NCL 2018 (WA): Round Three Rules - General Rules: Ninja Challenge League
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Welcome: Firstly, let me welcome you to Ninja Academy Perth on behalf of the Ninja Challenge League! We hope you have a great time here and get the most out of your experience in this facility. The sessions on May 6 and May 20 start at 10am Perth time, so please endeavour to be on time so we can run the session on time and give everyone enough time to warm-up! These rules are designed to create a fair competition for people of all heights and body types and eliminate as much subjectivity in the judging of rules violations as possible to avoid any influence of bias. Please read these rules carefully and in their entirety to avoid being eliminated on a rules violation on the day of competition. NCL 2018 (WA): Round Three Rules General Rules: • All competitors must pay the NCL membership fee of $25.00 AUD each season. Registration available from the www.ninjachallengeleague.com home page. No matter when they are purchased, memberships expire after the NCL Finals each
year. Competitors who have not paid their NCL membership fee will not be allowed to compete in NCL competitions. This fee is non-refundable. • Competitors will only have one attempt at each session. • Runs always begin with the judge’s whistle. • Using the scaffolding to your advantage will result in elimination. • Touching anything blue results in elimination. • The black portions of platforms are considered “in”. • Competitors may only rest for 30 seconds between obstacles without being eliminated, they will be given a 15 second warning, a 10 second warning and a 5- second countdown. The rest period will start as soon as a competitor completes an obstacle. The judge’s decision is always final, but if a competitor is disqualified for violating a rule and wants to appeal the decision, they must request a video review in person, immediately following the conclusion of their run, but must accept any ruling made by the designated NCL judge. Competitors must be present at the designated start time for each event unless given special exemption from the Commissioner in writing. Rankings will be determined by furthest the fastest. The furthest the fastest will be determined part of obstacle reached as defined below. Enclosed shoes must be worn. A competitor’s best result from either Session One or Session Two will be used to determined their ranking at the end of the month. Points will be awarded at the end of each round based on the competitor’s position in the standings for that round with the following bonuses: o 1st/2nd/3rd overall: +15/+10/+5 o 1st/2nd/3rd male: +15/+10/+5 o 1st/2nd/3rd female: +15/+10/+5 o Finish: Minimum +15 – Maximum +30 (exact amount calculated after the completion of each round to reflect difficulty of the course). The points from each competitor’s three highest-scoring rounds will be added together to determine their position in the overall standings for the season.
These standings will be updated after each round to reflect the results of the latest round and will be made available online. The top 50% of competitors (maximum 50) after the eighth and final round will be invited to compete in the NCL Finals 2018 on November 3 & 4. For a full list of general rules governing the NCL 2018 Qualifiers, visit the Rules & Format section of the Ninja Challenge League website. Round Three Obstacle Rules: 1. Alley Cats o Begin standing on the red mats in front of the first wall. o Climb over the wall and hang down in a cat position on the other side using hands and feet. o Competitors may sit on top of the wall but cannot stand on top of the wall. o Holding only the near edge of the wall with your hands, launch yourself to the next wall and place your hands on the near edge of the wall only to catch yourself. o Repeat this process to get past the third wall. o Competitors are eliminated if they grip the far side of the wall when launching themselves of catching themselves. o Competitors must only be touching one wall at a time and will be eliminated if they do the splits. o The scoring checkpoints are as follows: 1st Cat 2nd Cat 2. Drum Hopper o Using hands only, competitors must traverse the red portions of the drum. o Each set of drums must be used. o Competitors are eliminated if their legs touch the black parts of the drums or touch the blue mat. o Competitors are allowed to move one hand at a time if they so choose. o Obstacle checkpoints are as follows: 1st Drums
2nd Drums 3rd Drums 4th Drums 5th Drums 6th Drums 3. Hanging Rock to Circuit Board o Using hands and/or feet, competitors climb underneath the Hanging Rock to reach the Circuit Board. o Not all holds must be used. o Feet may be used on any holds or on empty wall. o Hands may only be used on the short edges of the black board and the red climbing holds only. o Competitors are eliminated if they grab any the long edge of the boards with their hands or touch the blue mat. o From the Hanging Rock, competitors must transition to the Circuit Board. o Competitors must be completely clear of the edges of the boards and the Hanging Rock before sliding the inserts along the circuit. o Using hands only, slide the inserts along the circuit in any fashion you wish, transitioning between circuits from the far hole of each circuit to the near hold of each circuit. o Two inserts can be put into the same circuit. o Both inserts must be in the final set of circuits and one insert must be locked into the far hole of the final circuit before the competitor dismounts. o Dropping an insert results in elimination. o The tall black stool will be provided for competitors who wish to use it. o The scoring checkpoints for this obstacle are as follows: Hanging Rock Circuit Board Start 1st Circuit 2nd Circuit 3rd Circuit
Circuit Board End 4. Monkey Pegs o Competitors start on the first set of fixed pegs, swinging on them to reach the mobile pegs. o Competitors must use the first peg but do not need to use every fixed peg. o Hanging only from the metal pegs, insert them into the bottom row of holes to traverse to the second set of fixed pegs. o Competitors must use the last fixed peg before touching the platform. o Competitors are eliminated if they insert a peg into a hole in the blue taped areas, if they drop a peg to the mat or if they grab any part of the obstacle except the pegs with their hands. o A short black stool will be provided for competitors who wish to use it. o Scoring checkpoints for this obstacle are as follows: 1st-4th Fixed Pegs Starting Pegs 1st-15th Peg Holes 5th-6th Fixed Pegs 5. Pole Grasper o Using hands and feet, grasp the poles to traverse to the other platform. o Competitors are eliminated if they touch the blue or red tape on the poles or the blue mat. o Competitors must use the first and last poles before completing the obstacle. o No chalk at this obstacle. o Scoring checkpoints for this obstacle are as follows: 1st-6th Pole
6. Cliffhanger (easy) o Using hands only, competitors climb along the red holds on the right hand side only to reach the other side. o Each hold must be used. o Competitors are eliminated if they use the black board, climb the wrong side, touch the scaffolding when dismounting the obstacle or touch the blue mat. o Scoring checkpoints for this obstacle are as follows: 1st-5th C.H. Holds 7. Flying Bar o Using hands only, competitors must grab the flying bar and land it in the landing cups to reach the static bar before dismounting on the platform. o Every set of landing cups must be used. o Competitors must use the final bar before touching the platform or they will be eliminated. o Competitors may only touch the flying bar and the final static bar – they are eliminated if they touch the cups or other parts of the obstacle with their hands. o The bar must remain in the final set of cups after competitors transition to the final bar – if the flying bar falls then the competitor is eliminated. o Using legs results in elimination. o Scoring checkpoints for this obstacle are as follows: 1st-5th Cups Static Bar
8. Tall Warped Wall o A spray bottle and hand towel will be provided at the start of this obstacle – it is up to the competitor to use either or both. o Competitors must come to a complete stop in the designated run-up starting area before commencing their first attempt at the wall. o Competitors run up the tall warped wall, grip the lip and pull themselves onto the top. o Competitors may only make contact with the face of the tall warped wall, the top edge or lip and the platform on top. o Competitors are allowed three attempts to reach the top of the warped wall before being eliminated. o An attempt is defined as any time a competitor makes contact with the warped wall, no matter how minimal. o Competitors are allowed to rest for 30 seconds between each attempt. o Ring the bell at the top of the warped wall to stop the time and finish the path. If you have any questions regarding any of the rules or anything is unclear, please email the Commissioner at commissioner@ninjachallengeleague.com. A video demonstrating the correct completion of the course is available here.
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