WORLD JUGGLING FEDERATION
COMPETITION RULES
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- Beginners (All Ages)
- Juniors (must be 15 years or younger on the date of their competition) Balls, Rings, Clubs
- Intermediates & Advanced (All Ages) Balls, Rings, Clubs
- Ultimate Overall Championship (All Ages). Balls, Rings, Clubs. Must be a previous Advanced Overall Champion, invited, and pass the qualification process
- Freestyle (All Ages) Balls, Rings, Clubs
- 3 Club Freestyle Battle (All Ages - rules coming soon)
- Endurance (All Ages) - 9 Balls, 8 Rings, 7 Clubs - 3 Attempts
- Compulsories (All Ages - Rules Coming Soon)
- Synchro (All Ages - Rules Coming Soon)
- WJF Games (All Ages)
- Juniors (must be 15 years or younger on the date of their competition) Balls, Rings, Clubs
- Intermediates & Advanced (All Ages) Balls, Rings, Clubs
- Ultimate Overall Championship (All Ages). Balls, Rings, Clubs. Must be a previous Advanced Overall Champion, invited, and pass the qualification process
- Freestyle (All Ages) Balls, Rings, Clubs
- 3 Club Freestyle Battle (All Ages - rules coming soon)
- Endurance (All Ages) - 9 Balls, 8 Rings, 7 Clubs - 3 Attempts
- Compulsories (All Ages - Rules Coming Soon)
- Synchro (All Ages - Rules Coming Soon)
- WJF Games (All Ages)
Record an unedited video of your competition routines. In your try out video, you must demonstrate five (5) total run throughs per routine with no edits. Two run throughs with ZERO drops, one run-through with no more than 1 drop, one run through with no more than 2 drops, and one run through with no more than 3 drops.
You do not need to wear a uniform in the video. Music is required if you have choreographed moments in your routines. Intermediates and Advanced competitors do not have to use all three props in the tryout videos. You can try out for individual or multiple prop categories.
Requirements: You must be a current WJF member and registered for the upcoming WJF convention.
Due date for try out videos are detailed on the individual event page you intend to compete at.
All new moves submitted for a score in the Juniors, Intermediate and Advanced divisions need to be received no later than 6 months prior to the competition date. No moves submitted after that time will be included. Video of all submitted moves must accompany all submission requests. All competitors must be registered for the event they intend to compete at and a current WJF member before submitting any moves.
ATTIRE FOR ALL WJF COMPETITORS
All competitors must wear a competition uniform that has been approved in WJF competitions from 2007 and on. Acceptable uniforms look like this:
All competitors must wear shoes and socks at ALL times when competing and/or in the arena. Shoes and socks must match the color scheme of the uniform. In many cases, white shoes and socks should be fine. Competitors must wear solid colored athletic attire consisting of no more than three colors. No patterns such as plaid, stripes or abstract designs will be allowed. Competitors in the Advanced and Ultimate Competitions must have a uniform that represents their country with their country's name/abbreviation, flag color scheme, and affiliate logo. No brand logos or unapproved advertisement is permitted on the competitor's attire. No denim, khaki, cargo or any form of casual wear will be permitted. No necklaces, bracelets, watches or other jewelry may be worn. No additional visible clothing may be worn under or over your uniform.
Balls/beanbags must be a solid white (no color combinations). Rings may be white, yellow, orange, or green. Clubs may be decorated and contain color. All props in any division must be consistent (rings and clubs must all be the same color) This is mainly a visibility and aesthetic issue both for judges and the cameras.
BEGINNERS
This class is open to all ages and genders and is for those who feel they are not qualified to compete in the Junior or Intermediate class. There is no prize money or air time on the line for the winners, the only prize is bragging rights and an ego boost. Balls, rings, and/or clubs may be used in this competition.
Minimum Requirements:
Move minimum is a three ball basic pattern. If a competitor has a difficult three object move they want to use, they may incorporate it within their routine. There is no minimum or maximum for total amount of moves. You're only restricted by the two minute time limit.
Maximums:
(To keep the competition fair)
• 3 clubs
No moves with four clubs or higher will be allowed
• 5 rings
No five ring moves or runs of six rings or higher are allowed
• 6 ball qualify
If a competitor can run six objects for a long time, they cannot enter the competition. Please be honest 🙂
A panel of judges will make a subjective decision on competitor placement based on difficulty of moves, connections, and execution. Drops and other errors will be taken into account as well. There are no performance related points available in this competition. Errors that will reduce your chances of placing high consist of:
1. Collisions
2. Foot movement / bad form (shuffling steps/bad arm position in the minor cases, to walking around and excessive reaching in major cases. Each individual step
counts as a deduction.)
3. Bad Patterns (exceedingly uneven throw heights, or off timing will count as a single bad pattern block, not as five throws with a bad pattern)
4. Drops (Per drop event. If you drop every single object you're trying to juggle, there will be an additional penalty. So at least try to hold on to one of whatever you're trying to juggle)
5. Loss of balance (falling, stumbling [counts as one stumble, not as five stumbling steps]
1. Collisions
2. Foot movement / bad form (shuffling steps/bad arm position in the minor cases, to walking around and excessive reaching in major cases. Each individual step
counts as a deduction.)
3. Bad Patterns (exceedingly uneven throw heights, or off timing will count as a single bad pattern block, not as five throws with a bad pattern)
4. Drops (Per drop event. If you drop every single object you're trying to juggle, there will be an additional penalty. So at least try to hold on to one of whatever you're trying to juggle)
5. Loss of balance (falling, stumbling [counts as one stumble, not as five stumbling steps]
JUNIORS
To enter the Junior Overall Championship, you must be 15 years old or younger on the day of the competition. You may sign up to compete using the competition sign up form associated with the event you plan on competing at. Refer to the individual event page for submission deadlines and requirements.
All competitors must be a current member of the World Juggling Federation.
Make a copy of the compulsory move sheet here:
WJF Juniors Routine Form
After completing your routine form, share the form with thewjf@gmail.com through Google Sheets.
All competitors must be a current member of the World Juggling Federation.
Make a copy of the compulsory move sheet here:
WJF Juniors Routine Form
After completing your routine form, share the form with thewjf@gmail.com through Google Sheets.
Competitors may attempt to accumulate points in the Ball, Ring, and Club Compulsory Competitions. You do not have to attempt all the moves. You only get points for the moves you attempt and successfully execute and you are only allowed ONE ATTEMPT per move. There are no deductions for drops, moving the feet, etc. Moves will be credited if the form is consistent with the judges expectation of a successful execution of the move. For example, if you attempt a 180, and walk halfway around while continuing to throw (and in the most extreme cases, making the last throw with your arm behind you after you've completed a 180 degree meandering) then you may not receive points for that move since the form was not demonstrative of proper technique. Proper technique is defined as the technique used which conserves the most energy while providing the most consistently successful and aesthetically pleasing results.
The following points will be awarded ONCE for the following provided a minimum of 10 moves are attempted in each prop category:
Perfect form for the majority of all moves executed: 5 Points
Decent form with minor aberrations: 2 Points
Mostly bad form: 0 Points
The following points will be awarded in each prop category for minimized drops provided a minimum of 10 moves are attempted:
Balls:
Zero Drops: 3 points
1 Drop: 2 Points
2 Drops: 1 Point
Rings:
Zero Drops: 3 points
1 Drop: 2 Points
2 Drops: 1 Point
Clubs:
Zero Drops: 3 points
1 Drop: 2 Points
2 Drops: 1 Point
Perfect form for the majority of all moves executed: 5 Points
Decent form with minor aberrations: 2 Points
Mostly bad form: 0 Points
The following points will be awarded in each prop category for minimized drops provided a minimum of 10 moves are attempted:
Balls:
Zero Drops: 3 points
1 Drop: 2 Points
2 Drops: 1 Point
Rings:
Zero Drops: 3 points
1 Drop: 2 Points
2 Drops: 1 Point
Clubs:
Zero Drops: 3 points
1 Drop: 2 Points
2 Drops: 1 Point
Depending on the event, some or all of the following may be part of the Junior Overall Championship. Refer to the individual event page for clarity on which categories will be included at each specific event.
ENDURANCE COMPETITIONS
After the one minute mark, competitors will be instructed to attempt to juggle with movement such as turning in a circle or juggling on their knees or in the case of the Isolated Endurance, stepping off the chair.
7 Ball Endurance
Competitors will all start juggling 7 Balls at the same time. The last juggler still juggling wins.
5 Club Endurance
Competitors will all start juggling 5 clubs at the same time. The last juggler still juggling wins.
6 Ring Endurance
Competitors will all start juggling 6 rings at the same time. The last juggler still juggling wins.
ISOLATED ENDURANCE
7 Ball Endurance
Competitors will all start juggling 7 balls at the same time. The last juggler still juggling wins.
5 Club Endurance
Competitors will all start juggling 5 clubs at the same time. The last juggler still juggling wins.
6 Ring Endurance
Competitors will all start juggling 6 rings at the same time. The last juggler still juggling wins.
360s
Competitors will have one minute to attempt the most 360s. All the throws of the 360s must be caught and reenter a continuous juggling pattern. A qualify does not need to occur if the following throws either immediately following the 360 or three throws later constitute the throws of the following 360 attempt. Once the following 360 spin is attempted or 6 additional throws are caught, the previous 360 will be added to the score.
360s Competitions (1 minute time limit per category):
5 Ball 3 up 360s
5 Ring 3 up 360s
3 Club 3 up 360s
Each category will be scored as follows:
1st place: 1 Point
2nd Place: .5 Points
3rd Place: .25 Points
ENDURANCE COMPETITIONS
After the one minute mark, competitors will be instructed to attempt to juggle with movement such as turning in a circle or juggling on their knees or in the case of the Isolated Endurance, stepping off the chair.
7 Ball Endurance
Competitors will all start juggling 7 Balls at the same time. The last juggler still juggling wins.
5 Club Endurance
Competitors will all start juggling 5 clubs at the same time. The last juggler still juggling wins.
6 Ring Endurance
Competitors will all start juggling 6 rings at the same time. The last juggler still juggling wins.
ISOLATED ENDURANCE
7 Ball Endurance
Competitors will all start juggling 7 balls at the same time. The last juggler still juggling wins.
5 Club Endurance
Competitors will all start juggling 5 clubs at the same time. The last juggler still juggling wins.
6 Ring Endurance
Competitors will all start juggling 6 rings at the same time. The last juggler still juggling wins.
360s
Competitors will have one minute to attempt the most 360s. All the throws of the 360s must be caught and reenter a continuous juggling pattern. A qualify does not need to occur if the following throws either immediately following the 360 or three throws later constitute the throws of the following 360 attempt. Once the following 360 spin is attempted or 6 additional throws are caught, the previous 360 will be added to the score.
360s Competitions (1 minute time limit per category):
5 Ball 3 up 360s
5 Ring 3 up 360s
3 Club 3 up 360s
Each category will be scored as follows:
1st place: 1 Point
2nd Place: .5 Points
3rd Place: .25 Points
INTERMEDIATE, ADVANCED, & ULTIMATE OVERALL CHAMPIONSHIP
The Overall Championship consists of three short program routines
Short Programs consist of a separate ball, ring and club routine
4 Minutes Per Category
Balls starts at 5, Rings starts at 5, Clubs starts at 5
20 Move Limit Per Routine (Balls, Rings, Clubs)
The Intermediate, Advanced, and Ultimate Overall Championship is open to all ages and genders.
After registering for the convention and competition, you may submit moves that are not within the move database for a score evaluation and inclusion within the database if submitted before the move submission deadline for each year.
Short Programs consist of a separate ball, ring and club routine
4 Minutes Per Category
Balls starts at 5, Rings starts at 5, Clubs starts at 5
20 Move Limit Per Routine (Balls, Rings, Clubs)
The Intermediate, Advanced, and Ultimate Overall Championship is open to all ages and genders.
After registering for the convention and competition, you may submit moves that are not within the move database for a score evaluation and inclusion within the database if submitted before the move submission deadline for each year.
Balls/beanbags must be a solid white (no color combinations). Rings may be white, yellow, orange, or green. Clubs may be decorated and contain color. All props in any division must be consistent (rings and clubs must all be the same color) This is mainly a visibility and aesthetic issue both for judges and the cameras.
You must compete in all three prop divisions to be eligible and have a higher accumulative score to win the Overall Championship. A competitor who only competes in ball events may have a higher accumulative score than someone who competes with balls, rings and clubs but would not be eligible to win the Overall Championship because they only demonstrated ball skills. However someone who competes with balls, rings and clubs must still beat their score to win the Overall Championship. You also have to have a higher score than any other competitor's accumulative score regardless of which prop categories they compete in. For the olympic team event, a minimum of three and maximum of five team members may choose collectively to compete in a total of three events per prop category but each team member may only compete in each event a maximum of one time and a minimum of zero times. For example, each team may have a total of 3 entries for the ball short program, 3 entries for the ring short program, and 3 entries for the club short program. The same applies to all other events.
WJF Advanced Routine Forms
Intermediate, Advanced and Ultimate Routine Forms:
(Make a copy and save to your Google Drive)
BALLS
RINGS
CLUBS
CURRENT VERSION 21.0.5 (Updated 11/14/24)
1. Choose a move from the move database (each move may only be done once)
2. Enter the corresponding number in the routine form's "move number" field.
3. Enter planned number of catches, minimum or maximum allowed if applicable.
4. Select if your move is connected to the previous move or not (option available starting with the second move of the routine)
5. Continue for the allowed number of moves as indicated at the top of this page
Intermediate, Advanced and Ultimate Routine Forms:
(Make a copy and save to your Google Drive)
BALLS
RINGS
CLUBS
CURRENT VERSION 21.0.5 (Updated 11/14/24)
1. Choose a move from the move database (each move may only be done once)
2. Enter the corresponding number in the routine form's "move number" field.
3. Enter planned number of catches, minimum or maximum allowed if applicable.
4. Select if your move is connected to the previous move or not (option available starting with the second move of the routine)
5. Continue for the allowed number of moves as indicated at the top of this page
Set permissions to "anyone with the link" and "editor"
https://youtu.be/O7LjAvARWSE?si=E09T8sKcTKWBizhu
All competitors must compete in the center of the competition area and face the judges. In some cases, competitors may face to the side & back with approval from the head judge. Most common situations are 180s with rings (side) and backcrosses with balls/clubs (facing back). Common situations still require approval.
Most moves required qualification of the pattern either during or after the move. For example, a 360 must reenter a non multiplexed pattern for a qualifying run. A 5 up 360 requires 10 throws to be made after the 360 is completed, and those throws must all be caught. A site swap generally must qualify the pattern or establish a greater number of throws within the run of the site swap. Some easier site swaps must be repeated multiple times from each side to be qualified, and more difficult site swaps only need to be done once from one side.
You will not score ANY points for moves or sequences done out of order. You must do your moves in the order submitted.
All moves include an entry, hold, and exit. The entry is either a static start, or connected from a previous move. The hold is the duration of the move, and the exit is either a clean collect or a clean transition to another continuous pattern. Some moves allow competitors to choose between a lower or higher number of catches. Whichever number of catches the competitor chooses in their routine form must be the number they perform in their routine and they must exit or continue to their next planned move clean. For example, if a competitor chooses 5 club backcrosses for 20 catches (instead of the minimum 10), that move is only valid if the competitor either completes 20 catches of 5 club backcrosses to a clean collect, or connects to another move for a minimum of 10 additional catches of the new move. The 5 club backcrosses will score zero points in the following situations:
1. Fewer than 20 catches of backcrosses are made (yes, even 19)
2. A drop occurs within 10 catches of the following connected move
3. More than 20 catches of backcrosses are made but a drop occurs on the collect
4. More than 20 catches of backcrosses are made but a drop occurs within 10 catches of the following connected move
5. One or more throws are not in triples
1. Fewer than 20 catches of backcrosses are made (yes, even 19)
2. A drop occurs within 10 catches of the following connected move
3. More than 20 catches of backcrosses are made but a drop occurs on the collect
4. More than 20 catches of backcrosses are made but a drop occurs within 10 catches of the following connected move
5. One or more throws are not in triples
When a siteswap notation turns an odd numbered pattern into synchronized throws, such as in the case of (6x,4), to qualify the pattern requires each set of two throws to be performed twice (Similar to a sync 4 object pattern for the same reasons). In the case of (6x,4) this would result in a total of 8 throws and 8 catches. However since this is a relatively easy move, and 8 catches is fewer than 10 which is usually the default to qualify a 5 ball pattern (twice the number of catches as objects juggled), a double qualify (16 catches) is the next logical qualification number to earn points for (6x,4). This ensures each side is performed equal number of times and for a duration that demonstrates a long enough hold time to earn points for this move.
Balls/Rings
5 Ball/Ring sync siteswaps with a maximum throw height of 6 such as (6x, 4), (6, 4x), etc, may only be done once.
5 Ball/Ring sync siteswaps with a maximum throw height higher than 6 such as (8x, 4) (4,4), may only be done once.
5 Ball/Ring 3 character async siteswaps (744, 645, 975) are limited to two instances
5 Ball/Ring 5+ character siteswaps (97531) are limited to two instances
5 Ball/Ring 3 up 360s - maximum of two instances in any pattern
5 Ball/Ring 3 up 180s - maximum of two instances in any pattern
Clubs
5 Club sync siteswaps with a maximum throw height of 6 such as (6x, 4), (6, 4x), etc, may only be done twice (if different moves)
5 Club sync siteswaps with a maximum throw height higher than 6 such as (8x, 4) (4,4), may only be done twice (if different moves)
5 Club 3 character async siteswaps (744, 645, 975) are limited to three instances
5 Club 5+ character siteswaps (97531) are limited to two instances
5 Club 3 up 360s - maximum of two instances in any pattern
5 Club 3 up 180s - maximum of two instances in any pattern
5 Ball/Ring sync siteswaps with a maximum throw height of 6 such as (6x, 4), (6, 4x), etc, may only be done once.
5 Ball/Ring sync siteswaps with a maximum throw height higher than 6 such as (8x, 4) (4,4), may only be done once.
5 Ball/Ring 3 character async siteswaps (744, 645, 975) are limited to two instances
5 Ball/Ring 5+ character siteswaps (97531) are limited to two instances
5 Ball/Ring 3 up 360s - maximum of two instances in any pattern
5 Ball/Ring 3 up 180s - maximum of two instances in any pattern
Clubs
5 Club sync siteswaps with a maximum throw height of 6 such as (6x, 4), (6, 4x), etc, may only be done twice (if different moves)
5 Club sync siteswaps with a maximum throw height higher than 6 such as (8x, 4) (4,4), may only be done twice (if different moves)
5 Club 3 character async siteswaps (744, 645, 975) are limited to three instances
5 Club 5+ character siteswaps (97531) are limited to two instances
5 Club 3 up 360s - maximum of two instances in any pattern
5 Club 3 up 180s - maximum of two instances in any pattern
High Scoring Choreography Elements
Choreography timed with difficult transitions (Transitions between two dissimilar moves, transitions to and from a 360, 720, 1080). For example, a 5 ball 744 connected to 6x,4 would not be a difficult transition. A transition from 5 ball overheads into backcrosses would be considered a difficult transition. A 5 up 360 connected to backcrosses (or connected to 6x,4) would also be considered difficult transitions.
Medium Scoring Choreography Elements
Choreography timed with 360s, 720s, 1080s, 540s and 180s
Lower Scoring Choreography Elements
Starting and stopping a juggling pattern choreographed to the music, connections between continuous juggling patterns such as from one siteswap to another. The change, even though easy, should still be noticeably choreographed to the music.
10 total choreography elements are required per routine. Minimum requirement of 4 low, 3 medium and 3 high choreography elements. If you do the minimum requirement of 4 low, 3 medium and 3 high, your music choreography bonus will be as 1.1 points. If you do the maximum (10 high) your choreography bonus will be 2 points.
To ensure credit for choreography elements, you must indicate where these elements will occur in your routines when submitting your routine forms (separate document with time stamps). We will confirm, deny, or adjust choreography element difficulty ratings after review.
Choreography Sound Effects You may use these sound effects to specify element timing within your music (Download link for sound effects coming soon) Scoring High Scoring Elements 0.2 Points Per Element Medium Scoring Elements 0.1 Points Per Element Low Scoring Elements 0.05
Choreography timed with difficult transitions (Transitions between two dissimilar moves, transitions to and from a 360, 720, 1080). For example, a 5 ball 744 connected to 6x,4 would not be a difficult transition. A transition from 5 ball overheads into backcrosses would be considered a difficult transition. A 5 up 360 connected to backcrosses (or connected to 6x,4) would also be considered difficult transitions.
Medium Scoring Choreography Elements
Choreography timed with 360s, 720s, 1080s, 540s and 180s
Lower Scoring Choreography Elements
Starting and stopping a juggling pattern choreographed to the music, connections between continuous juggling patterns such as from one siteswap to another. The change, even though easy, should still be noticeably choreographed to the music.
10 total choreography elements are required per routine. Minimum requirement of 4 low, 3 medium and 3 high choreography elements. If you do the minimum requirement of 4 low, 3 medium and 3 high, your music choreography bonus will be as 1.1 points. If you do the maximum (10 high) your choreography bonus will be 2 points.
To ensure credit for choreography elements, you must indicate where these elements will occur in your routines when submitting your routine forms (separate document with time stamps). We will confirm, deny, or adjust choreography element difficulty ratings after review.
Choreography Sound Effects You may use these sound effects to specify element timing within your music (Download link for sound effects coming soon) Scoring High Scoring Elements 0.2 Points Per Element Medium Scoring Elements 0.1 Points Per Element Low Scoring Elements 0.05
A connection requires one move to seamlessly transition into another move without any basic throws or transitional throws in between. For example, a 5 up 360 connected to overhead throws that starts with the right hand for the 360, starts the overhead throws with the left hand.
In the case of connecting one sided moves together, such as a 5 ring half shower connected to a 5 ring half shower in pancakes, if the first half shower consists of the right hand throwing the parallel throw of the half shower and the left hand throwing the basic throw, a direct connection would require the pancake half shower to start with the left hand throwing the first pancake half shower throw, followed by the basic throw of the half shower pattern with the right.
In the case of connecting one sided moves together, such as a 5 ring half shower connected to a 5 ring half shower in pancakes, if the first half shower consists of the right hand throwing the parallel throw of the half shower and the left hand throwing the basic throw, a direct connection would require the pancake half shower to start with the left hand throwing the first pancake half shower throw, followed by the basic throw of the half shower pattern with the right.
If a competitor drops in the middle of a connection chain they can either restart from move 1, or from the move they dropped on but not anywhere in between.
Competitors will receive double the point value of their final move if they qualify it on their first attempt. If a competitor fails to execute their final move (refuses to try a second time or more or runs out of time), they will receive double the point value of the move in deductions.
The best way to get a high scoring routine is to connect as many dissimilar moves together as possible which will increase your overall difficulty rating, connection score, and connection chain bonus. Connections contain ZERO basic or non connecting move throws in between moves and should connect two dissimilar moves. This is the rule for all connections. Moves that are connected to similar moves will not get a high difficulty rating or at all. Connections that are made from completely different patterns are generally valued higher. For example, connecting a shower pattern to a high low shower pattern would not score as a connection but a shower connected to a blind catch would. A 5 ball (6x,4) 5 up 360 that resumes (6x,4) is not a connection, but a (6x,4) 5 up 360 that goes directly into (6,4x) is a connection. The greater the difficulty and contrast in connected moves, the higher the difficulty rating. You can view the connection multipliers values in the connections sheet of the routine form to determine the highest scoring connections when putting together your routine.
Starting at 10 points for all competitors. Deductions will be taken as follows:
0.5 for single object drops where the pattern remained otherwise perfect
1 point deduction for standard drops (due to bad patterns, collisions, etc)
1.25 - Severe dropping event - dropping the majority of objects being juggled
1 point deduction for skipping moves (determined by the A - Jury)
2 points for falling down
0.2 points for aborts including connection aborts
0.2 points for collisions
0.05 points for clubs caught on the wrong end or wrong number of rotations (E.G. triples instead of doubles)
0.05 points for large foot movement
Zero points for getting fewer catches than you wrote in your routine form (19 backcrosses instead of 20)
Incomplete 180s/360s/720s/1080s: .01 - .03 (depending on how much of the turn is incomplete) Persistent Bad Form
10% off difficulty total score for bad form (uneven shoulders, incorrect arm positions, off center pattern distribution): 10% of total score if prevalent throughout all moves. 10% off each individual move per event if not embedded within all moves
0.5 for single object drops where the pattern remained otherwise perfect
1 point deduction for standard drops (due to bad patterns, collisions, etc)
1.25 - Severe dropping event - dropping the majority of objects being juggled
1 point deduction for skipping moves (determined by the A - Jury)
2 points for falling down
0.2 points for aborts including connection aborts
0.2 points for collisions
0.05 points for clubs caught on the wrong end or wrong number of rotations (E.G. triples instead of doubles)
0.05 points for large foot movement
Zero points for getting fewer catches than you wrote in your routine form (19 backcrosses instead of 20)
Incomplete 180s/360s/720s/1080s: .01 - .03 (depending on how much of the turn is incomplete) Persistent Bad Form
10% off difficulty total score for bad form (uneven shoulders, incorrect arm positions, off center pattern distribution): 10% of total score if prevalent throughout all moves. 10% off each individual move per event if not embedded within all moves
FREESTYLE
To try out for the Freestyle Events, you'll need to submit a video consisting of the following:
3 Club Freestyle
4 Separate 30-second 3 club freestyle "routines" in one un-edited video (see 3 Club Freestyle Battle rules for further descriptions)
For each individual freestyle event, submit a separate un-edited video consisting of 5 attempts at your best moves per prop category and number.
For example, if you want to compete in the 5 ball freestyle, a tryout video would consist of 5 attempts at any 5 ball freestyle moves in one un-edited video. You can try the same move 5 times if it takes 5 tries to get it, or 5 different moves if you get each move on the first try. You have 5 attempts to use however you want. No more.
Each subsequent prop category and prop number (E.G. 6 Balls, 5 clubs, 7 rings) number should be submitted as a separate video submission.
Submission deadline for the WJF Freestyle Competitions is detailed on the individual event page you plan to try out for.
3 Club Freestyle
4 Separate 30-second 3 club freestyle "routines" in one un-edited video (see 3 Club Freestyle Battle rules for further descriptions)
For each individual freestyle event, submit a separate un-edited video consisting of 5 attempts at your best moves per prop category and number.
For example, if you want to compete in the 5 ball freestyle, a tryout video would consist of 5 attempts at any 5 ball freestyle moves in one un-edited video. You can try the same move 5 times if it takes 5 tries to get it, or 5 different moves if you get each move on the first try. You have 5 attempts to use however you want. No more.
Each subsequent prop category and prop number (E.G. 6 Balls, 5 clubs, 7 rings) number should be submitted as a separate video submission.
Submission deadline for the WJF Freestyle Competitions is detailed on the individual event page you plan to try out for.
All competitors must wear athletic attire
The WJF Freestyle event gives the competitors a chance to try moves that may take more than one, two, or three tries to accomplish. Categories include:
5 Balls, 6 Balls, 7 Balls
5 Rings, 6 Rings, 7 Rings
5 Clubs, 6 Clubs, 7 Clubs
Three competitors compete on the stage at a time. Each competitor will be allotted 10 attempts per category, 2 attempts at a time before rotating to another competitor. There are no penalties or deductions in this event. Competitors only get credit for the moves the judges feel were executed successfully. The winner of each category will be determined by which move the judges feel was the most difficult and original. Moves are judged on the average of 75% difficulty, 25% originality.
Competitors may try as many different moves as possible however only their highest scoring move will count. This is not an accumulative score. The competitor who executed the highest scoring move in each event, wins that event. Competitors must submit their moves in advance on video to qualify for the finals.
Winners will be determined per category. This is not a cumulative score for an overall Freestyle winner.
The WJF Freestyle event gives the competitors a chance to try moves that may take more than one, two, or three tries to accomplish. Categories include:
5 Balls, 6 Balls, 7 Balls
5 Rings, 6 Rings, 7 Rings
5 Clubs, 6 Clubs, 7 Clubs
Three competitors compete on the stage at a time. Each competitor will be allotted 10 attempts per category, 2 attempts at a time before rotating to another competitor. There are no penalties or deductions in this event. Competitors only get credit for the moves the judges feel were executed successfully. The winner of each category will be determined by which move the judges feel was the most difficult and original. Moves are judged on the average of 75% difficulty, 25% originality.
Competitors may try as many different moves as possible however only their highest scoring move will count. This is not an accumulative score. The competitor who executed the highest scoring move in each event, wins that event. Competitors must submit their moves in advance on video to qualify for the finals.
Winners will be determined per category. This is not a cumulative score for an overall Freestyle winner.
One on one tournament single elimination tournament format
3 Rounds per matchup - best 2 out of 3 rounds moves on
30 seconds per competitor per round
Scoring based on move and connection difficulty, body throw combinations, planted feet (during body throws and combinations), originality, and improvised choreography
Entire sequence must be connected
No moves can be repeated
Integration of acrobatics and dance moves encouraged and rewarded
Competitor mockery and one-uppance encouraged if accompanied by superior skill AKA clowning (as in “to make fun of”)
Scoring Categories
Each category scores 1-5
Overall Difficulty
Connection Difficulty & Smoothness
Body Throw Integration
Planted Feet
Originality
Choreography
Rivalry
Deductions
1 Point deduction for dropping events consisting of 1-2 clubs
3 point deductions for dropping events consisting of dropping all three clubs
3 Rounds per matchup - best 2 out of 3 rounds moves on
30 seconds per competitor per round
Scoring based on move and connection difficulty, body throw combinations, planted feet (during body throws and combinations), originality, and improvised choreography
Entire sequence must be connected
No moves can be repeated
Integration of acrobatics and dance moves encouraged and rewarded
Competitor mockery and one-uppance encouraged if accompanied by superior skill AKA clowning (as in “to make fun of”)
Scoring Categories
Each category scores 1-5
Overall Difficulty
Connection Difficulty & Smoothness
Body Throw Integration
Planted Feet
Originality
Choreography
Rivalry
Deductions
1 Point deduction for dropping events consisting of 1-2 clubs
3 point deductions for dropping events consisting of dropping all three clubs
ENDURANCE
To try out for the WJF Endurance Events, you'll need to submit a video consisting of the following:
Individual Endurance
Edits can only be made in between prop categories. You have 3 attempts for 8 balls. If you qualify 8 balls within your 3 attempts and then decide to go on to 9, there cannot be an edit between your 8 ball and 9 ball attempts. Balls is one video without edits, rings is one video without edits, and clubs is one video without edits. Competitors must face the camera straight on for all props.
Team Endurance
Edits can only be made in between prop categories and patterns. For example, you have 3 attempts for front to front club passing. If you qualify 9 clubs within your 3 attempts and then decide to go on to 10, there cannot be an edit between your 9 club and 10 club attempts. Clubs front to front is one video without edits, Clubs back to back is one video without edits, Clubs front to back is one video, Ultimate Backcrosses is one video, and the same video rules apply to balls and rings. Note - ball patterns is limited to front to front passing only. Teams must face the camera profile for all props and patterns.
Submission deadline for the WJF Endurance Competitions is detailed on the individual event page you plan to try out for.
Individual Endurance
Edits can only be made in between prop categories. You have 3 attempts for 8 balls. If you qualify 8 balls within your 3 attempts and then decide to go on to 9, there cannot be an edit between your 8 ball and 9 ball attempts. Balls is one video without edits, rings is one video without edits, and clubs is one video without edits. Competitors must face the camera straight on for all props.
Team Endurance
Edits can only be made in between prop categories and patterns. For example, you have 3 attempts for front to front club passing. If you qualify 9 clubs within your 3 attempts and then decide to go on to 10, there cannot be an edit between your 9 club and 10 club attempts. Clubs front to front is one video without edits, Clubs back to back is one video without edits, Clubs front to back is one video, Ultimate Backcrosses is one video, and the same video rules apply to balls and rings. Note - ball patterns is limited to front to front passing only. Teams must face the camera profile for all props and patterns.
Submission deadline for the WJF Endurance Competitions is detailed on the individual event page you plan to try out for.
There are three different competitions in the Endurance Event: balls, rings and clubs. The balls competition will start at 8 balls, rings competition will start at 8 rings and clubs will start at 7 clubs. Athletes will compete one at a time in each competition. Maximum of three attempts for each number of props in a prop category will be allowed, but only the final attempt will count for each athlete. Competitors may take up to 20 seconds in between attempts. Any longer and they forfeit the following attempt. An attempt starts with the first throw, regardless of how many throws the competitor makes (1 or more). In order to be in the running for winning an endurance event competition, an athlete has to end their attempts with a valid run.
For a run to be valid it must meet the following criteria:
Qualifying run minimum (twice the number of catches as objects used)
End clean (no drops)
Be the last attempt (competitors are not required to use all three attempts)
If a competitor qualifies a given number of objects, they may elect to continue with one number higher, in which case, they’ll be granted three more attempts. However, only the last attempt will count.
For example, a competitor who executes 50 catches of 8 balls with a clean finish who then decides to move on to 9 and fails to qualify 9 will receive a fail for balls. It will not default back to their last successful qualify of 8 balls.
Competitors’ placements in each prop category will be determined by the highest number of catches with the highest number of objects.
For a run to be valid it must meet the following criteria:
Qualifying run minimum (twice the number of catches as objects used)
End clean (no drops)
Be the last attempt (competitors are not required to use all three attempts)
If a competitor qualifies a given number of objects, they may elect to continue with one number higher, in which case, they’ll be granted three more attempts. However, only the last attempt will count.
For example, a competitor who executes 50 catches of 8 balls with a clean finish who then decides to move on to 9 and fails to qualify 9 will receive a fail for balls. It will not default back to their last successful qualify of 8 balls.
Competitors’ placements in each prop category will be determined by the highest number of catches with the highest number of objects.
There are four competition categories in the Team Endurance Event: Balls, Rings, Clubs and Ultimate Club Backcrosses (balls starting at 13, rings starting at 13, Ultimate Club passing in backcrosses starting at 7, all other club endurance starting at 9). Patterns for balls are done facing front to front. Ring and club patterns include front to front, back to back, front to back, and front to front ultimate club backcrosses with one team member passing in backcrosses, the other passing in basic ultimates.
All throws in all categories must be passed with both hands (one-count, ultimates)
Teams will compete one at a time in each competition. Maximum of three attempts for each number of props in a prop category will be allowed, but only the final attempt will count for each team. Teams may take up to 20 seconds in between attempts. Any longer and they forfeit the following attempt. An attempt starts with the first throw, regardless of how many throws the competitors make (1 or more). In order to be in the running for winning an endurance event competition, a team has to end their attempts with a valid run. For a run to be valid it must meet the following criteria:
Qualifying run minimum (twice the number of catches as objects used)
End clean (no drops)
Be the last attempt (teams are not required to use all three attempts)
If a team qualifies a given number of objects, they may elect to continue with one number higher, in which case, they’ll be granted three more attempts. However, only the last attempt will count.
For example, a team that executes 50 catches of 10 club front to front passing with a clean finish who then decides to move on to 11 clubs and fails to qualify 11 will receive a fail for front to front club passing. It will not default back to their last successful qualify of 10 clubs.
Teams’ placements in each category will be determined by the highest number of catches with the highest number of objects.
All throws in all categories must be passed with both hands (one-count, ultimates)
Teams will compete one at a time in each competition. Maximum of three attempts for each number of props in a prop category will be allowed, but only the final attempt will count for each team. Teams may take up to 20 seconds in between attempts. Any longer and they forfeit the following attempt. An attempt starts with the first throw, regardless of how many throws the competitors make (1 or more). In order to be in the running for winning an endurance event competition, a team has to end their attempts with a valid run. For a run to be valid it must meet the following criteria:
Qualifying run minimum (twice the number of catches as objects used)
End clean (no drops)
Be the last attempt (teams are not required to use all three attempts)
If a team qualifies a given number of objects, they may elect to continue with one number higher, in which case, they’ll be granted three more attempts. However, only the last attempt will count.
For example, a team that executes 50 catches of 10 club front to front passing with a clean finish who then decides to move on to 11 clubs and fails to qualify 11 will receive a fail for front to front club passing. It will not default back to their last successful qualify of 10 clubs.
Teams’ placements in each category will be determined by the highest number of catches with the highest number of objects.
COMPULSORIES
In the compulsories, each move or connection sequence is evaluated based on five criteria: stability, turn completion, symmetry & balance, and degree of difficulty. The judges’ scores are then combined to produce a total score.
Competitors will receive a total of 5 minutes to attempt all 5 moves/connection sequences.
Competitors get one attempt per move/connection sequence. An attempt counts once the competitor qualifies the pattern of whatever number they are juggling or drops at any point after the first throw.
Scoring
Degree of Difficulty (DD): Each move or connection sequence has a predetermined DD, which ranges from 1.0 to 5.0 points. This value is added to the move or connection sequence's overall score.
Judges’ Scores: Seven judges score each move or connection sequence on a scale of 0 to 10.0, with 0 being the lowest and 10.0 being the highest. The two highest and two lowest scores are discarded, and the remaining three scores are averaged to produce a single score.
Total Score: The average judges’ score is multiplied by the degree of difficulty to produce the total score.
For example, if a move or connection sequence has a degree of difficulty of 3.2 and an average judges’ score of 8.5, the total score would be:
3.2 (DD) x 8.5 (average judges’ score) = 27.24 points
Each competitor must choose 5 different moves/connection sequences to perform from all three categories
Final scoring - the lowest scoring move of each competitor is thrown out
Perfect execution requires minimal to zero foot movement, balanced patterns (the body is the center of all patterns) full completion of any 360/180, and clean finishes
Categories include balls, rings, clubs
Lower scores are attributed to: Foot movements, incomplete turns, unbalanced patterns. A drop invalidates any attempt and results in a score of zero.
Competitors will receive a total of 5 minutes to attempt all 5 moves/connection sequences.
Competitors get one attempt per move/connection sequence. An attempt counts once the competitor qualifies the pattern of whatever number they are juggling or drops at any point after the first throw.
Scoring
Degree of Difficulty (DD): Each move or connection sequence has a predetermined DD, which ranges from 1.0 to 5.0 points. This value is added to the move or connection sequence's overall score.
Judges’ Scores: Seven judges score each move or connection sequence on a scale of 0 to 10.0, with 0 being the lowest and 10.0 being the highest. The two highest and two lowest scores are discarded, and the remaining three scores are averaged to produce a single score.
Total Score: The average judges’ score is multiplied by the degree of difficulty to produce the total score.
For example, if a move or connection sequence has a degree of difficulty of 3.2 and an average judges’ score of 8.5, the total score would be:
3.2 (DD) x 8.5 (average judges’ score) = 27.24 points
Each competitor must choose 5 different moves/connection sequences to perform from all three categories
Final scoring - the lowest scoring move of each competitor is thrown out
Perfect execution requires minimal to zero foot movement, balanced patterns (the body is the center of all patterns) full completion of any 360/180, and clean finishes
Categories include balls, rings, clubs
Lower scores are attributed to: Foot movements, incomplete turns, unbalanced patterns. A drop invalidates any attempt and results in a score of zero.
Below are all the compulsory moves for balls.
Competitor starts with their back to the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 180., then 10 throws of the basic pattern and a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 360., then 20 throws of overheads, then 10 throws of the basic pattern. All overhead throws must be thrown with the elbows angled out to the side, and not forward. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then the 11th throw starts overhead throws, then 20 throws of backcrosses, then 10 throws of the basic pattern. All overhead throws must be thrown with the elbows angled out to the side, and not forward. All backcross throws must be thrown in a straight vertical path from under the opposite shoulder and not diagonally from one side to the other.The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then the 11th throw starts the 5 up 360, then 20 backcrosses, then 10 throws of the basic pattern. All backcross throws must be thrown in a straight vertical path from under the opposite shoulder and not diagonally from one side to the other. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of the basic pattern, the 10th or 11th throw may start the blind catch. After the 360, 10 throws of the basic pattern. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 14 throws of 7 balls then the 15th throw starts the DB97531, then 14 throws of the basic pattern. All throws must travel through the center of the body and on the inside of each previous throw. Not from the outside of the pattern or in front of ny previous throws. The "3" must be a valid three and not a "1". The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 14 throws of 7 balls then the 15th throw starts the 5 up 360, then DB97531, then 14 throws of the basic pattern. All throws must travel through the center of the body and on the inside of each previous throw. Not from the outside of the pattern or in front of ny previous throws. The "3" must be a valid three and not a "1". The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Below are all the compulsory moves for rings.
Competitor starts with their back to the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 180, then 10 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 14-16 throws of (6x, 4)* depending on which side the 360 setup starts on, then (6x, 4) 5 up 360, then 10 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 360, then 20 throws of pancakes to a collect. The last throw of pancakes must not be lower than any previous pancake throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 720, then 20 throws of pancakes to a collect. The last throw of pancakes must not be lower than any previous pancake throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then the 11th throw starts the pancakes. 20 pancakes then 10 backcrosses followed by 10 throws of the basic pattern. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 12 throws of the basic async fountain pattern, then the 11th throw starts 9555 with the 5 throws all as pancakes, followed by 12 throws of the basic async fountain pattern. The last throw of the basic fountain pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then the 11th throw starts the half shower (starting from right or left). 20 total throws of the half shower pattern (10 half shower throws from one side) then 20 total throws of the pancake half shower pattern (10 pancake half shower throws from one side) starting from the opposite hand, followed by 10 throws of the basic pattern. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 12 throws of the basic sync fountain pattern, then the 11th and 12th throws (thrown together) start the 6 up sync fountain 360, then 18 full reverse sync throws, then 12 throws of a basic sync fountain pattern. The last two throws of the basic sync fountain pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of the basic pattern, then the 11th throw starts the backcrosses. 10 backcrosses then 20 pancakes to a collect. The last throw of pancakes must not be lower than any previous pancake throws.
Below are all the compulsory moves for clubs.
Competitor starts facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 360. After the 5 up 360, 20 throws of singles to a collect. The last throw of the singles pattern must not be lower than any previous basic pattern throws.
Competitor starts with their back to the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 180, then 10 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 10 throws of 5 clubs then the 6th throw starts backcrosses in doubles or triples for 20 catches, then 10 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 16 throws of (6x, 4)* then transition into 20 backcrosses in doubles (The Sayers Special), then 10 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 12 throws of 6 club basic async fountain pattern, then the 13th throw starts 756 for 12 throws, then 12 throws of the basic async fountain pattern to a collect. The last throw of the basic async fountain pattern must not be lower than any previous basic async fountain pattern throws.
Competitor starts facing the judges. 12 throws of 6 club basic async fountain pattern, then the 13th throw starts 4 transitional throws into 12 throws of the basic sync fountain pattern, then 4 transitional throws to go into 12 throws of the basic async fountain pattern to a collect. The last throw of the basic async fountain pattern must not be lower than any previous basic async fountain pattern throws.
Competitor starts facing the judges. 30 throws and 30 catches of 7 clubs. All throws must be caught on the handles. The final collect must also be caught on the handles in each hand. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 14 throws and 14 catches of (8x, 6)* clubs. All throws must be caught on the handles. The final collect must also be caught on the handles in each hand. The last throw of the pattern must not be lower than any previous throws.
Competitor starts facing the judges. 14 throws and 14 catches of (8x, 6)* clubs, then transition into the basic cascade pattern for 14 throws, then collect. All throws must be caught on the handles. The final collect must also be caught on the handles in each hand. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitor starts facing the judges. 14 throws of the basic cascade pattern, then the 15th throw starts backcrosses for 7 throws, then 14 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
SYNCHRO
A two-person team executes 5 different moves/connection sequences to perform synchronized with each other from all three categories
Teams will receive a total of 5 minutes to attempt all 5 moves/connection sequences.
Teams get one attempt per move/connection sequence. An attempt counts once either member of the team qualifies the pattern of whatever number they are juggling or drops at any point after the first throw.
Scoring
Scoring is done by a panel of up to eleven judges, with six judges evaluating synchronization and five judges evaluating the execution of each move or connection sequence. Each judge determines a score between 0 and 10 with 0.5 point increments. The top and bottom synchronization scores and the top and bottom execution scores for each team are discarded. The remaining five scores are summed, multiplied by 3⁄5, and multiplied by the degree of difficulty to give a final score.
Perfect execution requires minimal to zero foot movement, balanced patterns (the body is the center of all patterns) full completion of any 360/180, and clean finishes.
Categories include balls, rings, clubs
Lower scores are attributed to: Foot movements, incomplete turns, unbalanced patterns. A drop invalidates any attempt and results in a score of zero.
Teams will receive a total of 5 minutes to attempt all 5 moves/connection sequences.
Teams get one attempt per move/connection sequence. An attempt counts once either member of the team qualifies the pattern of whatever number they are juggling or drops at any point after the first throw.
Scoring
Scoring is done by a panel of up to eleven judges, with six judges evaluating synchronization and five judges evaluating the execution of each move or connection sequence. Each judge determines a score between 0 and 10 with 0.5 point increments. The top and bottom synchronization scores and the top and bottom execution scores for each team are discarded. The remaining five scores are summed, multiplied by 3⁄5, and multiplied by the degree of difficulty to give a final score.
Perfect execution requires minimal to zero foot movement, balanced patterns (the body is the center of all patterns) full completion of any 360/180, and clean finishes.
Categories include balls, rings, clubs
Lower scores are attributed to: Foot movements, incomplete turns, unbalanced patterns. A drop invalidates any attempt and results in a score of zero.
Below are all the compulsory moves for balls.
Competitors start side by side facing the judges. 12 throws of 6 ball basic async fountain pattern, then the 13th throw starts 4 transitional throws into 12 throws of the basic sync fountain pattern to a collect. The last two throws of the basic sync fountain pattern must not be lower than any previous basic sync fountain pattern throws.
Competitors start side by side facing the judges. 12 throws of 6 ball basic async fountain pattern, then the 13th throw starts 4 transitional throws into 12 throws of the basic sync fountain pattern, then 4 transitional throws to go into 12 throws of the basic async fountain pattern to a collect. The last throw of the basic async fountain pattern must not be lower than any previous basic async fountain pattern throws.
Competitors start side by side facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 360, then 20 throws of overheads, then 10 throws of the basic pattern. All overhead throws must be thrown with the elbows angled out to the side, and not forward. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitors start side by side facing the judges. 10 throws of the basic pattern, then the 11th throw starts overhead throws, then 20 throws of backcrosses, then 10 throws of the basic pattern. All overhead throws must be thrown with the elbows angled out to the side, and not forward. All backcross throws must be thrown in a straight vertical path from under the opposite shoulder and not diagonally from one side to the other. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitors start facing each other or back to back, profile to the judges. 10 throws of the basic pattern, then the 11th throw starts the blind catch. then 10 throws of the basic pattern. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitors start side by side facing the judges. 10 throws of the basic pattern, then the 11th throw starts the first 5 up 360. After the 2 stage 720, 10 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitors start side by side facing the judges. 14 throws of 7 balls then the 15th throw starts the 5 up 360, then 14 throws of the basic pattern. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitors start side by side facing the judges. 14 throws of 7 balls then the 15th throw starts the 5 up 360, then 14 throws of the basic pattern. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Below are all the compulsory moves for rings.
Competitors start side by side facing the judges. 14-16 throws of (6x, 4)* depending on which side the 360 setup starts on, then (6x, 4) 5 up 360. After the second 5 up 360, 10 throws of the basic pattern and then collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitors start side by side facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 360, then 20 throws of pancakes, then collect. The last throw of pancakes must not be lower than any previous pancake throws.
Competitors start side by side facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 720, then 20 throws of pancakes, then collect. The last throw of pancakes must not be lower than any previous pancake throws.
Competitors start side by side facing the judges. 10 throws of the basic pattern, then the 11th throw starts the full reverse pattern for 10 throws, then 10 throws of a pancake full reverse to a collect. The last throw of the full reverse pancakes must not be lower than any previous pancake throw.
Below are all the compulsory moves for clubs.
Competitors start side by side facing the judges. 10 throws of the basic pattern, then 11th throw starts the 5 up 360., then 20 throws of singles, then collect. The last throw of the singles pattern must not be lower than any previous basic pattern throws.
Competitors start side by side facing the judges. 10 throws of 5 clubs then the 6th throw starts backcrosses in doubles or triples, then 10 throws of the basic pattern to a collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.
Competitors start side by side facing the judges. 16 throws of (6x, 4)* then transition into 20 backcrosses in doubles (The Sayers Special), then 10 throws of the basic pattern and then collect. The last throw of the basic pattern must not be lower than any previous basic pattern throws.