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WJF Training Camp Competition Rules

NOTICE:

Anyone who has competed in the extreme juggling competitions produced by
Ben Tolpin and Jack Kalvan may not compete in any WJF events for a period
of one year from the date of the last extreme juggling competition they participated in. For more details as to the reason for this requirement, learn more here.

Attire | Music | Junior Overall Championship | Intermediate Overall Championship | Isolated Endurance | Endurance | 360s | Freestyle | WJF Extreme Competitions | How To Sign Up

Attire:Attire

All competitors must wear shoes and socks at ALL times when competing and/or in the competition facility. Shoes and socks must match the uniform colors. Competitors must wear the approved shirt style and athletic shorts or pants with matching colors and material. Shirts must have no text on the front and the competitor's last name in CAPS and in the shirt's secondary color on the back top. Shorts must have the WJF Logo embroidered or printed on the front left bottom. Pants must have the WJF Logo in roughly the same location as specified on the shorts. Approved shirt styles are available here:

WJF Junior Boys:

http://teamsocceruniforms.com/product/7350

WJF Juniors Girls:

http://www.teamcheerleadinguniforms.com/product/4715

Intermediate:

http://teamsocceruniforms.com/product/4578

Uniforms are required for the Junior and Intermediate Overall Championships. You do not need a uniform for combat or the WJF Extreme Competitions.

WJF LOGO (If using a different company other than the one provided through the link above for shorts or pants, please let us know what file format you need the logo in and in what color. Uniform shirts must be purchased through the company linked to above.)

Only the competitor and their equipment are allowed on the competition floor at all times. (No equipment stands, additional props, or assistants for example) It is recommended that you have help bringing out your equipment and in striking the stage when you're done for the juniors competition. Having your equipment thrown in as you require additional numbers is encouraged in all events to make better use of your time and to keep the floor clear during your routine.

MUSICMUSIC

All competitors must use music that they have the rights to license to the WJF for use on any broadcast medium and home video. Royalty free music can be found on a variety of websites. Both forms below must be filled out and submitted to the WJF no later than one week prior to the competition. Competitors must each provide their own music. No sharing of the same music between competitors is allowed. When purchasing royalty free music, make sure you can transfer the rights to the WJF. Music must be presented on the first day of the event on CD in a CD playable format. (No MP3 formated files please). Please bring two copies of your music on CD. One to submit, and the other for you to keep as a back up.

Form 1

Form 2

www.royaltyfreemusic.com

We've negotiated a deal with royaltyfreemusic.com where WJF competitors may purchase music off of their website for use in WJF competition with a 15% discount. Just enter the following promotional code for the discount: WJF15

Also when placing your order, enter the following in the company field: "Broadcast and replication rights transferred to: World Juggling Federation"

Make sure to order the .wav version and email the receipt and license agreement to jason@thewjf.com and be sure to have the music on CD when you arrive for prelims.

To avoid duplicate purchases, we'll be updating a list of the purchased music on the WJF website. Competitors must use music not being used by any other competitors in any division.

Purchased Tracks:

Listen_Up

Scapegoat

The_Pursuit

Under_Suspicion

Vent

Resistor

Down Home Rockin

Undertow

Headed_South

Six_String_Pawn

Junior Overall ChampionshipJunior Overall Championship
is determined by the total accumulated score from the following 20 different competitions.
The WJF Juniors event is for kids 15 years old or younger.

1. Isolated Endurance for Balls (Prelims will determine the number of balls used in the competition)

2. Isolated Endurance for Rings (Prelims will determine the number of rings used in the competition)

3. Isolated Endurance for Clubs (Prelims will determine the number of clubs used in the competition)

4. Club Backcross Isolated Endurance (Prelims will determine the number of clubs used in the competition)

5. Ball Endurance (Starting at 5 balls)

6. Ring Endurance (Starting at 5 rings)

7. Club Endurance (Starting at 4 clubs)

8. 3 Ball 360s

9. 3 Ring 360s

10. 3 Club 360s

11. 3 Ball Freestyle

12. 4 Ball Freestyle

13. 5 Ball Freestyle

14. 3 Ring Freestyle

15. 4 Ring Freestyle

16. 5 Ring Freestyle

17. 3 Club Freestyle

18. 4 Club Freestyle

19. 5 Club Freestyle

20. Compulsory Program (explained below)

The compulsory program includes balls, rings and clubs in one competition with a 3 minute time limit. All competitors must include the compulsory beginner moves listed below.

WJF Junior Compulsory Moves

3 Balls:

1. Four sets of (4,2) (6x,4)
2. Four sets of a two ball multiplex
3. Twelve catches of a shower pattern
4. Six connected behind the back throws (Alternating right and left throws
continuously)
5. Twelve connected overhead throws (Alternating right and left throws continuously)
6. Three up 180
7. Three up 360

4 Balls

1. Sixteen catches of four balls in an asynch pattern
2. Sixteen catches of four balls in a synch pattern

5 Balls

1. Five catches of five balls.

3 Rings:

1. 12 catches of three rings
2. Four sets of columns
3. Six catches of a half shower from one side
4. Three sets of on and off the neck
5. One up 180
6. One up 360
7. Three catches of a full reverse
8. Pull down with a pancake catch

4 Rings:

1. Eight catches of four rings in an asynch pattern
2. Eight catches of four rings in an synch pattern

3 Clubs:

1. Nine catches
2. Three connected double spins
3. One triple spin

All *moves must re-enter a qualifying juggling pattern. A qualifying run is twice the number of catches as there are objects being used. For three balls, six catches
must be made to qualify the pattern.

*A move is anything other than the basic pattern

Competitors may do more difficult versions of these moves or replace compulsory moves with more difficult moves to receive higher points. Replacing moves requires the approval of the head judge. Substitutions still require a minimum of the compulsory amount of moves to be completed in each prop category. For example, ten moves must be done with rings and a minimum or two moves done with four rings regardless of how many ball or club substitutions you've made. A perfectly executed compulsory routine will score 7.0 points. Deductions will be taken for form errors, unnecessary foot movement, and drops. Bonus points will be awarded for more difficult substitutions, additional moves, connections, and choreography to the music if the choreography demonstrates significant control of difficult move execution timing. Competitors must submit their routine to the judges no later than the first day of the event and must include everything the competitor plans on doing in their program and in the chronological order. Music licenses must be submitted at this time and uniforms must be presented for verification. WJF Junior routine forms are available here:

WJF Juniors Routine Form

Intermediate Overall ChampionshipIntermediate Overall Championship
is determined by the total accumulated score from the following 23 different competitions.
The WJF Intermediate Competition is open to all ages.

1. Isolated Endurance for Balls (Prelims will determine the number of balls used in the competition)

2. Isolated Endurance for Rings (Prelims will determine the number of rings used in the competition)

3. Isolated Endurance for Clubs (Prelims will determine the number of clubs used in the competition)

4. Club Backcross Isolated Endurance (Prelims will determine the number of clubs used in the competition)

5. Ball Endurance (Starting at 6 balls)

6. Ring Endurance (Starting at 6 rings)

7. Club Endurance (Starting at 6 clubs)

8. 5 Ball 360s

9. 5 Ring 360s

10. 3 Club 360s

11. 5 Club 360s

12. 4 Ball Freestyle

13. 5 Ball Freestyle

14. 6 Ball Freestyle

15. 4 Ring Freestyle

16. 5 Ring Freestyle

17. 6 Ring Freestyle

18. 3 Club Freestyle

19. 4 Club Freestyle

20. 5 Club Freestyle

21. Ball Program

22. Ring Program

23. Club Program

Ball, Ring, and Club Full Programs

The full programs for intermediate balls, rings and clubs can score as high as 10 points each. These are the main competitions in the overall championship. In each competition, competitors can do a maximum of 30 moves. The minimum amount of objects in each competition is as follows:

4 balls for the ball competition
4 rings for the ring competition
3 clubs for the club competition

Each category has a 3 minute time limit. There is no grace period. In the full programs there are two sets of judges. The A-Jury and the B-Jury. The a-jury determines what your moves and connections are worth, and if you executed them successfully. The b-jury takes deductions for unnecessary foot movements, uneven and sloppy patterns, collisions, drops, and falling down. After 3 minutes is up, the a-jury will no longer award any points, but the b-jury will continue to take deductions. This is to encourage the competitors to know when to stop, and not continue after time is announced.

Intermediate Ball Routine Form
Intermediate Ring Routine Form
Intermediate Club Routine Form

Competition Explanations

Isolated EnduranceEndurance

The isolated endurance competitions are designed to test the competitors in their pattern stability. The competitors compete on top of narrow platforms or chairs. In each round, the competitor who juggles the longest without dropping or stopping, wins.

1 point for 1st place, .5 points for 2nd, .25 points for third place in each category

EnduranceEndurance

Each competitor will be given 5 attempts, alternating with the other competitors in their round, to get their best run in each event. The competitor with the most amount of catches in each category is the winner for that category.

1 point for 1st place, .5 points for 2nd, .25 points for third place in each category

360s360s

Each competition gives the competitors one minute to get as many 360s as they can manage with all the objects in the air. For 3 objects, all three must be in the air during the spin. A 360 counts once all the objects are caught after the 360. Competitors are free to try 720s or 1080s under all the objects, and each spin will count toward the final score, but the most consistent technique will render the highest amount of 360s overall. If time is called after the last 360 is attempted but before the objects are caught, the last 360 counts provided that the competitor makes the remaining catches. The competitor who completes the most amount of 360s within their alloted time will be the winner for that competition.

1 point for 1st place, .5 points for 2nd, .25 points for third place for each 360s competition.

Freestyle EventsFreestyle

The WJF freestyle event gives the competitors a chance to try moves that may take more than one, two, or three tries to do. Each competitor gets 5 tries per category and alternates attempts with the other competitors in their round. There are no penalties or deductions in this event. You only get credit for the moves the judges feel you executed sufficiently enough to be considered for placement. The winner of each category will be determined by which move the judges feel was the most difficult and original. Moves are judged on the average of 75% difficulty, 25% originality. Competitors must inform the judges of what moves they plan on attempting during prelims. The moves will then be pre judged so that the competitors will know which moves will score the highest.

1 point for 1st place, .5 points for 2nd, .25 points for third place for each freestyle competition.

Shoes and socks are mandatory in all events as is deodorant.

Additional Competition Information

The best way to get a high scoring routine is to connect as many moves as possible which will get you connection bonus points. Each individual move can be done a total of two times each, as long as one of the times is done in connection with another move. For example, you can do a 5 up 360 by itself, and then you can do a 5 up 360 connected to overhead throws and you'll get points for both 5 up 360s plus the connection to overhead throws. You can't do a 5 up 360, and then another 5 up 360 unless it's connected to the previous one or another move. Connections contain ZERO basic throws in between moves. That's the rule for all connections. Moves that are connected to similar moves will not get a connection bonus as high as connections that are made from completely different patterns. For example, connecting a shower pattern to a high low shower pattern would not score as high as a shower connected a blind catch. The greater the difficulty and contrast in connected moves, the higher the connection bonus. Keep in mind that if you do the same move two times, that also counts as two moves applied toward your 30 move limit. The value of each individual move as well as the connection value is decided by the judges after prelims. Bonus points may also be awarded for moves choreographed to the music if the judges feel that the choreography demonstrated a high enough level of skill in the competitor's ability to do the move at the precise moment they planned. Finishing moves may also be awarded bonus points such as a 7 ring pull down 360 pancake neck catch.

Qualifying Moves

Most moves are required to qualify the pattern either during or after the move. For example, a 360 must reenter a non multiplexed pattern for a qualifying run. A site swap generally must qualify the pattern within the run of the site swap. Some easier site swaps must be repeated multiple times from each side to score points, and some more difficult site swaps only need to be done once from one side. For example, a 5 ball 97531 must be done four continuous times to receive points. A 7 ball B97531 only needs to be done once. The judges will be available during prelims to answer any questions related to this.

WJF Extreme CompetitionsWJF Extreme Competitions

Event 1: Combat Elimination Tournament

Three days of competition will determine the 2007 WJF Combat Champions in three different events.

1. Team Combat

Three Members per team
Teams will compete against each other in an elimination match tournament. Number of teams to beat will be based upon total team entries. Three out of five sets wins the match.

2. Royal Rumble

Every man, woman and child for them-self. All entrants will compete against each other at the same time. A total of 30 rounds will be played over the three day tournament. The competitor who wins the most royal rumble sets will win the Combat Royal Rumble Championship. In the event of a tie, all tied competitors will be recognized for winning the most rounds, but will then compete against each other in one on one format.

3. One on One Combat

Each competitor will be matched up against other competitors in an elimination tournament. The best three out of five sets wins each match. Competitors who win their matches will go on to compete against competitors who won their matches until they reach the finals. The competitor who wins their final match will win the One on One Combat Championship.

Event 2: Five Club Explosion Recovery

Competitors will be given five attempts to cause a collision within a five club pattern and then regain control over the pattern. The winner will be the competitor who causes the worst collision and the best save.

Event 3: Three Club Distance Jump from platform to platform

One Up Division: Competitors will be given three attempts to juggle three clubs and then throw one high and execute a leap from the platform they start on to a platform positioned several feet in front of them. The competitor must catch the high throw after landing the jump on the platform and then qualify the pattern. The competitor who jumps the farthest will win the competition.

Three Up Division: Competitors will be given three attempts to juggle three clubs and then throw all three high and execute a leap from the platform they start on to a platform positioned several feet in front of them. The competitor must catch all the clubs after landing the jump on the platform and then qualify the pattern. The competitor who jumps the farthest will win the competition.

Event 3: Horizontal Club Endurance

Competitors will get five attempts to juggle the most amount of clubs whilst lying on their back. The competitor who either qualifies the most amount of clubs or gets the highest amount of catches within the same number of objects as qualified by other competitors, will win.

Event 4: High Dive Roll

Competitors will be given three attempts to execute a three club, one up dive roll over a barrier wall. The competitor who completes the highest three club, one up diveroll back into a qualifying pattern will win the competition.

Event 5: Gymnastic Juggling Moves

Competitors will be given five attempts to execute the best gymnastic move incorporated within the start, middle, or end of a juggling pattern. The competitor who demonstrates the best incorporation of a gymnastic move within a juggling start, middle, or stop will win. (Judged completely on the judges subjectivity)

Event 6: Concentration

Competitors will juggle five balls while getting hit in the side of the head and face with beanbags thrown by certified pelters. After 100 catches, the pelters have the option to increase the level of distraction by other means. The competitor who maintains the longest five ball juggling pattern while being pelted by beanbags will win the competition. One attempt per competitor. If the ball pelters hit the competitor's 5 juggled balls and cause a drop, the competitor may pick up and resume from the number of catches they were at before the pelting interference.

How To Sign UpSign Up

Anyone interested in competing must sign up for the competitions on the first day of the WJF Event at the WJF registration table and pay any entry fees at that time. Competitors must then be present for prelims to demonstrate their routine at the specified time. Entry fees are as follows:

Junior Overall Championship: $20.00
Intermediate Overall Championship: $20.00
Combat: $5.00 (Gets you into all combat events)
WJF Extreme Competitions: Free

Competitors must then be present for prelims to demonstrate their routine at the specified time. Routine forms must be presented in a printed and digital format on CD or emailed to info@thewjf.com. A confirmation email will be sent if you choose to email your form in. If you do not receive a confirmation email, that means we did not receive it.

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