United States Boomerang Association
Boomerang Competition Rules
I. BOOMERANG SAFETY
A. Boomerangs can be dangerous if they are thrown carelessly
1. Throw boomerangs only from a safe place where they have plenty of room to fly or bounce without danger of hitting anyone or anything.
2. If you see anyone in danger of being hit, warn him promptly and loudly.
3. Warn anyone on the field if your throw may endanger him. Make sure he is clear before you throw.
4. Do not enter another throwers circle without checking to see if it is safe and telling the thrower you are entering his circle.
5. Make sure that the area immediately around you, in all directions, is clear to a radius of approximately 30 meters.
A. HOW TO USE THIS BOOK
This book describes the individual events conducted in USBA tournaments and sets standards for running them. Certain words have special meanings in these rules. These words are defined in the Boomerang Terms section which follows the table of contents. Where they appear in the rules, these words and phrases are italicized - except the word "boomerang" - which is defined in the Boomerang Terms section. Once you know the meanings of the key words, the rules are easier to understand. An attempt was made to write these rules clearly and completely, and to cover most expected circumstances. If things happen that are not covered or not covered clearly, the intent is interpreted by the tournament officials. The intent is to make the rules as fair as possible to all contestants and to avoid creating an unfair advantage or unfair disadvantage to any person. Keep in mind that all results are compared in the rating system to those of other throwers in other USBA tournaments.
Active circle Competition circle currently being set up or being used to run an event.
Boomerang Number of arms is unrestricted. To be a boomerang a stick must tend to return as a result of gyroscopic precession caused by asymmetric lift. The lift is created as a result of a throw that gives the object rotation and linear motion. Other characteristics:
a. Materials: can be made from any non-metal material. Metal may be embedded or taped on, but may not have exposed sharp edges.
b. Other: No launching, propulsion, or catching aides may be incorporated in the boomerang.
Bull's-eye Area inside the 2 meter circle from which throws are made. The marked line is outside the bull's-eye. If a thrower touches the line during the throw - before the boomerang is released - no points are scored for the throw or catch. This area is designated 10 points in Australian Round.
Catch, behind-the-back
Legal catch during which
a.) the boomerang passes behind competitor's back or
b.) the catching hand is behind the competitor's back and withdraws
the boomerang. (Catches on the side are allowed if the catching
hand crosses behind the thrower's back and withdraws the boomerang
from behind the thrower's back.)
Catch, broken
A legal catch of any part of a broken boomerang is considered
a legal catch if all other boomerang requirements are met.
Catch, eagle
One-hand clean catch during which the catching hand approaches
the boomerang from (overhand) the top of the boomerang.
Catch, foot/leg
Legal catch during which the boomerang is caught with the feet
or lower leg. The boomerang may not touch any part of the competitor's
knees, or anywhere above his knees. The boomerang and both of
the competitor's feet must remain clear of the ground during the
catch. The thrower may elect to make a stand-up foot/leg catch
in place of the foot/leg catch.
Catch, Hackey
A catch where first contact must be made with the foot, defined
as any part of the body below the ankle. Either or both feet may
be used. The thrower attempts to kick or "hackey" the
boomerang off the foot, and then catch it prior to ground contact.
After the boomerang has been kicked, any legal catch may be made,
including body traps.
Catch, legal
Act of stopping and obtaining full control of a flying boomerang
after a legal throw provided the boomerang has not touched the
ground during the flight or catch and provided its range is sufficient.
Full control must be obtained before the boomerang is allowed
to touch the ground. The boomerang may be trapped against the
thrower on any catch for which a clean catch is not specified.
A boomerang may be "popped or bobbled" but must not
be allowed to touch the ground. Anything that protrudes beyond
the planes of the top or bottom surfaces of the boomerang may
not be used to assist in catching. Holes - whether open or closed
- may also not be used to assist in catching. No devices - mechanized
or otherwise - may be used to aid in catching a boomerang.
Catch, one-hand clean
Legal catch with the additional requirement that during the catch
the boomerang may not touch the competitor except on the hand
and forearm of the specified side (left or right). The boomerang
may not touch the thrower's elbow.
Catch, one-hand behind-the-back
One-hand clean catch that satisfies requirements of behind-the-back
catch. Exception: the boomerang may touch the back or buttocks
or back of legs during the catch, but trapping the boomerang (either
flat or on edge) against any part of the body to obtain control
is not allowed. If the boomerang is withdrawn after control is
obtained it may touch the body - even forcibly - as long as control
is maintained. If control is lost, it must be regained by the
catching hand without trapping.
Catch, one-hand under-the-leg
One-hand clean catch that satisfies requirements of under-the-leg
catch. Exception: the boomerang may touch the leg, body or buttocks
during the catch, but trapping the boomerang (either flat or on
edge) against the leg or body to obtain control is not allowed.
When the boomerang is withdrawn after control is obtained it may
touch the body - even forcibly - as long as control is maintained.
If control is lost, it must be regained by the catching hand without
trapping.
Catch, stand--up foot/leg
Legal catch during which the boomerang satisfies all the requirements
of a foot\leg catch except one or both feet may be in contact
with the ground during the catch. The thrower may not touch the
ground with any part of his body other than his feet or shoes.
The boomerang may be trapped between or come to rest on the throwers
feet and/or legs between the ground and his knees. The boomerang
cannot touch the ground or his knees, however.
Catch, Tunnel
Under-the-leg catch where both feet remain on the ground while
the boomerang is being caught. Either or both hands may be used
for the catch. If, at the moment of catch, the thrower's catching
hand/arm is under a leg but the boomerang has not yet passed under
the leg the boomerang must be withdrawn under the leg to complete
the catch. Control by the catching hand(s) must be maintained
until the catch/withdrawal is completed.
Catch, two-hand clean
Legal catch using both hands. The boomerang may not touch any
part of the body except the hands/forearms. It may not touch the
thrower's elbows.
Catch, under-the-leg
Legal catch during which the boomerang passes under a leg. If,
at the moment of catch, the thrower's catching hand/arm is under
a leg but the boomerang has not yet passed under the leg the boomerang
must be withdrawn under the leg to complete the catch. Control
by the catching hand must be maintained until the catch/withdrawal
is completed.
Catch, unofficial
Catch which does not meet all the requirements of a legal catch.
Not counted as a catch.
Catching Aid
Any characteristic of a boomerang, hand, or other object that
provides a catching advantage. Some examples are: a. Chemical
or mechanical (velcro) adhesives applied to the boomerang, the
thrower or his clothing
b. Any extension to the throwers hand, arm, leg, etc.
c. Any item thrown to intercept a boomerang.
Center point
Point at center of bull's-eye from which the radius of all accuracy
and range circles are measured.
Competition field
Area specifically reserved for the boomerang competition and specifically
authorized for use prior to the start of the event. Parking and
spectator areas, adjacent in-use sports fields, streets, and any
other areas designated as off limits, before the start of the
competition, are not part of the competition field. Adjacent public
or private land is not considered part of the competition field.
Feat
Best recognized performance in an event which does not meet the
more stringent requirements of a record.
Glove
Any hand covering which may provide protection for hands but may
not be made to aid catching or throwing.
Ground
As used in Legal Catch definition, point where the earth or its
covering is firm enough to noticeably affect the linear or rotational
motion of a boomerang in flight or during a catch. If any part
of the boomerang clearly touches the earth or its covering during
an attempted catch the catch is not counted.
He, His
Reference to the male gender includes the female gender.
Immediately
As soon as possible - even if it is necessary to interrupt an
official conversation.
Interference
Situation in which the flight of a boomerang is altered by contact
with another person's boomerang in flight, a person, animal or
pre-designated obstruction. Interference occurs if a boomerang
is caught or deflected by someone other than its thrower. Interference
can be called if a thrower is prevented from getting to his boomerang
for a catch by a person or animal. Interference may not be called
if the boomerang hits ground before the alleged interference.
Re-throw policy is defined in each event's rules.
International Scoring System
The system by which USBA tournaments are scored where placing
position equals scoring points. See VI.G
Judge
Person responsible for fair conduct of the events included in
a tournament. This includes: interpreting the rules, organizing
other officials and stewards, and recording of scores. The judge
may be the head judge, or an event judge designated by The tournament
Director or Head Judge.
Mandatory Event
Any event that MUST be held during a tournament in order to qualify
as a USBA rated tournament.
Mandatory/Optional System
The event system used in USBA tournaments. Mandatory events are
used for rating and must be completed prior to any optional events.
meter circles
Lines marked the specified distance from the center point on the
field.
Non-catch
Failure to make a legal catch. Includes unofficial catches made
after a throw or flight which did not meet the requirements of
the event.
Novice
Person who chooses to enter novice category due to inexperience,
age or other criteria set out in tournament flyer. A novice may
not compete in Open or Sport category in the same tournament in
which he participates as a novice.
Official
Tournament director, head judge or person designated by either
of them to officiate in an event - or the referee. Officials may
be competitors or non-competitors.
Open
The middle level/class of competition. Between Novice and Sport.
Optional Event
Any non-mandatory event approved by the USBA for inclusion in
regular tournaments.
Point of contact
Area of the body which touches ground. For example, the entire
bottom of a foot or the tip of a toe could be one point - whatever
is touching the ground, two feet on the ground is one point.
President, USBA
President of the USBA or person designated for the appropriate
task by the president.
Range
Outermost meter circle over which the boomerang flies - between
when it is thrown from (of flight) the bull's-eye and when it
returns toward the thrower.
Range challenge
Notification of event judge by any competitor or event official
that a throw was suspected to be short. Any throw for which sufficient
range stewards are not used to evaluate range of the throw may
be challenged. Once a challenge is made the suspect boomerang
must be handed to the event judge as soon as possible after completion
of the thrower's turn. The boomerang may not be handed back to
the competitor until range testing begins. If the owner or thrower
is observed to be altering the balance of the boomerang by adding
or removing weight, or by twisting or bending it, the boomerang
is assumed to be too short and the thrower's turn is scored accordingly.
Range test
Test procedure during which the thrower attempts to show event
officials that his range challenged boomerang has adequate range.
The test is conducted as follows: Thrower makes 5 throws from
a bull's-eye. All throws are
checked and must have at least 20 meters range. Throws must be
the same style and in the same general direction relative to the
wind - in the opinion of the head judge - as the throws used in
competition at the time of the challenge. The throws are considered
short if the thrower refuses to submit his boomerang to the judge
as soon as possible after it is challenged.
Record
Best tournament performances as defined in "Records and Feats."
Referee Person(s) designated to help judges make decisions about
protests and penalties.
Re-throw
Throw taken to obtain score in lieu of score lost due to interference
on a throw during a previous turn. May also be ordered by judge
if original throw could not be properly scored. Re-throws are
conducted and scored to ensure that the thrower cannot improve
upon the best score possible for the turn at the time of the interference.
Valid scores obtained in spite of interference may become official
scores if re-throw fails to improve upon it - unless interference
caused improved score in the original turn.
Round
A sequence in an event in which each thrower (all throwers) has
an opportunity to have a specified number of turns. Turns may
be in rotation with other throwers, consecutively, or simultaneously
per event rules.
Sport
The highest level/class of competition. Throwers considered the
best or most competitive.
Tandem Throwing
Used with Accuracy. Two throwers throw simultaneously within a
3-second time period. The second thrower must throw within 3 seconds
of the first throw.
Team Event
Any USBA approved event with the word Team in front of the name
that involves the participation of all four team members.
Throw, legal
Throw of a boomerang from inside the bull's-eye that satisfies
range requirements of the event.
Throw on command
Boomerangs must be thrown upon verbal command of official announcing
the event. Release may take place at any time from the moment
the command is made until 2 seconds after (guideline - timing
not required). If delay is longer, thrower loses his turn.
Tournament director
Person who organizes and is generally responsible for a tournament,
or person designated by him to fulfill certain duties.
Turn
Thrower's opportunity to perform in an event. The sequence of
turns for all competitors is set for all events and competition
circles before the start of the tournament. A turn begins when
the previous thrower's turn has been scored or any time thereafter
when the event judge indicates that officials are ready. The thrower
must make his throw within 20 seconds (guideline - timing not
required) of the start of his turn unless otherwise advertised
or announced before the start of the tournament. Extensions may
be allowed by judges if done fairly and consistently.
Unscored round
Round in which an official score could not be recorded because
of interference, or because the judge could not properly score
the round. Requires a re-throw.
SAFETY SAFETY SAFETY
1. By entering the competition, contestants agree to abide by decisions of the judges and referees.
2. In timed events it is the competitor's responsibility to be sure the timers are ready before he begins his turn. A thrower who throws before timers are ready loses his turn.
3. In all events it is the thrower's responsibility to be ready to throw when it becomes his turn. If he does not throw within the allowed time, he loses his turn. In Fast Catch and Endurance the thrower's time may begin when his preparation time expires.
4. Each thrower has 20 seconds (or time designated at the throwers' meeting) to throw after it becomes his turn. He must throw within 2 seconds when he is told to throw on command. 2 and 20 seconds are guidelines. They do not need to be timed. If a contestant appears to the officials to be delaying his throw, in tournaments where a timer is not used, the official warns the thrower that continued delay will cause loss of turn and may cancel the thrower's turn after satisfying himself that the designated time was exceeded. The judge may require the rest of that throwers turns in the tournament be timed. Generally, throwers will not be timed until after they are warned once for delaying the tournament.
5. Contestants may not talk unnecessarily with the judge or scorekeeper during an event.
6. Warm-up throws or range checks are not allowed from or over an active circle - except as required or allowed by event rules.
7. Warm-up throws are permitted in designated areas at designated times. Unauthorized throws for practice, warm-up, tuning, testing, or for any other reason are not allowed. Contestants caught making such throws lose the next turn in the event for which they are preparing.
8. The owner of anything that another competitor wants removed from the competition field must remove the item as requested as soon as possible.
9. Intentional interference will not be tolerated. If a judge determines that intentional interference has occurred, the contestant responsible will be disqualified from the event. The victim will be given the opportunity (or be required) to make a re-throw if appropriate.
10. If a Range Challenge is made against
a thrower, he must submit the challenged boomerang to the event
judge as soon as his turn is completed - without altering its
weight, or shape (no bending or twisting).
11. If interference, or confusion occurs during your round, but you are still able to continue, complete your round as well as possible. Then file your protest.
1. Competitors may replace a boomerang
at any time between flights during an event. Progress of the event
must not be slowed by more than 15 seconds as a result, however,
or the turn is lost. Additional specific rules for boomerang replacement
apply in Fast Catch and Endurance. * Any contestant may challenge
the range of another thrower's boomerang by reporting it immediately
to the event judge. If it is not reported before, at or immediately
after the completion of the flight the challenge will not be registered,
and a range test won't be conducted. * Any thrower may require
removal of any object on the competition field before his turn
- excluding previously specified field obstacles. Hitting any
object that could have been removed is not interference. * Legal
gloves may be used in any competition. * Any protest must be lodged
with the event judge at the time of the alleged infraction. It
will be dealt with at that time if feasible. Any act, occurrence,
or judgment which causes an advantage or disadvantage to any contestant
or group of contestants may be protested. No protest may be made
in any event more than 30 seconds after the last throw of the
event has landed. * Re-throws are allowed as appropriate. * Throwers
may have extra boomerangs, wind indicators, etc. on the field.
Removal is owner's
responsibility. * Any thrower may decline an opportunity to re-throw
a turn or round unless required by the head judge to take it.
* If a contestant believes that a protest was handled unfairly
he may register a complaint with the
tournament director or head judge. Such complaints must be registered
no later than 5 minutes after completion of the awards presentation.
They must be sent to the USBA president and tournament director
by the complainant within 3 days of completion of the tournament.
If none have been received by the USBA president within 7 days
of the conclusion of the tournament, results are unprotestable
except for mathematical errors. * Any competitor who desires to
have a copy of the tournament results may request one from the
tournament director at registration or at any time within two
weeks after the tournament. Tournament directors are obligated
to provide them. They must be provided by mail within 35 days
if requested.
1. Tournaments will be held on schedule if at all possible regardless of weather.
2. Compliance with these rules must be certified for tournament results or records to be recognized.
3. At least 5 minutes warm-up time is provided before the start of each event. Each thrower may use this time for practice, warm-up, boomerang selection, tuning, eating, etc. - as he desires.
4. Throwing order for all competition circles is established by random drawing after the starting number for each event is determined, but before the start of the first event.
5. Records may only be established within the competitor's normal turns during a tournament.
6. Feats also require compliance with the rules but may be set outside of competition as long as the event is properly advertised, judged, witnessed and certified.
7. Judges may use any means available
to determine how an occurrence should be judged - including help
from
witnesses that had a better vantage point than the judge. Clear,
obvious or suspected rules violations should be brought to the
attention of the official required to make the call immediately
by any official who sees the violation. The official required
to make the call will then make the call. Example: a range judge
sees an obvious foot fault. He tells the center judge. If the
center judge did not notice the throwers feet on the throw in
question, he (officially) calls foot fault. If he saw that there
was no fault, he overrules the range steward and announces that
the throw was legal.
8. Re-throws are conducted according to the rules of each event so they do not create an unfair opportunity for any thrower to improve upon the score he could have obtained in the turn for which a re-throw is awarded. If a valid score was obtained during the turn in which interference occurred and it is better than the score obtained during the re-throw, it may be recorded as the official score - if appropriate.
9. Throw-offs may be used to break ties for tournament purposes if the procedure is announced before the start of the first event. THROW-OFFS DO NOT AFFECT OFFICIAL SCORES OR PLACINGS, however - except as required by event rules.
10. Officials for all events include the event judge, and scorekeeper. Additional officials required in each event are specified in each event's rules.
1. If interference appears to be intentional on the part of the thrower (like intentionally hitting a range steward) the thrower is disqualified in the event.
2. If a competitor other than the thrower intentionally touches a boomerang in flight he will be disqualified in the event involved. The thrower will then be required or allowed to make a re-throw as appropriate whether he caught the affected boomerang or not.
3. If the judge considers the offense to be unusually serious on the part of the thrower or another competitor, the offender may be disqualified in the succeeding events(s) or the tournament, as appropriate. These actions may be made only with the consent of the tournament director, head judge and referee, however.
1. Must be resolved as quickly and fairly as possible - without disrupting the contest(s) unnecessarily.
2. Are ruled upon by the committee comprised of the tournament director, judge and referee.
3. Are resolved immediately if possible - before the next event begins in any case. If this is not possible, officials must tell the protester when to expect a decision and the reason for the delay.
1. Any timer must disqualify his time if he did not start or stop his stopwatch at the right moment on any turn.
2. The preferred method of timing is: * Use THREE timers PLUS ONE designated alternate. All 4 timers time each turn. If the 3 designated timers agree within limits below, the alternate is disregarded. If one or more of the designated times is not within those limits, or a timer disqualifies himself, the alternate is substituted.
3. Other acceptable
methods: * When THREE stopwatches are used, the times are considered
valid if the shortest and longest time are within 0.75 seconds.
The official time is the middle time.
4. If the longest and shortest times are more than 0.75 seconds apart, the one further from the middle time must be completely disregarded. The official time is determined as if only two timers were used.
5. TWO stopwatches which agree within
0.50 second are the minimum required to make a contestant's
observed time official. * If only 2 stopwatches have valid times,
the official time is the inferior of the two times. This occurs
if only 2 stopwatches are used, or if 1 of 3, or 2 of 4, etc.
are unusable.
6. If only ONE stopwatch has what appears to be a valid time, the competitor may at his option:
a. make a re-throw, or;
b. accept an official time which is inferior to the stopwatch
time by the lesser of: 0.75 seconds, or 5% of the stopwatch time
- rounded to the nearest 0.01 second.
1. Mandatory Events
A mandatory event is defined as any event required by the USBA for ratings.
a. Tournaments MUST complete the following
mandatory events:
Accuracy
Australian Round
Trick Catch/Doubling
Endurance/Fast Catch
MTA100
b. Mandatory events scheduled for that day MUST be completed prior to any optional events.
2. Optional Events
An optional event is defined as any individual or Team Event (listed below) NOT required by the USBA for ratings. Optional events are added at the discretion of the tournament director. Optional events give the USBA the ability to try out events, track the results, with the possibility of any optional event becoming a mandatory event.
a. Tournaments MAY include the following optional events
GLORP
Team Beaver Scramble
Team Relay
Team Position
Team Supercatch
Juggling
Five-Minute Juggling
Individual Relay Trial
b. Optional events may NOT begin until the last mandatory event scheduled for that day is completed.
c. Optional events are scored according to regular individual or team scoring, and the particular rules for that event.
d. Optional events may be mixed with mandatory events for overall individual tournament scoring at the discretion of the tournament director.
e. Separate optional scoring sheets must be sent to the USBA along with the mandatory scoring sheets.
Mandatory Events
1. Points for accuracy - most points wins.
2. Required for a scoring throw:
a. Throw from within bull's-eye
b. 20 meters range
c. Boomerang must come to rest without being touched
d. Any legal boomerangs including boomerangs with catching aids
may be used.
e. Tandem throwing- two throwers throw simultaneously within a
3-second time period. The second thrower must throw within 3 seconds
of the first throw, or his throw is disqualified.
f. Tandem throwing pairs to be composed of one less experienced
thrower with a more experienced thrower whenever possible.
g. Throwing order is determined by throwers. Throwing order used
on first throw must be used on all subsequent throws.
h. In the event of odd number of throwers, circle judge will assign
a non-scoring second thrower to the last thrower.
Tandem Throwing Interference
If a boomerang hits the thrower, a zero is recorded. If a boomerang
hits the tandem partner, the tandem partner receives a zero for
that throw, and the thrower must take a mandatory tandem rethrow.
3. Scoring each throw
a. Points scored according to where the
boomerang comes to rest.
b. If the boomerang comes to rest inside the: 2 meter circle thrower
earns 10 points 4 meter circle thrower earns 8 points 6 meter
circle thrower earns 6 points 8 meter circle thrower earns 4 points
10 meter circle thrower earns 2 points
c. If the boomerang is completely within a single scoring area
and not touching any lines the score of that area is awarded.
d. If any part of boomerang is over any part of a line - score
for the line is awarded. Line score is average
of scores of adjacent areas.
e. Official score is total for 5 throws.
4. Rounds
a. The event includes 1 round of 5 throws.
All throws are scored (no optional throws).
b. Contestants throw in as many groups of 4 (two sets of two tandem
throwers) as possible. Remaining throwers throw in groups of 2.
Throwers in each group make their 5 throws in rotation before
the next group begins its round.
5. Warm-up
a. First group may warm-up outside the
active circle for approximately 5 minutes before the event starts.
b. Each group of throwers may warm-up outside the active circle
during the first 4 throws of each thrower in the group before
it - no warm-up from the active circle is allowed after the event
starts.
6. Re-throws
a. Made after contestant's 5th throw
- spaced like his other throws.
b. Rethrows must be made in tandem, even if only one thrower is
rethrowing.
7. Officials
a. 1 center judge, at least 3 range stewards
8. Accuracy may be run simultaneously with Aussie Round when 35 or more throwers are competing in the event.
1. Points Awarded - most points is best. See field layout drawing on page __
2. Required for a scoring throw:
a. Throw from inside bull's-eye
b. 20 meters range minimum
c Accuracy points or catching points
d. Legal boomerang with no catching aids.
3. Scoring
a. ACCURACY POINTS are awarded if the
boomerang comes to rest on the ground within the accuracy circles.
1 - 10 points. See field layout.
b. If the thrower catches in the accuracy circles his location
among the accuracy circles when he makes the catch determines
his score.
c. CATCHING POINTS are awarded depending upon location of contestant
when he makes catch:
1. inside the 20 meter line - 4 points
2. on the 20 meter line - 3 points
3. between the 20 &50 meter lines - 2 points
4. on the 50 meter line - 1 points
5. outside the 50 meter line - 0 points
d. RANGE POINTS are awarded only if accuracy
and/or catching points are earned on the throw.
1. 50 meters or more - 6 points
2. at least 40 meters; less than 50 - 4 points
3. at least 30 meters; less than 40 - 2 points
* Official score for each throw is the total of accuracy, catching
and range points.
* Official score for thrower is his total for 5 throws.
4. Rounds
a. The event includes 1 round of 5 throws.
All throws are scored (no optional or practice or warm-up throws).
b. Contestants throw in groups of 3. Throwers in each group make
1 throw per turn - in rotation with other throwers in the group
- until all throwers in the group have completed their 5 turns.
Then the next group begins its round.
5. Re-throws
a. Made in rotation after the last person
in the group completes his 5th throw. It cannot be within 1 minute
after contestant's last scheduled throw.
b. If interference prevents a thrower from catching his boomerang,
the re-throw cannot be awarded any more accuracy, catching or
range points than the throw it replaces could have earned. For
example, if the boomerang went 30 meters and returned only to
the 23 meter line, the maximum points for accuracy are 0, the
maximum for range is 2, and the maximum for catching is 2. On
the re-throw, the best that could be scored is 4 points - even
if the thrower catches in the bull's-eye. If interference to the
boomerang's flight occurs, there are no limits.
6. Warm-up
a. First group may warm-up outside the
active circle for approximately 5 minutes before the event starts.
b. Each group of throwers may warm-up outside the active circle
during the first 4 turns of the throwers in the preceding group
- where space permits. On fields where there is insufficient space
for a warm-up area, warm-up throws may be allowed from between
the 40 and 50 meter lines of the active circle after the preceding
group has finished its round.
7. Officials
a. Judge, Scorekeeper, 6 to 14 range stewards - including one range coordinator. The range coordinator relays the range of each throw to the judge.
8. Scoring Details
a. Legal catch must be made to obtain catching points.
b. Location of catch:
1. For Accuracy and Catching points,
if a competitor contacts his boomerang in one scoring area but
doesn't obtain control until he is in a different scoring area,
he gets the lower score based on:
a. where he was when he first touched the boomerang - whether
boomerang is caught or not.
b. where he was whenever he touched the boomerang
c. where he was when he completed the catch
d. where the boomerang came to rest
2. If contestant falls down after the
catch is completed, location of his feet before his fall determines
his location.
3. If he is touching the ground when the catch is made, accuracy
points are based on location of all points of contact with the
ground.
4. If contestant is not touching the ground when the catch is
made accuracy points are based on the first single point of contact
with the ground after the catch.
c. Points for catch:
1. If all points of contact on which
score is based are in the same scoring area, area points (accuracy
and catching) are awarded.
2. If the area of ground contact on which the score is based touches
or includes a line the average of the points of two adjacent areas
is awarded.
d. If boomerang touches ground during flight:
1. If the boomerang is caught, accuracy
points are awarded based on the competitor's position when the
catch is made, but no catching points are awarded.
2. If the thrower touches the boomerang, but does not catch it,
he gets the lower accuracy score based on:
a. where he touched the boomerang.
b. where the boomerang comes to rest.
1. Catching event - most points is best
2. Required on each throw for catch to count:
a. All competitors throw in all rounds.
b. All throws must be made from 2m circles.
c. All boomerangs must cross 20m circle.
d. All throwers not throwing, other than foot fault judge and
those "on deck", must act as range judges.
e. Legal catch(es) of type required in round.
f. Legal boomerangs with no catching aids.
g. Thrower must throw within 10 seconds of throw definition.
h. If either doubler is called short, both receive zero scores.
3. Additional requirements for Doubling phase only:
a. Throw 2 boomerangs simultaneously
on command with one hand.
b. First boomerang caught must be retained until after second
is caught or first catch does not count.
c. Either required catch may be made first after each throw. If
the first boomerang is not caught, the other catch can be either
of the required catches.
4. Scoring
a. Appropriate points are scored for
each legal designated catch.
b. Official score for each thrower is total of points made in
15 rounds.
c. Scores are recorded and submitted to the scorekeeper as required.
5. Rounds Points Designated catch
a. SINGLES
1st 2 pts. Left hand clean
2nd 2 pts. Right hand clean
3rd 3 pts. Behind the back
4th 3 pts. Under the leg
5th 4 pts. Eagle
6th 6 pts. Hackey
7th 6 pts. Tunnel
8th 7 pts. One handed behind the back
9th 7 pts. One handed under the leg
10th 10 pts. Foot/leg catch
b. DOUBLES
11th 3 pts. Behind the back
3 pts. Under the leg
12th 6 pts. Hackey
2 pts. Left hand clean
13th 6 pts. Tunnel
2 pts. Right hand clean
14th 7 pts. One handed behind the back
7 pts. One handed under the leg
15th 10 pts. Foot/leg catch
4 pts. Eagle
c. TOTAL POSSIBLE POINTS = 100
6. Throw-offs: All throwers who make all catches in the first 15 rounds qualify to enter the throw-offs. Qualifiers all compete in throw-offs simultaneously, from separate throwing circles. In the throw-offs, each thrower continues making the following catches in rotation until he fails to make a designated catch. Each thrower's official score is the total number of catches made before his first non-catch. The winner continues until his first non-catch.
a. Rounds Points Designated catch
1st 6 pts Tunnel
2nd 6 pts Hackey
3rd 7 pts One handed behind the back catch
7 pts One-hand under-the-leg catch
4th 10 pts Foot/leg catch
4 pts Eagle
7. Re-throws must be made before the next round begins.
8. Warm-up- Each thrower is allowed a 1 minute timed warm-up from his bull's-eye immediately before his turn. Each thrower who qualifies to participate in a throw-off is allowed a 1 minute timed warm-up immediately before the start of the throw off rounds.
9. Officials- 3 judges (may be other
competitors) to range check, count and record catches.
A combination event timing two rounds of Fast Catch and one round of Endurance.
Fast Catch Phase
1. Time to make 5 catches - lowest time is best
2. Requirements:
a. For each catch to be counted:
1. Throw from inside bull's-eye
2. 20 meters range
3. Legal catch
4. Legal boomerang with no catching aids.
b. For each round:
1. After 5th catch bull's-eye must be touched to stop timers.
2. Last throw must be released 60.00 sec. or less after the release
of the 1st throw. (A round may be longer than 60 seconds).
3. Only one boomerang may be used at any given time. Boomerangs
may be switched at any time if the original boomerang is retrieved
and returned to the center circle prior to the switch. See V.D.8
3. Scoring
a. Timed from release of 1st throw to
the moment when the thrower touches the bull's-eye at or after
the 5th catch.
b. If 5 catches are not made in the round the score is the number
of catches.
c. Time-for-five-catches scores place above scores which are number-of-catches-made.
d. Official score is the better of the scores obtained in the
2 rounds.
4. Round
a. 5 catches, or the number of catches
that are made from the throws within 60 seconds of the first throw.
If 5 catches are made, the official time may be more than 60 seconds.
b. 2 rounds are contested.
5. Re-throws
a. May not start within 5 minutes from
thrower's unscored round.
b. Official score may not be less than the elapsed time at the
time of the interference in the unscored round.
6. Warm-up
a. Each thrower is allowed a 1 minute timed warm-up from his bull's-eye immediately before each turn. The timed warm-up starts as soon as the thrower is ready to begin or 30 seconds after it becomes his turn - whichever is sooner. The thrower may start his round before his allowed warm-up is over if he desires.
7. Officials
a. Center judge, 3 range stewards (minimum),
3 timers.Use lap timers on stopwatch. Timers may be competitors.
b. The stopwatches used must have 'lap' timers which continue
timing uninterrupted while the timer reads 'lap' times, and which
may be reset so the continuing time may be observed. All timing
officials to be used during the
event need to practice using this function at least 3 times, and
as many times as are necessary to obtain personal confidence and
the confidence of the head judge before the event is started.
8. If thrower wants to change boomerangs, the one being replaced or a substantial part of it must be returned to the bull's-eye by the competitor before any more catches can be counted.
Note: For purposes of the rating system,
equivalent times are used in place of number-of-catches scores.
Equivalent times are:
4 catches = 85 seconds
3 catches = 110 seconds
2 catches = 160 seconds
1 catch = 310 seconds
0 catches = 600 seconds
Endurance phase
The Endurance Round starts immediately after the 2nd round of Fast Catch. Throwers rotate to third circle and throw in the order of the first round of Fast Catch. Thrower takes 1 minute warmup.
1. Catching event - most catches is best
2. Required for each catch to count:
a. Throw from inside bull's-eye
b. 20 meters range minimum
c. Legal catch
d. Throw must be completed before 5 minutes (300.00 seconds) from
start of round. Last catch can be counted if throw was made before
5 minutes expired.
e. Only one boomerang may be used at any given time. Boomerangs
may be switched at any time if the original boomerang is retrieved
and returned to the center circle prior to the switch. See V.D.8
f. Legal boomerang with no catching aids.
3. Scoring
a. One catch is scored for each legal
catch.
b. Scores are recorded and submitted to the scorekeeper as required.
4. Round
a. Each thrower participates in one round.
b. The round starts at timer's command
c. The round ends at timer's command.
5. Re-throws- None unless it is impossible to obtain a fair score during the original round. If there is an injury that requires stoppage of the round, the round is delayed as described in the second paragraph under "officials" below. The problem in the original round must have been serious enough to stop the round (like an injury). Simple interference, such as hitting - but not injuring - a range steward, is not sufficient grounds for a re-throw.
6. Warm-up- Each thrower is allowed a
1 minute timed warm-up from his bull's-eye
immediately before his turn.
7. Officials - may be competitor
a. Individual circle timing is used.
b. If an injury occurs, the center judge stops his stopwatch using
the "STOP" function as soon as he recognizes that the
injury is serious enough that the round should be stopped. He
announces that the round was stopped because of the injury. (The
stopwatch "LAP" function is not used.) When throwing
can resume, the center judge's stopwatch is restarted as the thrower
leaves the bull's-eye to recover his boomerang from where it landed,
to resume his round. The circle where interference occurred will
finish its 300 seconds later than the other circles. When a round
is delayed in this way, the next thrower on all circles may not
begin warm-up until the last circle to finish has completed the
previous round. The range steward who is also timing the round
should stop and start at the same times as the center judge. He
is the backup timer. His time is only used if the center judge's
timing is incorrect.
c. 4 officials required for each thrower. 3 range stewards to
check each throw for range. At least one of the range
stewards times the event. He is the center judge's backup timer.
1 center judge to make sure all throws are made from inside the
bull's-eye and to count catches aloud. He must count loud enough
that the range stewards can hear him so they can verify his count
after each throw. One official must record or report the scores
as required at the end of each round. Throwers rotate duties.
d. If thrower wants to change boomerangs, the one being replaced
or a substantial part of it must be placed in the bull's-eye by
the thrower before any more catches can be counted.
F. MAXIMUM TIME ALOFT100 EVENT
1. Cumulative flight duration - Longest total time of best three flights combined is best.
2. Required for scoring throw:
a. Throw from anywhere within the 50
meter circle. No minimum range requirement.
b. Legal catch within the 50 meter circle.
c. Legal boomerang with no catching aids.
3. Scoring
a. Flight is timed from the moment of
release until the boomerang is first touched. Time is recorded
only if a legal catch is made.
b. Official score is the sum total of the three best flights.
4. Rounds
a. 5 rounds of one throw each
b. Each round is completed by all throwers in the group in rotation
before the next round is started.
5. Re-throws
a. May not be made within 5 minutes from thrower's unscored round.
b. Official time may not be longer than time of flight in which
interference occurred - provided interference did not shorten
the flight time significantly.
6. Warm-up
a. All throwers may warm-up on the competition
field for at least 15 minutes prior to the start of the MTA event.
b. No boomerangs may be thrown after the event starts except for
scoring throws. (No warm-up throws during the event.)
7. Officials
a. 3 - 4 timers and 1 50 meter line observer for each officiating group. 50 meter line observer checks for location of thrower at catch to make sure that catch is within the 50-meter circle. More than 1 officiating group may be used.
8. If contestant is not completely inside the 50 meter circle he must be touching the circle or the area within it whenever he touches the boomerang during the catch - until he completes the catch. If he is not touching the ground when he makes the catch his first contact with the ground after the catch must be on or within the 50 meter circle.
NOTE: A throw in MTA100 ending in a catch outside the 50 meter circle may be recorded in the MTAUNLIMITED event if allowed by tournament guidelines.
Last thrower left without G-L-O-R-P is the winner.
The boomerang game G-L-O-R-P is the same
as the basketball game H-O-R-S-E.
The first thrower does a trick catch and all the other throwers
must do the
same catch to avoid getting a letter. If you get all five letters
you are
out of the game.
The first thrower (the Dominator) performs
any trick catch of his/her
choosing (except a Two Handed Catch) and then all the other throwers,
in
their assigned order, throw and attempt the defined catch. If
they do not
complete the defined catch they get their first letter. If the
Dominator
continues to perform trick catches, he continues to be the Dominator.
When
that Dominator drops, the next thrower becomes dominator. This
continues
until one thrower is left without G-L-O-R-P. He is the winner.
Clarification:
1.The same catch cannot be done twice
in a row, but a thrower can do an
identical catch to one he has already done as long as it is not
done back
to back.
2.When a new Dominator takes over, he cannot perform an identical
catch
to the last catch the previous Dominator completed.
3.If a Dominator does a Two Hand Catch, or attempts a trick catch
that
he does not complete, but does not drop it, it is called a Pass.
On a Pass,
all the other throwers must catch the boomerang to avoid getting
a letter,
but the first thrower to do a trick catch, captures domination,
and becomes
Dominator. The pass has ended.
Three Tier Play
In keeping with the Team Gel spirit,
it is radder to play boomerang games
that include all levels of throwers. G-L-O-R-P can be played with
three
distinct skill levels: beginner, novice and expert.
When a Dominator/Domiatrix defines a
catch and it becomes a thrower's turn
to perform the catch, he may decide at which level he would like
to play.
If he decides to play as a beginner, he is required to only touch
the
boomerang to avoid getting a letter; If he decides to play as
a novice,
he is required to only perform an "any catch" to avoid
getting a letter;
If he decides to play as a expert, he is required to perform the
Dominator's trick catch to avoid getting a letter. When it becomes
a
novice's turn to be Dominator, he must perform an "any catch"
to retain
Dominatorship. He may then make up the catch for the rest of the
participants. When it becomes an expert's turn to be Dominator/Domiatrix,
he must perform a trick catch to retain Dominatorship.
Judging Catches- The Honor System
Each thrower is responsible for judging
whether or not he made his own catch as defined by the dominator.
Each thrower is responsible for the integrity of his score and
catches and must track his own score.
Dan Quayle "E" Rule
Throwers may add an "E" letter to spell GLORPE only once in their lifetime.
Warmup: 10 minutes
TEAM EVENTS
All Optional events with the word Team in the name should be run with 4-person teams if possible, as only 4 throwers will be allowed to throw in most cases. Team Position may have more or less than four throwers on a team, at the descretion of the Tournament Director.
A team event with two opposing teams attempting to score the most points. Team in posession of boomerang is called the offense, and the team not in posession is called the defense.
Field setup- Use any 2m/20m throwing circles. Tournament Director may use more than one circle, or all circles, with more than one game being contested at a given time. Playoffs (quarterfinals, semis, and finals) may be contested at the descretion of the Tournament Director.
1. Use one boomerang agreed to by all teams, preferably one that is user-friendly, and can be easily modified for various flight patterns.
2. After coin toss, offensive team makes first throw from bullseye.
3. Throwers attempt to throw to own team teambers.
4. Boomerang throws must autogyrate and complete at least 1/2 circle before catch. No underhand throws or passes are allowed.
5. Official scores must be thrown and caught by the same team (the offensive team) within the 20m circle.
6. If boomerang is caught outside of 20m circle, no score is allowed, but catching team takes next throw from the closest point of 20m circle.
7. If boomerang is dropped, the defensive team (team that did not throw last) throws from drop location or closest closest point of 20m circle (if dropped outside 20m circle), and becomes offense.
Scoring:
1. 1 pt for 3 consec. offensive catches (thrown and caught by same team) made within 20 meter circles,
2. 1 pt. for catching any offensive catch within 2 point bulleye circle (the line counts as a score),
3. 2 pts. for catching offensive throw with foot on bulls eye center point.
Note: If defensive player catches in bullseye, a point is not awarded, but the defensive player becomes offensive.
Winning team decided by either of two methods:
1. First team to 5 (or other number as decided by TD)
2. Team with highest score after 10 minutes (or other set time as decided by TD). Stopwatch must be used by non-team member.
Warmup: 10 minutes
The fastest team wins.
Four throwers per team.
30m range requirement.
Two to four teams may compete in a heat, at the descretion of the TD.
Required officials: One starter, who also acts as Center Judge. Two judges to time each team. Three range spotters on 30m line.
Starting lines of opposing teams on 30m circle must be seperated by no less than 4m, and no more than 10m
Teams line up on the 30m circle, downwind from bullseye. First thrower in each team must keep BOTH feet on the ground prior to start. Running starts may not be used.
The starting judge begins the relay with a verbal or noise command. The first thrower from each team runs into the 8-point scoring circle (clearly marked) throws, catches, and tags any part of the 8-point scoring circle. He then runs to tag the next thrower on his team and crosses the starting line, who repeats the throwing cycle.
Thrower waiting for tag must keep BOTH feet on the ground behind the 30m circle prior to be touched by incoming team member. Running starts may not be used.
If a thrower fails to catch his boomerang, or his boomerang fails to make the 30m range requirement, he retrieves the boomerang and goes back to the 8-point scoring circle and throws again. If the thrower fails to catch a second time, or does not make the 30m range requirement, he picks up/takes the boomerang, tags any part 8-point scoring circle, and runs to tag the next thrower in line. The relay continues until each player completes two cycles.
Time stops when any part of last thrower crosses the 30m circle.
Heats of three to four teams can race at the same time. Final standings are determined by time after all heats have been contested. Care should be taken not to interfere with other teams' throwers or boomerangs.
Note: Two teams are safest, with each team added to heat adding slightly higher risk of collision and interference.
Interference
May ONLY be called when intentional interference is made. Teams that feel they are intentionally interfered with must complete the heat before bringing claim to Center Judge. If Center Judge decides intentonal interferece was made, interfering team is disqualified.
Unintentional contact between players is not considered interference. Play continues.
Unintentional contact between boomerangs is not considered intererence. Play continues, with boomerang throws considered as drops.
Warmup: 10 minutes
The team which is positioned closest to the bullseye at the end of play wins.
Required officials: Two judges to measure distance to center point, and to call throws.
Teams consist of 4-6 throwers, at the descretion of the Tournament Director.
30m range requirement- honor system (throwers to use boomerangs that have range of 30m mimimum) with no range checks.
One member from each team goes to the
4-meter bullseye. When directed by a judge,
all throwers throw simultaneously. Catches mark the spot from
which the next
teammate must throw. If the boomerang is dropped, the next thrower
must throw two
giant steps (approximately 2m) from where the boomerang comes
to rest or first makes contact (whichever is further from bulleye),
away from the bullseye.
Play continues for two rounds with each thrower on team throwing twice.
The winning team is the team whose boomerang is positioned closest to the center point of the bullseye at the end of play. If the last thrower makes a catch, measurements are made from the part of his body on the ground that is closest to the center point.
If the last thrower is in the air at the moment of catch, measurements are made from the part of his body that first contacts the ground. If the last thrower does not catch the boomerang, measurements are made approximately two meters away (from the bullseye) from where the boomerang came to rest, or first made contact, whichever is further from the bulleeye.
All team compete in same heat, unless Tournamen Director decides to split field due to large number of throwers.
Warmup: 10 minutes
The team with the most points wins.
Team of 4 throwers, one MTA thrower and three Fast Catch throwers. MTA thrower attempts to get as much time as possible, so Fast Catch throwers can make as many catches as possible before the MTA is caught.
Four Rounds contested, with each thrower required to throw the MTA in one round.
Required officials: One starter, and one judge for each Fast Catch thrower to count catches. Spotters for each of three Fast Catch throwing circles.
One team goes out onto the field at a time. One team member throws the MTA (any boomerang may be used). At the moment of release, the starter verbally, or with a sound device, commands the remaining team members to throw their FastCatch boomerangs. Regular Fast Catch Rules apply. The Fast Catch throwers continue to throw and catch until the MTA boomerang is either caught or dropped. The starter announces when this occurs with a voice command or sound device.
If the MTA is successfully caught, the
team's score is the total number
of catches made by the team members (including one point for the
MTA
catch).
Any Fast Catch boomerangs which were
in flight before the MTA
boomerang was caught may be caught for a point.
If the MTA is dropped, the team's score is zero for the round.
Teams alternate throwing throwing the MTA until each team has had four sessions in which to score points.
The team's score for the event is the sum total of the scores for the four rounds.
Warmup: 10 minutes
Highest number of catches wins
Contestants alternately throw two boomerangs, keeping at least one boomerang in the air at all times.
20m range required
Required officials: Two spotter/counters for each thrower
1. Boomerangs must be range checked for 20m prior to round.
2. Competitor may chose any spot on official tournament field (as indicated by Tournament Director) to start.
3. Holding both boomerangs player throws first boomerang. The second boomerang must be thrown prior to catching first to complete a throwing cycle. Cycles continue until drop is made.
4. After first throw, only one boomerang may be in contact with thrower at any time.
5. Boomerangs must perform "normal" flights consistant with range check flights: gyroscopic precession and eliptical orbits.
6. After first drop, or a throw is made outside of official tournament field, no other catches are scored.
More than one thrower may contest event at a time, depending on size of field and descretion of Tournament Director.
Warmup: 10 minutes
Timed Event- Highest number of catches made within five-minute period wins.
Contestants alternately throw two boomerangs, keeping at least one boomerang in the air at all times.
Required officials: Two spotter/counters for each thrower. Timekeeper.
1. Boomerangs must be range checked for 20m prior to round.
2. Competitor may chose any spot on official tournament field (as indicated by Tournament Director) to start.
3. Holding both boomerangs player throws first boomerang. Clock is started. The second boomerang must be thrown prior to catching first to complete a throwing cycle. Cycles continue until drop is made.
4. After first throw, only one boomerang may be in contact with thrower at any time.
5. Boomerangs must perform "normal" flights consistant with range check flights: gyroscopic precession and eliptical orbits.
6. After first drop, or a throw is made outside of official tournament field, no other catches are scored.
7. Play stops after first drop, or the five-minute period is ended, whichever comes first.
More than one thrower may contest event at a time, depending on size of field and descretion of Tournament Director.
Warmup: 10 minutes
The fastest time wins.
Throwers are timed individually, with only one thrower in heat.
30m range requirement.
Required officials: One starter, who also acts as Center Judge. Two judges to time thrower. Three range spotters on 30m line.
Thrower lines up outside the 30-meter circle, downwind from bullseye. The starting judge begins the relay with a verbal or noise command. The thrower runs into the 8-point scoring circle (clearly marked) throws, catches, and tags any part of the 8-point scoring circle. He then runs back across the starting line on 30m circle.
Thrower must keep BOTH feet on the ground behind the 30m circle prior to start. Running starts may not be used.
If a thrower fails to catch his boomerang, or his boomerang fails to make the 30m range requirement, he retrieves the boomerang and goes back to the 8-point scoring circle and throws again. If the thrower fails to catch a second time, or does not make the 30m range requirement, he picks up/takes the boomerang, tags any part 8-point scoring circle, and runs to cross the starting line.
Time stops when any part of thrower crosses the 30m circle.
The next thrower advances to starting line and waits for start command from Center Judge.
Note: More than one circle may be used for efficiency, at the descretion of the Tournament Director.
Rounds: Two separate rounds
Warmup: 10 minutes
VI. TOURNAMENT ORGANIZATION
1. Before the start of the first event all throwers will be told the following.
a. Names of tournament director, judges,
referees, and safety officers - and alternates.
b. Order in which competitors throw. Order must be arbitrary.
It must be set and announced for all events before the first event
begins.
c. General rules that pertain to all events.
B. Cancellation of Tournaments
1. Advertised tournaments/events are
held on schedule, regardless of weather or other occurrences unless
at least 75% of the registered and checked in throwers vote at
the scheduled starting time to cancel or postpone it.
2. Occasionally it may be necessary to discontinue an event in
progress due to lightning or other life-threatening circumstances.
The break must be between rounds. If this is not possible, the
event must be canceled unless the throwers vote unanimously to
continue. If part of the event must be delayed and the break is
between rounds the event must be finished the same day and in
the same location or it is considered canceled.
3. If any events are canceled the scores for the completed events
constitute the completed tournament.
4. If part of a tournament is postponed by vote, none of the previously
contested events may be recontested.
5. If any part of a tournament is postponed, it must be completed
on the previously scheduled rain date. Any events not completed
are canceled.
C. Changes to the Order of Events
1. Only previously specified changes may be made to mandatory events. They are to be made if and only if previously specified criteria are satisfied (such as: number of tournament registrants at a specified time, weather conditions according to a non-subjective evaluation, a series of weather readings made over a specified period with a specified instrument, or a vote of contestants).
Arbitrary changes may be made at any time to the order of optional events at the discretion of the tournament director.
2. If a vote is previously specified as a criterion a minimum
of 75% of registered contestants must vote for alteration of the
original schedule or it may not be changed.
3. The vote must take place after registration is completed but
before the start of the first event. If it is to be taken at some
other time 100% of the competitors must be informed before the
tournament starts when the vote will take place (after what event,
or what time of day).
4. No individual or group smaller than 75% of the registered contestants
may alter the order of events. No changes may be made unless the
change is consistent with a plan submitted in advance as required.
5. Criteria for decisions about revising the order of events on
the day of the tournament must be documented in the official results
(Example: number of registrants at time specified).
6. Examples of valid Conditional Changes in Order of Events:
a. EXAMPLE: Accuracy will be postponed until after the last event if more than 35 veterans are registered at 10:00 AM on the day of the event. It will be canceled if MTA isn't finished before 5:30 PM.
b. EXAMPLE: MTA will be postponed until after the Doubling event if any winds exceeding 12 mph for more than 15 seconds are recorded during the Accuracy event using a Fairworth anemometer.
c. EXAMPLE: Immediately after the Fast Catch event is completed A vote will be taken to determine whether the Endurance event will take place. It will take place unless 75% of registrants vote to cancel.
7. Recognition of Results- Recognition is granted by the USBA only if:
a. Events are run and officiated in compliance
with the USBA Event and Officiating rules.
b. 11 or more veteran contestants participate in the tournament.
c. Tournament director satisfies USBA Notification Requirements
below.
d. Exceptions to the schedule may be allowed by the USBA president
if appropriate.
e. Events are run in the order in which they were advertised,
announced and submitted to the USBA president.
f. Changes to the Order of Events can be made as indicated below.
g. All other administrative requirements are satisfied.
h. Field Requirements are satisfied.
E. Field requirements
1. Field must meet the following requirements and be marked as
required for the events being contested according to the diagrams
in Figures 1 and 2 of the event rules.
a. Must be level and free of obstacles*
to a radius of:
b. 60 meters for Australian Round circles and MTA circles.
c. 30 meters for Accuracy, Trick Catch/Doubling, Fast Catch/Endurance
circles.
d. There may not be any holes, mounds or obstacles that are unsafe
or which may interfere with the flight of any boomerang or the
movement of any competitor. Determination must be made before
the tournament about any questionable exceptions by the Tournament
Director, head judge, and referee. All contestants must agree
before the tournament that there are no obstacles of the field
that cause an unfair advantage, disadvantage or safety hazard
to anyone.
e. Field marking lines must be immovable. Lime, chalk, gypsum,
paint or equivalent material must be used. All lines from the
2 meter radius line to the 20 meter radius line must be uninterrupted
(solid) lines. 30 and 40 meter lines may be solid or dashed. 50
meter line must be solid.
2. Required circles - minimum for each event:
Each tournament must have one Aussie Round circle. In addition, there must be at least three 20M circles for Fast Catch/Endurance. The USBA recommends tournaments add one more 20 meter circle if 20 to 25 throwers are expected and another 20 meter circle for each additional 5. If there are35+ throwers, it is recommended that Accuracy scoring lines be added to one of the 20 meter circles, so that Aussie Round and Accuracy can be run simultaneously.
a. Accuracy - as shown in Figure 1
b. Australian Round - as shown in figure 2
c. Doubling - 2 and 20 meter circles
d. Endurance - 2 and 20 meter circles
e. Fast Catch - 2 and 20 meter circles
f. Juggling - 2 and 20 meter circles (for range check only);
g. MTA100 - 50 meter circle
h. Trick catching - 2 and 20 meter circles
3. This requirement can be waived if it is demonstrated that no one is at a disadvantage or advantage because of the obstacles or slope - including low-throwing left-handed or right-handed throwers.
F. RESPONSIBILITIES OF OFFICIALS
The tournament director, head judge, and referee may compete in the tournament in which they are officials. If they do they must have designated alternates to perform their duties in any action or decision in which they are involved as competitors.
1. Tournament Director
a. Tournament Director - Before the Tournament
1. At least 60 days prior to the tournament
the tournament director must inform the USBA president of the
date, "rain date" if any, general location (city) and
name and phone number of contact-person for the tournament.
2. At least 30 days prior to tournament the tournament director
must inform the USBA president of the exact location, starting
time, nominees for head judge (first choice and 2 alternates),
events to be held according to USBA rules, conditions under which
a rain date will be used, and order of events.
3. At least 1 day prior to the start of the tournament the tournament
director must submit any conditional changes to the order of events
to the USBA president.
4. A "rain date" may be set IN ADVANCE - for the day
after the scheduled tournament only.
b. Tournament Director - At the tournament.
1. Provide adequate control of spectators.
2. Verify that all contestants have signed USBA liability waivers
before tournament.
3. Prepare and distribute flyers to spectators. Flyers must include
appropriate warnings and should include a program.
4. Conduct a pre-tournament meeting to make announcements, and
review rules.
5. Make a copy of current USBA rules available to all contestants
for reference.
6. Assist head judge and referee as needed in resolving protests.
7. Provide for on field sanitation/toilet devices
c. Tournament Director - After the Tournament
1. Submit tournament results to the USBA
president within 32 calendar days of completion of the tournament.
Results must include:
2. Signed liability waivers by all contestants.
3. Copies of the official score sheets on which every turn is
recorded.
4. A copy of the results on the Official USBA Score sheet or a
facsimile thereof.
5. Results must be postmarked prior to midnight on the 32nd day
after the tournament. Results mailed later may be accepted at
the discretion of the USBA president.
6. Results are certified to be correct by Tournament director
in addition to head judge or scorekeeper.
7. The head judge and tournament director certify that all events
were conducted in accordance with these rules. Any exceptions
must be noted for evaluation by the USBA president.
8. No claims of unfairness are received within 7 days after the
tournament by the USBA president; or if any are submitted, they
are found not to have enough merit to invalidate the results of
the event(s) in question.
9. Submit certification for any records or feats claimed.
2. Head Judge
a. Nominated by tournament director;
approved by at least 3 USBA board members.
b. Responsible for fair conduct of tournament.
c. Appoints assistant judges to perform his duties when he cannot
conduct events himself (as when multiple throwing stations are
used or when two or more events are run simultaneously).
d. Determines the score to be awarded for each throw in each event.
e. Organizes and collects data from stewards and timekeepers for
scorekeeper.
f. Judges interference and rules appropriately.
g. Confers with tournament director and referee to resolve protests.
h. May use whatever method seems fairest to determine how an occurrence
should be scored - including, but not limited to, information
of witnesses to the occurrence.
i. May require any throw be repeated if he has doubt about the
score for the throw.
3. Referee
a. Appointed by tournament director before
start of tournament.
b. Advises judges/competitors on rule interpretation if required.
c. Confers with head judge and tournament director to resolve
protests.
4. Safety officer
a. Appointed by tournament director before
start of tournament.
b. Advises officials, spectators, competitors in matters of safety
as appropriate.
5. Scorekeeper
a. Appointed by tournament director before
start of tournament. Duties may be performed by any person approved
by head judge when necessary.
b. Records all scores for tournament.
6. Score Analyst
a. Rechecks calculations on score sheet.
b. Determines official placings in each event.
c. Compiles data to determine overall placing.
7.Steward
a. Appointed by judges to assist in range
determination, timing, determination of accuracy or catching points
as requested.
b. All competitors should perform some steward duties when their
turns to throw are not imminent.
1. Official tournament size is the number of contestants registered at the start of the second event. Sanctioned Tournaments must have a minimum of 11 Open and/or Sport Class throwers.
2. Scoring at the tournament is done according to individual event rules on the official scoring sheets. Scores are ranked and placing points are awarded in each event.
Individual Scoring
Individual scoring is used to record scores by individuals only for USBA mandatory events.
3. Placing points are determined by using
the International Scoring System
a. Placing point same as score: ex. 1st place equals 1 scoring
point, 10th place equals 10 placing points
b. Ascending placement system: Lower points are better.
c. Worst score equals the total number of throwers in event
d. Non-scores or failure to compete in a given event equals the
total number of throwers in event: ex. 15 throwers in event equals
a score of 15, 30 throwers in event equals 30 points.
e. No additional points are given for winning an event
f. In the case of ties, placing points are added and divided by
the number of tied throwers: ex. if 3 throwers tie for first,
1+2+3=6/3=2 points for each thrower
The next thrower receives 4 points
4. Placing points for all events are
added to determine tournament overall placing.
a. Ascending placement system: Lowest score best, highest score
worst
b. No exceptions may be made to the non-scoring rule (VI.G.3.d),
unless:
1. An event is canceled due to weather
or darkness. No scores are given.
2. Injury- only if approved by the Tournament director. No score
is given for that event. If more than one event is missed due
to injury, a thrower is not eligible for tournament placing. Scores
will still be recorded for ratings.
5. For USBA Ratings, placing points are determined by the following formula, which should be used after the tournament, to decide the normalized placings. The tournament director MUST submit normalized scores to the USBA in order for a tournament to be rated.
S = [10 x (N-2P/N)] +1
* S = Normalized score
* N = Number of throwers (Official tournament size)
* P = Place
* For 1st place use: P = 0
* For ties use: P = (average of places tied)
* Round result "S" to 2 decimal places - Example: 5.33
* If the result is negative, 0 points are awarded.*
1. USBA Records
a. The best tournament performance in
an event in a USBA tournament or by a USBA member in a tournament
in which rules of the event are at least as restrictive as USBA
rules.
b. Strict compliance with USBA rules must be certified for recognition
of a record. The following information must be provided:
c. Names of timers, measurers, or judges as appropriate. Each
must certify that the event was conducted and officiating was
done in accordance with USBA rules.
d. Specifics such as recorded time on each stopwatch including
designated alternates.
e. The following information should also be submitted.
f. Time, wind conditions, altitude and temperature (best information
or estimates available).
g. Field conditions, pertinent off field objects which could affect
wind and any other pertinent information.
h. The USBA president maintains a list of USBA records for each
of the events.
2. World Records
a. Best tournament performance in a USBA
tournament or a tournament of a recognized affiliate.
b. Performances are recognized by the USBA as world records if
they:
c. equal or exceed the USBA record
d. are established in a tournament in which the rules are equivalent
to USBA rules or more restrictive.
3. Feats
a. Performance which exceeds all known
previous feats and records but which occurred in a previously
announced demonstration.
b. Tournament timing standards apply.
c. Any time observed on a stopwatch operated by the thrower can
not be used in establishment of a feat.
d. The USBA president maintains a list of feats.
1. Performance of throwers competing in USBA sanctioned boomerang tournaments is compiled by the USBA president at the end of each competition season in each event.
Tournament scores do not reflect the rating system. The tournament director is responsible for determining the normalized scores AFTER the tournament is completed, and MUST send the completed normalized scores to the USBA president.
The normalized scores account for numbers of throwers in the tournament at the start of the second event, and are used in the creation of the USBA Rating System. Refer to the table of normalized placing points in the last section.
2. Overall Champion
a. The USBA overall champion is the person who according to this system accumulates the most points in the Accuracy, Australian Round, Trick Catch/Doubling, Fast Catch/Endurance, and MTA100 events during the competition season.
3. Season
a. The competition season begins November 1. It continues until October 31 for rating purposes.
4. Rated Events
a.Ratings are maintained in all individual
events
b. Rating in pertinent events may be used as a guide for team
selection for international competitions. The USBA board of directors
determines how system results will be used for team selection
when appropriate. This determination will be made and published
prior to the start of the competition season if possible.
5. Participation
a. If a competitor enters any event in a tournament, the Thrower Rating System assumes that he entered all events in that tournament. If he does not score in any event conducted he receives a non-throwing score equal to the total number of throwers in the event and it is assumed that he competed whether he threw or not. Exceptions may be made by prior arrangements if documented; or may be granted if necessary due to injury or illness. Score sheets must reflect excused absences in lieu of score on official score sheet.
6. Rating System Factors
a. Each thrower's EVENT rating consists
of 3 parts:
b. Best single score of year.
c. The average of all of his normalized tournament placing points.
d. The median of all scores obtained throughout the year.
7. BEST Season EVENT Ranking Points (B-SERP)
The single best official tournament scores of the top 20 competitors in each event is ranked and awarded B-SERPs according to the rule of 21 (as used in the "scoring" section). This component is included in the rating system from the first tournament entered.
8. PLACING Season EVENT Ranking Points (P-SERP)
Determining normalized placing points to be used by the rating system. Use the places earned in the following formula:
S = [10 x (N-2P/N)] +1
S = Normalized score
N = Number of throwers registered when the first event
is concluded)
P = Place
For 1st place use: P = 0
For ties use: P = (average of places tied)
Round result "S" to 2 decimal places - Example: 5.33
If the result is negative, 0 (zero) points are awarded.
9. The arithmetic average of all of each competitor's normalized placing points earned during the season in each event are his Placing Mean Points (PMP). The 20 best PMPs are ranked and awarded P-SERPs according to the rule of 21. This component is included in the rating system after the competitor's second tournament. After that time, all placings including those for the first two tournaments are included in PMP.
10. DEPTH Season EVENT Ranking Points (D-SERP)
The MEDIAN of each competitor's scores earned in each event during the season is his DEPTH MEDIAN SCORE (DMS). The 20 best DMSs are ranked and awarded D-SERPs according to the rule of 21. If the number of tournaments is even the median is the average of the two middle scores. This component including scores from his first tournament is considered in determining DMS after the competitor's third tournament.
11. Season EVENT PLACE Point (SEPP)
(B-SERP), (D-SERP), and (P-SERP) are
then added to find Season Event Ranking
Point Total (SERP-T). SERP-Ts are then ranked and season event
place points
(SEPP) are assigned using the rule of 21 for each event.
12. Season OVER ALL RANKING (SOAR)
SEPPs of all rated events are added to
obtain season over all points (SOAP).
SOAPs are ranked to find the Season Over All Ranking.