This event is a double dutch festival held once a year for the purpose of bringing together people who love double dutch of all ages, genders, and countries. In order for all participants to enjoy double dutch, please thoroughly review the rules.
Complete understanding and compliance of the rules is especially expected of team representatives, instructors, upperclassmen, guardians, and other people involved with the contest.
【 UNIFORM 】 ●Wear clothing that is not offensive to public order or morals.
●Be sure to try on your uniform and try jumping in it prior to the competition in order to confirm that all items to be worn while
 competing will be safe to wear. (Especially shoelaces, accessories, etc.)

【 ROPES 】 ●Ropes that may dirty the stage or cause damage to the linoleum (covering the stage) cannot be used.
●If more than one set of double dutch ropes will be used in the performance, then the extra ropes must be indicated
 as props on the registration form.

【 PROHIBITED ACTS 】 If the DOUBLE DUTCH CONTEST Executive Committee determines that any of the following acts take place, then your team will be disqualified regardless of the competition proceedings.
●Acts which significantly interfere with the event preparation and operation.
●Dangerous acrobatic moves such as a front or back flip with a double rotation in the air.
●Altering team members. All members registers on a team must compete in the Performance event, so it is not permissible to add or
 change team members during the DDCJ2017. *Only in the case of an injury or unforeseen circumstance, may a decrease in team members
 be permitted. If this occurs with your team, you must notify the DOUBLE DUTCH CONTEST Executive Committee before you compete.
●Team members not registered to compete in the Speed event compete in it.
●Acts which intentionally interfere with other teams.
●Acts which may injure the spectators. (i.e. throwing or dropping a rope or ball into the spectator's seats)
●Acts which require cleaning the stage after the performance (i.e. use of confetti or water)
●Use of ropes of a material that dirties the stage or damages the linoleum covering.
●Acts which use fire. (i.e. flames or firecrackers)
●Acts offensive to public order or morals.

【 MISC 】 ●If a rope breaks during the Speed event or Performance event in the competition, the team will have only one chance to participate
 in that event again after a few other teams have competed.
●If a player is injured to the extent that the medical staff determines unfit to continue during the Speed event or Performance event
 in the competition, then the team’s participation in that event will be terminated at that time.
●If there are technical difficulties and a problem occurs during the performance in which different music is played than the music that was
 submitted ahead of time (including instances in which the music skips ahead or there is static, etc.) the team leader can raise his/her hand
 as soon as that is noticed to stop the performance and then request to have a “Music trouble check.” This will result in the confirmation of
 the submitted music and performance video footage, and if it was confirmed that there was a problem with the music, a second attempt at
 the performance will be granted after a break of at least 10 minutes. In this case, the performance score will be that of the score attained
 on the second attempt. However, it is not possible to request a “Music trouble check” after the performance is over.
 In addition, if a “Music trouble check” is requested, but no problem with the music is found, it will not be possible to have a second attempt
 at the performance. In that case the performance score will be that of the score at the point in which the performance stopped.
●Please do not use music with obscene or inappropriate lyrics.
【 DESCRIPTION 】 <Representative team of each country>
 Teams and team members selected from the qualifying competition in each country.
<August 11 previous day qualifying round participants>
 3 representative players selected from the teams that registered.
 2 participants serve as turners (players who turn the ropes) and 1 as a jumper (player who jumps the rope).
 The purpose is to complete as many jumps as possible in 30 seconds.
【START & STOP SIGNALS】 ●The signal to start is the word "Go!!" at the end of the DDC official speed BGM:
  "Double Dutch Contest. Speed. Judges ready? Jumpers ready? On your mark, Get set, Go!!"
●The signal to stop is when the buzzer sounds after 30 seconds.
●Three versions of the BGM with different start timing will be used randomly to make it fair.

【 PROCEDURE 】 1. The turners have the ropes completely still. The jumper waits to the right of the turner.
2. After the turners hear the start signal, they begin turning the ropes. The ropes should be turned in an
  alternating inward fashion, known as basic double dutch turning.
3. The jumper enters the ropes turned by the turners, and jumps in the "jogging step" style.
4. The event ends when the 30 second stop buzzer sounds.

●The jumper must jump facing the direction determined by the DOUBLE DUTCH CONTEST Executive
●If the ropes stop due to a mistake made during the event, the turners may begin turning the ropes
  again. There is no point deduction for mistakes.
●If the jumper gets caught on the ropes when the buzzer sounds, the jumper does not need to enter the
  ropes again and do a clean exit. There is no point deduction for mistakes.
●The jumping style is the "jogging step," and each time the jumper's left foot touches the ground,
  one step will be counted for 30 seconds. Three judges will count each jumper, and the closest two
  scores of the three will be averaged to determine the official score.
(Example) "Left foot, right foot, left foot, right foot, left foot" = 3 jumps
【 DEDUCTIONS 】 ●The turners and jumper should not move during the time period between the DDC speed's BGM words
  "Get set" and "Go." If the judges determine that it is obvious that during that time the jumper or turners
  began moving, or the jumper went over the start line, or the turners started turning the ropes, then
  the team will receive a "false start" deduction of 5 jumps from their total number of jumps.
●Each time actions which disturb or inhibit the judges from judging are made, the team will receive a
  deduction of 5 jumps from their total number of jumps.
【 MISC 】 ●The ropes that are used for the competition as the ropes that each team brings with them.
●The FASTEST JUMPER award is given to the team with the highest score based on the results of all categories participated in the
 DOUBLE DUTCH CONTEST WORLD 2017, regardless of the category.
 *Refer to “Contest Rules 2) Ropes”
●What to do if the jumper makes a mistake and re-enters the ropes (*2015 new rule)
 If the ropes get caught during the event, there is no specific method for how the jumper must begin jumping again.
 It is fine if the jumper does not "leave the ropes" or "return to the position of the turner." There is also no deduction.
 However, as specified in the DOUBLE DUTCH CONTEST WORLD 2016 Contest Rules "3. Prohibited Acts," any acts which intentionally interfere with
 other teams will cause that team to be disqualified, so please be careful.
【 DESCRIPTION 】 All members of the team participate in a double dutch performance to music in which technical ability, expression, choreography, and originality are judged. The Performance time limits are as follows:
DOUBLE DUTCH CONTEST JAPAN 2016: 2 min. – 2 min. 30 sec.
DOUBLE DUTCH CONTEST WORLD 2016: 2 min. – 3 min.
【START & STOP SIGNALS】 There are two ways a performance may begin, starting the BGM with the players on stage or off stage.
1. Players start on stage: Players wait on stage for the BGM to start. Then they begin their performance.
2. Players off stage: Players wait off stage for the BGM to start. Then they enter the stage and begin
  their performance.

Players start on stage:
1. When the players are in position and ready to begin on stage, the team leader will raise his/her hand to
  signal that they are ready.
2. The person in charge of sound will start the BGM.
3. As soon as the music begins, the performance will begin.
4. As soon as the music ends, the performance will end.

Players start off stage:
1. When the players are in position and ready to begin off stage, the team leader will raise his/her hand to
  signal that they are ready.
2. The person in charge of sound will start the BGM.
3. As soon as the music begins, the performance will begin.
4. As soon as the music ends, the performance will end.
【 BGM 】 ●The performance BGM must be edited to the specified time limit, including special effect noises
  (fade out, echo, etc.), and be submitted in MP3 format prior to the competition.
●Information regarding such details as the method of submission will be sent to the representative of
  each team that registered.
●Please refer to “Contest Rules 4) MISC.” for information regarding technical difficulties with BGM after your performance begins.
【 PROPS 】 If you plan to use a prop such as another rope, a ball, hat, etc. in addition to one set of double dutch ropes, please indicate that information when you register.
ACROBATIC SKILLS Acrobatic skills for the DOUBLE DUTCH CONTEST are defined as follows: Gymnastic skills, break dance moves, or circus stunts such as a front flip or jumping using body parts other than only feet (push-ups, donkeys, shifts, etc.). This includes skills done in pairs.
If you intend to do an acrobatic move, please learn a safe way to practice the move from a specialist,
  and practice beforehand in a safe and well-planned manner.
The same judging standards apply to all skippers, regardless of age or gender.
If a skipper performs a seemingly dangerous approach, take-off, flip, or landing when doing an acrobatic move,
  his /her team will be disqualified, regardless of their ranking.
●The judges will evaluate the performance based on the criteria listed below.
●The ranking of the Junior and U-19 Division teams will be determined by their overall scores.
●The ranking of the Open Division teams will be determined by their overall scores, and the top four
  teams will compete in a Freestyle Battle to determine their final ranks.
●If a team commits an act specified in the Contest Rules "3. Prohibited Acts," their performance will be
  stopped and they will be disqualified.

Judging is conducted in 4 categories: "Technical Ability" (max 30 points), "Expression" (max 20 points), "Choreography" (max 30 points),
"Originality" (max 20 points). Overall scores will be calculated as follows.
Technical Ability + Expression + Choreography + Originality = Total Performance points (max 100 points)
Category Content
1. Technical Ability Judging of the proficiency of the skills. Judging of whether each skill was performed safely, with ease, in good form, to the music, and whether the ropes were turned fluidly in respect to the skills. Additional points for difficulty will be given in consideration of skills performed proficiently.
2. Expression Judging of creative innovation which pleases the spectators. Judging of facial expression, physical expression, BGM, competition space, formation, ropes, and uniform.
3. Choreography Judging on the ability to create a complete performance. Judging on the start and end of the performance, the smooth flow between skills, the overall plot and order of the performance, and overall impression.
4. Originality Judging of original skills, choreography, and team originality.
【 DESCRIPTION 】 A set number of 1 minute or shorter freestyle double dutch performances (hereinafter referred to a "move") will be conducted alternately between two teams to determine the better of the two teams.
●Semi-final round: 2 moves per team
●Final round: 3 moves per team
【START & STOP SIGNALS】 1. The MC will signal when to start.
2. The MC will signal when to end, after 1 minute has passed.
・Semifinal   2 moves each team.
・Final   3 moves each team.

1. The winner of a coin toss done by the MC will determine which team goes starts.
2. At the MC's signal, the DJ will start the music and the team that starts will do their first move.
  The move will finish when the team returns to their area on stage, or after 1 minute passes and the MC
  gives a signal to stop.
  ●When 50 seconds have passed, the MC will call out "ten."
  When doing a move, do not face the audience or judges. Face the opposing team.
3. Next, the opposing team will do one move.
●The team that is waiting must stay in the designated "waiting area" and be sure not to go beyond that
  area while waiting.
4. When both teams have done decided moves, the battle will end.
JUDGING METHOD ●Semi-final round: The teams will receive the verdict of the judges, and the winning teams will advance to
  the next round.
●Final round: When both teams have done three moves, the battle will end, and the judges will vote to
  determine the winner.
PROHIBITED ACTS If it is determined that any of the following acts take place during the freestyle battle, it is possible to appeal to the judges before they take a show of hands to determine the winning team. After all of the judges discuss the issue at hand, the judging process will resume.
●Acts which intentionally interfere with the other team.
●Acts which may not be intentional, but in which the team steps beyond the "waiting area," and into the
  area of the opposing team.
●Acts in which the team making a move goes into the opposing team's "waiting area" and interferes with
Representatives of the top four teams in the Performance event (Open Division only) will draw lots to determine which team they compete against in the initial round, as noted in the tournament diagram to the left.
●There will be no battle for the 3rd place. Both teams will receive 3rd place.

* The Junior and U-19 Divisions do not have a Freestyle Battle.