Juggling Games 1, 2, and 3 and Combat Headquarters
Combat Headquarters
Dec 18th, 7pm
Teams can range from five to ten players per team. Refs will place a flag that represents the headquarters within a 12 foot diameter somewhere on the combat field in a neutral location from the spawning areas. At least one member of your team must stay within the headquarters diameter for 15 seconds for your team to capture the headquarters. The headquarters cannot be captured if players from both teams are inside the headquarters at the same time. Once the headquarters is captured, the defending team does not need to stay within the headquarters. But for the opposing team to destroy the headquarters, they must have at least one of their team members inside the headquarters diameter with no opposing forces present inside for 15 seconds. The team who initially captured the headquarters must defend the headquarters for a total of two minutes for maximum score. Once the headquarters has been successfully defended or destroyed, the refs will then move the headquarters to a different location determined in advance. The players will be unaware of the selected locations until the game has stared. When team members are taken out, they must return to their re-spawning area and then reenter the game. While the headquarters is captured, team members who are defending the headquarters do not re-spawn if they are taken out until the headquarters is destroyed. The team who captures and hold onto the headquarters for the longest accumulative time, wins.
Juggling Games 1
Dec 18th, 9:30pm
5 Ball Concentration
A juggler will juggle 5 SIL-X Implosion Balls in the specified pattern and duration while two people (positioned on the juggler’s left and right side) throw implosion balls at their head.
Round 1. 5 SIL-X Implosion Balls in the basic pattern. The juggler must reach 100 catches to move on to round two.
Round 2. 50 catches of a 5 ball (6x, 4) or (4x, 6) pattern
Round 3. 50 Catches of 6 balls in the fountain pattern (non crossing)
Round 4: Whoever gets the most catches of 7 balls.
The winner will be determined by either the last competitor to reach a level unmatched, or the winner of round 4, whichever comes first.
3 Ball Concentration
(for beginners – no junior, intermediate or advanced level jugglers allowed or this game will never end)
A juggler will juggle 3 SIL-X Implosion Balls in the specified pattern and duration while two people (positioned on the juggler’s left and right side) throw implosion balls at their head.
Round 1. 3 SIL-X Implosion Balls in the basic pattern for 25 catches
Round 2. 3 SIL-X Implosion Balls in a half shower for 25 catches
Round 3. 3 SIL-X Implosion Balls in a shower pattern for 20 catches
Round 4: 4 SIL-X Implosion Balls for 100 catches
The winner will be determined by either the last competitor to reach a level unmatched, or a “mission accomplished” accolade will be bestowed upon any competitor to reach 100 catches of 4 balls.
3 Club Speed Juggling – Singles
Jugglers will be given one attempt to execute as many catches of three clubs in singles as they can accomplish within 30 seconds. Whoever achieves the most amount of catches wins.
3 Club Speed Juggling – Triples
Jugglers will be given one attempt to execute as many catches of three clubs in triples as they can accomplish within 30 seconds. Whoever achieves the most amount of catches wins.
3 Club Backcross Race Around the Main Hall
One at a time, jugglers will run around the perimeter of the main hall for one lap to achieve their best time while juggling 3 club continuous backcrosses. The best time wins.
Juggling Limbo
Jugglers line up and take turns juggling the specified prop, number and pattern while attempting to duck or matrix-backbend under the juggling pattern limbo laceration pole. Finalists will advance to the Extreme Competitions show.
Round 1: 3 Clubs
Round 2: 5 Balls
Round 3: 3 Ball Backcrosses
Round 4: 3 Club Reverse Body Throws
Round 5. 7 Balls
Winners are determined per round
The SIL-X Implosion Ballistic Strike Champion
Each juggler will receive three attempts to survive a 100 Implosion Ball attack. Survival requires 20 catches of 5 balls to occur AFTER the LAST ballistic implosion ball strike hits the ground. Finalists advance to the finals in the World Juggling Entertainment Showcase.
Balls will be lobed in from the juggler’s right and left side (approximately 20 feet from the juggler in either direction). This is not necessarily a competition against the other competitors, but rather to receive the badge of honor for surviving the attack. Jugglers only have to survive ONE attack. One a juggler survives, they do not need to (or get to) try again. At that point they already have accomplished their mission.
Low 360s
How low can you do a 5 ball, 5 ring or 5 club 5 up 360? 3 Club 3 Up 720?
Find out under our low 360s device. Finalists advance to the Extreme Competitions show.
Juggling Jukebox
Sign up to demonstrate a juggling routine perfectly choreographed to music chosen at random. Pass through two stages and you’ll perform at the finals in the World Juggling Entertainment Showcase.
Juggling Games 2
Dec 19th, 5pm
3 Club Body Throw Endurance
All jugglers start at the same time with three club front to back body throws (crotch throws). Whoever lasts the longest wins. Just one round.
7 Ball Endurance
All competitors will start juggling 7 Balls at the same time. The last juggler still juggling 7 balls wins.
8 Ball Endurance in the Respectable Pattern
This pattern is an asynchronous fountain pattern. Four balls in each hand, thrown in an alternating pattern. Jugglers will be alloted ten attempts each to get their best run.
8 Ball Endurance in the Wimpy Pattern
This pattern is an ugly simultaneous crossing pattern. Jugglers will be alloted five attempts each to get their best run and will be announced as the Wimpy 8 Ball Champion
Low 360s
How low can you do a 5 ball, 5 ring or 5 club 5 up 360? 3 Club 3 Up 720?
Find out under our low 360s device. Finalists advance to the Extreme Competitions show.
Team Warfare
Long Distance Club Passing
Two person six-club passing. Gradually increase the distance between the two-person team until they drop. Farthest distance wins.
Speed Club Passing
Two person six-club passing in asynchronous ultimates (Both hands passing). Teams may stand as close to each other as they choose. The most passes accomplished within 30 seconds wins.
Isolated Endurance Club Passing
Two-person teams will stand on chairs while passing 7 clubs in two-count double rotations. All teams will start at the same time and all teams will be the same distance apart. Teams who pass two minutes with seven clubs will move on to eight clubs. Eight clubs must be passed in double rotations for 1 minute. 9 clubs must be passed in triple rotations for 30 seconds. 10 clubs may be passed in double rotations (with a double spin self pass) or in triple rotation passes (with a single rotation self pass). If the competition reaches 10 clubs, whichever team maintains 10 clubs for the longest duration wins.
Isolated Back to Back Passing Endurance
Two-person teams will stand on chairs back to back while passing 7 clubs. All teams will start at the same time. Once two minutes passes, the surviving teams will advance to 8 clubs which must be maintained for one minute. If the competition reaches 9 clubs, whichever team maintains 9 clubs for the longest duration will win.
Juggling Jukebox Round 2
Those who passed stage one of the Juggling Jukebox competition will advance to stage two where they will be required to demonstrate a juggling routine perfectly choreographed to new music chosen at random. Pass through this stage and you’ll perform at the finals in the World Juggling Entertainment Showcase.
Juggling Games 3
Dec 22nd, 7pm
5 Ball Isolated Endurance
Jugglers will stand on the chairs and begin juggling 5 balls when prompted to begin. If (when) the competition passes 2 minutes, the competitors will be instructed to transition into other patterns on the count of three. Each pattern may last 20 seconds or longer.
5 Club Isolated Endurance
Jugglers will stand on the chairs and begin juggling 5 clubs in doubles when prompted to begin. If (when) the competition passes 2 minutes, the competitors will be instructed to transition into other patterns on the count of three. Each pattern may last 20 seconds or longer.
7 Ball Isolated Endurance
All competitors start at the same time. Last one to drop or last one still juggling wins.