International Rules

Ataasiakkaarluni Allunaariaqattaarneq – Individual Ropes

Qaannat Kattuffiat rules apply with the following additions:

  1. Low and High ropes are divided into two separate events.
  2. The time limit for low ropes is 10 minutes.
  3. The time limit for high ropes is 20 minutes.
  4. The clock does not stop when the competitor has to put on the weighted backpack for low ropes #17 and #18 qajaasaarneq usiagalerluni.
  5. High ropes #27&28 kisitsineq are moved to the end of the high ropes list, so if a competitor wants to do them, they are done last.

Scoring – Instead of 1st 2nd and 3rd place medals, results are recognized as follows:

  1. Low ropes competitors who score from 30 to 74 points qualify for the beginner level award.
  2. Low ropes competitors who score from 75 to 149 points qualify for the intermediate level award.
  3. Low ropes competitors who score 150 points or higher qualify for the advanced level award.
  4. High ropes competitors who score from 50 to 149 points qualify for the specialist award.
  5. High ropes competitors who score from 150 to 299 points qualify for the expert award.
  6. High ropes competitors who score 300 points or higher and have achieved the low ropes advanced level award qualify for the master award.

 

Iligiikkaarluni Allunaariaqattaarneq – Team Ropes

Teams

  1. A team consists of three people.
  2. Every team must have at least one female member.
  3. A team is not allowed to have more than one member who competes in the high ropes event.
  4. A team is not allowed to have more than one member who has scored 150 points or higher on low ropes in a previous tournament.

Equipment and Exercises

  1. Only the 27 low ropes moves are performed.
  2. One low ropes station is used, set up as per Qaannat Kattuffiat
  3. The backpack for #17&18 qajaasaarneq usiagalerluni will be 10 kilograms for men and 5 kilograms for women and children.
  4. Unlike individual ropes competition there is a second chance allowed under the following conditions: If a move was completed but done poorly as determined by the judge, the judge may indicate why the move was unsatisfactory and ask that the move be repeated to clarify whether or not the competitor is able to do it properly. But if the first attempt is an actual failure, i.e. the competitor did not completely go around and come back to the start position, there is no second attempt allowed.

Match procedure

  1. By random selection one team (team A) goes first and sends one member to the rope. That competitor does a single maneuver in one direction but must start with #1 akulaamillugu in the forward direction.
  2. Team B sends out a member of their choosing who must duplicate the move done by the first member of team A. If done correctly, the member of Team B then tries another move from the list, which must be duplicated by the member of Team A. The two competitors continue alternating.
  3. No distinction is made between left and right. A move done in the left orientation may be followed by the opposing competitor doing it on the right side. Forwards and backwards variations are considered separate moves.
  4. When an attempt fails, both competitors are eliminated from further competing and the team that completed the last move successfully wins that pairing. Team B (the team that did not go first) must then send in one of their remaining members who again starts with #1 akulaamillugu in the forward direction. The opposing team sends in one of their remaining teammates and the second pairing begins.

Winning the match

  1. The team that wins two of the three pairings wins the match.
  2. If one team wins the first two pairings it is not necessary to continue with the third.
  3. Additional rules
  4. Two paired competitors cannot repeat a move they have already done.
  5. When a pairing starts, the opposing team does not have to select who will participate until after the other competitor completes #1 akulammillugu.
  6. If the competitor who first attempts a given move fails, he or she loses that pairing. If it is the first move of the pairing (#1 akulammillugu) then the opposing team will have an extra person to choose from in any remaining pairings.
  7. There is no restriction on the order in which teammates participate in the three pairings. The strongest or weakest can be chosen first, second or last, but no one can be used more than once.

Conduct of Participants

  1. All three members of a team must be present and visible at the start of a match. Wearing disguises or otherwise concealing identities is not allowed. A team also may not bring in a substitute teammate after the match has started.
  2. Teammates may verbally coach, advise, and encourage each other during the match but are not allowed to physically touch the ropes or the active competitor.
  3. Competitors must go to the ropes and perform when it is their turn without unnecessary delays.
  4. Competitors may not take “practice” attempts during the match. Any activity done on the competition rope apparatus shall be considered active participation and judged as such.
  5. If a team member is not present and/or ready to participate when it is their turn, the judge may rule that they have forfeited that pairing.
  6. When not performing, competitors on either team must not distract, heckle, or otherwise interfere with the proceedings.

Competition among multiple teams

  1. Teams compete in pairs, round robin tournament style with each team facing every other team. For larger numbers of teams the competition officials may make other arrangements.
  2. The best record of wins to losses takes first place.
  3. Ties are resolved by additional matches between teams with the same record.

Optional rules (can be adopted by the competition organizer if desired):

  1. Each time a competitor introduces a move, he or she must state the Greenlandic name of the move to the judge. If the move performed is different than the move stated, the competitor loses the pairing.
  2. Every team must have at least one member who is under the age of 13.
  3. The order of the list must be followed and neither competitor can go back to any moves skipped over. For example if competitor A starts with #1 akulaammillugu, and competitor B does it, then does #6 palluussineq, neither of these two competitors can then use #4&5 tunuussineq, #3 peqqullugu, or #2 oqaatuaasaarneq.
  4. Whenever the last move #29 qivittuusaarneq is selected and done successfully by both competitors, the next move can be a maneuver not on the list that, if judged as safe to do, successfully completed, and within the bounds of allunaariaqattaarneq, must be duplicated by the opposing team member. If the opposing competitor is able to repeat it, the list starts again from the first move #1 akulammillugu.

 

III. Ropes Tournament

  1. A ropes tournament consists of a low ropes competition event, a high ropes competition event, and a team ropes competition event, in that order.
  2. The ranking of all competitors is calculated by adding the weighted value of their results in as many of the three events (low ropes, high ropes, and team ropes) that they competed in. 1st place = 21 pts, 2nd place = 18 pts, 3rd place = 15 pts, 4th place = 12 pts, 5th place = 9 pts, 6th place = 8 pts and 7th place = 7 pts, 8th place = 6 pts, 9th place = 5 pts, 10th place = 4 pts, 11th place = 3 pts, 12th place = 2 pts, and 13th place = 1 point.
  3. Team results are calculated with each of the three team members receiving 21 points for first place, 18 points for second place, etc.
  4. The team with the highest combined total wins the tournament as a team. All three team members share the title and any prize. Second and third place teams may also receive title recognition and prizes.