Article III - Footbag Net / Jeu au Filet
Aperçu du Contenu
- 302.01 Dimensions du Terrain
- Figure 2 - Dimensions du Terrain
- 302.02 Hauteur du Filet et Emplacement des Poteaux
- 302.03 Surface du Terrain
- 302.04 Lignes de Démarcation
- 302.05 Footbag Net Equipment
- 302.06 Largeur des Lignes
- 303.01 Procédures Préalables
- 303.06 Scorekeeper Responsibilities
- 303.07 Time-Outs and Breaks Between Games
- 303.08 Out-of-Bounds Play
- 304.02 Double-Elimination
- 304.04 Tableau de Consolation
- Figure 3 - Pool Competition Worksheet
- Figure 4 - Example Pool Layout
- Figure 5 - Five to Eight (5 to 8) Person Double-Elimination Bracket
- Figure 6 - Nine to Sixteen (9 to 16) Person Double-Elimination Bracket
- Figure 7 - Footbag Net Scorecard
L'objectif des règles suivantes est de donner des directives pour décrire au mieux comment le footbag net se joue. Depuis le commencement, le footbag net s'est fondé sur le bon esprit sportif et le fair-play de tous les joueurs. Par conséquent, les joueurs ont la responsabilité de jouer en suivant les règles mise en avant et de respecter mutuellement tous les adversaires et autres joueurs. Des violations de ces responsabilités de base peuvent engendrer des pénalités et la disqualification de la part du directeur de tournoi.
302.01. Dimensions du Terrain
Les dimensions du terrain de foobag sont les mêmes pour le simple et pour le double. Le terrain mesure 6m10 de large divisé en deux par la ligne centrale et 13m40 en longueur divisé en deux par le filet. Ainsi, il y a quatre zones équivalentes de service. Pour chaque coté, la zone de service située à droite est considérée comme "paire" et celle de gauche comme "impaire".
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Figure 2 - Dimensions du Terrain
302.02. Hauteur du Filet et Emplacement des Poteaux
L'hauteur du filet est mesurée au centre du terrain, elle doit être de 1m52. Les poteaux doivent être placé le plus proche possible du terrain, mais situé juste en dehors des lignes. Les poteaux sont à considérer comme en dehors du terrain. (Nous recommandons que les mailles du filet soient de 2,54cm pour éviter que le footbag passe à travers).
302.03. Surface du Terrain
La surface du terrain de footbag net peut être de n'importe quel type. Cependant une pelouse bien tendue est recommandée. La surface doit être plane et dépourvue de trous et d'obstructions. La sécurité des joueurs doit être le facteur déterminant lors du traçage du terrain. L'utilisation de ruban adhésif et/ou des tracés existants est recommandée pour faire le marquage des terrains en sale.
302.04. Lignes de Démarcation
Les lignes de démarcation font intégralement partie du terrain et sont considérées comme IN. Si le footbag touche une ligne, la frappe est bonne. En cas d'absence de juge de lignes, si un joueur (une équipe) ne peut pas voir si le footbag est OUT, la frappe doit être jugée IN.
302.05. Footbag Net Equipment
Touching any part of the net equipment such as the net, stanchion and guy wires constitutes a foul, unless the bag is driven into the net with such force that the footbag's trajectory causes the net to contact a player on the other side (See Foul Definitions, 303.09-C).
302.06. Largeur des Lignes
La largeur officielle des lignes est de 5,08 cm (2 pouces).
303.01. Procédures Préalables
A.
Choix du Footbag: Avant le début du match les joueurs (équipes) doivent déterminer avec quel footbag ils vont jouer. S'ils ne parviennent pas à se mettre d'accord, les responsables du tournoi doivent fournir un footbag.
B.
Dimensions du Footbag: Les footbags utilisés pour jouer au footbag net doivent respecter les spécifications énumérées dans l'Article 1, Section 107.01-D.
C.
Coin Toss: A coin toss shall be used before the first game to determine service or side. When possible, the head judge or scorekeeper shall be responsible for tossing the coin. The player/team with the highest seed going into the match shall call the first toss. If a tie-breaker game is required (i.e., the third game in rally or classic scoring), the team losing the coin toss of the first game shall call the coin toss for the third game. The winning player/team of a coin toss may choose exactly one of the following options before the start of that game:
1. Service: The player/team winning the coin toss may choose whether to serve or receive first. If this is the first game of the match, the opposing player/team may thus choose which side of the court they will occupy for the game ("side").
2. Side: The player/team winning the coin toss may choose which side of the court they will occupy for the game. If this is the first game of the match, the opposing player/team may thus choose whether to serve or receive first ("service").
3. Defer: The player/team winning the coin toss may forego their right to choose service or side, and may instead defer to their opponent(s) to make that choice (in which case the player/team losing the coin toss shall be treated as the winner of the coin toss for the options above).
D.
Prêt pour le Service: Chaque joueur doit être préparé à jouer, soit en se tenant dans la bonne zone de service, soit en se trouvant derrière la ligne de service. Le serveur doit attendre que le receveur soit prêt.
E.
Changing Sides: Players/teams are required to change sides of the court, according to the type of scoring system used. See 303.04-H Changing Sides for a detailed description of conditions for changing sides with each of the scoring systems.
A.
Live Footbag: The footbag is considered "live" beginning with the moment of contact by the server's foot, and is considered "dead" as soon as the footbag touches the ground, net stanchions, anything beyond the court perimeter, drops below the net without going over it after a player or team has used the maximum allowable number of kicks, or a foul occurs, whichever comes first. Note: A Net Equipment Foul supersedes all other fouls, and may occur after the footbag would otherwise be declared dead (see 303.09-C), unless a net plane foul (see 303.09-D) causes a net equipment foul, in which case the contact foul supersedes the net equipment foul, or unless the footbag is driven into the net with such force that the footbag's trajectory causes the net to contact a player on the other side of the net.
B.
Touches Règlementaires: Un contact est règlementaire, si le footbag est touché avec une surface autorisée dans un mouvement continu. Des doubles touches, roulades, poucettes et amortis sont tolérés tant qu'ils résultent d'un mouvement continu de frappe et sont clairement accidentels.
C.
Classification des Joueurs: Aucun joueur ne peut descendre en catégorie pendant un même tournoi (en prenant le simple net comme référence). Par exemple, un compétiteur ayant joué en catégorie intermédiaire en simple net, ne peut pas jouer en catégorie débutant en double net.
D.
En Double Net: En double net:
1. Dans aucun cas, un changement de joueur ne peut être effectué à partir du moment que leur premier match a débuté.
2. Il est interdit de masquer une frappe en utilisant les bras. De toute façon il est interdit de masquer le service.
3. Pour toute compétition de net, il est recommandé que les équipes portent une tenue.
303.03. Scoring Systems
There are three approved scoring systems for footbag net.
A.
Classic Scoring: With classic scoring, points are only awarded when the serving team wins a rally. A rally is the sequence of playing actions from the moment the service is hit by the server until the footbag is ruled "dead". The serve (but no point) is awarded to a receiving team who wins a rally, also referred to as a "side out".
B.
Rally Scoring: In rally scoring, a point is awarded to the winner of each rally, regardless of who serves. The serve and a point are awarded to a receiving team who wins a rally.
C.
Game-Set-Match (GSM) Scoring: GSM is a scoring system similar to tennis, wherein games are played to four points, and six games make up a "set". The winner is then determined by a "match" that is the best of 3 sets.
D.
Determination of Scoring System:
1. Selection: The tournament director may choose any of the above three official scoring systems for any of the events offered at the tournament. Different events may use different scoring systems -- e.g., intermediate singles net could use GSM where open doubles uses rally scoring. However, this is strongly discouraged, as it can lead to confusion and inconsistency.
2. Player Notification: Players must be notified of the scoring system to be used at least 24 hours before the start of competition, and again at the players' meeting and/or before each round of competition.
3. Consistency: The scoring system for a given event must not change between rounds of the event. In other words, if rally scoring is used in the qualification round, it must also be used for quarterfinals, semifinals, and finals. It is never appropriate to change scoring systems within a single event.
303.04. Service
Each server has one chance to get a good serve into the proper receiving court (novice classification may be allowed two serve attempts). The serve is made from behind the service line of either the right-hand or left-hand court (see Service Rotation). If the serve hits the net, but still falls over the net and into the proper receiving court (a let serve), the server will be allowed a second serve. A let serve on the second attempt causes a side out.
A.
Hand Toss: The server must drop or toss the footbag into the air before kicking it over the net.
B.
Service Rotation: Players/teams serve from the left- or right-hand court to start each rally in a game based on the scoring system being used (see 303.03 Scoring Systems), as detailed below:
1. Classic Scoring: When the serving person's or team's score is zero or even, service is made from the right-hand court; when the serving person's or team's score is odd, service is made from the left-hand court. Service must go diagonally ("cross-court"), e.g., from server's left to receiver's left, or from the server's right to receiver's right. In doubles, the serving team must switch sides of the court as necessary for the server to be on the correct side. Receiving teams do not switch sides.
2. Rally Scoring: Service rotation is the same as with classic scoring, above, except that at the end of the first game in a match, the losing player or team of the first game shall decide which player or team shall serve first in the second game.
3. GSM Scoring: When serving in a standard game, the server shall stand behind alternate halves of the court, starting from the right-hand court in every game. In a tie-break game, the service shall be served from behind alternate sides of the court, with the first service from the right-hand court. In both game types the second serve continues from the left side of the court.
C.
Server Rotation: Service rotates between the players/teams in a game according to scoring system being used (see 303.03 Scoring Systems), as detailed below:
1. Classic Scoring: In singles, at the end of each standard game, the receiver shall become the server and the server shall become the receiver for the next game. In doubles play, for each game of a match, the first team to serve chooses which player will begin service. After the first team makes their choice, the receiving team will choose who will receive the first serve. The player on the receiving team who does not receive the first serve will be the player who serves first after the first side out. For each subsequent side out of the game, service will rotate to each player in turn. In the second game of a multi-game match, the losing player or team serves first. A coin toss determines which team serves first in a third game. When no scorekeeper is present and a team has served out of order, the team loses the serve and any points gained during the out of service foul. All players resume correct positions on the court.
2. Rally Scoring: In doubles play, for each game of a match, the first team to serve chooses which player will begin service. After the first team makes their choice, the receiving team will choose who will receive the first serve. The player on the receiving team who does not receive the first serve will be the player who serves first after the first side out. For each subsequent side out of the game, service will rotate to each player in turn. In the second game of a multi-game match, the losing player or team has the choice to serve or receive first. A coin toss determines which team serves first in a third game. When no scorekeeper is present and a team has served out of order, the team loses the serve and any points gained during the out of service foul. All players resume correct positions on the court.
3. GSM Scoring: In singles, at the end of each standard game, the receiver shall become the server and the server shall become the receiver for the next game. In doubles, the team due to serve in the first game of each set shall decide which player shall serve for that game. Similarly, before the second game starts, their opponents shall decide which player shall serve for that game. The partner of the player who served in the first game shall serve in the third game and the partner of the player who served in the second game shall serve in the fourth game. This rotation shall continue until the end of the set.
a) Receiving Order (Doubles Only): The team due to receive in the first game of a set shall decide which player will receive the first serve in the game. Similarly, before the second game starts, the other team shall decide which player will receive the first serve of that game. The player who was the receiver's partner for the first serve of the game shall receive the second point, and this rotation shall continue until the end of the game and the set.
D.
Scoring: The server shall call the score before each serve. The server may not serve until one second after calling the score.
E.
Partner Position: In doubles net play, the server's partner is required to stand inside his respective quadrant during the service. Screening of the serve by the server's partner is a foul.
F.
Support Leg Position: The support foot of the server must remain completely behind the boundaries (within sideline and centerline extensions) of the proper service quadrant until contact with the footbag has been made.
G.
Continuous Play: In principle, game play should be continuous, from the time the game starts (when the first service of the game is put in play) until the game finishes. Between points, a maximum of 20 seconds is allowed. This time starts the moment a point is won (i.e., as soon as the footbag is "dead"), and ends when the server strikes the footbag to begin the next point.
1. Extra Time: If, for reasons outside the player's control, clothing, footwear or necessary equipment is broken or needs to be replaced, the player may be allowed reasonable extra time to rectify the problem.
2. Special Time-Out: No extra time shall be given to allow a player to recover condition. However, a player suffering from a treatable medical condition may be allowed one medical time-out of three minutes for the treatment of that medical condition. A limited number of toilet/change of attire breaks may also be allowed, if this is announced in advance of the event.
3. Rest Period: Event organizers may allow a rest period of a maximum of ten (10) minutes if this is announced in advance of the event. This rest period can be taken after the 2nd set in a best of 3 sets match.
H.
Changing Sides: Players/teams change sides at certain points during a game, set, or match, depending on the scoring system being used (see 303.03 Scoring Systems), as detailed below:
1. Classic Scoring: Players/teams must switch sides before the second game of a match. In the third game of a match, or in a match of only one game, players must switch sides at 6 points for a game played to 11, or at 8 points for a game played to 15.
2. Rally Scoring: Players/teams must switch sides before the second game of a match. In the third game of a match, or in a match of only one game, players must switch sides at 11 points for a game played to 21, at 8 points for a game played to 15, or at 6 points for a game played to 11 points.
3. GSM Scoring: Players/teams must switch sides at the end of the first, third and every subsequent odd game of each set. Players/teams must also switch sides at the end of each set unless the total number of games in that set is even, in which case the players switch sides at the end of the first game of the next set. During a tie-break game, players/teams must switch sides after every six points.
1. Point: A point is awarded to the serving team only. A point is awarded when the receiving player or team fails to return the footbag over the net and in-bounds in the allotted number of kicks (2 for singles, 3 alternating kicks in doubles) or commits a foul (see 303.09).
2. Side Out: Service shifts to the other player or team (a side out) when the serving player or team fails to serve into the proper service court, subsequently fails to return the footbag over the net and in-bounds in the allotted number of kicks, or commits a foul.
3. Game: A game is the first player or team to score 15 points. At the tournament director's discretion, preliminary games may be to 11 points. Players must win by 2 points.
4. Match: A match is the winner of two out of three possible games, except in consolation rounds or losers' bracket in double elimination tournaments when one game to 15 points makes a match.
1. Point: A point is awarded after every rally to the player/team winning the rally, whether they served or received the rally. A point is awarded when a player/team fails to return the footbag over the net and in-bounds in the allotted number of kicks (2 for singles, 3 alternating kicks in doubles) or commits a foul (see 303.09).
2. Side Out: Service shifts to the other player or team (a side out) when the serving player or team fails to serve into the proper service court, subsequently fails to return the footbag over the net and in-bounds in the allotted number of kicks, or commits a foul.
3. Game: A game is the first player or team to score 21 points. If the score reaches 20 points each, then the game will be decided on a difference of two points, up to a ceiling of 25 points. At the tournament director's discretion, preliminary games may be to 15 points with a ceiling of 17 points, and consolation games may be to 11 points with a ceiling of 13 points.
4. Match: A match is the winner of two out of three possible games, except in consolation rounds or losers' bracket in double elimination tournaments when one game to 21 points makes a match. At the tournament director's discretion, consolation rounds may be played as two out of three possible games to 11 points, up to a ceiling of 13 points.
1. Score in a Game: There are two types of scoring for games:
a) Standard Game: A standard game is played to four points. The first player/team to win four points wins the "game", provided there is a margin of two points over the opponent(s). If each player/team has won three points, then the game will be decided on a difference of two points, up to a ceiling of six points.
b) Tie-Break Game: During a tie-break game, points are scored "zero", "1", "2", "3", etc. The first player/team to win six points wins the "game" and "set", provided there is a margin of two points over the opponent(s). If necessary, the tie-break game shall continue until this margin is achieved. The player whose turn it is to serve shall serve the first point of the tie-break game. The following two points shall be served by the opponent(s) (in doubles, the player of the opposing team due to serve next). After this, each player/team shall serve alternately for two consecutive points until the end of the tie-break game (in doubles, the rotation of service within each team shall continue in the same order as during that set). The player/team whose turn it was to serve first in the tie-break game shall be the receiver in the first game of the following set.
2. Score in a Set: The first player/team to win four games wins that "set", provided there is a margin of two games over the opponent(s). If the score reaches four games all, a tie-break game shall be played.
3. Score in a Match: A match is played to the best of three sets (a player/team needs to win two sets to win the match).
303.06. Scorekeeper Responsibilities
Players may request non-biased scorekeepers or judges in any footbag net match. The responsibilities of the scorekeeper are as follows:
A.
Scoring: Call the score before each point.
B.
Service Rotation: Maintain service rotation and proper serving quadrant.
C.
Let Serves: Call all let serves.
D.
Line Calls: Rule on line calls only when asked by players or line judges.
E.
Penalty Assessment: Assess penalties for fouls, including delays of game (See 303.09-I) and unsportsmanlike conduct (see 303.09-K). Scorekeepers should use verbal or colored carding system to warn players of penalty assessments.
F.
Crowd Control: Maintain crowd control (noise and movement).
G.
Arbitration: Arbitrate player conflicts.
H.
Replays: Call for replays of points when necessary.
I.
Injury Time-Outs: Authorize injury time-outs.
J.
Line Judges: Be responsible for line judges when necessary.
K.
Out-of-Bounds: Maintain out-of-bounds around net court.
303.07. Time-Outs and Breaks Between Games
A.
Classic Scoring and Rally Scoring: Time-out rules are the same in the classic scoring system as in the rally scoring system, as described below. GSM time-out rules are different, and are outlined further below, in 303.07-B.
1. Elective Time-Outs:
a) Number Allowed: Three time-outs are permitted per team per match. No more than two time-outs per team per game are allowed.
b) Duration: The maximum time-out allowed during a game is two minutes. Time-in may only be called by a referee. Play may resume prior to the full two minutes if both teams agree and the referee is ready and in position. Teams have 20 seconds after time-in is called to start the next rally. If play is not resumed within that 20 seconds the referee will charge the team responsible for the delay an additional time-out. If the responsible team does not have an additional time-out, the referee will award a point to the opposing team (or grant a side-out in the case where the opposing team is receiving serve), and start the 20-second time limit again. The awarding of points will continue on a 20-second interval until play is resumed or the game/match is over, whichever comes first.
2. Obligatory Time-Outs:
a) Injury Time-Outs: One injury time-out per team per match is permitted. The time limit for an injury time-out is 5 minutes. After 5 minutes, the injured team may use an Elective Time-Out. If a team forfeits any game or match in an event due to injury, the team does not need to scratch the entire event. An injury time-out does not count against a team's total number of Elective Time-Outs allowed.
b) Switching Sides During a Third Game: A 90-second break is allowed when teams switch sides during the third game of a match. Play may resume prior to the full 90 seconds if both teams agree and the referee is ready and in position. See 303.06.A.2 above regarding delays in resuming play.
c) Other Time-Outs: Time-outs may be called by the referee or tournament officials for situations beyond the control of the teams. These include:
1. Equipment Time-Outs: May be called when any major problem occurs with the facilities in which the competition is being held, or with the net, stanchions, lines, footbag, or other equipment involved in the game.
2. Weather Time-Outs: May be called when severe weather or darkness inhibit play.
3. Breaks Between Games:
a) Duration: Play will stop for a maximum of three minutes between games.
b) Resumption of Play: Play may only resume when called for by a referee or tournament official. Play may resume prior to the full three minutes if both teams agree and the referee is ready and in position. See 303.06-A-2 above regarding delays in resuming play.
4. Penalty: If any of the above time-out rules is violated, a foul will be assessed (see 303.09 Fouls).
1. Elective Time-Outs: There are no elective time-outs in GSM Scoring.
2. Breaks in Play: Between points, a maximum of twenty (20) seconds is allowed. When the players change sides at the end of a game, a maximum of ninety (90) seconds is allowed. However, after the first game of each set and during a tie-break game, play shall be continuous and the players shall change sides without a rest. At the end of each set, there shall be a set break of a maximum of one hundred and twenty (120) seconds. The maximum time starts from the moment one point finishes, until the first service is struck for the next point. Event organizers may apply for IFPA approval to extend the ninety (90) seconds allowed when the players change sides at the end of a game and the one hundred and twenty (120) seconds allowed at a set break.
3. Penalty: If any of the above time-out rules is violated, a foul will be assessed (see 303.09, below).
303.08. Out-of-Bounds Play
The footbag can be brought back into play from anywhere outside of the court boundaries, provided the footbag crosses the net over the inbounds court area into the opponents' court. When the footbag is kicked out-of-bounds behind the net line (towards the opponent's court), it must be initially returned back outside the net stanchion before crossing the net over the inbound court area.
303.09. Fouls
If a foul is committed by the receiving team, the result is a point for the serving team. If the serving team committed the foul, the result is either a side out or a point, depending on which scoring system is used. Except for ?delay of game? or ?unsportsmanlike conduct?, a foul may only occur while the footbag is still "live" (see 303.02-A Live Footbag).
A.
Consecutive Foul: In singles net, when a player contacts the footbag more than two consecutive kicks. In doubles net, when a player contacts the footbag twice in a row.
B.
Delay Foul: When the footbag is delayed or stalled on the foot.
C.
Net Equipment Foul: When any part of a player's body or clothing, attached or unattached, touches the net, the guy wires of the stanchions, or the stanchions themselves without stated equipment being propelled by a footbag driven into the net with such force that the footbag's trajectory causes the net to contact a player on the other side of the net. For the purposes of a Net Equipment Foul, a point lasts 3 seconds after the footbag has been declared dead (see 303.02-A Live Footbag). Net fouls supersede all other fouls, unless a net plane foul (see 303.09-D) resulted in a net foul, in which case the plane contact foul supersedes the net equipment foul.
D.
Net Plane Foul: When a player touches the opponent while breaking the plane of the net (above or below the net).
E.
Receiving Foul: In doubles net, when a player receives the serve out-of-order, a point is awarded to the serving team.
F.
Service Line Foul: When the support foot of the server touches the service line or beyond before contacting the footbag on the serve, and when the support foot is outside the sideline or center line extension.
G.
Total Kick Foul: In singles net, when the footbag is contacted more than twice or in doubles net when the footbag is contacted more than three times before it is returned over the net.
H.
Upper Body Foul: When the footbag comes in contact with any part of the upper body or clothing. Upper body is defined as the kneecap and above.
I.
Delay of Game Foul: When a time-out exceeds its allotted time (see 303.07 Time-Outs and Breaks Between Games).
J.
Interference Under Net Foul: When player contacts the footbag under the net on the opponent's side of the net before the footbag has been declared dead (303.02-A).
K.
Unsportsmanlike Conduct Foul: Scorekeepers and tournament officials are allowed to assess unsportsmanlike conduct fouls (see 107). "Silent" foul cards or verbal warnings will be used to communicate the assesment of foul to players. Yellow cards will signify warnings, and red cards will signify ejection from the game. Players/teams are generally allowed 2 yellow cards before being presented with a red ejection card, but these limits may be modified by tournament officials.
L.
Line Rope Boundary Foul: When rope based line equipment is used, significantly altering the position of the line is considered a boundary foul.
304.01. Seeding
Pour tous les tournois agrémentés par l'IFPA, un seeding sera établi pour classer les meilleurs joueurs en simple et en double net.
A.
Tournois pris en Considération: Pour chaque catégorie le seeding est basé sur le classement IFPA, les résultats récents et les résultats des deux dernières éditions du tournoi en question.
B.
IFPA Rankings: Each player is ranked based on the number of points they have. Points are earned at IFPA sanctioned tournaments only. Each tournament is assigned a "level" based on its size and history. There are four sizes of tournaments: Level 1 (The World Championships), Level 2, Level 3, and Level 4. The level and number of points a tournament is worth is determined by the Results, Ranking, and Seeding Committee and approved by the IFC.
The number of points a player finishing in the top five places at a tournament will receive is given by the following table:
Tournament |
1st |
2nd |
3rd |
4th |
5th |
Level 1 |
1,000 |
800 |
640 |
512 |
435 |
Level 2 |
500 |
400 |
320 |
256 |
218 |
Level 3 |
300 |
240 |
192 |
154 |
131 |
Level 4 |
180 |
144 |
115 |
92 |
78 |
To see the complete list of points by tournament Level and Result see: http://spreadsheets.google.com/ccc?key=p3gNn61SN9fbFs5xN3tqoYQ&hl=en |
A player's "year-end ranking" will be calculated from points received in all tournaments held after the previous year's World Championships and through that year's World Championships. For example, a 2003 rank begins with tournaments held in 2002 (starting after the 2002 World Footbag Championships) and ends with the 2003 World Footbag Championships.
A player's "current ranking" is calculated by summing points received at (1) all tournamnets within the past year including those for the event that is currently being seeded, (2) two-thirds of points earned at the World Footbag Championships held two years prior, and (3) one-third of points earned at the World Footbag Championships held three years prior.
C.
Présentation des Résultats pour le Seeding: Les résultats de tous les tournois agrémentés IFPA doivent être envoyé dans les deux semaines après le tournoi aux: Directeur des Agréments IFPA, Statisticien IFPA ou leurs collaborateurs et doivent comprendre les informations suivantes:
1. Nom et date(s) de l'événement;
2. Résultats complets jusqu'à la dernière place;
3. Les résultats de tous les matches disputés pendant le tournoi.
D.
Mise à jour: Le classement sera mis à jour à réception des résultats des tournois agrémentés ayant remplis les conditions d'éligibilités.
E.
Disponibilité du Classement: Au plus tard deux semaines avant le tournoi, les directeurs peuvent demander la dernière version du classement, qui leur sera gratuitement envoyé. Tout le monde peut demander la dernière version du classement moyennant une petite charge pour couvrir les frais d'impression et d'envoie. Adressez votre demande au Directeur IFPA des Agréments ou au Statisticien IFPA.
F.
Critères: Le classement doit guider les directeurs de tournois pour établir le seeding, mais il ne s'agit pas du seul critère. Doivent être pris en considération:
1. Résultats récents;
2. Absences aux derniers tournois
3. Résultats des face-à-face.
G.
Utilisation du Seeding: Tous les joueurs/équipes doivent être classés et recevoir un numéro de seeding avant que la compétition commence. Ce numéro de seeding sera le seeding initial et sera élaboré en utilisant au mieux toutes les informations à disposition du directeur de tournoi. Les joueurs seront répartis selon leur seeding dans les tableaux et poules appropriés.
304.02. Double-Elimination
(Voir figures 5 & 6 Bracket examples).
A.
Format des Tableaux: Dans un cadre de double élimination, la première défaite d'un joueur l'envoie dans le "tableau des perdants". Le joueur peut continuer d'avancer jusqu'à sa deuxième défaite. A la fin du tournoi le vainqueur du tableau des perdants rencontre le vainqueur du premier tableau. Le vainqueur du premier tableau a l'avantage de pouvoir gagner le tournoi en un match, car il n'a pas encore perdu. Si le vainqueur du tableau des perdants gagne le premier match, alors les deux joueurs ou équipes sont à égalité et autre match est joué pour déterminer le vainqueur du tournoi.
B.
Format des Matches: Dans un format de double élimination, le tableau des vainqueurs est joué au meilleur de 2 sets gagnants à 11 points. Cependant, les quatre derniers matches d'un tournoi sont (finale, finale du tableau des vainqueurs et les deux derniers matches du tableau des perdants) sont joués au meilleur de 2 sets gagnants à 15 points. Dans le tableau des perdants, les matches se jouent en un set de 15 points, sauf les deux derniers matches comme mentionnés ci-dessus. Les matches sont plus courts dans le tableau des perdants, car il y a plus de matches à jouer, ce qui peut prendre plus de temps. Le match décisif en cas d'égalité (si le vainqueur du tableau des perdants gagne le premier match contre le vainqueur du tableau des vainqueurs) peut être joué en un set de 15 points.
C.
Tableau de Consolation: Dans le tableau de consolation, les perdants du premier (et peut-être deuxième) tour disputent les tours de consolation. Ils peuvent avancer jusqu'à leur prochaine défaite. Le vainqueur du tableau de consolation, n'affronte pas le vainqueur du tableau des vainqueurs. Il est simplement le vainqueur des tours de consolation.
A.
Modalités des Poules: En format de poules, les joueurs/équipes sont répartis en plusieurs poules et à chaque tour les 2 joueurs/équipes les mieux classés accèdent au prochain tour (ou, plus couramment appliqué au tour d'élimination directe). A l'intérieur de chaque poule tous les joueurs/équipes s'affrontent une fois. La phase des poules se déroule comme suit:
B.
Distribution in Pools: Players/teams will be distributed into pools based on their initial seeding. (See 306 Figure 4: Example Pool Layout). Pool sizes should be limited to 3, 4, and 5. Pool sizes of 5 should be avoided if the tournament has time constraints.
C.
Match Order in Pool Play (Round Robin):
1. Match order in pools of 3 players/teams:
a) Match 1: seed 1 vs seed 3;
b) Match 2: seed 1 vs seed 2;
c) Match 3: seed 2 vs seed 3.
2. Match order in pools of 4 players/teams: In pools of 4 players/teams two matches should be played simultaneously using the following match order:
a) Match 1: seed 1 vs seed 3 and Match 2: seed 2 vs seed 4;
b) Match 3: seed 1 vs seed 4 and Match 4: seed 2 vs seed 3;
c) Match 5: seed 1 vs seed 2 and Match 6: seed 3 vs seed 4.
3. Match order in pools of 5 players/teams: In pools of 5 players/teams two matches should be played simultaneously using the following match order:
a) Match 1: seed 1 vs seed 5 and Match 2: seed 2 vs seed 4;
b) Match 3: seed 1 vs seed 4 and Match 4: seed 3 vs seed 5;
c) Match 5: seed 1 vs seed 3 and Match 6: seed 2 vs seed 5;
d) Match 7: seed 1 vs seed 2 and Match 8: seed 3 vs seed 4;
e) Match 9: seed 2 vs seed 3 and Match 10: seed 4 vs seed 5.
D.
Tours Suivants: Les résultats de chaque joueur/équipe déterminent son/leur seeding au prochain tour. En cas d'égalité, le seeding initial défini quel joueur/équipe sera seedé plus haut au prochain tour. Les conditions suivantes s'appliquent:
1. Si un(e) joueur/équipe est classé(e) second(e) en poule, il/elle ne doit ni être seedé(e) plus haut que x+1, ni plus bas que 2x, avec x égal au nombre de poules;
2. Si deux joueurs/équipes ont le même nombre de victoires, leur face-à-face est déterminant pour les départager lors de la phase de poule;
3. Dans le cas rare d'une égalité à 3, pour lequel les face-à-face ne permettent pas de départager les joueurs/équipes ; les critères suivants sont à appliquer dans l'ordre cité pour déterminer qui sera le mieux classé, les deux autres joueurs/équipes seront départagé(e)s grâce à leur face-à-face:
a) Le ratio le plus élévé de sets gagnés par rapport aux sets perdus sur tous les matches disputés en poule, incluant les joueurs/équipes qui ne sont pas concerné(e)s par l'égalité à 3;
b) Le total le plus faible de points concédés lors de tous les matches gagnés contre les deux autres joueurs/équipes impliqué(e)s dans l'égalité à 3;
c) The odd person out in a three way fist-to-palm tie-breaking ritual, officiated by the tournament director.
304.04. Tableau de Consolation
Dans le tableau de consolation, les perdants du deuxième ou prochain tour (généralement en élimination directe) disputent les tours de consolation pour déterminer leur classement et leur prochain seeding. Ils peuvent avancer jusqu'à leur prochaine défaite. Le vainqueur du tableau de consolation, n'affronte pas le vainqueur d'un autre tableau. Il est simplement le vainqueur des tours de consolation.
Ligne Médiane: Le terrain est divisé en longueur pour former quatre quadrants égaux.
Pile ou Face: Au premier et au troisième set, le service et le côté sont déterminés à pile ou face.
Faute: Une erreur au service est constitué: A. Si le service n'atterri pas dans la zone adéquate de service. B. Si deux services consécutifs sont let. C. Si le serveur comment une faute de ligne de service.
Service Let: Un service qui touche le filet avant d'arriver dans la zone adéquate de service. Le serveur dispose d'un deuxième service.
Quadrant: Le terrain de footbag net est divisé en quatre zones de 6,70 m X 3.05
Joueur ou Equipe recevant le Service: Le joueur ou équipe qui reçoit le service. En double net, un joueur doit se trouver dans chaque quadrant et l'équipe doit respecter cet ordre jusqu'au prochain changement de service.
Rotation de Réception: En double net, après la rotation du service, chaque joueur de l'équipe qui va recevoir le service doit se trouver dans le quadrant qu'il occupait lors du dernier service de son équipe pour recevoir le service.
Masquer la Vision: En double net, masquer la vision à l'adversaire à l'aide du haut du corps. S'applique aussi pour le Service, masquer un service est une faute.
Seeding: Classement pour éviter que les meilleurs joueurs s'affrontent dans les premiers tours.
Service: Engagement pour débuter un échange. Le serveur se trouve derrière la ligne de service et bote le footbag vers le quadrant de réception.
Ace: Si l'équipe qui reçoit le service ne parvient pas a toucher le footbag avant qu'il atterrisse dans la zone adéquate de service.
Ligne de Service: La ligne de fond de court d'où est exécutée le service.
Serveur: Le joueur/équipe qui engage l'échange avec un service.
Ligne de Côté: Les lignes délimitants les côtés du court.
Changement de Service: Si le joueur/équipe qui sert ne parvient pas à retourner le footbag au dessus du filet lors d'un échange, commet une faute ou ne parvient pas à engager l'échange avec un bon service. L'autre joueur/équipe récupère le service:
a) Si le service n'atterri pas dans la zone adéquate de service,
b) Si deux services consécutifs sont lets,
c) Si le serveur commet une faute sur la ligne de service.
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Figure 3 - Pool Competition Worksheet
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Figure 4 - Example Pool Layout
Shown on the following pages are 5 to 8 person and 9 to 16 person brackets, with placements for each seed. If there are fewer players than bracket slots, fill the lowest seeds (highest numbers) with byes, and move the byes as you would a player that loses. If a division has more than 16 players, pool format is highly recommended.
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Figure 5 - Five to Eight (5 to 8) Person Double-Elimination Bracket
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Figure 6 - Nine to Sixteen (9 to 16) Person Double-Elimination Bracket
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Figure 7 - Footbag Net Scorecard