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Article V - Footbag Freestyle
Comment:
Footbag Freestyle is the artistic
expression of footbag skills. Competitors perform with music, incorporating
difficulty and style in a visually appealing routine. The routines are typically
judged by fellow competitors because of the high level of expertise required
to make an evaluation. Judging any artistic form always involves some degree
of subjectivity on the part of the judges. One judging system presented in these
rules attempts to objectify certain aspects of the routines, including difficulty
and execution; the other relies more on judges to evaluate the relative merit
of performances. As the sport matures and judges gain experience, the criteria
for a "good routine" also evolve, so these rules should be taken as
guidelines. The success of footbag freestyle as a sport depends on the spirit
of fairness of the competitors, and the willingness of the competitors themselves
to objectively judge each other.
Outline of Contents:
- 501. Interpretation
- 502. Field of Play
- 502.01. General
- 502.02. Spectator
Safety
- 503. Equipment
- 503.01. Footbags
- 503.02. Uniforms
- 503.03. Audio
Equipment
- 503.04. Aids
and Props
- 504. Rules of Play
- 504.01. Play
- 504.02. Timing
of Performances
- A. Time Limits
- B. Start of Timer
- 504.03. Judging
Systems
- 505. Formula-Based
Judging System
- 505.01. Judges
- A. Drop Counter
- B. Contacts Counter
- C. Add Counter
- D. Presentation Judges
- E. Composition Judges
- F. Team Judges
- G. Head Judge
- H. Multiple Assignments
- 505.02. Scoring
Tabulation
- A. Drop Score
- B. Difficulty Score
- C. Presentation Score
- D. Composition Score
- E. Team Score
- F. Total Score
- 505.03. Software
Support
- 506. Ranked-Component
Judging System
- 506.01. Judges
- A. Presentation
- B. Difficulty
- C. Execution
- 506.02. Scoring
Competitors
- 506.03. Tabulating
Scores
- A. Resolving Ties
- 507. Tournament
Procedures
- 507.01. Pool
Format
- 507.02. Pool
Seeding
- A. Ranked Order
- B. Random Order
- 507.03. Judging
Assignments
- 507.04. Mixing
Categories
- 507.05. Final
Results
- 508. Glossary
- 509. Well Known
Moves
- 510. Example of
Ranked Component Scoresheet
501. Interpretation:
The ultimate interpretation of the
letter and spirit of the following rules shall be the responsibility of the
tournament director and/or the head judge of the event.
502. Field of Play
-
502.01.
General:
- The playing area may be of any
surface, e.g., grass or wood floors, that is level and free of obstructions
and holes, and that affords reasonable player safety. The playing area should
be a circle approximately 40 feet in diameter. Indoor areas are acceptable
if they have sufficient overhead clearance; 20 feet is recommended.
-
502.02.
Spectator Safety:
- The playing area should be well-marked
with ropes or other means to ensure the safety of the spectators and to
prevent interference with the routines.
503. Equipment
-
503.01.
Footbags:
- A player or team may use 1 or
more footbags which must fall within the specifications set forth in Article
1, Section 106.01-D. If more than one footbag
is used, the footbags need not be similar or identical. Tournament officials,
including judges, have the right to inspect a player's footbags immediately
before or after their freestyle routine in order to determine the characteristics
of the footbag.
-
503.02.
Uniforms:
- Team members are not required
to wear a uniform, although uniforms are recommended for best presentation
of the routines.
-
503.03.
Audio Equipment:
- Audio equipment, with the ability
to replay taped or recorded music at a sufficient decibel range to enable
the players, judges and spectators to comfortably hear said music, shall
be provided.
-
503.04.
Aids and Props:
- Players may include various
aids or props in their routines, only if these aids or props do not pose
any possibility of danger or harm to any players, judges or spectators.
These aids and props should not be a substantial part of the routine, and
must be approved by the tournament director, who shall have absolute discretion
to deny inclusion.
504. Rules of Play
-
504.01.
Play:
- Freestyle is performed individually
(singles) or in teams (2-3 players). Routines are presented to music and
judged on the basis of their presentation, technical composition, difficulty,
and drop count.
-
504.02.
Timing of Performances:
-
A. Time Limits: Singles
routines are allowed a maximum of 2 minutes. Team routines are allowed
a maximum of 3 minutes. Minimum times may be set by the tournament director.
-
B. Start of Timer: The
timer for a player's performace will start with the first performance
sound or motion.
-
504.03.
Judging Systems:
- There are two primary judging
systems; a formula-based judging system and a ranked-component judging system.
These or other judging systems are chosen at the tournament director's discretion.
505. Formula-Based Judging System
-
505.01.
Judges:
A panel of judges evaluates each routine. The judges are composed of other
competitors, either those from other pools, or those who have been eliminated
during previous rounds of play. The tournament director will draw up the
judging assignments based on the entered competitors, and players are
encouraged to cooperate so the event runs quickly. The judges are organized
as follows:
-
A. Drop counter (one):
Each time the footbag contacts the ground or the player makes a saving
hand catch, one drop is counted. An unintentional upper-body contact,
or "slop", counts as one-half drop.
-
B. Contacts counter
(one): Each contact made as part of a "move" is counted. Basic
kicks are not counted by the contacts counter. The point of counting
add contacts is to compute a ratio of adds to contacts, which is used
to determine the degree of difficulty of the routine. The higher the ratio,
the more difficult the moves made by the player.
-
C. Add counter (one
or two): An "add" refers to adding features to a basic kick
to increase its difficulty and originality. There are 5 categories of
adds, and a move may involve more than one kind of add. For examples,
refer to the Section on Well Known Moves at the end
of this Article. The add categories are:
-
Delay. Catching,
trapping, or stalling the footbag.
-
Dexterity. Circling
the footbag in flight with the foot, pendulum carries of the footbag,
carrying the footbag around the support leg, and jumping over the
footbag as it is delayed on the other foot.
-
Body. Spins between
moves and moves made in the air (i.e. "flyers").
-
Cross-Body. Moves
made on the left side of the body with the right foot, and vice
versa. The active foot is crossed behind the support leg during
the move.
-
Unusual Surface.
A move made with something other than the basic kicking surfaces,
which are the inside, outside, toe, and knee. Examples include the
tip of the toe, heel, calf, shin, back of the knee, and the upper
body.
-
D. Presentation judges
(three to five): The presentation judges evaluate the competitors in five
categories:
-
Music and Movement
considers the relationship between the player(s) and the music, including
the timing of moves and music, the rhythm of the routine, and the
start and finish of the routine.
-
Floor, Planes &
Travel considers the use of the floor area and the use of different
kicking planes.
-
General Form considers
the flow and confidence of the player(s).
-
Distribution &
Linking considers the linking of moves together into combinations
and the distribution of moves among the add categories.
-
Personality & Originality
considers the players' appeal to the audience and the artistic impression,
including style and originality.
-
E. Composition judges
(three to five): There are judges for each of the add categories: delay,
dexterity, body, cross-body, and unusual surface. The technical composition
judges evaluate a players variety in a category. Judges award 1/10th of
a point for each unique move that satisfies the criteria for the category.
-
F. Team judges (three
to five, during team routines only): The team judges evaluate the team
routines in 5 areas:
-
Equal Work considers
the balance of work done between the players in a team.
-
Unity & Cooperation
considers the use of "co-ops", or team moves, as opposed
to individual moves.
-
Pass Difficulty
considers the difficulty of passes between players, including adds
by the passer and adds by the receiver.
-
Pass Variety considers
the variety of passes and exchanges made.
-
Formations considers
the variety of formations in the routine.
-
G. Head judge: The head
judge's duties are to ensure that all other judges are present and ready
to score each routine, and to ensure that the presentation and team judges
are within their allowed range (see 504.04-C and
-E).
-
H. Multiple assignments:
At the tournament director's discretion, in order to reduce the number
of judges required, a judge can take two judging assignments, e.g., one
composition category and one choreography scoring sheet. The head judge
can take one regular judging assignment.
-
505.02.
Scoring Tabulation:
A score is composed of 4 parts in singles, and 5 parts in team.
-
A. Drop score: 5 points
minus 1/4 point per drop (1/8 per slop). A slop is an accidental upper
body contact. A saving hand-catch counts as one drop. A routine with 20
drops receives no drop score, and a dropless routine gets 5 points.
-
B. Difficulty score:
5 points maximum, obtained from the following formula:
Difficulty = (Adds X Multiplier) + (Adds / Contacts)
Multiplier = 0.0100 for Singles
Multiplier = 0.0067 for Team.
For example, a singles routine with 87 adds and 54 contacts:
Example score = (87 X 0.01) + (87 / 54) = 2.48
-
C. Presentation score:
A maximum of 10 points. Each judge gives up to 2 points in each of the
5 categories described above, for a total of 10 points. A player's final
presentation score is obtained by averaging the scores of all
the presentation judges. All presentation judges must agree within 1.5
points on the score for each player or team. For example, if the highest
score for a player is 7.3, then the lowest score for a player must be
at least 5.8. The head judge is responsible for getting the presentation
judges within the allowed scoring range.
-
D. Composition score:
A maximum of 10 points. A score of .1 point is awarded for each unique
move that contains an add in each category. The Delay category is
worth up to 3 points; the Dexterity, Cross-Body, and Body categories are
each worth up to 2 points; and the Unusual category is worth up to 1 pointfor
a total of 10. Traditionally, a composition judge evaluates only 1 category,
and the results of all judges are summed to obtain a player's composition
score.
-
E. Team score (if applicable):
A maximum of 10 points. Each judge gives up to 2 points in each of the
5 categories described above, for a total of 10 points. A player's final
team score is obtained by averaging the scores of all the team
judges. All team judges must agree within 2 points on the score for each
team. In the final round, agreement must be within 1.5 points. The head
judge is responsible for getting the team judges within the allowed scoring
range.
-
F. Total score: A maximum
of 5 (drops) + 5 (difficulty) + 10 (composition) + 10
(presentation), or 30 points. Team totals include an additional 10 points
for the team score.
-
505.03.
Software Support:
- A Macintosh
HyperCard® application is freely available for use in tabulating
freestyle results. Inquire with the IFPA. Ed. Note: On-line software
for footbag competition support is available at http://www.footbag.org/software.html.
506. Ranked-Component Judging
System
-
506.01.
Judges:
A panel of judges evaluates each routine. The judges are composed of other
competitors, either those from other pools, or those who have been eliminated
during previous rounds of play. The tournament director will draw up the
judging assignments based on the entered competitors, and players are
encouraged to cooperate so the event runs quickly. The judges are organized
as follows:
-
A. Presentation (3 to
5): Presentation judges will evaluate the competitors in the following
four categories:
-
Artistic Expression: considers
choreography, use of co-ops (for teams), use of music, and the judge's
overall impression of the routine.
-
Variety: considers the
range of possibilities of skills and combinations demonstrated by
the players in each component of a move and/or combination of moves.
-
Use of elements: considers
use of space, time, environment, and music.
-
Originality: considers
creativity and new ideas.
-
B. Difficulty (3 to
5): Estimations of difficulty should primarily consider the relative risk
of the moves attempted. That is, to what degree has the routine included
techniques of play which other players in the contest would have difficulty
completing without incurring execution deductions? Additionally, credit
must be given for the difficulty of combining moves. The relative risk
of a combination is greater than the total risk of all component moves.
-
C. Execution (3 to 5):
Estimates of execution quality involve the amount of deviation from a
flawless technique. Serious errors such as drops, wild kicks, stumbling
or other major, unplanned breaks in play obviously detract from high-quality
execution. More minor errors such as hesitation, awkward movement, resetting
stalls, or loss of balance should also be considered.
-
506.02.
Scoring Players:
- Judges should give full, sincere
attention to each routine being judged, ranking competitors relative to
each other for the pool and factor being judged; with 1 being best, 2 being
second best, etc. Guidelines to follow are:
-
Read the explanation of
the aspects of play you are expected to judge.
-
Keep appropriate notes
about each routine on your worksheet. Use any method of note-taking
you wish, but be consistent.
-
Focus only on the assigned
evaluation factor.
-
Be aware of your potential
biases, and evaluate competitors as fairly as possible.
-
Review notes and give full
consideration to all routines after all competitors have finished.
-
506.03.
Tabulating Scores:
- Each judge's score for each
routine should be added together. The lowest total score takes first, the
second lowest score takes second, and so on.
-
A. Resolving ties: If
total scores are identical, the team with the greatest number of
1st-place rankings is to have the highest final rank among tied teams.
If 1st-place rankings are identical, the comparison moves down to 2nd-place
rankings, and on down until the tie is resolved.
507. Tournament Procedures
-
507.01.
Pool Format:
- Players are divided into pools,
and each pool is judged separately. Each pool consists of 4 to 8 players.
In general, the top 4 of each preliminary pool advance to a qualifying round,
and the top 2 of each qualifying pool advance to the final round. Recommended
pool sizes are:
- 1-7 players:
- 1 pool, all advance to finals.
- 8-14 players:
- 2 pools, top 2 or 3 players
from each pool advance to the final round of 4 or 6 players.
- 15-21 players:
- 3 pools, top 2 of each pool
advance to finals, or top 4 of each pool advance to qualifying round
of 12 players.
- 22-28 players:
- 4 pools, top 2 of each pool
advance to finals, or top 4 of each pool advance to qualifying round
of 16 players.
- 29-35 players:
- 5 pools, top 4 of each pool
advance to qualifying round of 20 players.
- 36-47 players:
- 6 pools, top 4 of each pool
advance to qualifying round of 24 players.
-
507.02.
Pool Seeding:
-
A. Ranked Order: Each
pool is ranked from bottom to top, with the top-ranked player or team
performing last in the pool. Seeding in the preliminary round is based
on players' performance at previous events. Seeding in the qualifying
and final rounds is based on the players' performance in the earlier rounds.
-
B. Random Order: At
the tournament director's discretion, the competing order of any pool
of competitors may be assigned by random draw.
-
507.03.
Judging Assignments:
-
A. General: Each player
is obliged to serve on the judging panels. Players who fail to show up
for a judging assignment in the preliminary rounds will be scratched from
the freestyle event. Players who fail to show for a judging assignment
in the final round will be penalized at the tournament director's discretion.
The pool and judging assignments should be made and announced at the same
time so the event runs smoothly.
-
B. Judging Rotation:
Note that men's and women's pools can judge each other, so the total number
of pools should be considered when organizing the event.
- 2 pools:
- pool A is judged by pool
B, and then pool B is judged by pool A.
- 3 pools:
- pool A is judged by pool
C, then pool B is judged by pool A, and then pool C is judged by pool
B (i.e. a particular pool will judge, rest, then kick).
- 4 pools:
- pool A is judged by pool
C and pool B is judged by pool D. Players from pool A and pool B can
alternate their performances to overlap judging and performing times.
Pools C and D then perform and are judged by Pool A and B, respectively.
- 5 pools:
- organize 4 pools as described,
then run one pool by itself.
- 6 pools:
- pools A and B are judged
by pools E and F, pools C and D are judged by A and B, and pools E and
F are judged by C and D. Players alternate from the two pools performing
to allow judging overlap.
-
507.04.
Mixing Categories:
- Men, Women, and Intermediate
players may be mixed in a pool in order to
facilitate judging. For example, there might be two pools, each composed
of 2 intermediates, 2 women, and 4 men. These two pools can judge each other,
but the players compete against only those in their own category.
-
507.05.
Final Results:
- The final results of a competition
are based on the results in the final round. Scores from preliminary rounds
are not accumulated towards the final score, although the preliminary
results may be used for seeding the final round.
508. Glossary
-
Add
- Short for "addition."
A movement made in addition to a basic kick. Adds form the basis for determining
a move's difficulty. A move may involve more than one add, e.g. a delay
and a dexterity add, or a flyer (body add) and a cross-body add.
-
Body
- An add category that involves
extra body motions during a move; typically a flyer or a spin.
-
Add-Contact
- A contact of the footbag, either
a kick or a delay, made while executing a move with at least one add. Basic
kicks are not counted as contacts.
-
Cross-Body
- An add category that involves
kicking on the opposite side of the body by reaching behind the support
leg with the kicking or catching leg.
-
Delay
- The act of catching or trapping
the footbag as opposed to kicking or striking it. Delays are one category
of adds.
-
Dexterity
- An add category that involves
moves like circling the footbag in flight with the foot (an "around-the-world"),
carrying the footbag around the support leg (a "wrap"), or carrying
the footbag behind you and over the head (a "pendulum").
-
Unique Move
- For the purpose of Composition
Judging, a unique move is any move containing an add value whose add components
are different from any other move done in that performance. Spin directions
and leg direction in dexterity moves are considered different; moves coming
from a different set are not unique unless that set forces another add component
(i.e. body, in the case of "paradox" moves) to be added.
-
Unusual Surface
- An add category that involves
the use of a surface other than the normal inside, outside, toe, and knee
surfaces. Examples include the tip of the toe, the heel, sole, shin, head,
chest, and back.
509. Well Known Moves
Comment:
This section lists many of the common footbag moves, giving their name,
add count, add categories, and a description. Unfortunately, the explanation
of the more complex moves may be incomprehensible if you haven't already
seen the move. Many more moves are possible. Experiment! [Ed. Note:
there is a "living" document of footbag
moves on the on-line footbag frequently-asked-questions page at http://www.footbag.org/faq/.]
Note that the add count for a
move counts the final delay of the move (if any) but not the delay (if any)
involved in the set for the move. This convention ensures that sequences
of linked moves are properly counted.
-
Toe Stall
- 1 add (delay) Delay the footbag
on the top of the toes of the foot.
-
Inside Stall
- 1 add (delay) Delay the footbag
on the inside surface of the foot.
-
Outside Stall
- 1 add (delay) Delay the footbag
on the outside surface of the foot.
-
Knee Stall
- 1 add (delay) Delay the footbag
on the knee.
-
Spin
- 1 add (body) Spin around in
between kicks.
-
Flying Outside
- 1 add (body) Jump and kick
with the outside surface of the foot.
-
Flying Inside
- 1 add (body) Jump and kick
with the inside surface of the foot.
-
Clipper Kick
- 1 add (cross-body) An inside
kick made with the kicking leg tucked behind the support leg (i.e., cross-body).
-
Sole Kick
- 1 add (unusual surface) A kick
made with the sole. Kick with the right foot on the right side of the body,
pointing the knee down to get a flat sole.
-
Cloud Kick
- 1 add (unusual surface) A kick
made with the calf of the leg.
-
Forehead Stall
- 1 add (unusual surface) Delay
the footbag on the forehead. Note, this move is one add, and does not count
in the delay category.
-
Neck Catch
- 1 add (unusual surface) Catch
the footbag behind the neck Note, this move is one add, and does not count
in the delay category.
-
Around the World
- 1 add (dexterity) Circle the
footbag in between toe kicks.
-
Around the World Stall
- 2 adds (dexterity, delay) Circle
the footbag and catch it with a toe stall. The set can be a toe stall, inside
stall, or kick. Remember that the set is not counted in the 2-add ranking
of this move, but the last delay is
-
Leg Over Stall
- 2 adds (dexterity, delay) Pass
the setting leg over the footbag and catch the footbag on an inside delay.
-
Mirage Stall
- 2 adds (dexterity, delay) Set
from a toe stall, then circle the footbag with the support leg and catch
with the setting foot. Circle the non-setting foot to the inside and below
the footbag, then up, over, and back to the ground before catching with
the setting foot.
-
Clipper Stall
- 2 adds (cross-body, delay)
A cross-body inside delay.
-
Hop Over
- 2 adds (dexterity, delay) Holding
an inside delay, jump over the suspended foot with the support leg, ending
in a cross-body position.
-
Double-spin
- 2 adds. (2 body). Two spins
between moves.
-
Flying Clipper
-
2 adds (body, cross-body) A flying cross-body inside kick.
-
Bent Knee Clipper
- 2 adds. (body, cross-body)
A flying cross-body inside kick, except the support leg is tucked under
the kicking foot instead of extended as in the Flying Clipper.
-
Toe Clipper
- 2 adds. (body, cross-body)
A flying cross-body toe kick.
-
Knee Clipper
- 2 adds. (body, cross-body)
A flying cross-body knee kick.
-
Flapper
- 2 adds (cross-body, unusual)
A cross-body sole kick.
-
Dragon Fly Kick
- 2 adds (body, dexterity) A
flying inside-to-outside leg over. Jump with the support leg, then circle
the footbag to the inside, then up, and over while making a flying inside
kick.
-
Sole Stall
- 2 adds (delay, unusual surface)
Delay on the sole of the foot.
-
Squeeze
- 2 adds (delay, unusual surface)
Catch the footbag in the crook of the knee.
-
Pendulum
- 2 adds (dexterity, delay) Toe
delay that is carried directly behind and up, with the released footbag
going over your head and landing in front of you.
-
Rake
- 2 adds. (delay, dexterity)
Reversal of a pendulum. A toe delay is made behind you and the footbag is
carried forward.
-
Wrap
- 2 adds. (delay, dexterity)
An inside delay is carried around the support leg to a cross-body position.
-
Walk-Over
- 1 add (delay) An inside delay
in which the delaying foot is placed on the ground while the other foot
steps over the delayed footbag.
-
Probe
- 2-3 adds. ((body), cross-body,
delay) A neck or shoulder catch that is dropped behind you to a cross-body
inside delay. If the catch is blind, an additional body add is counted.
-
Butterfly Kick
- 3 adds (dexterity, body, cross-body)
A flying leg-over cross-body inside kick. The non-kicking leg goes up and
over the footbag while the support leg comes up into a cross-body inside
kick.
-
Butterfly Stall
- 3 adds (dexterity, delay, cross-body)
A leg-over to a cross-body delay. The support leg goes up, over, and lands
to support a cross-body inside delay.
-
Whirl Stall
- 3 adds (dexterity, delay, cross-body)
From a cross-body inside delay set, the support leg circles the set footbag
from back to front, then lands to support a cross-body inside delay.
-
Osis Stall
- 3 adds (body, delay, cross-body)
A spin into a cross-body inside delay. Set the footbag to the right of your
body. Turn to the left so the footbag passes behind your back. Bring the
right foot up into position for a cross-body inside delay. Sink into the
catch. Complete the turn in a cross-body delay position.
-
Refraction
- 3 adds. (body, cross-body,
delay) A spin, cross-body, to a delay. The footbag is set in front of the
body, an inside delay is initiated, but a spin towards the support leg and
a wrap-like carry brings the delay into a cross-body position. This is similar
to an Osis.
-
Double Around the World
- 3 adds (dexterity, dexterity,
delay) From a toe delay, circle the footbag twice before catching it with
a toe delay. Jump slightly with the support leg and point your toe down
during the first circle to make it easier.
-
Double-Leg-Over
- 3 adds. (2 dexterity, delay)
After a toe set the support leg and the setting leg go over the footbag,
and a toe delay finishes the move.
-
Eclipse
- 3 adds. (delay, dexterity,
body) A flying jump-over. An inside delay is performed in the air as the
other leg jumps over the catching foot. Finish in a cross-body delay.
-
Symposium Mirage Stall
- 3 adds (body, dexterity, delay)
Like a Mirage, except the setting and catching foot does not touch the ground
as the support leg circles the footbag and lands to support the toe delay
catch. "Symposium" is a term for moves where the setting /catching
leg does not touch down during the dexterity move.
-
Paradox Mirage Stall
- 3 adds (body, dexterity, delay)
like a Mirage, except the support leg circles the other direction, from
the outside, over, and inside to the ground to support the toe delay catch.
"Paradox" implies that the upper body's momentum must be reversed
(twice) to perform the leg dexterity.
-
Drifter
- 3 adds (dexterity, cross-body
delay) From a toe delay set, circle the footbag with the support leg to
the inside, up, over, and around into a cross-body delay.
-
Torque Stall
- 4 adds (dexterity, body, cross-body,
delay) A Mirage into an Osis. From a cross-body set, the support leg goes
up and over the footbag, initiating the spin into the cross-body delay,
or Osis.
-
Spinning Osis Stall
- 4 adds (body, body, cross-body,
delay) A spin into the Osis.
-
Butterfly Swirl Stall
- 4 adds (dexterity, dexterity,
delay, cross-body) A hop-over inside around-the-world. From an inside delay,
the support leg jumps over the footbag as the other foot completes an inside
around-the-world. End in a cross-body inside delay.
-
Spinning Butterfly Kick
- 4 adds (body, dexterity, body,
cross-body) Spin into a butterfly kick.
-
Blur Stall
- 4 adds (dexterity, dexterity,
dexterity, delay) From a cross-body inside delay, Mirage with the set leg,
then Mirage paradox, with the support leg, to a toe delay catch with the
non-setting foot.
-
Da Da Curve
- 4 adds (dexterity, dexterity,
cross-body, delay) From a cross-body inside delay set, the support leg does
a leg-over from inside to out, the setting leg does a leg-over from outside-to-in,
and the non-setting foot, which never touches the ground, catches the footbag
on a cross-body inside delay.
-
Whirling Swirl
- 4 adds (dexterity, dexterity,
cross-body, delay) From a cross-body inside delay, the support leg circles
over the footbag from back to front as the other foot completes a cross-body
inside around-the-world. End in a cross-body inside delay.
-
Symposium Whirl
- 4 adds (body, dexterity, cross-body,
delay) Like a Whirl, except the setting foot does not touch down as the
support leg circles the footbag and lands to support a cross-body delay
by the setting foot.
510. Sample of Ranked-Component
Judging Scoresheet
- Comment:
-
After taking notes and watching
all performances, each judge should rank (1st, 2nd, 3rd, etc.) each player's/team's
relative performance in the specific factor being judged. The rank numbers
that all judges have given for each person/team should be added together.
The lowest score takes first, and so on. Ties are resolved by awarding
the higher place to the person who got more higher places.
| Figure 7: Ranked-Component Judging Worksheet |
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Note: You can DOWNLOAD
A PRINTABLE FORM in Adobe® PDF format. Click here
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print the file.
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