home | news
BoomerangUSA championships
qualifying | national rankings | calendar
TDHQ | message board|links
what we do | contact us
guide to boomerangUSA events for local tournament directors 
Local tournament directors are not required to run their events the same way as the BoomerangUSA Championships. In fact, we hope that TDs will experiment with new formats, new rules, and new events in an attempt to make their tournaments more fair and more fun. The only restriction is that your events must adhere to the minimum qualifying requirements for each event in order to maintain some consistency between tournaments. So experiment and let us know what you discover!

Below we have outlined some suggestions for tournament directors who wish to run events that are eligible to produce BoomerangUSA-qualifying scores. The guidelines below are intended to help TDs decide exactly how they want to run their tournament and encourage them to try different formats while remaining within the boundaries of the BoomerangUSA minimum qualifying requirements. We will still post scores from events that do not follow the minimum requirements. Such scores can't be used to qualify for the BoomerangUSA Championships, though. We encourage you to try out new events, new formats, and new rules.

Also check out all the other boomerang events people have reported to us.

accuracy
minimum qualifying requirements
What's the point?
The purpose of Accuracy is obvious from its name - to test the throwing accuracy of the player. The boomerang is not caught on return and may not be touched at all once it is thrown. Each player makes 5 throws, and the closer the boomerang lands to the bull's eye, the more points awarded to the player. Most points wins. BoomerangUSA qualifying scores must be achieved using the scoring criteria under Championship Rules.

Setup See field layout
A 20m range circle and 5 accuracy circles 2m, 4m, 6m, 8m, and 10m from the circle are necessary. At least two range spotters on the 20m circle are required. Players throw from the center of the Accuracy circle in rotating groups of three. (Player 1 throws, Player 2 throws, Player 3 throws, and then back to Player 1.) If there is only one thrower at a time, he or she must throw from within the 10pt circle. Tandem throwing can also be run, in which two players throw simultaneously. (Pair 1 throws, Pair 2 throws, Pair 3 throws, and then back to Pair 1.) 

Formats
Indie: Each player competes individually, and the player with the highest score after one round wins. Either single or tandem throwing can be used.

Team: The team score is simply the total of all the team members' individual scores. Team members usually partner up for tandem throwing, but the single thrower format can also be used. 

H2H: Tandem throwing is used, and the player with the higher score after 5 throws advances to the next round in a single-elimination tournament. Seeding for the brackets can be based on the BoomUSA national rankings, age, experience, or anything else you want to use. Ties can be broken by a sudden-death throw-off. TDs hosting large tournaments may want to limit the preliminary rounds to only 3 throws per match, and only use 5-throw matches for the last one or two rounds. 

Small tournaments
Small tournaments (less than 15 competitors) should probably use single rather than tandem throwing. Tandem throwing speeds the event up, can encourage expert-beginner mentoring, and helps to develop team skills. With tandem throwing, though, it is also necessary to have at least 8 people actively participating. You only need 5 participants for the single thrower format, so it is probably better for small tournaments. 

aussie round
minimum qualifying requirements
What's the point?
Aussie Round is a combination of distance and accuracy. Each player throws from the center of an accuracy circle and is scored on range and accuracy. The player with the most points after 5 throws wins. BoomerangUSA qualifying scores must be achieved using the scoring criteria under Championship Rules.

Setup  See field layout
Four range circles at 20m, 30m,40m, and 50m and the five accuracy circles are needed. There must be at least 5 range spotters on the relevant range circles. Players throw from the center of the Accuracy circle in rotating groups of three. (Player 1 throws, Player 2 throws, Player 3 throws, and then back to Player 1.) If there is only one thrower at a time, he or she must throw from within the 10pt circle. Tandem throwing can also be run, in which two players throw simultaneously. (Pair 1 throws, Pair 2 throws, Pair 3 throws, and then back to Pair 1.) 

Formats
Indie: Player compete individually, and the highest score after 5 throws wins. Either the single or tandem thrower format can be used. 

Team: The team score is the total of the individual team members' scores. Team members usually partner up for tandem throwing, but the single thrower format can also be used. 

H2H: Players compete in tandem, and the player with the higher score advances to the next round in a single-elimination tournament. Seeding for the brackets can be based on the BoomUSA national rankings, age, experience, or anything else you want to use. Ties can be broken by a sudden-death throw-off. TDs hosting large tournaments may want to limit the preliminary rounds to only 3 throws per match, and only use 5-throw matches for the last one or two rounds.

Small tournaments
Small tournaments (less than 15 competitors) should probably use single rather than tandem throwing. Tandem throwing speeds the event up, can encourage expert-beginner mentoring, and helps to develop team skills. With tandem throwing, though, it is also necessary to have at least 11 people actively participating. You only need 8 participants for the single thrower format, so it is probably better for small tournaments. 

maximum time aloft 100
minimum qualifying requirements
What's the point?
The goal of MTA is to keep your boomerang in the air for as long as possible before catching it. Also, the boomerang must be thrown and caught within a 100m diameter circle.

SetupSee field layout
Only a 100m diameter circle and 3 timers per player are needed. Players can thrown from anywhere inside the circle. Players throw in rotating groups of at least three people. (One player can't make all of his or her throws one right after the other.)

Formats
Indie: Each player makes 5 throws. The score for each player is the total of their best 3 times, and the longest cumulative time wins. Alternatively, the player with the best single time wins. Run it either way, but we recommend the cumulative score because it decreases the "lucky thermal" effect.

Team: The team score is the total of the individual team members' scores. Otherwise, everything is the same as Indie.

H2H: Opponents throw simultaneously, and the last player to catch his or her boomerang inside the 100m diameter circle wins that throw. Best 3 out of 5 wins the match. For details on determining which player wins the throw in various scenarios, see the Championship Rules. For large tournaments, you might want to reduce the preliminary rounds to 3 throws per match. 

Small tournaments
MTA is a very good event for small tournaments; only three timers and one thrower are required. If you are unable to paint a 100m diameter circle on the ground, try using pylons or other portable markers instead. The only restriction is that the circle cannot  move during the round! Once the event has started, the boundary of the circle is fixed. If you're not concerned with submitting qualifying scores, forget about the circle and just have fun.

30 meter relay trial
minimum qualifying requirements
What's the point?
Leg speed is important in this event, but it mostly tests the player's ability to throw and catch a fast, accurate 30m boomerang on the first try. Players race from the start line into the 8pt accuracy circle, throw and catch their boomerangs, tag the 8pt accuracy circle, and race back to the finish line. If the first throw is not caught, the player must throw again from the 8pt circle (but doesn't have to catch it.)The first one back to the finish line wins.

Setup See field layout
The start and finish lines are the same point on the 30m range circle directly downwind from the center circle. Three timers are needed for each player, and there must be at least three range spotters on the 30m circle. One judge must make sure players throw from within the 8pt circle and touch it again before running back to the finish line. 

Formats
Indie: Players race individually or with an opponent. The fastest time for one lap wins. (One lap = once into the circle, 1 throw and catch or 2 throws, and back to the finish line.)

Team: 30m Relay is best as a team event. Each team member completes one lap and then tags a team mate, who then completes another lap. The first team to have all its members complete 2 rounds wins. With more than four teams, you probably want to run separate heats and determine a winner by time. You can also set up brackets and run a H2H Team tournament. If you have enough timers, you can time each player individually and submit their times as individual scores.

H2H: Players race against an opponent, and the winner advances to the next round. For championship and maybe semifinal rounds, you may want to run best 2 out of 3 matches in order to build drama and compensate for flukes. 

Small tournaments
Running one player at a time rather than two decreases the number of necessary timers from six down to three.  If it is at all possible, try to run this event in a team format. It is fun for both beginners and experts, and on a team they can work together and learn from each other. If you're not concerned with submitting individual scores, then don't worry about timers or spotters. Get everyone on a team and run all the teams at the same time. We guarantee that it will be a fun experience. 

speed
minimum qualifying requirements
What's the point?
Speed is 1 minute Fast Catch. That is, you try to throw and catch a 20m boomerang as many times as possible in 1 minute. Most catches wins.

Setup See field layout
One 20m range circle and one 2m center circle are required. You need 3 range spotters and 1 center judge to check foot faults and time the 1 minute. The player must make each throw from within the 2m center circle. 

Formats
Indie: Players compete individually, and the one with the most catches in 1 minute wins.

Team: This can be run two different ways. 1.) Players compete individually, and the team score is the total of the individual team members' scores. 2.) Players compete as a team in a relay event, and the team score is the number of catches made by the team in 5 minutes. Throwers line up on the 20m line, and each team member is allowed 1 minute from the moment he leaves the start line. Once the minute is over, the player comes back and tags a teammate who is allowed another minute. After the 4 team members have gone, there is usually enough time for one of the players to race back to the center circle and continue making catches until the 5 minutes is up. The team with the most catches wins. The number of catches in one minute for each player can be submitted as individual scores.

H2H: Players compete at the same time as an opponent on a different circle. Their 1 minute rounds begin simultaneously, and their number of catches can be loudly announced for dramatic effect. The player with the most catches advances to the next round. Ties can be broken by a sudden death Fast Catch round - first person to make five catches.

Small tournaments
Speed is a great event for small tournaments; you only need a minimum of 5 people for the Indie format.. The team format is difficult for small tournaments (at least 4 teams with 4 people each plus spotters and timers is recommended), but it is by far the most fun. Try modifying the event by using teams of 2 or 3 people each and getting rid of the spotters and timers (if you don't mind being ineligible for qualifying.)

trick catch
minimum qualifying requirements
What's the point?
Trick Catch tests the players' ability to make catches in different acrobatic positions and with different parts of the body. Each player attempts a pre-determined set of catches, each with a corresponding point value.:

Left-hand clean: 2pts.
Right-hand clean: 2pts.
Behind the back: 3pts.
Under the leg: 3 pts.
Eagle: 4pts.
Foot hackey: 6pts.
Tunnel: 6pts.
One hand behind the back: 7pts.
One hand under the leg: 7pts.
Foot catch: 10pts.

See the USBA Rulebook for definitions.

In order to submit a BoomerangUSA qualifying score, all of the above catches must be attempted. They may be attempted in any order, however, and they may be attempted as only one part of a more complex event. For example, one could run a Freestlye event in which all players are required to attempt the 10 BoomerangUSA catches and then attempt another 10 catches of their choosing. These catches could also be included in a Doubling event. 

Setup See field layout
One 20m range circle and one 2m center circle are required. Three range spotters and one center judge to check foot faults and make decisions about legal catches are also necessary. The player must make each throw from within the 2m center circle. 
 

Formats
Indie: Each player competes individually in his or her own circle, and the player with the most points wins.

Team: The team score is the total of the individual team members' scores. Otherwise, everything is the same as Indie.

H2H: Players compete simultaneously with an opponent, but in different circles. The player with the highest score wins the match and advances to the next round. Large tournaments may want to reduce the number of catches in preliminary rounds in order to speed up the event.

Small tournaments
You only need 5 people to do Trick Catch either in the Indie or Team formats. For H2H, two circles must be running simultaneously so the minimum number of people increases to 10. If you're not concerned with submitting qualifying scores, get rid of the range circles, spotters, and judges and get everyone throwing boomerangs.

Last updated 4 June, 2001
webguy@boomerangusa.org