csit parkour chase game

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CSIT PARKOUR CHASE GAME Regulation Age: 9-10 years (2010/2011) 11-12 years (2009/2008) Name: Labyrinth Arena • 12m x 12m • rubber obstacles (various types and sizes) General rules: • team competition - children only • team of 3-5 members • Teams can be male only, female only or mixed • duration of one round: 40-60 sec. • draw between the teams • the teams are together in groups of 4 teams • Each team plays against 3 other teams from the group • after 3 Games the scores of the teams will be calculated • the top 2 teams qualify for the next round • 8-team final: FINAL 8 Chase Game Rules: 1. Teams can decide who participates in the various routes 2. the decision must be made before each game 3. A team member can only participate twice as a chaser 4. a Game will be played between teams in 3 ways: 1vs1; 1vs2; 1vs3; 5. There are 2 rounds in one Game 6. after the first round, the teams switch roles 7. the chaser is always alone Scoring Rules: 1. time is the score in Game 1vs1 2. the taking of the people results in the score in Game 1vs2 and 1vs3 3. the sum of the scores of each round gives the final result of the team

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CSIT PARKOUR

CHASE GAME

Regulation

Age: 9-10 years (2010/2011) 11-12 years (2009/2008)

Name: Labyrinth Arena

• 12m x 12m

• rubber obstacles (various types and sizes)

General rules:

• team competition - children only

• team of 3-5 members

• Teams can be male only, female only or mixed

• duration of one round: 40-60 sec.

• draw between the teams

• the teams are together in groups of 4 teams

• Each team plays against 3 other teams from the group

• after 3 Games the scores of the teams will be calculated

• the top 2 teams qualify for the next round

• 8-team final: FINAL 8

Chase Game Rules:

1. Teams can decide who participates in the various routes

2. the decision must be made before each game

3. A team member can only participate twice as a chaser

4. a Game will be played between teams in 3 ways: 1vs1; 1vs2; 1vs3;

5. There are 2 rounds in one Game

6. after the first round, the teams switch roles

7. the chaser is always alone

Scoring Rules:

1. time is the score in Game 1vs1

2. the taking of the people results in the score in Game 1vs2 and 1vs3

3. the sum of the scores of each round gives the final result of the team

4. the score for the qualification for the next draw will be added to the 3 scores achieved against the other

teams

Score code:

1vs1: time 40 sec.

under 10 sec. - 15 points between 10-20 sec. - 10 points above 20 sec. - 5 points without result - 0 points

1vs2: time 50 sec.

1 person caught: 5 points 2 people caught: 10 points no person caught: 0 points

1vs3: time 60 sec.

1 person caught: 5 points 2 people caught: 10 points 3 people caught: 15 points no person caught: 0 points

Example of the final result of a match:

first team: 1 round second team: 1 round

1vs1: taken between 10-20 sec. 10 points 1vs1: round lost 0 points

1vs2: 1 player taken 5 points 2vs1: 1 player left in the arena 10 points

1vs3: 3 players taken 15 points 3vs1: round lost 0 points

first team: 2 rounds second team: 2 rounds

1vs1: round lost 0 points 1vs1: caught in 10 sec. 15 points

2vs1: 1 player left in the arena 10 points 1vs2: 1 player taken 5 points

3vs1: 1 player left in the arena 15 points 1vs3: 2 players taken 10 points

total: 55 points total: 40 points

CSIT Parkour

FLOWART

Regulations

The artistic part of the discipline, performing fluid movements, conspicuously not tiring and spectacular despite

the simplicity in performing them. A physical and mental condition of complete fusion with the surrounding

place, sinuous and elegant movements similar to a dance. It requires good body control, imagination and mental

freedom. The flow has no limits, it allows you to use any type of movement, always connected to each other

without interruption.

Age: 09-10 years 2010/2011

11-12 years 2007/2008

Junior 2004/2006

Senior 2003-

Name: Flowart Arena

Standard structure: 1 bench

1 bar in L in front of the bench 1 sloping wall behind the bench

General rules:

• men's and women's individual competition

• team competition will be divided: male, female, mixed • the team made up of 2 members

• duration of the tour: 60-90 sec.

• draw between individualists and teams

• the draw will be divided into 2 blocks: RED and BLUE

• the draw continues at the end of FINAL 2

Flowart Rules:

1. compulsory music

2. music of your choice

3. the course must contain: at least 5 parkour moves basic acrobatic elements (see annex)

4. the team course must contain: at least 10 sec. Synchronized minimum 1 movement in pairs (lifting, rolling,

etc.)

5. fluidity of the course

Evaluation rules:

1. being the artistic part of parkour the performance (path) of each traceur or team will be judged by 3-5 judges

2. minimum 2 characters from the parkour field

3. other judges from other artistic disciplines or own artists: dancers, choreographers, breakdancers, actors,

circus arts, etc.

4. The qualification for the final is based on elimination

5. the evaluation will be defined on the artistic nature of the exhibition with the raising of the pallets: red or

blue

Basic acrobatic elements:

• Handstand / Vertical: very complex element that requires high body control, requires a lot of strength in the

arms and shoulders, balance, body holding, proprioception, knowledge of the technique. The vertical is the basis

for the successful execution of many vaults.

• Handspring / Overturned: a vertical performed at speed, with a roll-over on the hands and then standing up

• Cartwheel / Rotate: vertical performed in motion, placing the hands one after the other to allow the body to

make a quarter turn, arriving sideways with the legs open

• Ruond Off / Rondata: similar to the wheel, with the difference that the legs come together in the moment of

the vertical, with arrival on equal footing and the body turned 180 ° with respect to the start

• Flick flack: jump back using the vertical support to return to standing

• Dive Roll / Dive: high and long jump with landing on the hands and ending in shoulder roll. Other acrobatic

elements not listed can be used.

CSIT Parkour

SPEED

Regulation

Age: Junior 2004/2006

Senior 2003 and before

Name: Speed Arena

• 2 identical courses with various obstacles suitable for specific Parkour movements

• long routes between 40-50m

General rules:

• men's and women's individual competition

• team competition (relay of 2 / relay of 4)

• team consisting of 2-4 members

• the competition of the teams will be divided: male, female, mixed

• maximum 2 individualists in a team

• Duration of a route based on the length and difficulty of the route

• the time penalty always based on the length and difficulty of the course

• draw between teams and individualists

• qualification for the top 20 teams and 20 finalist traceurs based on speed

• in the semifinals the top 20 will be divided into two blocks of 10

• from each block the first 2 qualify for FINAL 4

• in FINAL 4 the rule of elimination enters

Speed specific rules:

1. the marked areas will be found on the route

2. the highlighted areas require the touch

3. the touch can be performed with the hands or feet (even with only one hand / foot)

4. an acrobatic element is required during the course

5. at the end of the required path, a controlled finish

6. the controlled finish will have a minimum of time to hold (depends on the route)

Scoring Rules:

1. the top 20 (teams and individualists) fastest qualify for the semifinals

2. in Final 4 and Final the slowest team or traceur will be eliminated

3. penalty of 2 sec. by time limit (in a minimum time to finish the path)

4. penalty of 2 sec. for the lack of the acrobatic element

5. penalty of 1 sec. for the lack of controlled arrival

Acrobatic elements regulation:

An acrobatic element means a trick (flip) of your choice.

ex. frontflip, side, etc.