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FREESTYLE
 

 

 

ARTICLE VII - FREESTYLE

Comment: Freestyle is creative movement with a disc. Competitive freestyle is a game whereby a player or a team of two or three players perform a routine, which consists of a series of throws, catches and moves, done to music using one or more discs. The routine is compared to the routines of the other competitors through scoring done by judges, who evaluate the routine on the basis of difficulty, execution and presentation. The player or team with the best score is declared the winner.

Outline of Contents

  • 701 Playing Area
    • 701.01 General
    • 701.02 Spectator Control
  • 702 Equipment
    • 702.01 Disc
      • A. Disc Alteration
        • (1) Application of Lubricant
    • 702.02 Uniforms
    • 702.03 Audio Equipment
    • 702.04 Aids and Props
      • A. Nail Hardener/Fake Fingernails
  • 703 Competition
    • 703.01 Play
      • A. Length of Routine
      • B. Music
      • C. Judging Systems
    • 703.02 Scored Factor System
      • A. Mode of Scoring
      • B. Presentation Factor
        • 1. Artistic Impression
          • a. Co-ops
          • b. Music
          • c. Flow
          • d. Originality
          • e. Form
          • f. General Impression
        • 2. Variety
          • a. Throwing
          • b. Catching
          • c. Disc Handling
          • d. Co-ops
        • 3. Tabulation
      • C. Difficulty Factor
        • 1. Risk Factors
          • a. Consecutive Play
          • b. Technical Challenge
          • c. Physical Challenge
          • d. Complexity and Timing of Co-ops
        • 2. Tabulation
      • D. Execution Factor
        • 1. Categories of Errors
          • a. Minor Error
          • b. Intermediate Error
          • c. Major Error
          • d. Severe Error
        • 2. Tabulation
    • 703.03 Ranked Order System
      • A. Mode of Scoring
      • B. Tie-Breaking Procedure
  • 704 Tournament Procedures
    • 704.01 Suggested Competitive Formats
      • A. Initial Round
        • (1) 25 or More Teams
        • (2) 24 or Fewer Teams
        • (3) Order of Play
        • (4) Seeding
        • (5) Judging
        • (6) Advancement
      • B. Final Round
        • (1) Judging
  • 705 Glossary

  • 701 Playing Area
    • 701.01 General: The playing area may be of any surface, although well-trimmed grass is suggested, which is essentially flat, free of obstructions and holes, and affords reasonable player safety. The area should be approximately 35 m by 35 m in size for each pool. Indoor areas are also acceptable if they have overhead clearance of at least 6 m.
    • 701.02 Spectator Control: The entire playing area shall be separated from the spectators by lines or rope to insure spectator safety and prevent unnecessary interference of play.
  • 702 Equipment
    • 702.01 Disc: A player or team may use one or more discs which shall be WFDF approved as set forth in Article I of these rules. If more than one disc is used, the discs need not be similar or identical.
      • A. Disc Alteration: The structure of the disc cannot be altered or changed in any way by a player, subject to the following exception:(1) Application of Lubricant: A player may apply silicone or some other substance to the disc which acts as a lubricant to enhance the performance through the reduction of friction and promotion of the continued movement momentum of the disc.
    • 702.02 Uniforms: The players of a team are not required to wear a uniform or other clothing, but uniforms are recommended to enhance appearance for the presentation score.
    • 702.03 Audio Equipment: Audio equipment, with the ability to replay taped or recorded music at a sufficient decibel range to enable the players, judges and spectators to comfortably hear said music, shall be provided.
    • 702.04 Aids and Props: Players may include various aids or props in their routines, only if said aids or props do not pose any possibility of danger or harm to any players, judges or spectators; are not considered to be more than an insubstantial part of the routine, and are approved by the tournament director, who shall have absolute discretion to deny inclusion.
      • A. Nail Hardener/Fake Fingernails: A player may apply nail hardener to his or her fingernails or toenails or wear fake fingernails for reducing friction and promoting the continued movement of the disc. Fake fingernails may not exceed "normal" fingernail length. Thimbles, guitar picks, or other foreign objects that may tend to reduce friction are prohibited.
  • 703 Competition
    • 703.01 Play: Play shall consist of a team of players acting in concert, exhibiting a routine which is judged for score on the basis of presentation, difficulty and execution. The routine shall be accompanied by music, and shall consist of a series of combinations among the participants.
      • A. Length of the Routine: In the Open, Mixed Pairs and Women's Divisions, the routines shall last 3 minutes in the preliminary round and 4 minutes in the semi-final and final rounds. Co-op routines (three players) shall last 4 minutes in the preliminary round and 5 minutes in the semi-final and final rounds.
      • B. Music: In the initial round, music shall be supplied by the tournament director and used by both pools simultaneously. In the final round, music shall be provided by the competitors.
      • C. Judging Systems: Two different systems of judging are approved for use. The scored factor system produces more specific numerical values for each of three evaluation factors. Experienced and well-trained judges are required for correct application of this system. The ranked order system also uses the same three evaluation factors but judges are required only to rank the routines after they have evaluated them. Either system can produce acceptable results for all levels of play, however, the ranked order system can be used by players of any experience level with less special preparation.
    • 703.02 Scored Factor System: The Scored Factor System produces specific numerical values for each of three evaluation factors. Judges are required to know how to apply the values for this system. The quality of the routine shall be evaluated on three factors: presentation, difficulty and execution. The routine shall then be scored by a panel of nine judges, which shall be divided into groups of three. Each group of judges shall be assigned one of the three factors, presentation, difficulty and execution and shall independently rate the quality of a routine in relation to that factor. Judges are chosen from available non-competing competitors. A non-playing pool will be required to judge a playing pool. Each pool is assigned a head judge to compile results after each routine. Each judge within the group shall provide a raw score for the factor assigned to his or her group, which shall be added to the other judges' scores within the group to obtain a factor score. The three factor scores shall then be added together to obtain the team's final score.
      • A. Mode of Scoring: Scoring shall be accomplished by the assessment of scores to the tenth of a point. Sub-factors will be used to accumulate a score that falls within the given range.
      • B. Presentation Factor: A routine shall be judged by its presentation factor. Presentation includes two sub-factors: artistic impression and variety.
        • (1) Artistic Impression: The Artistic Impression sub-factor is scored on a scale of 0.0 - 10.0. Judges award a 0.0 - 10.0 score for each of six sub-categories, then average the sub-category scores to obtain the Artistic Impression sub-factor score.
          • (a) Co-ops: This sub-category reflects the time put into a routine by a team and their ability to work together. Evaluate the quality and quantity of coops. Evaluate the quantity both in amount of time spent performing coops and the sheer number of them.
          • (b) Music: This sub-category evaluates a team's relationship to the style and content of their music. The judge may not give a score based on whether he or she likes the team's music. Routines that hit key breaks in the music or that show a well-established relationship to the style and content of the music should be rewarded more than a routine that shows no relationship to the music.
          • (c) Flow: This sub-category evaluates the flow demonstrated by the team during their routine. The players should have very little or no break in the flow of their routine. It should be obvious that they know at each stage in the routine what is happening and where they should be. A routine in disarray, or one demonstrating forgetfulness should not be rewarded. Also consider the flow demonstrated in each player's style.
          • (d) Originality: This sub-category gives credit for innovative throws, catches, combinations, choreography, or general creative concepts like dress or use of music.
          • (e) Form: This sub-category evaluates the extent to which the team incorporates appealing or purposeful form into their play.
          • (f) General Impression: This subcategory represents an evaluation of the routine as a whole and rates the team's success in making the Artistic Impression or creating the emotional response that they intended. It must be kept in mind that a team does not have to perform a pleasant or happy routine to be artistically successful.
        • (2) Variety: The Variety sub-factor is scored on a scale of 0.0 - 5.0. Variety reflects how well a team mixes the different areas of freestyle disc play. The main goal is for the play to not be repetitious. While a routine should have a proper variety to incorporate the different areas of disc play, by no means does the mix need to be equal. Certain moves may not work toward the ultimate goal of a congruent, appealing routine. Variety requires the judge to focus closely on the play, as repeating the same move with different hands or spins or with an upside down disc is not necessarily tediously repetitive. Similarly, a team playing only clock or counter spin can still score high in Variety. It should also be noted that repetition can be done for artistic purposes. For instance, the purposeful repetition of a move to make a point is not necessarily repetitious. The first performance of the skill (making the point) is demonstrated with the second performance of the move. Judges should think of a routine as a series of ideas and note whether the team presented a series of unique ideas (a high score) or the same idea over and over (a low score). An idea can be a THROW, a CATCH, a DRAMATIC EVENT involving the disc, a DISC HANDLING SKILL, or a CONSECUTIVE PORTION of a combination. The judge should consider the diversity demonstrated in the following areas:
          • (a) Throwing: The variations a team can demonstrate include use of different throws, different grips, or different hands.
          • (b) Catching: The variations a team can demonstrate include different catches, and different performance of catches (leaping vs. standing; extended vs. condensed; right leg or hand vs. left leg or hand).
          • (c) Disc Handling: The variations a team can demonstrate include diversity of techniques/modes of action (control moves, intricate body movements, hand and foot brushing, percussion, angle adjustments, turnovers, etc.) and diversity shown within modes of action (clock and counter skills, left and right hand skills, slow or fast performance of skills, use of the feet, elbow or other body part). The judge should consider whether the composition of combinations throughout the routine is tediously repetitive. Both the diversity of modes of action and diversity within each mode of action should be evaluated as they impact the routine.
          • (d) Co-ops: The variations a team can demonstrate include the same disc handling skills evaluated above and additional factors such as the distance between teammembers. Teams that demonstrate a creative and diverse composition of coops will most likely avoid tedious repetition. The judge should consider the variety of a team's coops in terms of the routine as a whole because a team's coops may be a variation on a theme for artistic reasons.
        • (3) Tabulation: The presentation factor shall be tabulated as follows: the artistic impression sub-factor shall be assessed a score from 0.0 to 10.0 to the nearest tenth of a point inclusive, with 0 being the lowest score possible and 10 being a perfect score. The variety sub-factor shall be assessed a score from 0 to 5, with 0 being the lowest score possible and 5 being a perfect score. Each sub-factor shall then be added together to obtain a presentation score within a range of 0 to 15 to the nearest tenth of a point.
      • C. Difficulty Factor: A routine shall be judged by its difficulty factor. Estimations of difficulty should primarily consider the relative risk of the moves attempted. Factors that determine risk include:
        • (1) Factors that determine risk include:
          • (a) Consecutive Play: Credit should be given for the difficulty of combining moves, and even more so for combining components CONSECUTIVELY. Moves broken up by pauses or hesitations (THE's) should not be given as much credit as the same moves linked together consecutively.
          • (b) Technical Challenge: The judge should consider whether the move requires advanced skill in making contact with the disc or requires precise or gentle handling.
          • (c) Physical Challenge: The judge should consider whether the move requires exceptional control, flexibility or strength. Moves that requires the player to be upside down, contorted or restricted would be rewarded under this factor.
          • (d) Duration of the Critical Moment: The judge should consider whether the technical and/or physical challenges are increased by slowing down or speeding up the action. The inclusion of blind time and its duration would be one example of a skill covered under this factor.
          • (e) Complexity and Timing of Co-ops: Judges should keep in mind that cooperative moves may require significantly more intricacy and timing than the same moves done by one person. Credit should be given for intricacy and timing of cooperative interactions.
        • (2) Tabulation: Difficulty is scored in 15-second time blocks. Judges estimate the difficulty of each 15-second block on a scale of 0 to 10. Judges are to consider what is attempted, not what is completed. If a reasonable attempt at a move is made but the disc is dropped, it should receive the same score as if the player had caught the disc. If the attempt falls far short of completion, the difficulty should be reduced. Each of the 3 judges should register a number score between 0 and 10 after each 15 seconds of play. A timer or cassette tape should be provided to indicate each 15-second time bloc by sounding "Mark." The score should reflect both the most difficult moves in the time period and the total difficulty attempted. For example, a 15-second sequence in which the disc is center delayed for 12 seconds in front of the face and then culminated with a triple spinning gitis does not deserve as high a score as a 15-second sequence in which the disc is tipped consecutively ten times in different ways and then culminated with the same triple spinning gitis. A shorter sequence, such as a quick catch, should be given equal difficulty consideration based on its own risk factors. When a move or combination is interrupted by "Mark," the judge should include one component move in the score of the previous time block if:
          • (a) the move is a consecutive portion of the current combination and,
          • (b) the player is performing that move as "Mark" is called. Every subsequent move, even if consecutive, counts toward the next time block. for example, if as the "Mark" sounds the player is one spin into a triple spinning gitis pull, the entire triple spinning gitis pull may be counted toward the time block that ended with "Mark," but whatever comes after that pull counts toward the next time block. A 4-minute routine will produce 16 separate difficulty scores from each judge (3-minute routines will produce 12 different scores; 5-minute routines will produce 20 different scores). Each judge's total score for a routine is then determined by crossing out the two lowest time block scores, adding up the remainder of scores, then dividing by the number of scores contributing to this sum (for a 3-minute routine divide by 10; for a 4-minute routine divide by 14; for a 5-minute routine divide by 18).
      • D. Execution Factor: A routine shall be judged by the ability of the players of the team to execute the routine in a flawless manner. Each judge marks deductions as errors occur.
        • (1) The categories of errors are:
          • (a) Minor Error. Small but noticeable errors that affect the flow of the routine. They may include unintended disc movement, awkward body control or breaks in continuity. A deduction of .1 should be made for each Minor Error.
          • (b) Intermediate Error: Errors of this degree may cover drops that the player flows through without the need for a save or hesitation. Other pauses like awkward body movements or disruptions in the routine may also be considered intermediate errors. A deduction of .2 should be made for each Intermediate Error.
          • (c) Major Error: For each drop of the disc in a routine the judge should score a Major Error. It is also possible that a drop may not occur, but the mistake distracted so much from the flow of the routine that it deserves a major error deduction. Major stalls in action should receive a mark in the major error category. Wild throws may be given this deduction rather than the Severe deduction at the judge's discretion. Drops that are "rooted" out smoothly without a break in flow can be reduced to intermediate or minor errors. A deduction of .3 should be made for each Major Error.
          • (d) Severe Error: This deduction is reserved for mistakes that disturb the routine in an extreme way. A wild throwaway or a clumsy attempt at a move that falls far short of completion are both examples of Severe Errors. An incident that endangers the audience may be considered a Severe Error at the judge's discretion. A deduction of .5 should be made for each Severe Error.
        • (2) Tabulation: Each judge scores adds the errors reported, and the deductions are subtracted from 10.0. The final score will then be within a range of 0 to 10 to the nearest tenth.
  • 703.03 Ranked Order System: The factors considered in the Ranked Order System are identical to the Scored Factor System except that judges need only rank teams on the component to which they are assigned. The judging instructions are otherwise identical. The routines shall be evaluated by three judging panels, each of which is assigned to one of the three factors. The panels must be of equal size and have at least three judges each but may be as large as is justified by the number of available judges.
    • A. Mode of Scoring: Each individual judge shall produce a ranked order of the routines based on the evaluation of each routine's relative quality with respect to the factor of evaluation to which the judge has been assigned. Overall scoring is a composite of all ranking. For example, if six routines are being ranked, a first-place rank is worth 1 point, second-place is worth 2, continuing down to last place which is worth 6 points. The total points for each routine are then added together to produce a routine's overall score, with lowest score winning. Each category is evaluated as it would be with the scored system except judges may want to determine score in a more subjective manner. In the end judges are only responsible for a relative rank order of all the teams in a particular pool for a given category.
    • B. Tie-Breaking Procedure: If teams score the identical number of vote points, the tie may be broken by determining the team which received the largest number of first place votes. If the tie remains, move down through the places until the tie is resolved. If all places voted are identical, the disc flipping method of Article 1 shall be used.
  • 704 Tournament Procedures
    • 704.01 Suggested Competitive Formats:
      • A. Initial Round:
        • (1) 25 or More Teams: Competitors shall be divided into two sites with two pools at each site.
        • (2) 24 or Fewer Teams: Competition shall be at one site with one, two or three pools as needed.
        • (3) Order of play shall be by random draw.
        • (4) Seeding: Competitors shall be placed into pools according to their estimated ability or ranking. The top-seeded teams shall be spread across the pools and interspersed with non-seeded teams.
        • (5) Judging: Judging for the initial rounds shall be done by selected players in the non-performing pool at the same site as the performing group and/or by qualified judges who are designated by the event director.
        • (6) Advancement: The number of teams that advance is determined by the total number of teams. Usually eight open pairs will advance to the finals, with only six co-op teams, four women's teams, and four mixed teams.
      • B. Final Round: The final round shall consist only of the teams that advance from the preliminary round. Order of play in the final round shall be determined by random draw.
        • (1) Judging: Judging for the final round shall be done by selected players who has been who have not advanced to the final round and/or by qualified judges who are designated by the event director.
  • 705 Glossary
    • Catch: A controlled termination of the movement momentum of the disc without the disc touching the ground.
    • Combination: One complete sequence by a player or one co-op sequence by players of the same team. Elements may include throw, take-in, move, and catch.
    • Competitors: Includes a player or group of players teaming together.
    • Co-op: One interactive combination by two or more players on a team. A second combination or throw within the team constitutes a separate co-op for judging purposes.
    • Delay: The spinning of the disc without corresponding flight movement, usually by contact with the finger nails of the player, although toes, elbows or other objects are also used.
    • Move: The coordinated or complementary movement of the disc and the player's body, after the take-in is made and prior to a throw or catch. The most varied element of a combination.
    • Movement Momentum: The continued flight, spin, roll or other independent movement of the disc.
    • Take-In: The address by the receiving player to a thrown disc, other than a catch or throw. The take- in may include tips, delays, fakes or any other technique performed by the player which establishes that player's control of the disc, without stopping the disc's continued movement momentum.
    • Throw: Transfer of the disc from one player to another through a tossing motion.

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      The World Flying Disc Federation (WFDF) has full copyright to this rulebook. Copies of the book are sold to cover the cost of producing it. Member associations of WFDF are allowed to translate the rules into their own language and to add national supplements as long as the WFDF rules are not altered or contradicted. The WFDF board must be notified of all such translations and receive a copy afterward.

      Eleventh Edition.  1998

 

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