ENGLISH  / JAPANESE
RULES
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.
(1) 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.)

(2) ROPES ●In the “DOUBLE DUTCH CONTEST 2019” the use of any ropes made of material that may dirty or cause damage to the stage is prohibited. Such prohibited ropes include the following:
1. Beaded ropes
2. Plastic ropes
3. Wire ropes

*When you send in your registration information, please note the ropes’ product name and material (as one part of registration). If the DDC Executive Committee determines that your ropes’ material may dirty or cause damage to the stage, then a request will be made for you to change the ropes you use.
(http://jdda.jp/shop.html

(3) 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.
●Increasing or changing the number of team members registered to compete on a team until the “DOUBLE DUTCH CONTEST WORLD 2019” (hereinafter referred to as DDCW2019) ends (All team members must compete in the Performance event on stage)
※Only instances in which the number of team members decreases due to unforeseen circumstances, such as injuries, etc., is a change in team members accepted. In this case, this change must be reported ahead of time to the DOUBLE DUTCH CONTEST Executive Committee.
●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.

(4) 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.
●Registered team member information.
 Instances in which the “registered team members” and “actually competing team members” differ or the number is registered people is exceeded
 will not be permitted, but if all of the following conditions are satisfied, then participation will be permitted.
① The “actually competing team members” are not all of the “registered team members,” but are composed of the registered team members.
② The “actually competing team members” satisfy the conditions of the division in which they are competing (number of people, gender, age, Performance conditions, etc.).
③ This information is reported to the DDCJ Executive Committee head of time.
④ The reason for ③ (injury, school-related activity, etc.) must be explained at that time.
●If the medical staff determines it “dangerous” for a team to proceed any further competing in their Speed event or Performance event in the competition, then the music will be stopped even while they are performing and that team’s participation in that event will be terminated at that time. They will not be able to have a second attempt at that event.
 Ex. 1) A jumper lands on his/her head or a body joint when doing an acrobatic move.
 Ex. 2) A jumper does not land on his/her head or a body joint, but they are not stable.
 Ex. 3) A jumper is injured, regardless of whether it was due to a dangerous acrobatic move, etc. and they cannot continue to compete because
     they are unable to get up, they are staggering, they cannot properly move the injured part of their body, etc.
 Ex. 4) A jumper was injured prior to the competition, and are not in a state in which they are able to compete.
 Ex. 5) Other instances in which the medical staff determines it is dangerous.
●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 mus
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.

SPEED RULES
DESCRIPTION Participation in Speed is optional. However, only 1 team can compete from each registered team. 3 representative players are selected, 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.
●The BGM has a countdown at the end of the 30 seconds, so at 20 seconds into the time you will hear "Ten," and for the last 5 seconds,
"Five, Four, Three, Two, One."
●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 Committee.
●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.

JUDGING METHOD ●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.
 ※Please refer to the “Contest Rules 2) Ropes”
●What to do if the jumper makes a mistake and re-enters the ropes : 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 JAPAN 2019/DOUBLE DUTCH CONTEST JAPAN FINAL 2019 Contest Rules “3. Prohibited Acts,” any acts which intentionally interfere with other teams will cause that team to be disqualified, so please be careful.
●The FASTEST JUMPER award will be given to the team with the highest number of points attained when competing once again one at a time by the teams that obtained the highest score in their Speed event division (1 team from each of the Junior, U-19, and Open categories) of the DOUBLE DUTCH CONTEST JAPAN FINAL 2019.
PERFORMANCE RULES
The Performance time has changed. Please be sure to take note.
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 limit is 2 minutes or less.

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.
●It is OK to use different music from each country’s DOUBLE DUTCH CONTEST JAPAN 2019 and the DOUBLE DUTCH CONTEST JAPAN FINAL 2019.

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.


  DOUBLE DUTCH CONTEST JAPAN 2019 JUDGING METHOD
●The judges will evaluate the performance to determine whether its content is appropriate for the final round.
●Each judge will give a score of 1 - 5 points.
●The top ranked teams, receiving the highest scores of all of the judges, will advance to the final round.
●In the case that there is a tie, the team that received the most higher points from the judges will advance.
 Ex. If the number of 5 points received is the same, then the team that received the most number of
  4 points will receive the higher ranking. If the number of 4 points received is the same, then the team
  that received the most 3 points will receive the higher ranking. The same is true to determine the ranking
  with the number of lower points received. If the number of points received is exactly the same, then the
  judges will refer to the number of mistakes made, and determine the ranking of the teams based on a discussion.
●Teams that go over the time limit will be disqualified.
●If a team commits an act specified in the Contest Rules "3. Prohibited Acts," their performance will be stopped and they will be disqualified.

  DOUBLE DUTCH CONTEST JAPAN FINAL 2019 JUDGING METHOD
●The judges will evaluate the performance based on the criteria listed below.
●If a team commits an act specified in the Contest Rules "3. Prohibited Acts," their performance will be stopped and they will be disqualified.

"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
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.
Expression Judging of creative innovation which pleases the spectators. Judging of facial expression, physical expression, BGM, competition space, formation, ropes, and uniform.
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.
Originality Judging of original skills, choreography, and team originality.