Junior Olympic. Tumbling Code of Points

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1 Junior Olympic Tumbling Code of Points

2 TABLE OF CONTENTS Page Section 1 Safety... 1 Section 2 Quick Reference Age Determination Appeals Calculation of a Score... 3 a. Degree of Difficulty... 3 b. Execution Deductions... 3 c. Landing Deductions... 4 d. Chair of the Judges Panel Deductions... 4 e. Calculation of the Total Score Competition Cards Dress Code Equipment Flights Height of the Hall Interruption of a Pass Judges Panel (Competition Jury?... 8 a. Duties of the Chair of the Judges Panel... 8 b. Duties of the Judges for Execution... 8 c. Duties of the Judges for Difficulty... 8 d. Judges Panel Composition Mobility USA Gymnastics Championships/Stars & Stripes Championships Qualifying Requirements Repetition of a Skill Required Positions During an Element Spotters and Safety Start of a Pass Termination of a Pass Tie-Breaking System Warm-up Section 3 Code of Points Trampoline 1. General Levels 1-4 Competition Requirements Levels 5-7 Competition Requirements Levels 8-10 Competition Requirements Updated

3 SECTION 1 SAFETY Tumbling Safety Rules Refer to the USA Gymnastics Safety Handbook, T200 Coaches Course and the Rules & Policies for further safety information 1. Tumbling practice should take place in a facility where a USA Gymnastics Trampoline and Tumbling registered coach is present to supervise the activity. 2. Tumbling should take place only where a safe tumbling surface is provided. Tumbling surfaces should be sufficiently shock absorbent so as to reduce the risk of injury. 3. Tumbling areas should be level and well lit with the track placed well away from walls or other obstructions or low ceilings. If space is short and the end of the tumbling track comes near a wall, the wall must be padded. 4. Athletes should be aware of the safety rules and of their own limitations. Skills more easily done on trampoline or double mini-trampoline may be more difficult or dangerous to attempt on a tumbling track. 5. Most spring floors are designed more for shock-absorbency than for extra lift during a skill. Athletes should be aware of this difference and not assume that skills will be easier using such surfaces. 6. The athlete or coach/spotter should NOT wear rings, hard hair decoration, earrings, body piercing and or jewelry during practice or competition. 7. A proper uniform should be worn to allow freedom of movement. 8. A thorough warm-up and stretching period should precede tumbling practice and a proper cool down and stretching period should follow to reduce the risk of injury. 9. Athletes and spotters must know and agree on all passes that will be attempted. Athletes must pay attention to the coach. 10. Tumbling should not be attempted by persons under the influence of alcohol, drugs, or any medication that may hinder coordination or perception, those who are dizzy, over-tired, or who have undue fear. 11. Successful tumbling depends upon a great deal of concentration. When one is fatigued, angry, frustrated, or otherwise unable to concentrate, it may become futile or even dangerous to tumble. 12. Crossing the tumbling track can be dangerous; look both ways before crossing. 13. Athletes should perfect skills before trying harder skills or combinations. Use proper progressions to learn more difficult skills. Practice form, execution and control. 14. The use of a tumbling track is a highly specialized, potentially dangerous activity for athlete and coach alike. Both the coach and athlete should first understand and practice progressions and drills in order to help the athlete to tumble safely. 15. No casts or hard splints are allowed while participating in tumbling and trampoline activities. Braces that have been prescribed by a licensed medical physician for a specific medical condition may be worn but must be solid in color. All tape must be flesh tone or white in color for all levels within the J.O. program Updated

4 SECTION 2 QUICK REFERENCE J.O. Code of Points Tumbling Quick Reference For complete information, use the Rules & Policies on the USAG website 1. Age Determination 1.1 Each level of the J.O. Program is divided into age groups. The age of the competitor on December 31 of the current year determines the age group in which he/she competes. 1.2 Age Groups for: Levels 1-4 Levels 5-7 Level 8-9 Level 10 6 & Under 8 & Under 10 & Under & Over 17 & Over & Over 15 & Over *Note: Upon the approval of the Meet Director and personal coach, an athlete may move up to the next older age group if he/she is the only athlete competing in his/her age group. 2. Appeals 2.1 An appeal can only be filed by a coach or competitor; spectators are not allowed to participate in the appeal process. A difficulty inquiry can be made at the judge s table using the appropriate form. (See Rules and Policies for DD inquiry form.) 2.2 The written appeal, with the appropriate appeal fee must be submitted to the Meet Referee prior to the start of competition of the next round. In the case of an appeal concerning the final pass, the appeal must be submitted immediately after the end of the round. In no case, will an appeal be accepted after the medals have been awarded. 2.3 Appeals concerning the execution scores can only be made with respect to numerical error. 2.4 Appeals must be dealt with by the Jury of Appeal prior to the start of the next round, and its decision must be announced immediately. 2.5 Video At invitational competitions, eligibility/mobility competitions, State Championships and Regional Championships, the organizing committee is not required to have an official video. The Jury of Appeal may review a video submitted by the coach or athlete filing the appeal. All video submitted must be from the appropriate angle. The angle should be from the same perspective as the judges. The Jury of Appeal will not use video shot from any other angle At all National events, the Organizing Committee is required to have an official video for levels The Jury of Appeal may use this video for the appeal process The Jury of Appeal may not watch the video individually. They must assemble in a designated location in order to view the video together. The video will be watched in real time, and a straw poll will be taken, after which, discussion will be held. If necessary the jury may re-watch the video and a straw poll will be taken after each viewing until a conclusion is reached Coaches are not allowed to approach the Jury of Appeal. All information must be in writing on the appeal form and presented to the Meet Referee All decisions of the Jury of Appeal are final. 2.6 Appeal Fee Local Competitions $ State Championships $ Regional Championships $ National Competitions $ Jury of Appeal Composition Local, State and Regional Competitions Meet Director 1 Chair of Judges Panel 1 Meet Referee* 1 (*State or Regional Technical Chair) Updated

5 2.7.2 National Competitions Program Committee Member 1 Technical Committee Member If any of the appointed members are involved in the judge s panel or in the decision taken, they must recuse themselves from the jury If any member is unable to serve on the Jury of Appeal, the meet referee may replace him/her If the appointed members are not available, the Meet Referee may appoint a professional member that is qualified to make decisions in the discipline in question. 2.8 If the appeal is sustained, the fee will be returned and the results will be updated to reflect the change. If the appeal is overruled, the organizer will retain the appeal fee, and no changes to the results will be made. 2.9 No appeal or changes to the results may be made after the competition is complete. 3. Calculation of a Score 3.1 Degree of Difficulty No difficulty value is awarded to the Compulsory pass Only skills terminating on the feet will be evaluated. The difficulty value of the Optional pass is calculated on the following basis: Cartwheels have no difficulty Aerials, back handsprings, round-offs and front handsprings Whip-backs (See Guide to Judging) Single Somersaults Each somersault (360 o ) Single somersaults without twist performed in the pike or straight position will receive a bonus of Twisting Somersaults Each ½ twist of a somersault is awarded difficulty as follows: Each ½ twist 180 o Each ½ twist more than one full twist (360 o ) Each ½ twist more than two full twist (720 o ) Each ½ twist more than three full twist (1080 o ) Single somersaults with twist must twist in one continuous direction; otherwise, no difficulty value will be awarded. For skills, which do not meet this requirement, an additional deduction for not meeting pass requirements may be applied along with the loss of the difficulty value for the skill Double Somersaults with or without twist Double somersaults performed in the pike position will receive a bonus of 0.1 pts Double somersaults performed in the straight position will receive a bonus of 0.2 pts In double somersaults, the value of the skill, including any twist and bonus for position will be doubled. 3.2 Deduction for Execution Judges look for lack of form, control, height and rhythm in each skill When evaluating the execution of skills and calculating difficulty, judges work in tenths of a point Evaluate the execution of skills in the range of 0.0 to 0.5 pts. as per Rules Subtract all deductions from the maximum mark indicated by the Chair of the Judges Panel as per Rule Slight faults, per occurrence Substantial faults, per occurrence Major faults, per occurrence (maximum allowed) On all completed routines/passes, Execution Judges scores must be not more than 0.3 pt. higher or 0.3 pts. lower than the median score; otherwise, the out of range score must be re-evaluated. Updated

6 3.3 Landing Deductions After the last skill of a completed pass take the following on instruction of the Chair of the Judges Panel. (Interrupted passes do not receive these deductions) Landing on both feet but lacking stability, including stability of feet, arms and trunk and not standing still for approximately three seconds OR After landing, touching the track or landing zone/area with one or both hands After landing, falling to the knees, hands & knees, seat, front, or back on the tumbling track or landing area Assistance from a spotter after landing After landing in the landing area or on the track, leaving the landing area or track, or touching outside the landing area or touching the floor with any part of the body. 1.0 Make the following additional deductions on the instruction of the Chair of the Judges Panel Landing outside the outer lines of the track or landing zone on the last skill After landing in the landing zone, touching or falling outside the landing zone with any part of the body. 0.1 In NO case should the landing deductions exceed 1.0 pt. 3.4 Chair of the Judges Panel Additional Deductions (In addition to execution and landing deductions) Not ending in a two foot landing Level 1-5 and Level 6 1 st pass Performing more than the required number of skills Talking to or giving any form of signal to a competitor by his/her spotter or coach after the start of a pass, for each occurrence Not initiating the first skill within 20 seconds after the signal given by the Chair of the Judges Panel Abusing the warm-up time Taking significant steps (three or more or running) or a major stop (longer than three seconds) (Levels 1-3) Touching outside the outer lines of the tumbling track with any part of the body during the pass, per occurrence. (Levels 1-3) Taking steps or hops or running prior to the power hurdle Not performing the power hurdle prior to the round off and begins from a stand Running prior to a pass that begins from a stand Not meeting or exceeding pass requirements, per occurrence Passes ending in a somersault: Failing to end a completed pass in a somersault Passes ending in a somersault: Failing to initiate the last skill from the take off zone Passes ending in a somersault: Initiating the last skill from the penalty zone Passes ending in a somersault: Ending a completed pass on the tumbling track (with the exception of Level 6 2 nd pass) Passes ending in a somersault: The final skill is not at or above shoulder height (Includes skills with or without twist) Calculation of the Total Score The evaluation of execution of skills (execution, maintenance of tempo and control) and difficulty is done in tenths of a point. Each skill is worth 1.0 pts On completed passes, the Execution Judges will add the appropriate points to show their marks out of 10.0 pts On incomplete passes, the Execution Judges will add the appropriate points to show their mark out of the maximum score determined by the Chair of the Judges Panel All execution, landing and Chair of the Judges deductions are subtracted from the maximum mark for each pass Judges must write their deductions independently of one other Levels A Level 7 competitor must perform a minimum of three skills in order to receive a score. Passes that have two or fewer valid skills will score 0.0 and no additional points will be added to show the mark out of 10.0 pts. Updated

7 Add the three Execution Judges scores. If one Execution Judge is used for Levels 1-4, multiply the score by three to determine the final score for each pass Total Score: Add the total score for the first pass to the total score for the second pass to determine the final total score Levels A competitor must perform a minimum of three valid skills in order to receive a score. Passes that have two or fewer valid skills will score 0.0 and no additional points will be added to show the mark out of 10.0 pts On completed passes, the Execution Judges will add the appropriate points to show their marks out of 10.0 pts On incomplete passes, the Execution Judges will add the appropriate points to show their marks out of the maximum score determined by the Chair of the Judges Panel Level Pass 1: Add the three Execution Judges scores Pass 2: Add the three Execution Judges scores to the difficulty score Total Score: Add the total score for the first pass and the total score for the second pass to determine the final score All execution, landing, and Chair of the Judges Panel deductions are subtracted from the maximum mark Level Pass 1: Add the three Execution Judges scores Pass 2: Add the three Execution Judges scores to the difficulty score Total Score: Add the total score for the first pass to the total score for the second pass to determine the final score All execution, landing, and Chair of the Judges Panel deductions are subtracted from the maximum mark If Finals are held: Finals Pass: Add the three Execution Judges score to the difficulty score Final Score: Add the total score from Preliminaries to the total of the Finals pass to determine the final total score Level 10: Pass 1: Add the three Execution Judges scores to the difficulty score Pass 2: Add the three Execution Judges scores to the difficulty score Total Score: Add the total score for the first, and second pass together to determine the total score All execution, landing and Chair of the Judges Panel deductions are subtracted from the maximum mark If Finals are held: Pass 1: Add the three Execution Judges scores to the difficulty score Pass 2: Add the three Execution Judges scores to the difficulty score Final Score: Add the total score from Preliminaries to the total score of the passes to determine the final total score The Chair of the Judges Panel is responsible for determining the validity of the scores and must sign the score sheet before the final results are posted All scores will be rounded to three decimal places. Such rounding will only be made with respect to the competitor s total score for a pass. 4. Competition Cards 4.1 Levels No competition cards are required. 4.2 Levels All passes, including Finals, must be written on the competition card. Optional passes must include the difficulty value, position, and total value of the pass in order to avoid additional deductions In the Compulsory pass, the competitors must execute the skills as written on the competition card; otherwise, the pass will be interrupted at the point of change In the Optional pass, changes to the skills, and the order in which they are written on the competition card, are permitted with no penalty. 4.3 All competition cards must be turned in at the specified time and place. Changes may be made until the start of the round. 4.4 Competition cards must be completed using only the FIG numeric system. 4.5 Failure to turn in a competition card at the designated time and location filled out using the FIG numeric system will result in a deduction of 0.2 pts. from the difficulty score of the Optional pass. Updated

8 5. Dress Code 5.1 Athletes: The dress code must be followed during all training, warm-up and competition times Male Competitors Step in or compression shirt, with or without sleeves, t-shirts are not acceptable. Compression shirts must be skin tight and made of lycra or spandex Competition style shorts, with no longer than a 5 inseam White foot covering of not more than ankle length or bare feet are allowed Female Competitors Leotard with or without sleeves may be worn (must be skin tight) Long tights in the same color as the leotard may be worn (must be skin tight) A full-length one-piece leotard (unitard) may be worn. (must be skin tight) White foot covering of no more than ankle length or bare feet are allowed. If a unitard is worn, the foot covering may be the same color as the unitard Any other dress that is not skin tight is not allowed For safety reasons, covering the face or head is not allowed The wearing of jewelry or watches is not permitted. Earrings must be removed and may NOT be taped. Rings without gemstones are permitted only if they are taped Only rubber bands, ribbons, flat metal clips or soft hair decorations are allowed Long hair for both male and female competitors must be secured close to the head. If the hair touches the tumbling floor or landing area, the pass will be interrupted. (See Guide to Judging) 5.16 Any violation of Rule may result in a disqualification from the round in which the offense occurs. The Chair of the Judges Panel makes this decision. 5.2 Coaches: The dress code must be followed during all training sessions, warm-up and competition times Track suit, polo shirt or team t-shirt must be worn. Warm-up jackets are optional Gym shoes are required No denim allowed No caps or hats allowed No capri pants No tank tops No shorts Violators will be asked to leave the floor. 6. Equipment 6.1 Tumbling Track Levels 1-5 Minimum of a single layer mat, 60 long, 6 wide and 1 thick Levels 6-7 Minimum of spring/foam block floor with a single or double layer of mats, 72 long, 6 wide, 1-2 thick Levels 8-10 A tumbling track constructed with a sprung surface, which must be padded. If constructed of several units, the units must be firmly fixed together so they will not separate during use. They must not show any space between them. Flexi rolls may NOT be used to cover any layer of the tumbling surface Dimensions: Length 26m (85 ) +/- 1.0m Width 1.8.4m (6 ) +/- 0.1m 6.2 Markings Two lines, 50 mm (2 ) wide in a contrasting color must mark the outer edge (boundary) of the track. Distance (incl. lines) 150cm +/- 1 cm A centerline, 50mm (2 ) wide in a contrasting color, must mark the centerline on the tumbling track. 6.3 Springboard There are no restrictions on the type or location of the springboard 6.4 Landing Area A shock absorbent surface must be used on the landing area to allow for a stable landing on the feet If two or more mats are joined together to form the landing area. They must have the same height and density The must be held firmly together so as not to separate in use Updated

9 A competitor may use an additional landing mat on top of the landing area. (Sting mat, as per Rule 6.9.1) Dimension of the landing area must be Length 6m minimum Width 3m minimum Thickness 30cm +/-10mm 6.5 Landing Zone A landing zone must be marked out in the landing area with either the whole zone in a contrasting color or with lines 50mm (2 ) wide in a contrasting color. The outer edge of the landing zone (or lines) marks the boundary of the landing zone Dimensions of the landing zone must be Length 4000mm (13 ) +/-5mm Width 2000mm (6.5 ) +/-5mm 6.6 Run-Up There must be a run-up of 10m (33 ) prior to the tumbling track. It must be the same level as the tumbling track. Competitors must start their run no further than the designated 33 run-up, otherwise a deduction may be applied for not meeting pass requirements. 6.7 Take-off and Penalty Zone The lines of the take-off zone can be Velcro, tape or paint and must be white in color. Lines must be a minimum of 1 in width with seven lines spaced evenly 1 apart within the take-off zone. The solid white line on the 9 mark should be the entire width of the floor The penalty zone must be 1 in width and marked in a solid or striped red color 6.8 Safety Mats Level 8 and above, carpet bonded foam or equal thickness matting is required to cover the entire length of the tumbling track to the front of the landing area Side mats are required to be 6 wide One 5 x10 x8 mat is required on the floor beyond the back of the landing area. This mat should be tethered/velcro adhered to the landing area. 6.9 Sting Mat This additional mat may be used on the top of the landing area as long as it fits within the boundaries of the Landing zone Length 4m Width 2 m Thickness 10cm +/-5mm Competitors assume the risk of using this additional mat and will not be granted a second attempt if the mat causes a fall. 7. Flights 7.1 The competitors will be divided into groups of approximately ten athletes per group Updated

10 8. Height of the Hall 8.1 The interior height of the hall in which tumbling competitions take place must be Levels 1-10 Minimum 16 feet 9. Interruptions of a Pass 9.1 A pass will be considered interrupted if the competitor: Is touched by a spotter Falls to the track/zone/area during a pass Touches outside the outer lines of the tumbling track with any part of the body (levels 4-10) Takes intermediate steps or stops (levels 4-10) Does not perform the Compulsory routine as prescribed at each level Performs skills not allowed (see pass requirements for each level) Touches the track/area/zone with any part of the body other than the hands and feet (level 4-10) Pass changes direction Initiating a somersault from the landing area/zone Ends a pass with an incomplete skill or fails to land on two feet (passes that end in a somersault) 9.2 No credit will be given for the skill in which the interruption occurs with respect to Rules and no additional deductions will be taken. 9.3 Athletes will be judged only on the number of skills completed on both feet on the tumbling track or landing area. 9.4 The Chair of the Judges Panel makes this decision. 10. Judges Panel (Competition Jury) 10.1 Duties of the Chair of the Panel Control of the facilities Organize the Judges conference and the trial scoring Place and supervise all judges, spotters, and recorders Direct the competition Convene the Competition Jury Decide if a second attempt should be allowed Decide about a gymnast s dress Decide whether any assistance given by a spotter was necessary Declare the maximum mark in the case of an interrupted pass Duties of Judges for Execution Evaluate the execution in the range points and write their deductions independently of each other Subtract their execution deductions, landing and Chair of the Judges deductions from the maximum mark indicated by the Chair of the Judges Panel 10.3 Duties of Judges for Difficulty Collect the competition cards Check the skills and difficulty values entered on the competition cards Confirm with the Chair of the Judges Panel that compulsory routine was performed correctly Check the required skills/requirements for the Optional pass Determine and record all skills performed, and their difficulty value on the competition card Display the difficulty score 10.4 Judges Panel Composition (Competition Jury) Level One Chair Judge who also acts as the Execution Judge. Must be Category 2 or higher One Chair Judge who also acts as an Execution Judge, in addition to two other Execution Judges. All Judges must be Category 3 or higher Levels One Chair Judge who also acts as an Execution Judge and Difficulty Judge, mustt be Category 2 or higher, along with two additional Execution Judges who are Category 3 or higher. Updated

11 Levels All Judges must be Category 2 or higher Individual Chair of Judges Panel Judges for Execution Judges for Difficulty Video Judge (may be any Category) Judges must sit separately, 5 meters (16 ) from the side of the tumble track. The judges table position must start at the 16 Meters (52 ) mark of the tumbling track If a judge fails to carry out his/her duties in a satisfactory manner, he/she may be replaced. This decision will be made by the Jury of Appeal upon the recommendation of the Chair of the Judges Panel If the judge in question is also a member of the Jury of Appeal, he/she will not participate in the process If an Execution Judge is replaced, the Jury of Appeal may decide that his/her previous marks will be replaced by the average of the remaining marks. 11. Mobility 11.1 To ensure proper progression from one level to another, athletes must: Beginning at level 5 athletes must achieve the designated mobility score at a sanctioned competition Mobility forms for levels 5 10 must be submitted to the State Chair for approval. Beginning level 7-8 the State Chair must give mobility approval prior to the athlete competing at the new level Athletes may compete to mobilize no more than two levels at a local competition. State, Regionals and Nationals may be used to earn a mobility score but the athlete may not compete at more than one level per competition The highest level at which an athlete may enter the mobility system is Level Level 10 athletes may only use Regional Championships, designated mobility competitions, Elite Challenge and Gymnastics Championships to earn a mobility scores For complete mobility rules see Section I:D Mobility System, of the Junior Olympic Program Rules and Policies 11.7 Mobility Scores Total Score 5 to to to to to For mobility from Level 10 to Youth Elite, Junior Elite, Open Elite see the Elite Code of Points. 12. USA Gymnastics Championships/Stars & Stripes Championships Qualifying Requirements 12.1 Championships Qualifying Requirements Only, athletes who have competed in two sanctioned competitions prior to State Championships are eligible to use State and Regional Championships to qualify to the Stars and Stripes or USA Gymnastics Championships Athletes who are injured and unable to compete may salute in order to gain eligibility at the sanction competitions prior to state and regionals. All competition fees must be paid, the athlete is not eligible for awards, but should show in the competition results Athletes must attend BOTH State and Regional Championships as part of the qualification process, Athletes who are injured and unable to compete may salute in order to gain eligibility at State or Regionals. All competition fees must be paid, the athlete is not eligible for awards, but should show in the competition results Qualifying scores are based on the preliminary round and may be obtained at one of the two qualifying competitions. (State OR Regionals). Updated

12 12.2 Qualifying Scores Level Tumbling Repetition of a Skill 13.1 Round offs, back handsprings and whip backs may be repeated during the pass Skills within the same pass other than round off, back handspring and whip-back will not be considered a repeat if preceded by a different skill Skills may not be repeated within or between the two-eight skill passes at Level 10. A skill will be deemed a repeat if it is preceded by the same skill 13.4 Repeated skills within the same pass will not be awarded difficulty credit by the Difficulty Judge Repeated skills over both passes of the Preliminary round will not be awarded difficulty credit by the Difficulty Judge Repeated skills over both passes of the Final round will not be awarded difficulty credit by the Difficulty Judge. 14. Required Positions during an Element 14.1 In all positions, the feet and legs should be kept together and the feet and toes pointed Depending on the requirements of the movement, the body should be tucked, piked or straight In the tuck and pike positions, the thighs should be close to the upper body, except in the twisting phase of multiple somersaults as per Rule In the tuck position, the hands should touch the legs below the knee In the pike position, the hands should touch the tops of the feet The arms should be straight and/or close to the body whenever possible The following defines the minimum requirements for a particular body shape: Straight position: The angle between the upper body and thighs must be greater than 135 o Pike position: The angle between the upper body and thighs must be equal to or less than 135 o and the angle between the thighs and the lower legs must be greater than 135 o Tuck position: The angle between the upper body and thighs must be less than 135 o and the angle between the thighs and the lower leg must be less than 135 o Puck position: The angle between the upper body and thighs is between 90 o and 135 o and the angle between the thighs and lower leg is between 90 o and 135 o. The puck position is only appropriate in the twisting phase of a multiple somersault When two positions are achieved in one skill, the difficulty value of the lesser of the two will be awarded In multiple somersaults with twists, the tuck and pike position may be modified during the twisting phase as described in the FIG Guide to Judging. When the puck and tuck positions are used to perform a skill with the same number of rotations and twists, it will be deemed a repeat The phases in multiple somersaults are: In somersaults of 540 o or less, one phase is recognized. In somersaults of 630 o -900 o, two phases are recognized, early and late, and equal to the degrees of rotation divided by two. In somersaults of 900 o or more, each somersault is recognized as a separate phase. 15. Tumbling Spotters 15.1 Athletes must execute passes without any external help If the Chair of the Judges Panel determines that any assistance was given, the pass will be interrupted at that point The spotter/coach is required to stand on the side of the tumbling floor opposite the panel of judges. When the safety of the athlete is a legitimate consideration, the spotter/coach may request the Chair of the Judges Panel to grant an exception to this rule The Chair of the Judges Panel is responsible for controlling the actions of the coaches. 16. Start of the Pass 16.1 The starting order is decided by a random draw. Competitors will remain in the same order for the second pass Each competitor will start on a signal of the Chair of the Judges Panel. The pass must be initiated within 20 seconds otherwise a deduction Updated

13 of 0.1 pts. will be taken from each Execution Judges score If the time limit is exceeded as a result of faulty equipment or other substantial cause, no deductions will be applied. The Chair of the Judges Panel makes this decision. The athlete may restart upon the signal from the Chair of the Judges Panel If a competitor is obviously disturbed in a pass due to faulty equipment or substantial external influence, the Chair of the Judges Panel may allow another attempt. A competitor s apparel is not considered equipment Spectator noise, applause and the like would not normally constitute a disturbance 16.3 A pass shall be considered started once the first skill is initiated Pass is initiated when the hands touch the tumbling floor If the first element is a Barani, the pass is initiated when the athlete s feet leave the tumbling floor to initiate the somersault A springboard may be used only to initiate the first skill. It may be placed anywhere on the tumbling track or run up as long as the first skill lands within the tumbling track The competitor must begin his/her run no farther than the 33 of run-up otherwise the pass will receive an additional deduction After the signal has been given, the competitor must initiate the first skill within 20 seconds otherwise a deduction of 0.1 will be taken from each Execution Judges score Second attempts are not allowed 17. Termination of a Pass 17.1 The pass must end on both feet on the tumbling track or landing area, otherwise Rule or Rule will apply. No additional landing deductions will be taken After the last skill, a competitor must stand upright for approximately three seconds; otherwise, a deduction for lack of stability will be taken as per Rule Tie-Breaking System 18.1 Levels 1-4: Ties are not broken at these levels 18.2 Levels 5-7: Use the total score of the second pass to break the tie. If there is still a tie, then duplicate awards will be given for ties Levels 8-9 and Level 10 Preliminaries: Use the highest total score in the second pass of Preliminaries to break the tie. If still tied: Take the two highest execution scores of the second pass to break the tie If still tied then duplicate awards will be given for the ties Level 9 Finals: Ties are not broken in the final round Level 10 Finals: Ties are not broken in the final round 18.4 Example of distribution of awards if ties cannot be broken. Two competitors are tied for 2 nd place. Award the 1 st place medal to gymnast with the highest score. The 2 nd place medals are then presented to the gymnasts with the tied score. There is NO 3 rd place medal The 4 th place award is then presented to the next gymnast, and so on. 19. Warm-Up 19.1 All competitors will be allowed flight warm-ups prior to competition. A touch is considered one pass. The run may not contain skills Levels 1-7 One run and two touches Level 8-9 One run and three touches Level 10 One run and four touches Level 9 Finals One run and two touches Level 10 Finals One run and four touches 19.2 No general warm-up period is required; however, if time allows one may be provided When specific session warm ups are provided, athletes are only allowed to warm up on the apparatus on which they compete in that session In the event a competitor abuses the warm up rules, the Chair of the Judges Panel may instruct each Execution Judge to deduct 0.1 pt. from their subsequent mark Warm-up on the competition hall equipment may be eliminated if equivalent equipment is provided in an adjacent hall The competition dress code must be followed during all training sessions and warm up times. Updated

14 SECTION 3 - CODE OF POINTS TUMBLING TUMBLING LEVELS Pass Definition 1.1 Tumbling should be characterized by continuous speedy, rhythmic movement without hesitation or stops. The pass should show good control, form, execution, and maintenance of tempo. 1.2 Both passes are Compulsory passes. 1.3 All completed passes are scored out of 10.0 pts. 1.4 Levels The first and second pass are five-skill Compulsory passes that are scored out of 10.0 pts The passes must begin from a stand. No run is allowed. 1.5 Levels The first pass is a three-skill Compulsory pass that is scored out of 10.0 pts The second pass is a three-skill Compulsory pass that is scored out of 10.0 pts. 1.6 Each pass must end with a landing on both feet on the track or landing area; otherwise, a deduction of 0.5 pts. will be taken, per Rule Compulsory Passes LEVEL 1 First Pass Pike front roll to tuck Front roll tuck Front roll tuck Front roll tuck Straight jump Second Pass Front roll tuck Front roll tuck Jump ½ twist Back roll tuck Back roll tuck LEVEL 2 First Cartwheel Pass Cartwheel step in to hollow Back roll tuck Back roll tuck Straight jump Second Pass Front roll step out Cartwheel Cartwheel Round off Rebound LEVEL 3 First Pass Power hurdle Cartwheel Round off Rebound Back roll tuck Second Pass Handstand front roll step out Cartwheel Cartwheel Round off Rebound LEVEL 4 First Pass Pwr. hurdle round off Rebound Second Pass Run, round off Rebound 2.1 Deviation from the compulsory routine will result in an interruption of the routine at the point of change. See Rule Updated

15 TUMBLING LEVELS Pass Definition 3.1 Level The first pass is a four-skill Compulsory pass scored out of 10.0 pts The second pass is a six-skill Compulsory pass scored out of 10.0 pts Second pass must begin with a run no farther than the 33 of run up Both passes must end in a two-foot landing per Rule Level The first pass is an eight-skill Compulsory pass scored out of 10.0 pts The second pass is a five-skill Compulsory pass scored out of 10.0 pts Both passes must begin with a run on the tumble track rather than the run-up The first pass must end in a two-foot landing, per Rule The second pass must end in a two-foot landing, per Rule The second pass must take off from the take off zone otherwise deductions will be taken as per Rule Level The first pass is an eight-skill Compulsory pass, scored out of 10.0 pts The second pass is an eight-skill Compulsory pass, scored out of 10.0 pts Both passes must begin with a run no rather than the 33 of run up Both passes must end in a two-foot landing as per Rule The 8 th skill, (final somersault) of both passes must take off in the take off zone and land in the landing area; otherwise, deductions will be taken as per Rules & Must perform a minimum of three skills in order to receive a score. 4. Pass Requirements LEVEL 5 First Pass Four-Skill Compulsory Power hurdle, round off Rebound LEVEL 6 First Pass Eight-Skill Compulsory Run, round off Rebound Second Pass Six-Skill Compulsory Run, round off Rebound Second Pass Five-Skill Compulsory Run, round off Back Somersault Tuck Updated

16 LEVEL 7 First Pass Eight-Skill Compulsory Run, round off Back somersault pike Second Pass Eight-Skill Compulsory Run, round off Whip back Back somersault tuck 4.1 Deviation from the compulsory routine will result in an interruption of the routine at the point of change. See Rule TUMBLING LEVELS Pass Definition 5.1 Level The first pass is a eight-skill Compulsory pass scored out of 10.0 pts The second pass is a eight-skill Optional pass scored out of 10.0 pts Both passes must end in a two-foot landing per Rule Both passes the final skill must take off in the take off zone and land in the landing area, otherwise, a deduction as per Rules & will be taken from each Execution Judge s score Repetitions are not allowed Not meeting or exceeding pass requirements will result in a deduction of 1.0 pts. per occurrence as per Rule Both passes must begin with a run no farther than the 33 of designated run-up; otherwise, a deduction as per Rule will be taken from each Execution Judges score Passes must move in one direction only, including the last skill. No reversals are allowed Whip back: A somersault that is performed in the middle of a pass. The somersault would be performed below shoulder height and is fast and long similar to a flic-flac. There should be no break in the rhythm of the pass when a whip back is performed correctly. Sometimes an athlete may perform a somersault (whip-back) that is too high because of an error in the execution of the skill. Therefore, any non-twisting somersault performed in the middle of a pass regardless of height will be deemed a whip back Finals are not required at this level Must perform a minimum of three valid skills in order to receive a score. 5.2 Level The first pass is an eight-skill Compulsory pass scored out of 10.0 pts The second pass is a eight-skill Optional pass scored out of 10.0 pts Both passes must end in a two-foot landing, per Rule In both passes the final skill must take off from the take off zone and land in the landing area, otherwise a deduction as per Rules & will be taken from each Execution Judges score Repetitions are not allowed Not meeting or exceeding pass requirements will result in a deduction of 1.0 pts. per occurrence as per Rule Both passes must begin with a run no farther than the 33 of designated run-up, otherwise a deduction as per Rule will be taken from each Execution Judges score Passes must move in one direction only, including the last skill. No reversals are allowed Whip back: A somersault that is performed in the middle of a pass. The somersault would be performed below shoulder height and is fast and long similar to a flic-flac. There should be no break in the rhythm of the pass when a whip back is performed correctly. Sometimes an athlete may perform a somersault (whip-back) that is too high because of an error in the execution of the skill. Therefore, any non-twisting somersault performed in the middle of a pass regardless of height will be deemed a whip back. Updated

17 The top eight competitors will advance to the Finals at all national events. Finals will consist of one, eight skill Optional pass with the same requirements as Preliminaries. Competitors may repeat passes performed in the preliminary round The starting order for Finals will be in order of merit, with the competitor with the lowest score going first in both passes. In the event of ties, the starting order will be by random draw Must perform a minimum of three valid skills in order to receive a score. 5.3 Level The first pass is an eight-skill Optional, scored out of 10.0 pts The second pass is an eight-skill Optional pass, scored out of 10.0 pts All passes must end in a two-foot landing as per Rule All passes, the final skill must take off from the take off zone and land in the landing area, otherwise a deduction per Rules & will be taken from each Execution Judges score All passes must begin with a run no farther than the 33 of designated run-up; otherwise, a deduction as per Rule will be taken from each Execution Judge s score Pass must move in one direction only, including the last skill. No reversals are allowed as per Rule Not meeting or exceeding pass requirements will result in a deduction of 1.0 pts. per occurrence as per Rule Whip back: A non-twisting single somersault that is performed in the middle of a pass. The somersault would be performed below shoulder height and is fast and long similar to a flic-flac. There should be no break in the rhythm of the pass when a whip back is performed correctly. Sometimes an athlete may perform a somersault (whip-back) that is too high because of an error in the execution of the skill. Therefore, any non-twisting single somersault performed in the middle of a pass regardless of height will be deemed a whip back. Somersaults, which are performed above shoulder height in the middle of pass, that are not mandated should receive a maximum deduction. There will be a major rhythm break after a skill performed above shoulder height The top eight competitors will advance to the Finals at all national events. Finals will consist of two 8 skill free Optional pass with the same requirements as Preliminaries. Competitors may repeat passes performed in the preliminary round The starting order for Finals will be in order of merit, with the competitor with the lowest score going first in both passes. In the event of ties, the starting order will be by random draw Must perform a minimum of three valid skills in order to receive a score. 6. Pass Requirements 6.1 Level First Pass Eight-Skill Compulsory Pass Run, Round off Whip back Whip back Back somersault pike Second Pass Eight-Skill Optional Pass The pass must begin with a run no farther than the 33 of designated run-up Must contain one somersault that is performed as the last (8 th ) skill. Must end in a back somersault in the tuck, straight position or full twisting back somersault Must have two bounding somersaults Maximum of one somersault with 360 o of twist Minimum difficulty of 2.1 per pass If a competitor does not meet the minimum difficulty requirements for a completed Optional routine each Execution Judge will deduct 1.0 pts. from their total score. This deduction is only taken on completed routines Maximum difficulty of 2.4 per pass If a competitor exceeds the maximum difficulty of 2.4, then 2.4 will be the valid difficulty score for the routine. No additional deductions will be applied. Updated

18 Maximum difficulty of.7 per skill Skills which exceed the maximum skill DD will results in an interruption of the pass Maximum of 360 o of rotation per skill No more than 360 o of twist per skill The pass must be performed without repetition as per Rule If a competitor does not meet or exceeds the pass requirements, each Execution Judge will deduct 1.0 pts. from the total score, as per Rules This deduction is taken only on completed routines. (See Guide to Judging). 7. Pass Requirments 7.1 Level First Pass Eight-Skill Compulsory Pass Run, Round off Whip back Whip back Whip back Back somersault straight The pass must begin with a run no farther than the 33 of designated run-up Second Pass Eight-Skill Optional Pass The pass must begin with a run no farther than the 33 of designated run-up Must contain one somersault that is performed as the last (8 th ) skill Must contain one somersault with a minimum of 360 o of twist, or a maximum of 720 o of twist OR one double somersault in the tuck or pike position One additional somersault may contain 360 o of twist. The remaining somersaults may not contain more than 180 o of twist Minimum difficulty of 2.5 per pass If a competitor does not meet the minimum difficulty requirements for the Optional pass, each Execution Judge will deduct 1.0 pts. from their total score. This deduction is only taken on completed routines Maximum difficulty of 4.1 per pass If a competitor exceeds the maximum difficulty of 4.1, then 4.1 will be the valid difficulty score for the routine. No additional deductions will be applied Maximum difficulty of 2.2 per skill Skills which exceed the maximum skill DD will result in an interruption of the pass No more than 720 o of twist per skill May contain no more than one double somersault Bounding full twisting somersaults are not allowed No repetitions within the pass, see Rule 13 ( ). A deduction as per Rule 13.4 and 13.5 will be taken from each Execution Judges score If a competitor does not meet or exceeds the pass requirements, each Execution Judge will deduct 1.0 pts. from the total score, as per Rules This deduction is taken only on completed routines. (See Guide to Judging). 8. Pass Requirements Finals Pass Eight-Skill Optional Pass Finals pass will use the same requirements as the optional pass from prelims. Refer to Level Two-Free Eight-Skill Optional Passes Both passes must begin with a run no farther than the 33 of designated run up; otherwise, a deduction as per Rule will be taken from each Execution Judge s score Both passes must contain one somersault that is performed as the last (8 8h ) skill Minimum of one double somersault placed anywhere within the two passes Minimum difficulty 3.4 per pass Updated

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