NCL 2018 (WA): Round Three Rules - General Rules: Ninja Challenge League

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NCL 2018 (WA): Round Three Rules - General Rules: Ninja Challenge League
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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