

  • More than 90 seconds too short: 12 time violations
  • More than 60 seconds too short but less than 90 seconds too short: 8 time violations
  • More than 30 seconds too short but less than 60 seconds too short: 4 time violations
  • Less than 30 seconds too short: no time violations
Example

For Show Freestyle in the Show Competition in the IJRU World Championship Series, this means that a routine that is 350 seconds long will receive no time violations, a routine that is 320 seconds long will receive 4 time violations, a routine that is 280 seconds long will receive 8 time violations, and a routine that is 260 seconds long will receive 12 time violations.

The event max time may vary for other events and judges should be well understood with the timing of the event they are judging.

Judges must count all time violations during the routine.

Difficulty

Introduction

Difficulty

Difficulty judges will award a level for each skill performed by the athletes. Judges should not score skills being completed if 25% of the team is not performing (I.e. either in a miss or standing still/not moving). (For example, 12 athletes performing four 3-wheels, one 3-wheel makes a mistake. The difficulty judge should not award points until all 3-wheels are actively jumping again.)

At the top of each table/matrix column is the level of difficulty (0.5, 1, 2, etc.) with the skills in that level below it. Each row groups skills by element (multiples, power, rope manipulations, etc). If a skill includes two "starting value" skills, add the value of the skills together to get a total level of difficulty for the skill. A 0.5 level does not add difficulty to another skill/component.

During a routine, the difficulty judges mark the difficulty level of each skill successfully performed within the time limit of the routine.

Judging show freestyle events

Introduction

Judging show freestyle events

This part of the manual explains how a show freestyle event is judged both for difficulty, presentation, required elements as well as how deductions are noted by the judges.

There are four different types of freestyle judges, each responsible for evaluating one or more areas of the score.

This part of the manual explains how a show freestyle event is judged both for difficulty, presentation, required disciplines.

There are three different types of freestyle judges, each responsible for evaluating one or more areas of the score.

Presentation

Introduction

Presentation

Presentation Judges in Show Freestyle Events are divided into two sets, like other Freestyle Events. These judges make marks (+, ✓, -) throughout the routine but at least every 2 seconds.

Show Freestyle presentation is judged similarly to Single Rope presentation, but additional factors should be taken into consideration for each category as described below.

  • Section added: Musicality
  • Section added: Form/Execution
  • Section added: Creativity
  • Section added: Entertainment
  • Section added: Variety/Repetitiveness
  • Section removed: Athlete Presentation - Form and Execution
  • Section removed: Athlete Presentation - Style
  • Section removed: Routine Presentation - Entertainment
  • Section removed: Routine Presentation - Musicality

Required disciplines

Introduction

Required disciplines

In order to ensure that team show is well-rounded and varied, athletes will be required to perform certain disciplines. For each required discipline not fulfilled, points will be deducted from the score.

In order to ensure that Show Freestyle is well-rounded, varied, and representative of multiple facets of Jump Rope / Rope Skipping, athletes will be required to perform certain disciplines. For each required discipline not fulfilled, points will be deducted from the score.

General

General

  • Athletes must successfully complete a skill that can be awarded a difficulty level for it to count as a required discipline
  • Athletes can complete multiple required disciplines at the same time
  • Required disciplines can be performed at any difficulty level
  • At least 75% of the team must be involved in the required discipline for it to be counted
  • Athletes must successfully complete a skill that can be awarded a difficulty level for it to count as a required discipline
  • Required disciplines can be performed at any difficulty level
  • Athletes can complete multiple required disciplines at the same time
  • Each required discipline only has to be demonstrated once to receive full credit for it.

Deductions

Breaks

Breaks

There are a number of ways that athletes can implement a break in their routine to allow for recovery or set-up for the next skill. A single bounce, double bounce, or side swing done in isolation are clear breaks between skills. It is possible for an athlete to also use lower level skills between high level skills to create breaks. For example, the repeated use of a double bounce full turn between high level power skills, or a single bounce criss cross repeated between quadruple and quintuple under skills. A judge should look for and recognize the overuse of bounces, side swings and lower level skills that are used (specifically) to create athletic breaks in a routine.

There are a number of ways that athletes can implement a break in their routine to allow for recovery or set-up for the next skill. A single bounce, double bounce, or side swing done in isolation are clear breaks between skills. It is possible for an athlete to also use lower level skills between high level skills to create breaks. For example, the repeated use of a double bounce full turn between high level power skills, or a single bounce criss cross repeated between quadruple and quintuple under skills. A judge should look for and recognize the overuse of bounces, side swings, basic arm- or EB-wraps, double unders (done in sequence with Quadurple and Quintuple Unders to make those skills easier) and lower level skills that are used (specifically) to create athletic breaks in a routine.

note

This does not mean every single single bounce is a break, judges should be able to distinguish between skills used to create athletic breaks, and skills necessary for the flow or execution of the routine.

Judges should count all breaks occurring during a routine.

note

A break is a overuse of a way athletes can create recovery or set-up for the next skill. This means athletes are allowed 1-2 uses of these ways to create recovery or set-up for the next skill prior to judges counting a break.

Difficulty

General

General

Difficulty judges will award a level for each skill performed in a routine. A skill is defined as a motion of the rope and/or athlete, beyond a double bounce jump, single bounce or basic side-swing, that is assigned a level of difficulty. The starting levels of difficulty and modifiers are described in the paragraphs below and illustrated using tables/matrices.

During a routine, the difficulty judges mark the difficulty level of each skill successfully performed within the time limit of the routine. A skill should only be marked by one of the three judges, so it is important for judges to be able to recognise when a skill includes an element that falls under the responsibility of one of the other judges. The determination of which of the three judge types will judge a specific skill is as follows:

  1. Any skill including a power or gymnastics element will be judged by the Power and Gymnastics judge (Examples: frog, double under push-up, flip with a mic, aerial with a wrap).
  2. Any multiple under skill that takes off and lands on two feet and does not include a power or gymnastics element will be judged by the Multiples judges (Examples: triple under TJ, quadruple AS, Hummingbird, double under crosses)
  3. Any other skill, meaning skills that do not contain any power, gymnastics, and isn't a two-foot take-off/landing multiple under will be judged by the Rope Manipulation judge. (Examples: wraps releases, footwork, change in direction of rope movement in the air, single bounce crossing, double under crougar wrap, mic release, can-can, Awesome Annie etc.)

For freestyle with more than one athlete, if different skills are performed simultaneously, award credit for the lowest skill completed. If one athlete misses during a skill, this skill does not count, and no difficulty will be awarded until all athletes have resumed executing skills.

Judges should watch for skills that come before or after the skills that fall into their categories and make adjustments to skill levels as they deem appropriate. For example, an intricate wrap and release sequence that ends with a double under frog. The power judge may award a level 6 for the frog if the sequence prior to the double under frog added to the difficulty of completing the double under frog.

Note that the matrices and modifiers below are based on properly executed skills, judges should adjust the levels down if a skill is so poorly performed that it has become easier. Examples of this includes, but is not limited to, "fake" multiples (multiples starting with a side swing where the athlete has not left the ground when the rope passes by their feet on the first turn), "splits" that aren't deep enough and instead turns into a forward straddle, push-ups where the athlete doesn't jump out far enough and ends up looking like a "tent", etc.

note

Determining the level of individual skills in single rope includes a variety of factors: the level of athleticism required to complete a skill, the intricacy of a skill and the length of time required to complete a skill. Levels for skills have been adjusted to account for these factors and promote the use of skills to create well rounded routines that include a balance of all skill types.

Distinguishing between multiples and rope manipulation

Multiples are skills that traditionally start with an open jump, side swing, or wrap and do not start or end on one leg (e.g. double under EB landing in toad, or a double under exiting a toad on one foot), or start coming out of a restricted position (e.g. CL exit double under or CL double under switch). In other words, an athlete beginning a TJ, which is traditionally a multiple, standing on one leg should still be scored as a multiple, and not as a rope manipulation skill.

On the other hand, AS jumping out in a double under, TS jumping out in a double under, etc. are rope manipulation skills and not multiples. The same concept applies for switch double unders. These skills more closely align with traditional rope manipulation skills. They are performed low to the ground and begin with a rope manipulation skill.

Repeated Skills

Repeated Skills

The Difficulty judges are responsible for counting exact repetitions of skills and make a "repeated skill" mark any time one is performed.

Any time an exact skill with difficulty level 3 or higher is clearly repeated during a routine the difficulty judge should NOT make a mark for that skill, and instead make a "repeated skill" mark. Variations that are not considered repeated:

  • Changing the direction (forward vs. backwards)
  • Different ways of entering or exiting a skill

Variations that are considered repeated:

  • Performing a skill on a different side or with different arms
  • Performing a skill in a different direction relative to the floor or rope (for example looking north, south, east or west)
  • Performed by a different athlete (or different combination of athletes) in the routine
Examples
  1. TJ to double under entry to pushup, frog exit to double under entry to pushup, the double pushup will only count the first time it is done regardless of the type of skill done.
  2. EB CL quadruple under done in isolation then a EB CL quadruple under landed in a CL are considered the same skill
Required Elements

Required Elements

In order to ensure that freestyle routines are well-rounded and varied, athletes will be required to perform certain skill types or elements. For each required element not fulfilled points will be deducted from the score.

The amount of required elements performed is determined based on the skill level marks made by the different difficulty judges, or by the Technical Judge for pairs interactions. Skills level 3 or above count as one completed required element, skills level 2 or below count as 1/2 completed required element.

For the IJRU World Championships Series, the following number of elements are required for freestyle events in the Senior competition, with the number of required elements for the Junior Competition and Open Tournament in (parenthesis):

For the IJRU World Championships Series, the following number of elements are required for freestyle events in the Senior competition, with the number of required elements for the Junior Competition in (parenthesis):

  • 6 (4) Power and/or Gymnastics skills
  • 6 (4) Multiples
  • 6 (4) Rope manipulation skills
  • 4 (4) Pairs interactions (recorded by the Technical Judge)
Event Organiser Discretion

The event organiser for other events than the IJRU world championships may adjust these numbers.

Power and Gymnastics

Power and Gymnastics

Gymnastics matrix

Starting LevelExamples of skills
Level 1
  • Cartwheel
  • Roundoff
  • Forward/backward roll
  • Butterfly kick (B kick)
Level 2
  • Front handspring
  • Kip
  • Dive roll
Level 3
  • Aerial
  • Barani
  • Back handspring
  • ¾ flip1 (front ¾ flip landing in a crab position or back ¾ landing in a push-up position)
Level 4
  • Front aerial
  • Front flip
  • Back flip
  • Butterfly twist (B twist)
Level 5
  • Flips with twists (half or full)
  • Front flip (L4) with double under (+1)
  • ¾ flip (L3) with triple under (+2)
Level 6
  • Flips with 1.5 or 2 spins
  • Kip whip
  • Front handspring whip
  • Backflip (L4) with triple under (+2)
  • Front flip (L4) with triple under (+2)
Level 7
  • Back flip (L4) with a TJ (+2 for triple, +1 for one arm restricted)
  • Kip Whip (L6) with a cross (+1 for cross with gymnastics)
Level 8
  • Double back
  • Triple full
  • Back flip (L4, +2 in triple under) with an AS cross (+2)

Power matrix

Starting LevelExamples of skills
Level 1
  • Standing to Frog/Push-up without pulling the rope
  • Frog/Push-up to standing without pulling the rope
  • Basic power skill entrance
Level 2

One of the following skills to standing with pulling the rope under the feet in the exit (single bounce)

  • Frog
  • Push-up
  • Crab
  • Split
Level 3
  • One-handed power Frog/Push-up to standing
  • Standing to landing in frog by two-foot take off (no rope goes under the body), and exiting from it
  • Frog to single bounce cross landing in standing
Level 4
  • Push-up to Push-up2
  • Frog to Push-up (Belch)
  • Standing to open single bounce landing in frog by two-foot take off
Level 5
  • Standing to open single bounce landing in one-handed frog
  • Standing to double under open-open landing in frog
  • Push-Up to Push-Up or Belch with double under or cross
Level 6
  • Split to backwards open single bounce landing in standing (must be full split with rope on the ground before pulling)
Level 7
  • Frog/Push-up to backwards open single bounce landing in standing
  • Triple under landing in Frog
Level 8
  • Moneymaker (Frog to single bounce remaining on the hands landing in frog)
Starting LevelExamples of skills
Level 1
  • Standing to Frog/Push-up without pulling the rope
  • Frog/Push-up to standing without pulling the rope
  • Basic power skill entrance
  • Butt Bounce
Level 2

One of the following skills to standing with pulling the rope under the feet in the exit (single bounce)

  • Frog
  • Push-up
  • Crab
  • Split
Level 3
  • One-handed power Frog/Push-up to standing
  • Standing to landing in frog by two-foot takeoff (no rope goes under the body), and exiting from it
  • Frog to single bounce cross landing in standing
  • Double Under(1.5 rotations) Entry To Push-up
Level 4
  • Push-up to Push-up2
  • Frog to Push-up (Belch)
  • Double Under Exit from Frog/Push-up
Level 5
  • AS Double Under (1.5 rotations) entry to push-up (more commonly known as AS push-up)
  • Standing to double under open-open landing in frog
  • Push-Up to Push-Up or Belch with a cross or one handed
Level 6
  • Split to backwards open single bounce landing in standing (must be full split with rope on the ground before pulling)
  • Double Under (1.5 rotations) two footed entry to one handed frog
  • Triple Under (2.5 rotations) two footed entry to frog
  • Double Under Push-up to Push-up
Level 7
  • Frog/Push-up to backwards open single bounce landing in standing
  • Triple Under (2.5 rotations) two footed entry to frog with a cross
  • Quadruple Under (4 rotations) AS landing in a pushup
  • One Handed Frog/Push-up to backwards open single bounce landing in standing
Level 8
  • Moneymaker (Frog to single bounce remaining on the hands landing in frog)
  • Frog/Push-up to backwards open single bounce landing in standing (Sunny D/Darkside) to Cross
  • Frog/Push-up to backwards open single bounce landing in standing (Sunny D/Darkside) to Double Restriction(AS,CL,TS)
  • Frog/Push-up to backwards open single bounce landing in standing (Sunny D/Darkside) to Pushup
  • Triple Under (2.5 rotations) two footed entry to frog with a Double Restriction (AS, CL, TS)

Modifiers for powers and gymnastics

  • +1 for Criss-cross performed with power or gymnastics skills and/or flips
  • +1 to the level of a multiple landing in Push-up, Split or Crab position
  • +2 to the level of the starting skill if landing in a frog position
  • +1 for assisted flips without supporting interaction
  • -1 for assisted flips with supporting interactions all the way around
  • +1 for every 90-degree turn in power when the rope is pulled (90° = +1, 180° = +2, 270° = +3, etc.)
  • -1 for gymnastics with rope held with only one hand and not jumping the rope (for example, one-hand handspring (L2) with both handles in one hand (-1) = L1; front aerial (L3) with both handles in one hand (-1) = L2)

Common modifiers for skills done as pairs interactions

  • +1 for one athlete being scooped by one rope
  • +2 for multiple athletes being jumped by scoop
  • +2 for multiple ropes moving during scoop
  • +2 for leap frog (scoop)
  • +3 for Multiple ropes and multiple athletes moving during scoop
  • +1 for Criss-cross performed with power or gymnastics skills and/or flips
  • +1 for landing in a push-up, split or crab position from a multiple under power (e.g. Quadruple under AS (L5) multiple in pushup (+1) landing in pushup (+1) = L7, triple under TJ (L3) multiple in pushup (+1) landing in pushup (+1) = L5)
  • +2 for landing in a one-footed frog from a multiple under power
  • +3 for landing in a two-footed frog from a multiple under power (e.g. Double under (L1) multiple in power (+1) landing in two-footed (+3) = L5)
  • +1 for assisted flips without supporting interaction
  • -1 for assisted flips with supporting interactions all the way around
  • +1 for every 90-degree turn in power when the rope is pulled (90° = +1, 180° = +2, 270° = +3, etc.)
  • -1 for gymnastics with rope held with only one hand and not jumping the rope (for example, one-hand handspring (L3) with both handles in one hand (-1) = L2; front aerial (L3) with both handles in one hand (-1) = L2)
  • +2 for landing in a pushup from another power skill (e.g. pushup (L2) to pushup (+2) = L4, Sunny D (L7) to pushup (+2) = L8 (adds to 9, but is capped at 8))
  • -2 for a one-handed Sunny D if the arm not placed on the ground begins moving backward before the arm on the ground begins to leave the ground (L5 instead of L7)
  • +1 for one-handed power and gymnastics on exit.
Multiples

Multiples

Judges should be familiar enough with multiples skills to recognize when a side swing has been completed on the ground before the skill. Thus, not resulting in an additional level being added to a skill. Ex: Triple under toad (TJ) with initial side swing completed partially on the ground would result in only a Level 2 (double under toad) recorded by the judge (the initial side-swing being "Level 0").

Starting LevelExamples of skills
Level 1
  • Double under
Level 2
  • Triple under
  • Double under with one-arm restriction
Level 3
  • Quadruple under
  • Triple under TJ (Triple under toad)
  • Double under AS
  • Double under mic
  • Triple under EK (360° turn performed in a triple under)
Level 4
  • Quintuple under
  • Quadruple under TJ
  • Triple under EB TJ
  • Triple under AS
  • Double under AS×AS
Level 5
  • Sextuple under
  • Quintuple under EB
  • Quadruple under CL
  • Hummingbird (Level 3 for quadruple under, +1 for restricted side swing +1 for wrap)
  • Double under (L1) AS (+2) switch (+1) TS (+1)
  • Double under (L1) AS (+2) switch (+1) CL (+1)
Level 6
  • Quintuple under AS
  • Triple under (L2) AS (+2) CL (+1) TS (+1)
  • Quintuple EB open AS
  • Quadruple under AS×AS
  • Backward quadruple under AS open, landing in AS
Level 7
  • Quintuple under (L4) with under-the-leg mic (+2) caught in one handed restricted position (+1)
  • Quintuple (L4) under 360° (+1) with backward leg-over cross (+1) and forward leg-over cross (+1)
Level 8
  • Quintuple with under-the-leg mic caught in a two handed restriction
  • Backwards quintuple under (L4) TS (+2) open CL (+1) open AS (+1)
Starting LevelExamples of skills
Level 1
  • Double under
Level 2
  • Triple under
  • Double under with one-arm restriction
Level 3
  • Quadruple under
  • Triple under with a single restriction (e.g. TJ (triple under toad), Inverse TJ (triple under inverse toad), triple under EB)
  • Double under with a double restriction (e.g. double under AS, double under CL, double under TS, double under EM)
  • Double under mic
  • Triple under EK (360° turn performed in a triple under)
Level 4
  • Quintuple under
  • Quadruple under with a single restriction (e.g. Quadruple under TJ (quadruple under toad), Quadruple under inverse toad, quadruple under crougar, quadruple under EB)
  • Triple under with a double restriction (e.g. Triple under AS, triple under CL, triple under TS, triple under EM, triple under EB Toad, triple under Elephant)
Level 5
  • Sextuple under
  • Quintuple under with a single restriction (e.g. Quintuple under EB, quintuple under toad, quintuple under inverse toad, quintuple under crougar)
  • Quadruple under with a double restriction (e.g Quadruple under AS, quadruple under CL, quadruple under TS, quadruple under EM, quadruple under EB Toad)
  • Hummingbird (Level 3 for quadruple under, +1 for restricted side swing +1 for wrap)
Level 6
  • Quintuple under Double restriction (e.g. Quintuple under AS, quintuple under CL, quintuple under EB toad, quintuple under KN, quintuple under TS)
  • Quintuple Single Restriction (e.g Quintuple under EB, quintuple under toad, quintuple under inverse toad) to additional restriction
  • Quadruple under AS×AS
  • Quadruple under Double Restriction (e.g Quadruple under EB Toad, quadruple under KN, quadruple under AS, quadruple under CL, quadruple under TS) to additional restriction
  • Backward quadruple under AS open, landing in AS
Level 7
  • Quintuple under (L4) to a double restriction (e.g EB toad, KN, AS, CL, TS) (+2) to an an additional restriction (+1)
  • Quadurple under (L3) Mic (+2) to a Double restriction (e.g. EB toad, AS, CL, TS, EM) (+2)
  • Quintuple under (L4) Mic (+2) to a single restriction (e.g. EB, toad, crougar) (+1)
Level 8
  • Quintuple under (L4) Mic (+2) to a double restriction (e.g. EB Toad, AS, CL, TS) (+2)
  • Quintuple under (L4) double restriction (e.g. EB Toad, AS, CL, TS, KN) (+2) to additional restriction (+1) to additional restriction (+1)
  • Sextuple under (L5) double restriction (+2) to an additional restriction(+1)
  • Septuple under (L6) double restriction (+2)
note

The first one- or two-arm restriction of a multiple will add one or two levels respectively. Any additional arm restrictions, such as any changes in arm restrictions will only add one level each regardless of how many arms are restricted.

note

Multiples ending with a side swing should be scored as if the side swing was not part of the multiple. For example, "Triple under" open open side-swing should be judged as a double under open open.

Modifiers for multiples

  • +1 for body rotation more than 270° in twist or flip direction (for example, EK, BC, full twist)
    • +1 for every additional 180° turned in the air beyond a 360° turn when jumped. (540° = total +2, 720° = total +3, 900° = total +4, etc.)

Common modifiers for skills done as pairs interactions

  • +1 for one athlete being scooped by one rope
  • +2 for multiple athletes being jumped by scoop
  • +2 for multiple ropes moving during scoop
  • +2 for leap frog (scoop)
  • +3 for Multiple ropes and multiple athletes moving during scoop
  • +1 for body rotation more than 270° in twist or flip direction (for example, EK, BC, full twist)
    • +1 for every additional 180° turned in the air beyond a 360° turn when jumped. (540° = total +2, 720° = total +3, 900° = total +4, etc.)
  • +1 for changing the direction of rope movement in the air (Note, skills like EK where the rope continues in the same direction but the athlete turns do not count)
Rope manipulation

Rope manipulation

Starting LevelExamples of skills
Level 0.5
  • Foot work (performed at a slow pace)
  • Criss Cross
  • Basic arm wrap
Level 1
  • Restricted side-swing
  • Toad
  • Crougar
  • EB
  • Basic rope release
  • Foot work (performed at a fast pace)
Level 2
  • AS
  • CL
  • TS
  • Elephant toad
  • KN
  • EM
  • Caboose
  • Mic release
  • Crougar wrap3
Level 3
  • Lasso release caught in the air
  • Caboose jumping out to a forward single-bounce ("forward French trick")
  • One-arm restriction with a double wrap (For example, Toad jumped with double wrap)
  • AS go-go/crazy-cross
  • Catching a mic release in a one arm restriction
Level 4
  • Caboose jumping out in backwards double under ("Backward French-trick")
  • Catching mic release in backward two-arm restriction
Level 5
Level 6
Level 7
Level 8
Starting LevelExamples of skills
Level 0.5
  • Foot work (performed at a slow pace)
  • Criss Cross
  • Basic arm wrap
  • Turns (180°, 360°)
Level 1
  • Single Restriction (e.g. toad, EB, crougar, restricted side swing)
  • Basic rope release
  • Foot work (performed at a fast pace)
Level 2
  • Double Restriction (e.g. AS, CL, TS, KN, EM, elephant toad, caboose , t-toad, megan/tummytuck)
  • Mic release
  • Crougar wrap3
  • Single Restriction Double Under landed on 1 leg (e.g toad, crougar, inverse toad)
Level 3
  • Lasso release caught in the air
  • Caboose jumping out to a forward single-bounce ("forward French trick")
  • One-arm restriction with a double layered wrap (for example, toad jumped with two wraps around the leg)
  • AS go-go/crazy-cross
  • Catching a mic release in a one arm restriction
  • Double under double restriction (e.g. AS, CL, TS, EM) and exiting from the restriction
  • Double restriction double under landed on 1 leg (e.g. EB toad, t-toad, KN toad, elephant toad)
  • Double restriction switch cross (e.g. AS, CL, TS, caboose)
Level 4
  • Caboose jumping out in backwards double under ("Backward French-trick")
  • Catching mic release in backward two-arm restriction
  • Double restriction double under switch cross (e.g. AS, CL, TS, caboose)
  • Single restriction wrap triple (e.g. toad, crougar)
Level 5
  • Double under AS CL switch cross
  • Double under AS TS switch cross
  • Double restriction wrap triple (e.g. EB toad, TS, CL)
  • Restricted release (Fully by the knees or behind the back) to double restricted catch
  • French Trick to an additional restriction (e.g. AS, CL, TS, EB, toad)
Level 6
  • French trick triple under (L5) To additional restriction (+1)
  • Restricted mic (L3) switch handles (+1) to double restricted catch (+2)
Level 7
Level 8
note

Levels increase as athlete combines wraps, releases, increases the speed of jumping, or preceded by or connected to a skill that makes it harder to complete. Example: Frog to AS. An AS performed as a frog exit requires more rope control than an isolated AS.

note

Judges should look for athletes who attempt to pull the rope under their feet prior to a french trick in order to make the skill eaiser. Jugdes should respond by lowering the level by 1. Example French Trick +4 EB +1 pulled under feet -1 Level 4

Modifiers for rope manipulation

  • +1 for switch crosses (AS×AS, criss-cross×criss-cross, AS×CL as long as the arm on top changes, etc.)
  • +1 per layer for go-go's/crazy criss-cross (one hand crosses twice across body, leg or arm without uncrossing)
  • +1 (max +3) per extra wrap layer for wraps
  • +1 for changing the direction of rope movement in the air (Note, skills like EK where the rope continues in the same direction but the athlete turns doesn't count)
  • +1 for switching handles
  • +1 for transition jumps (jumping a one-hand restricted skill and in one jump, jumping the opposite side one-hand restricted skill, such as crougar-crougar)
  • +1 for each restricted arm catching the release when catching a release in a one-arm restricted position
  • +1 to the release for releasing a handle in a restricted position if, and only if, the hand is completely behind the body (behind the back or behind both legs)
  • +1 for catching a release with something other than a hand (such as scooping the rope, squeezing it with a body part, or landing the rope on a foot, shoulder, or similar, jumping the rope with the rope caught on a body part)

Common modifiers for skills done as pairs interactions

  • +1 for one athlete being scooped by one rope
  • +2 for multiple athletes being jumped by scoop
  • +2 for multiple ropes moving during scoop
  • +2 for leap frog (scoop)
  • +3 for Multiple ropes and multiple athletes moving during scoop
  • +1 for switch crosses (AS×AS, criss-cross×criss-cross, AS×CL as long as the arm on top changes, etc.)
  • +1 per layer for go-go's/crazy criss-cross (one hand crosses twice across body, leg or arm without uncrossing)
  • +1 (max +3) per extra wrap layer for wraps
  • +1 for switching handles
  • +1 for transition jumps (jumping a one-hand restricted skill and in one jump, jumping the opposite side one-hand restricted skill, such as crougar-crougar)
  • +1 for each restricted arm catching the release when catching a release in a one-arm restricted position
  • +1 to the release for releasing a handle in a restricted position if, and only if, the hand is completely behind the body (behind the back or behind both legs)
  • +1 for catching a release with something other than a hand (such as scooping the rope, squeezing it with a body part, or landing the rope on a foot, shoulder, or similar, jumping the rope with the rope caught on a body part)

Presentation

Introduction

Presentation

Judging Presentation means closely watching the performance of each athlete or team. Presentation judges are responsible for evaluating routines in the categories below. Each category is weighted in the final presentation.

Presentation is evaluated in two steps, first the judges make continuous marks during the routine as they see positive or negative things in a number of categories in the routine. After the routine is over, the marks are summarised and the judge is presented with a preliminary score for each category. They can then modify this score by adjusting each category's score up or down, in case the preliminary score does not match what their overall impression of the routine was.

note

Presentation judges also make marks for misses. In addition to a miss being a deduction, a miss marked by a presentation judge also automatically counts as a "minus" mark in all five presentation categories when summarising their first-step scores. In other words, judges do not need to manually make a minus mark for each of the presentation categories as the "miss" mark should be treated as such.

note

Presentation judges also make marks for misses. In addition to a miss being a deduction, a miss marked by a presentation judge also automatically counts as a "minus" mark in all five presentation categories when summarising their first-step scores. In other words, judges do not need to manually make a minus mark for each of the presentation categories as the "miss" mark should be treated as such.

However, for extended misses the presentation judges should give additional minuses in all categories as a substantial portion of the freestyle is being taken up by something that isn't entertaining, varied, etc. Adjustments can be made to the final score after the presentation has finished if the judge feels the additional minuses were too penalising based on the rest of the routine.

It is possible for a routine to score high in one area and low in the other. For example, a routine with many original and imaginative skills and sequences, may have poor technical presentation. It is important to remember that presentation is judged regardless of the difficulty level. Doing a difficult skill poorly should be a detriment to the Presentation score.

Within each component of Presentation below, there is guidance on when judges should make that mark as well as the "baseline" which is where the routine should be when judges are not not making any marks. The goal is to capture the overall essence of the presentation that happened during the routine. It’s not necessary to make a mark for every skill performed, but when the component noted below are showcased well, judges will mark a "+" and when the component is shown poorly, judges will mark "-".

In the second step, judges will be presented with the option to adjust each category's score on a scale from 1 to 24. The scale should be divided as follows:

  • Basic: 0-5
  • Elementary: 6-10
  • Intermediate: 11-15
  • Advanced: 16-20
  • Mastery: 21-24

Difficulty

Required Elements

Introduction

Required Elements

In order to ensure that freestyle routines are well-rounded and varied, athletes will be required to perform certain skill types or elements. For each required element not fulfilled points will be deducted from the score.

The amount of required elements performed is determined based the marks made by the Technical Judge. Skills can be completed at any level to count as a completed required element.

For the IJRU World Championships Series, the following number of elements are required for freestyle events in the Senior competition, with the number of required elements for the Junior Competition and Open Tournament in (parenthesis):

For the IJRU World Championships Series, the following number of unique elements are required for freestyle events in the Senior competition, with the number of unique required elements for the Junior Competition in (parenthesis):

  • 6 (4) Power and/or Gymnastics skills
  • 6 (4) Multiples
  • 6 (4) Rope manipulation skills
  • 4 (4) Partner interactions
Event Organiser Discretion

The event organiser for other events than the IJRU world championships may adjust these numbers.

Judging speed and multiples events

Introduction

Judging speed and multiples events

Judges will count the jumps of each athlete from the beginning to the end of each speed and multiples event, using an IJRU-approved device.

Head Judges are responsible for:

  • All communication at a station. This includes communication with the tournament director, athlete(s), and coaches.
  • Showing the athlete(s) where the camera is in the station (if video replay is being used)
  • Checking that the correct athlete is at their station before the competition event starts.
  • Reporting false starts and false switches after confirming that a majority of judges agree a false start or switch has occurred.
  • All communication at a station. This includes communication with the tournament director, athlete(s), and coaches.
  • Showing the athlete(s) where the camera is in the station (if video replay is being used)
  • Checking that the correct athlete is at their station before the competition event starts.
  • Reporting false starts and false switches after confirming that a majority of judges agree a false start or switch has occurred.
  • Notifying the Tournament Director of invalid scores
  • Notifying the Tournament Director of Interference or Sabotage, if prompted by the athlete's.

Head Judges may communicate an approximate, unofficial score to the athlete.

If 2 of the 3 judges scores differ by more than 3 for a speed or multiples event, the head judge must record the scores on the score sheet and immediately notify the tournament director, prior to the start of the next heat.

Where scores are not automatically collected from each judge by electronic means, or in the case of an electronic system failure in use, it is the Head Judge’s responsibility to record the exact number shown on all the station’s judges’ approved devices onto a scoresheet. The head judge may record 1 less than the number shown on the judges’ devices if the judge communicates that in accordance with the rules in this chapter.

The speed judges are called S - Speed Judge and H - Head Judge.

Technical Manual

Changed pages

Calculating Double Dutch freestyle scores

Introduction

Calculating Double Dutch freestyle scores

Double Dutch freestyle scores are based on an average routine difficulty level where presentation, required elements, and deductions can affect the score.

Difficult (DD) is calculated as two separate components, the jumper difficulty and the turner difficulty. The turner difficulty is the average skill level of the 20 most difficult turner skills of the routine. The jumper difficulty is the average difficulty of all the skill sequences in the routine. These are added together with a little higher weight given to the jumper score.

Difficulty (DD) is calculated as two separate components, the jumper difficulty and the turner difficulty. The turner difficulty is the average skill level of the 20 most difficult turner skills of the routine. The jumper difficulty is the average difficulty of all the skill sequences in the routine. These are added together with a little higher weight given to the jumper score.

Presentation (PP) increases the score by a percentage of the difficulty score calculated from the presentation marks (+, and -).

Deductions (MM) take off a percentage for misses, and time and space violations.

The result/routine score (called RR) is obtained by multiplying the difficulty score (DD) with the presentation score plus 1 (PP), and the deduction score (MM). The result cannot be lower than 0.

R=D×(1+P)×MR = D \times (1 + P) \times M

The calculation for each of these scores is described in the following sections.

Calculating Show Freestyle scores

Introduction

Calculating Show Freestyle scores

Show Freestyle scores are based on a cumulative Difficulty model where Presentation, Required Elements, and Deductions can affect the score.

Difficulty is calculated by adding the points from each skill performed. There is no limit on the total difficulty score.

Presentation increases or decreases the score by a percentage calculated from the presentation marks (+, ✓, or -).

Deductions take off a percentage for misses, and time violations.

Each missed required element will also take off a percentage from the total score.

The result/routine score (called RR) is obtained by multiplying the difficulty score (DD) with the presentation score (PP), the deduction score (MM), and the required elements score (QQ). The result cannot be lower than 0.

R=D×P×M×QR = D \times P \times M \times Q

Show Freestyle freestyle scores are based on an average routine difficulty level where presentation, required disciplines, and deductions can affect the score.

Difficulty (DD) is calculated as the the average difficulty of all the skill sequences in the routine.

Presentation (PP) increases the score by a percentage of the difficulty score calculated from the presentation marks (+, and -).

Required disciplines (QQ) take off a percentage from the total score for missed required disciplines.

Deductions (MM) take off a percentage for misses, and time and space violations.

The result/routine score (called RR) is obtained by multiplying the difficulty score (DD) with the presentation score plus 1 (PP), the required disciplines score (QQ), and the deduction score (MM). The result cannot be lower than 0.

R=D×P×Q×MR = D \times P \times Q \times M

The calculation for each of these scores is described in the following sections.

Difficulty

Difficulty

There is no maximum difficulty score. The difficulty score is the sum of the total points for each skill performed in a routine. Every time a skill is successfully performed, the value of that skill is added to the difficulty score.

The points per level can be calculated with the following formulas where xx is the level of the skill L(x)=0.1×1.5xL\left(x\right) = 0.1 \times 1.5^x rounded to two decimal places. However, a level 0 skill is always worth 0 points.

Example

The point values per level 0-8 skill are:

Level00.512345678
Points per skill0.000.120.150.230.340.510.761.141.712.56

The score of every difficulty judge is calculated by multiplying the amount of skills recorded at that level by that judge (called nxn_x, where xx is the level) with L(x)L\left(x\right) for each level, and adding the results (called sxs_x) for each level together, (the resulting sum is called djd_j , where jj is the judge number. This means judge 1 is called d1d_1, judge 2 is called d2d_2, etc.) For example:

s1=L(1)×n1s2=L(2)×n2d1=n=1x=s1+s2+...+sx\begin{aligned} s_1 &= L(1) \times n_1 \\ s_2 &= L(2) \times n_2 \\ d_1 &= \sum_{n = 1}^{x} = s_1 + s_2 + ... + s_x \end{aligned}

All difficulty judges’ scores are then averaged together according to the averaging rules, the result is called DD

The difficulty score is the average of the average of skills per difficulty judge type.

The points per level can be calculated with the following formulas where xx is the level of the skill L(x)=1.5xL\left(x\right) = 1.5^x rounded to two decimal places.1 However, a level 0 skill is always worth 0 points.

A "plus"-level (such as level 3+) is calculated as the level plus 0.5 (for example L(3+0.5)=L(3.5)L\left(3 + 0.5\right) = L\left(3.5\right)), whereas a "minus"-level is calculated as the level minus 0.25 (for example L(30.25)=L(2.75)L\left(3 -0.25\right) = L\left(2.75\right)).

The score for each Difficulty judge is calculated by first converting all plus- and minus-level marks into their numeric representation (for example, Level 3+ becomes level 3.5, level 2- becomes level 1.75, etc.).

The amount of marks for each level (0, 0.75, 1, 1.5, 1.75, 2, 2.5, etc., called nxn_x, where xx is the level) is then multiplied by L(x)L\left(x\right). The sum of all the points per level is then divided by the total number of marks to get the average difficulty level, called dJ,jd_{J,j} where jj is the judge number.

All the Jumper Difficulty judges' scores are then averaged together according to the averaging rules, the result is called DD.

Because of the averaging, the total difficulty score is between 0 and L(5.5)=9.30L\left(5.5\right) = 9.30

Presentation

Presentation

The presentation score may impact the difficulty score by a factor of Fp=50%=0.50F_p = 50 \% = 0.50
Where the Form and Execution category may impact the score by a factor of Fp,F=14FpF_{p,F} = \frac{1}{4} F_p,
the Style category may impact the score by a factor of Fp,S=14FpF_{p,S} = \frac{1}{4} F_p,
the Entertainment category may impact the score by a factor of Fp,W=14FpF_{p,W} = \frac{1}{4} F_p,
the Musicality category may impact the score by a factor of Fp,M=14FpF_{p,M} = \frac{1}{4} F_p

The total presentation score may be outside 1±Fp1 \pm F_p

The scores of each category (Form and Execution, Style, Entertainment, Musicality) for each judge is calculated on a scale from −3 to 3 as jFj_F​, jSj_S, jEj_E​, jMj_M​ by averaging the marks the judge has given in that category where "–" is worth -1, (the amount of negative marks given by a judge for a specific category is called nx,minusn_{\text{x,minus}}​ where xx is FF, SS, EE or MM, for the category) "✓" is worth 0 (despite this, the marks are important as they are part of the average and brings the score closer to the average; the amount of checkmarks given by a judge is called nx,checkn_{\text{x,check}}​) and "+" is worth 1. (the amount of positive marks given by a judge is called nx,plusn_{\text{x,plus}})

jx=1×nx,minus+0×nx,check+1×nx,plusnx,minus+nx,check+nx,plus=nx,plusnx,minusnx,minus+nx,check+nx,plusj_x = \frac{ -1 \times n_{\text{x,minus}} + 0 \times n_{\text{x,check}} + 1 \times n_{\text{x,plus}} }{ n_{\text{x,minus}} + n_{\text{x,check}} + n_{\text{x,plus}} } = \frac{ n_{\text{x,plus}} - n_{\text{x,minus}} }{ n_{\text{x,minus}} + n_{\text{x,check}} + n_{\text{x,plus}} }

The averages of all judges’ scores for each category is then averaged as aFa_F, aSa_S, aEa_E and aMa_M by averaging jxj_x​ according to the averaging rules for all judges who judged that category.

To calculate the multiplication factor that will be used to calculate the final score, the averages axa_x are multiplied by their respective factor Fp,xF_{p,x} and added to 1, this is called PP.

P=1+(aF×Fp,F+aS×Fp,S+aE×Fp,E+aM×Fp,M)P = 1 + \left( a_F \times F_{p,F} + a_S \times F_{p,S} + a_E \times F_{p,E} + a_M \times F_{p,M} \right)

The presentation score is calculated in the same way as the Single Rope Presentation score, but with the factor the presentation score may impact the score being Fp=60%=0.60F_p = 60 \% = 0.60, which means the scaling factor to get the final score is 2Fp24=0.05\frac{2F_p}{24} = 0.05

Required disciplines

Required disciplines

Each missed required discipline may impact the score by a factor of Fq=5%=0.05F_q = 5 \% = 0.05

The average number of missing required disciplines recorded by the required disciplines judges are calculated and called aqa_q​ this average is rounded to a whole number, the factor FqF_q​ is then multiplied by aqa_q​, the result is called qq​. (q=Fq×aqq = F_q \times \lfloor a_q \rceil​)

The average number of missing required disciplines recorded by the technical judges are calculated and called aqa_q​ this average is rounded to a whole number, the factor FqF_q​ is then multiplied by aqa_q​, the result is called qq​. (q=Fq×aqq = F_q \times \lfloor a_q \rceil​)

note

A required discipline is either not performed or performed and a score of either performed (1) or not performed (0) can be obtained per required discipline.

The required elements (qq) are subtracted from 1 to be converted into a factor, the result is called QQ (Q=1qQ = 1 - q​)

The required disciplines (qq) are subtracted from 1 to be converted into a factor, the result is called QQ (Q=1qQ = 1 - q​)

Deductions

Deductions

Each deduction (miss, time violation, space violation) may impact the score with a factor of Fd=2.5%=0.025F_d = 2.5\% = 0.025

The average number of misses recorded by the Required Disciplines judges are calculated according to the averaging rules. This average is called ama_m​ and is rounded to a whole number, the factor FdF_d​ is then multiplied with ama_m​, the result is called mm​. (m=Fd×amm = F_d \times \lfloor a_m \rceil​)

The average number of time violations recorded by the required disciplines judges are calculated and called ava_v​ this average is also rounded to a whole number, the factor FdF_d​ is then multiplied with ava_v​, the result is called vv​. (v=Fd×avv = F_d \times \lfloor a_v \rceil​)

Time violations will impact the score by a factor of Fv=5%=0.05F_v = 5\% = 0.05​ each.
Misses will impact the score by a factor of Fm=2%=0.02F_m = 2\% = 0.02 each.

The average number of misses recorded by all judges counting misses are calculated according to the averaging rules. This average is called ama_m​ and is rounded to a whole number, the factor FmF_m​ is then multiplied with ama_m​, the result is called mm​. (m=Fm×amm = F_m \times \lfloor a_m \rceil​)

The average number of time violations recorded by the technical judges are calculated and called ava_v​ this average is also rounded to a whole number, the factor FvF_v​ is then multiplied with ava_v​, the result is called vv​. (v=Fv×avv = F_v \times \lfloor a_v \rceil​)

The misses (mm) and violations (vv) are summed together and subtracted from 1, the result is called MM and cannot be lower than 0. (M=1(m+v)M = 1 - \left( m + v \right))

Result

Result

The result/routine score (called RR) is obtained by multiplying the difficulty score (DD) with the presentation score (PP), the deduction score (MM), and the required elements score (QQ). The result cannot be lower than 0.

R=D×P×M×QR = D \times P \times M \times Q

The result/routine score (called RR) is obtained by multiplying the difficulty score (DD) with the presentation score (PP), the deduction score (MM), and the required disciplines score (QQ). The result cannot be lower than 0.

R=D×P×Q×MR = D \times P \times Q \times M

Calculating Single Rope freestyle scores

Introduction

Calculating Single Rope freestyle scores

Single Rope freestyle scores are based on a cumulative difficulty model where presentation, required elements, and deductions can affect the score.

Difficulty (DD) is calculated by adding the points from each skill performed. There is no limit on the total difficulty score.

Presentation (PP) increases the score by a percentage of the difficulty score calculated from the presentation marks (+, and -).

Required elements (QQ) will take off a percentage from the total score.

Required elements (QQ) take off a percentage from the total score for missed or half-credit required elements.

Deductions (MM) take off a percentage for misses, breaks, and time and space violations.

The result/routine score (called RR) is obtained by multiplying the difficulty score (DD) with the presentation score plus 1 (PP), the required elements score (QQ), and the deduction score (MM). The result cannot be lower than 0.

R=D×(1+P)×Q×MR = D \times (1 + P) \times Q \times M

The calculation for each of these scores is described in the following sections.

Score calculations and results

Introduction

Score calculations and results

The goal of this chapter is to be easily understood by the wider community of our sport as well as being clear and accurate as to leave no questions on how the calculations will be implemented. To meet both goals, some sections will be accompanied by an expansion panel containing examples and simplified explanations using less math formulas.

The goal of this chapter is to be easily understood by the wider community of our sport as well as being clear and accurate as to leave no questions on how the calculations will be implemented. To meet both goals, some sections will be accompanied by an expansion panel containing examples and simplified explanations using less math formulas.

Averaging

Averaging

If there are two judges of a type, the two scores are averaged.

Example
JudgeScore
Judge 1112
Judge 2114

Gives an average of 112+1142=113\frac{112 + 114}{2} = 113

If there are three judges of a type, the two closest scores are averaged, if the scores are equally spaced the benefit goes to the athlete and the two higher scores are averaged.

AI Judge Level 1

When using AI Speed Judges as AI Judge Level 1 and the original panel had 2 or 3 Human Judges, and the AI judge score needs to be included, to avoid going from having a risk of scores ending in 0.5 to scores ending in 0.33 scores, the averaging rule for 3 human judges is still applied averaging the two closest scores of the 3 or 4.

Example
JudgeScore
Judge 1112
Judge 2114
Judge 3118

Since judges 1 and 2 are closer (2 clicks) than judges 2 and 3 (4 clicks), scores from judges 1 and 2 are averaged for a total score of 113.

A similar situation:

JudgeScore
Judge 1112
Judge 2115
Judge 3118

Since judges 1 and 2 are apart by 3 clicks and judges 2 and 3 are also apart by 3 clicks, the higher pair of scores (judges 2 and 3) are used. Those two scores are averaged for a score of 116.5.

If there are four or more judges of a type the highest and lowest scores are dropped, and the remaining scores are averaged.

Judge1+Judge2+Judge3+Judge4JudgemaxJudgemin42\frac{\text{Judge}_1 + \text{Judge}_2 + \text{Judge}_3 + \text{Judge}_4 - \text{Judge}_{max} - \text{Judge}_{min}}{4 - 2}
Example
JudgeScore
Judge 1112
Judge 2115
Judge 3118
Judge 4119
Judge 4121

Judge 1 and Judge 5 who has the lowest and highest scores are dropped leaving judge 2, 3 and 4 which are then averaged 115+118+1193=117.33\frac{115 + 118 + 119}{3} = 117.33

Footnotes

  1. DDC Speed is referred to as "fastest jumper" in the final round. 2 3 4 5 6

  2. A "move" is specified as 1 minute or less of DDC Performance. For the first three heats of the DDC finals, each team perform 2 "moves" each per heat in an alternating fashion, for the 4th/final heat of the DDC finals each team performs 3 "moves" each in an alternating fashion. 2 3 4 5 6 7 8

  3. Under the leg wraps typically consist of multiple components. For example, a crougar wrap may consist of: Crougar, wrapped crougar, 2 restricted swings to unwrap. These steps would result in 4 separate scores: 1,2,1,1. 2