
    WFDF Official Rules of Flying Disc Sports
    Article VII - Freestyle
    Copyright (c) 1994, WFDF
    Last Change: 20 Jul 1994
    
    
    Comment: Freestyle is a game whereby a player or a team of two
    or three players perform a routine, which consists of a series of
    throws, catches and moves, done to music using one or more discs. The
    routine is compared to the routines of the other competitors through
    scoring done by judges, who evaluate the routine on the basis of
    difficulty, execution and presentation. The
    player or team with the best score is declared the winner.
     
    Freestyle! Such grandiose terms to describe sport. The words "free"
    and "style" both transcend their task of labeling physical action.
    They encompass a lifestyle, a philosophy.
    
 
    If one were to search for a definition of our sport, the failure of
    that search would prove to be its answer. An attempt to shackle
    freestyle to any one definition or mode of play would be to deny its
    very essence. In its purest form freestyle is creative movement with a
    moving disc. The players define the game for themselves as they play.
    Self-expression is the only common thread stringing together many
    divergent jewels of creativity.
    
    Yet, within a galaxy of possible applications for freestyle, a
    sizeable number of players have reached a tacit agreement concerning
    one particular application. Acknowledging the freedom of thought and
    expression all players are entitled to when they freestyle, players of
    this lofty pursuit have in effect agreed that they should bring their
    talents and ideas together at a fixed time and place and share them.
    But, as is the nature of our species, the sharing is for a price.
    Players agreed to share their self-expression in return for the chance
    to be recognized when the sharing was over, as the one who shared the
    most by presenting their individuality best.
    
    These agreements to meet at fixed times and places have become known
    as freesytle tournaments. Sharing is now called competition, and
    displaying one's individuality best, so as to leave with the honor of
    having shared the most, has been labeled winning. And more and more
    players want to get in on this agreement.
    
 
    Because of this development, and only because of it, an artificial
    means of conceptualizing and comparing individual creativity had to be
    developed. What resulted are the known and accepted procedures for
    evaluating the individual creativity of many different, but equally
    important human beings.
    
    The result we seek by this evaluation is not solely to recognize and
    label superior talent. We are not our own creators and cannot begin to
    understand the necessary elements for choosing those superior among
    us. Our attempts to evaluate will be imperfect at best because we are
    trying to select the most perfect fruit out of a basket containing
    nothing but different delicious choices.
    
 
    And we are not so self-defeating as to limit our freedom by
    proclaiming these evaluation procedures the definition of freestyle.
    No, the only purpose we can realistically ascribe to our meager
    attempts at evaluating freedom is that of paying homage to a given
    moment in time--simply who, at that moment, was sharing the most.
    
 
    
Outline of Contents
    
    
    701. Playing Area
    
    - 701.01
    
 - The playing area may be of any surface, although well-trimmed
    grass is suggested, which is essentially flat, free of obstructions
    and holes, and affords reasonable player safety. The area should be
    approximately 35 m in size for each pool. Indoor areas are also
    acceptable if they have overhead clearance of at least 6 m.
    
 - 701.02. Spectator Control:
    
 - The entire playing area shall be separated from the spectators by
    lines or rope to insure spectator safety and prevent unnecessary
    interference of play.
    
 
    
    702. Equipment
    
    - 702.01. Disc:
    
 - A player or team may use one or more discs which shall be WFDF
    approved as set forth in Article I of these rules. If
    more than one disc is used, the discs need not be similar or identical.
    
    - A. Disc Alteration::
    
 - The structure of the disc cannot be altered or changed in any way
    by a player, subject to the following exception:
    
    - (1) Application of Lubricant:
    
 - A player may apply silicone or some other substance to the disc
    which acts as a lubricant to enhance the performance through the
    reduction of friction and promotion of the continued movement momentum
    of the disc.
    
 
     
     - 702.02. Uniforms:
    
 - The players of a team are not required to wear a uniform or other
    clothing, but uniforms are recommended to enhance appearance for the
    presentation score.
    
 - 702.03. Audio Equipment:
    
 - Audio equipment, with the ability to replay taped or recorded
    music at a sufficient decibel range to enable the players, judges and
    spectators to comfortably hear said music, shall be provided.
    
 - 702.04. Aids and Props:
    
 - Players may include various aids or props in their routines, only
    if said aids or props do not pose any possibility of danger or harm to
    any players, judges or spectators; are not considered to be more than
    an insubstantial part of the routine, and are approved by the
    tournament director, who shall have absolute discretion to deny
    inclusion.
    
    - A. Nail Hardener/Fake Fingernails::
    
 - A player may apply nail hardener to his fingernails or toenails or
    wear fake fingernails for reducing friction and promoting the
    continued movement of the disc. Fake fingernails may not exceed
    "normal" fingernail length. Thimbles, guitar picks, or other foreign
    objects that may tend to reduce friction are prohibited.
    
 
     
    
    703. Competition
    
    - 703.01. Play:
    
 - Play shall consist of a team of players acting in concert,
    exhibiting a routine; said routine being judged for score on the basis
    of presentation, difficulty and execution. The routine shall be done
    to music, and shall consist of a series of combinations among the
    participants.
    
    - A. Length of the Routine:
    
 - In the Open, Mixed Pairs and Women's Divisions, the routines shall
    last 3 minutes in the preliminary round and 4 minutes in the
    semi-final and final rounds. Co-op routines (three players) shall last
    4 minutes in the preliminary round and 5 minutes in the semi-final and
    final rounds.
    
 - B. Music::
    
 - In the initial round, music shall be supplied by the tournament
    director and used by both pools simultaneously. In the final round,
    music shall be provided by the competitors.
    
 - C. Judging Systems::
    
 - Two different systems of judging are approved for use. The scored
    factor system produces more specific numerical values for each of
    three evaluation factors. Experienced and well-trained judges are
    required for correct application of this system. The ranked order
    system also uses the same three evaluation factors but judges are
    required only to rank the routines after they have evaluated them.
    Either system can produce acceptable results for all levels of play,
    however, the ranked order system can be used by players of any
    experience level without special preparation.
    
 
     - 703.02 Scored Factor System:
    
 - The scored factor system of judging is being revised over the 1994
    season.  Event directors interested in using scored factor judging
    should contact the W.F.D.F. freestyle committee chair or F.P.A. for
    up-to-date information.
    
 - 703.03 Ranked Order System:
    
 - The quality of the routine shall be evaluated by three factors:
    presentation, difficulty and execution. The routines shall be
    evaluated by three judging panels, each of which is assigned to one of
    the three factors. The panels must be of equal size and have at least
    three judges each but may be as large as is justified by the number of
    available judges.
    
    - A. Mode of Scoring::
    
 - Each individual judge shall produce a ranked order of the routines
    based on the evaluation of each routine's relative quality with
    respect to the factor of evaluation to which the judge has been
    assigned.  Overall scoring is a composite of all ranking. For example,
    if six routines are being ranked, a first-place rank is worth one
    point, second-place is worth two, continuing down to last place which
    is worth six points. The total points for each routine are then added
    together to produce a routine's overall score, with lowest score
    winning.
    
 - B. Presentation Factor::
    
 - Presentation includes sub-factors:
    
    - (1) Artistic Expression:
    
 - considers choreography, use of co-ops, use of music and the
    judge's overall subjective impression of the routine.
    
 - (2) Variety:
    
 - Considers the range of possibilities of skills and combinations
    demonstrated by the players in each part of the combination; the
    take-in, move, catch and throw.
    
 - (3) Use of Elements:
    
 - considers use of space, time, environment and music.
    
 - (4) Originality:
    
 - considers creativity and new ideas.
    
 
     - C. Difficulty Factor::
    
 - Estimations of difficulty should primarily consider the relative
    risk of the moves attempted. That is, to what degree has the routine
    included techniques of play which other players in the contest would
    have difficulty completing without incurring execution deductions?
    Additionally, credit must be given for the difficulty of combining
    moves. The relative risk of a combination is greater than the total
    risk of all the component moves. Also to be considered is the
    difficulty of partners working together and combining moves such as
    co-ops.
    
 - D. Execution Factor::
    
 - Estimates of execution quality involve the amount of deviation
    from flawless technique. Serious errors such as drops, wild throws,
    stumbling or other major, unplanned breaks in play obviously detract
    from high quality execution. More minor errors such as hesitation,
    awkward movement, regripping or loss of balance should also be
    considered.
    
 - E. Tie-Breaking Procedure::
    
 - If teams score the identical number of vote points, the tie may be
    broken by determining the team which received the largest number of
    first place votes. If the tie remains, move down through the places
    until the tie is resolved. If all places voted are identical, the disc
    flipping method (104.03) shall be used.
    
 
     
    
    704. Tournament Procedures
    
    - 704.01. Suggested Competitive Formats:
    
 
    - A. Initial Round:
    
 
    - (1) 25 or More Teams:
    
 - Competitors shall be divided into two sites and two pools.
    
 - (2) 24 or Fewer Teams:
    
 - Competition shall be at one site with three pools at each site.
    
 - (3) Order of Play:
    
 - Order of play shall be by random draw.
    
 - (4) Seeding:
    
 - Competitors shall be placed into pools according to their
    estimated ability or ranking. The top-seeded teams shall be spread
    across the pools and interspersed with non-seeded teams.
    
 - (5) Judging:
    
 - Judging for the initial rounds shall be done by the non-players in
    the non-performing pool at the same site as the performing group.
    
 - (6) Advancement:
    
 - The number of teams that advance is determined by the total number
    of teams. Usually eight open pairs will advance to the finals, with
    only six co-op teams, four women's teams, and four mixed teams.
    
 
    - B. Final Round:
    
 - The final round shall consist only of the teams that advance from
    the preliminary round. Order of play in the final round shall be
    determined by random draw.
    
    - (1) Judging:
    
 - As many qualified judges as possible shall be used, with no less
    than three judges per component.  In all cases, an equal number of
    judges shall be assigned to each component of evaluation.
    
 
     
    
    
    705. Glossary
    Catch: A controlled termination of the movement momentum of the
    disc without the disc touching the ground.
    Combination: One complete sequence by a player or one co-op
    sequence by players of the same team. Elements may include throw,
    take-in, move, and catch.
    Competitors: Includes a player or group of players teaming
    together.
    Co-op: One interactive combination by two or more players on a
    team. A second combination or throw within the team constitutes a
    separate co-op for judging purposes.
    Delay: The spinning of the disc without corresponding flight
    movement, usually by contact with the finger nails of the player,
    although toes, elbows or other objects are also used.
    Move: The coordinated or complementary movement of the disc and
    the player's body, after the take-in is made and prior to a throw or
    catch. The most varied element of a combination.
    Movement Momentum: The continued flight, spin, roll or other
    independent  movement  of the disc.
    Take-In: The address by the receiving player to a thrown disc,
    other than a catch or throw. The take- in may include tips, delays,
    fakes or any other technique performed by  the player which
    establishes that player's control of the disc, without stopping the
    disc's continued movement  momentum.
    Throw: Transfer of the disc from one player to another through
    a tossing motion.