Revamping structure of Event Flow
This discussion has an associated proposal. View Proposal Details here.Comments about this discussion:
Started
Hello,
this is mainly a structural thing, a few sentences changed though. There was a lot of repeated information, especially for last trick. I redivided into clearer sections so it's easier to follow how the event is ran, and that no information is repeated.
NEW:
10B.6 Event Flow
10B.6.1 Riders Must Be Ready
The Chief Judge chooses how to handle the riders who are not ready at their scheduled competition time. They may be disqualified or allowed to perform after the last competitor in their age group.
10B.6.3 Preliminary Round
Each rider’s preliminary round is divided in two parts, “timed preliminary” and “last trick”. Top scoring riders of the preliminary round will continue to the battle finals.
10B.6.3.1 Timed Preliminary
The preliminary round is 1 minute. Any tricks completed after the 1 minute has elapsed will not be counted. If the rider is in a combo when the time ends, they are not allowed to start another trick and extend the combo, they must end their combo with their current trick. Once the time is up, the rider moves from “timed preliminary” to “last trick”.
10B.6.3.2 Last Trick (Preliminary)
There are 2 attempts in the preliminary round. The rider is not obligated to use all attempts or to try the same trick every attempt. Riders may skip an attempt. Only the last attempt will be scored. A Failed attempt do not subtract from the score.
10B.6.4 Battles
In a Flatland battle, two riders compete head to head, taking turns performing tricks. Battles are separated into two parts; “timed battle” and “last trick”. The winner of each battle is determined immediately after the battle by the judges. The winner continues to the next battle and the loser is eliminated, unless the battle is in a double-elimination bracket.
10B.6.4.1 Timed Battle
Battles last 2 minutes each. Semi-Final and Final battles last 2 to 4 minutes, upon agreement of battling riders. The rider with better ranking from the preliminary round chooses which rider starts the battle. There are 2 countdown timers, one of 1 minute for each rider. The corresponding rider’s timer will be started and stopped when they start and stop riding. Any tricks completed after the rider’s time has elapsed will not be counted. If the rider is in a combo when the time ends, they are not allowed to start another trick and extend the combo, they must end their combo with their current trick.. After one rider’s time runs out, the other rider will ride for their remaining time. Once the time is up for both riders, the riders go from “timed battle” to “last trick”.
10B.6.4.2 Last Trick (Battles)
There are 3 last trick attempts for each rider in battles. Riders will take turns attempting their last trick. Riders are not obligated to use all attempts or to try the same trick every attempt. Riders may skip an attempt. Only the last attempt will be scored. Other failed attempts do not subtract from the score. The rider who started the battle starts the last trick.
10B.6.4.3 Number Of Competitors Entering Battles
The highest-scoring competitors from the preliminary round proceed onto the final battles. The number of competitors that move onto the finals is determined by a vote from the judges, but it cannot be more than 16 riders. Only a simple majority is needed for the vote. If a number of other 4, 8 or 16 is chosen, byes are used to expand the group of rider to the next largest bracket. (E.g. 11 riders would use the 16 rider bracket and the top 5 riders would have a bye for the first round of battles)
10B.6.4.4 Battle Assignments
Battles proceed according to the following brackets. The use of the double elimination bracket is optional.
http://www.printyourbrackets.com/pdfbrackets/4teamDouble.pdf http://www.printyourbrackets.com/pdfbrackets/8teamDouble.pdf http://www.printyourbrackets.com/pdfbrackets/16teamdouble.pdf
-
-
-
-
-
OLD:
10B.8 Event Flow
10B.8.1 Riders Must Be Ready
Riders who are not ready at their scheduled competition time may or may not be allowed
to perform after the last competitor in their age group.
10B.8.2 Competition Format
Riders perform a one minute preliminary run and the top riders continue on to tournamentstyle
Battle finals.
10B.8.3 Preliminary Round
The preliminary round will last one minute. No tricks after time is called will be counted.
If a rider is in a combo when their time ends, they may end the trick they are performing
but are not allowed to go into another trick. After the time has ended, the rider has 3
attemps to perform a last trick.
10B.8.4 Battle-style Overview
In a Flatland battle, two riders compete head-to-head, taking turns performing lines of
tricks. The winner of each battle is determined immediately following the battle by the
judges. The winner continues to the next battle and the loser is eliminated.
At the conclusion of each battle, the rider(s) will have 3 attempts to perform a last
trick.
10B.8.5 Number Of Competitors Entering Battles
The final battles will consist of up to the 16 highest-scoring riders. To decide on the
number, the judges will vote. A simple majority is needed to decide whether 4, 8, or
16 riders will advance. However, a number other than 4, 8, or 16 may be chosen if the
judges unanimously agree that a different number would be more conducive to the goal
of producing the most exciting battles for riders and spectators. In this case, byes would
be used for this group to fit the next largest bracket (for example, 11 riders would use
the 16 rider bracket, and the top 5 riders would get a bye for the first round of battles).
10B.8.5.1 Battle Assignments
Battles will proceed according to the following brackets, depending on whether 4, 8, or
16 riders advance. Due to time constraints the losers bracket may be disregarded at the
host’s discretion. At Unicon, the full bracket must be used in the Jr. Expert and Expert
competitions.
http://www.printyourbrackets.com/pdfbrackets/4teamDouble.pdf
http://www.printyourbrackets.com/pdfbrackets/8teamDouble.pdf
http://www.printyourbrackets.com/pdfbrackets/16teamdouble.pdf
10B.8.6 Battle Finals
Each battle will last two minutes, except for the final 4 battles. These semifinal and
final battles will last three minutes, unless another duration between 2 and 4 minutes
is agreed upon by both riders. The rider with the better ranking from the preliminary
round must choose if he or she wishes to start the battle or go second (and may ask the
other rider for a preference). There will be two countdown timers, one for each rider,
and each of these will be set to one minute. Each timer will be started and stopped
when each rider starts and stops. Riders should aim to complete each turn in about 15
seconds. No tricks after time is called will be counted. If a rider is in a combo when
their time ends, they may end the trick they are performing but are not allowed to go
into another trick. After one rider’s time runs out, the other rider will ride for the rest
of their time and then both will proceed to Last Trick. The rider who started the battle
will also go first for the last trick. The riders must alternate between attempts until
they complete the trick or use up all attempts.