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FEDERATION INTERNATIONALE DE SKI
INTERNATIONAL SKI FEDERATION
INTERNATIONALER SKIVERBAND
FIS SNOWBOARD
JUDGES MANUAL
20032004


INTERNATIONAL SKI FEDERATION
FEDERATION INTERNATIONALE DE SKI
INTERNATIONALER SKI VERBAND
Blochstrasse 2, CH-3653 Oberhofen Thunersee, Switzerland
Telephone:+41 (33) 244 61 61
Fax: +41 (33) 244 61 71
Website:+ (ftp:)
Oberhofen, June 2003
Page 2 of 41


1.
2.
3
4
5
6
7
8
9
Selection of Headjudge and Judges for FIS events: Halfpipe and Big Air.........4
Rights and Duties of FIS Snowboard Judges................ .........................................5
Judg ing Regulations................................... .................................................. ...............6
Qualifications – License (Halfpipe and Big Air)............................ ...........................8
Judges Training... .................................................. .................................................. .....9
Halfpipe Judging Criteria for FIS World Cup............................................... .........10
List of Materials.................. .................................................. .....................................13
Checkli st for Headjudge.................................. .................................................. .......14
Snowboarding basic trick dictionary.. .................................................. ..................16
10Trick Steno System...... .................................................. ..........................................27
11 Memoryboards...................................... .................................................. ..................28
12FIS Snowboard Judges Stand Requirements................................ ......................29
13Competition Format for FIS World Cup in Halfpipe..................... ........................30
14Construction of Competition Sites................................. .........................................33
15H alfpipe Site...................................... .................................................. ......................36
Air.................. .................................................. .................................................. ...37
17Competitors Equipment.................. .................................................. .......................38
18Public Address Syst em................................................ ............................................38
19Judges Stand for Big Air........................ .................................................. ................38
20Big Air Judging........... .................................................. .............................................38
21Big Air Judging criteria....................... .................................................. ....................39
22Tie Breaking for Big A ir................................................ ............................................40
23Big Air Site.................................... .................................................. ...........................41


ORGANIZATI ON
The Judges Manual includes official rules from the ICR, FIS-Points-Rules, COC-
Rules and WC-Rules. It is a highly recommended guide, but not an official rule book.
1.
1.2
Selection of Headjudge and Judges for FIS events: Halfpipe and Big Air
Selection Criteria
All Headjudges and Judges for the upcoming World Cup season will be
selected during the fall meetings of the FIS Snowboard Coordination Board at
the latest. The Judges for CoC- and FIS-Events will be selected when the final
calendar planning is completed.
1.3 Nations Nominations
The Nations propose the judges to the Judges Working Group*. The
Snowboard Committee approves the FIS SJWG proposal. In case of OWG,
WSC or WJC, the proposals of the FIS SJWG and the Snowboard Committee
are subject to the final approval from the council.
There are no maximum WC events for judges but rotation is strongly
recommended.
*) In case the SJWG proposes a judge, the respective National Association
has to approve the nomination in advance. The SJWG chairman to be
responsible for the Nations` confirmation.
OWG: Nations proposals to be made in the fall meeting approximately 18
months prior to the games.
WSC
WJC: Nations proposals to be made in the spring meeting approximately 12
months prior to the event.
WC: Nations proposals to be made in the fall meeting of the respective
season.
At level 2, 3 and 4 events several judges from the host nation will be allowed.
Lower level events can be used as test events for new formats (please see
WG minutes).
1.4 FIS SJWG meetings
Annual spring meetings of the FIS SJWG to be established and continued. In
any case, the FIS SJWG should meet during the finals or one of the last World
Cup events.
Page 4 of 41


2.
2.1
Rights and Duties of FIS Snowboard Judges
A snowboard judge has the right to:








Receive rule books and other materials to train as a judge
To have access to the judges stand during competition
Be reimbursed for their expenses (see item 5)
Receive daily compensation (see item 5)
Receive lift tickets during all training and competition days
Attend all official events and functions
Check results and judges memory boards
Attend all official trainings
2.2Duties of a snowboard judge:
• To have a thorough and complete knowledge of the FIS Snowboard rules.
• A FIS snowboard judge must attend a minimum of one international
judges clinic. each second year and also attend the national judges clinic
each second year to maintain the judging license.
• Have a valid license and be qualified to judge at the competition
concerned.
• Contributes to all judging decisions.
• Be bound by all the guidelines and rules set forth in the FIS snowboard
rule book.
• Follow the FIS Snowboard judging criteria.
• Maintain their judging standard qualification.
• Judge each rider without bias regardless of their person or nationality.
• Be at the judges stand 15 minutes before the start of the competition or at
the time announced by the Headjudge.
• Wait on the judges stand 15 minutes after the competition or longer if the
Headjudge requests.
• If necessary, check and help with the calculation of results.
• Be at the team leaders meeting before the competition day.
• Inspect the competition site in due time.
• Watch the official training.
• If a Snowboard judge does not follow these regulations in all points, the
license is subject to review by the FIS Snowboard Judges Working Group.
2.3 Rights and Duties of the Headjudge





Is appointed by the FIS SJWG
Shall have a valid judging license to Headjudge at the competition
concerned
Shall have a complete knowledge of the FIS judging procedure and follow
the rules and guidelines set forth therein.
Is responsible for the coordination of judges before and during
competition.
Is responsible to coordinate accommodation and transportation for all
judges at the competition in question.
Page 5 of 41












Is a member of the jury with voting rights.
Shall participate at all jury and team captain meetings whenever possible,
the HJ should present the panel of judges at the last meeting before
competition.
Is responsible to see that all judges follow the FIS Snowboard judges
criteria. If a judge does not follow the criteria, is not acting in a professional
manner or is unfit to judge, the Headjudge may replace the judge in
question. If there are no other judge available, the Headjudge can score
the event.
If six judges are present, the Headjudge does not give scores.
Check results and judging memory boards with the other judges and
confirm to the TD as soon as they are official.
Shall complete the Headjudge report within 1 day after the last competition
day. Copies to be sent to the Chairperson of the FIS SJWG and the FIS
office. These documents are confidential.
Inspect the location of the judges stand and construction at least one day
before the first competition day, any revisions required to the judges stand
to be presented to the TD prior to the last training day.
Ensure that the standard of the accommodations and transportation are
fulfilled:
- All the rooms should be booked in the same hotel.
- Hotels should be as close to the venues as possible.
- The Headjudge should have a single room.
- Scoring judges should also have single rooms. If single rooms are not
possible, no more than 2 judges are allowed per room.
- Organizers to supply contacts, names and phone numbers of hotel.
- Transportation from the hotel to the team captains meeting and to the
competition site has to be provided.
Is responsible to collect the money for expenses and daily compensations
for all judges from the Organizing Committee before the first day of
competition.
Is responsible for coordinating all judging requirements at site with the
event organizers and the TD.
3 Judging Regulations
3.1 Judging Procedure
• The judges use the FIS Snowboard criteria at each FIS competition
• The judges shall work independently, unless the Headjudge calls a
meeting.
• Each judge shall make a permanent written record of hisher scores at all
times.
• In the event of a protest, the Headjudge and judges involved shall review
the permanent written record and, if necessary, consult with other scoring
judges and use any other means available to the Headjudge to review the
protest. The Headjudge shall have the final say in determining the score
that will be used.
• No scores shall be released as official until verified and approved by the
Headjudge.
Page 6 of 41


• For open scoring the marks are shown to the public immediately after the
headjudges approval.
3.2 Number of judges
• At World Championships and Olympic Winter Games there will be 8
judges, this includes an assistant headjudge and a score verifier. Special
provision may be added for a reserve judge. It is mandatory that all scoring
judges be from different countries.
• There are 6 judges (including the Headjudge) at each FIS World Cup and
at FIS Junior World Championships.
• At FIS CoC and FIS level events, it is recommended to use 6 judges.
3.3 Travel Expenses
• The least expensive routes shall be used to calculate travel expenses.
Approval from the FIS Representative is required if higher expenses are to
be incurred.
• Expenses shall be reimbursed as follows: airfare to be lowest class: ground
transportation shall be paid; the mileage rate is: 0.5CHF per km. The rate
for additional passengers is: 0.1 CHF. Travel arrangements to be
approved by the FIS Representative.
• The daily allowance for judges is determined by FIS.
3.4Organizing Committee Costs
World Cups
To be described in the respective books of duties between FIS and the
Organizer.
Continental Cups (EC, NAC, SAC)
• At all Continental Cups the cost of travel and compensation must be paid
to the Judges by the organizer.
• The FIS SJWG can decide to use only five judges at these competitions.
• Lunch for judges on training and competition days.
• Accommodation and meals (see above for World Cups)
• Travel expenses to events. Car travel km charge is set at 0.5 CHF per km.
Air travel is to be booked at the lowest rates.
• The Judges compensation is to be paid for judging days and two travel
days only, (e.g. 2 days - Qualification and Final day) ie: day’s judged. The
compensation is 50 EUR per day.
• In the event of a cancellation, the judges will receive compensation for
days judged only. In the case of a competition being canceled the day of
the competition, if the judges are on the stand, they will get the
compensation for that day. The judges will get reimbursed for out of pocket
expenses incurred as a result of a cancellation, this includes advanced air
ticket.
Page 7 of 41


4 Qualifications – License (Halfpipe and Big Air)
FIS Snowboard Judges
A, A-prov, B, B-prov can be issued by the FIS SJWG only. National
associations can issue up to a C level license.
4.1 A-License
A-License Judges may judge at all levels of FIS Snowboard competitions.
Be Head Judge at all FIS competitions including Olympic Winter Games and
World Championships.
A-Prov
A-Prov Judges may judge at all FIS snowboard competition lower then OWG,
but not
Olympic Winter Games.
Be Head Judge at FIS World Cups, Continentals and lower.
B-License
B-License Judges may judge FIS World Cups, Continentals and lower.
Be Head Judge at FIS Continentals and lower.
B-Prov
B-Prov Judges may judge FIS World Cups, FIS Continentals and lower.
Be Head Judge at FIS Continentals and lower.
C-License
C-License Judges may judge FIS Continentals and lower.
A maximum of 2 C-License judges per Continental event is allowed.
Be Head Judge at all National events.
4.2
4.3
4.4
4.5
LicensesOW G
A-Judges
X
A-Head-Judges
X
A-Prov Judges
A-Prov Head- Judges
B-Judges
B-Head-Judges
B-Prov Judges
B-Prov Head- Judges
C-Judges
C-Head-Judges
WSC
X
X
X
WC
X
X
X
X
X
X
XCoC
X
X
X
X
X
X
X
X
X *
X*
FIS
X
X
X
X
X
X
X< br>X
X
X
NC
X
X
X
X
X
X
X
X
X
X
*) Only a maximum of 2 (two) C-licensed judges per FIS Continental Cup
competition
Page 8 of 41


4.6Prerequisite for a A-License
-Have judged a minimum of five (5) FIS World Cups in the last three years.
-Approved by the FIS Snowboard Judges Working Group.
-Have attended a minimum of one International FIS Judges seminars in the
last two years.
-Have been judging for a minimum of four (4) years.
Prerequisite for a B-License
- Have judged a minimum of three (3) FIS Continental Cups.
- Have judged a minimum of 1 FIS Snowboard World Cup in the last two
years.
-Approved by the FIS Snowboard Working Group.
-Have attended minimum of one International FIS Judges Seminar.
-Have been judging for a minimum of two (2) years.
Prerequisite for a C-License
-Have judged a minimum of five (5) competitions in their nations.
-Approved by the NGB Judges Working Group.
-Have attended at least one National Judges clinic.
In General
-A Nation can only issue a C-License. In order to get a higher license, the
judges need to attend an International FIS judge’s clinic and be approved by
the FIS Snowboard Judges Working Group.
Snowboard judges selection criteria for Olympic Winter Games
- A judge must have a FIS Snowboard A-License
- A judge has to be nominated by the FIS Snowboard Judges Working Group
- A judge must have been a judge at a minimum of eight FIS World Cups
(including FIS World Championships) two years prior to OWG.
- A judge should have a good command of the English language
- Judges should be from different areas, Asia, Southern Hemisphere, Europe,
Scandinavia and North America.
- A Headjudge should have been a judge (not a Headjudge) at the previous
Olympics.
- All National Associations can propose judges to the FIS SJWG, if they meet all
the criteria.
4.7
4.8
4.9
5
5.1
Judges Training
Sanctioning of International judges clinics
All International Judges clinicsseminars are sanctioned by the FIS SJWG.
Page 9 of 41


5.2Selection of proctorsinstructors
• It is mandatory that all proctorsinstructors for international judges clinics
have attended clinics and have been approved by the FIS SJWG.
• The proctorinstructor for international clinics shall be a FIS A license
judge.
• Anyone qualified to teach at international judges clinic must submit their
name in writing to FIS SJWG chair, three weeks before the spring FIS
meeting.
• Selection of the proctorinstructor will be based on a number of factors:
- Capacity to prepare the course material.
- Attitude
- Ability & Experience
- Knowledge of the sport
- Experienced Headjudge at FIS World Cups.
6
6.1
Halfpipe Judging Criteria for FIS World Cup
Five judges shall evaluate each halfpipe run using the follow criteria:
1 Judge
1 Judge
1 Judge
1 Judge
1 Judge
Standard Airs
Rotations
Overall Impression
Overall Impression
Overall Impression
6.2Standard Airs – 1 Judge
This is all maneuvers with less than 360 degrees of rotation. This includes
aerials with and without grabs, tricks on or near the lip, and handplants.
Emphasis for judging will be on execution, difficulty, and variety. Riders need
to perform no more than 50% of available hits in the halfpipe to maximize their
potential score for Standard Airs.
Criteria Considerations
Standard Airs are all “straight airs”, and include any trick with less than 360
degrees of rotation. These maneuvers may be grouped into several “sub-
groups” such as: straight airs, airs to fakie, fakie to forward, alley oops,
switchstance airs, handplants and liptricks. To score a high variety, a rider
should include a maneuver from as many sub groups as possible. For
example, performing different backside airs with grabs can show good variety,
but including a switchstance air, an alley oop, and an air to fakie, shows much
greater variety… as well as increasing the difficulty. More amplitude will also
increase the difficulty. For good execution the grab should be solid, the body
maneuvered into the appropriate position, and then the grab released… all in
one smooth motion.
Page 10 of 41


6.3Rotations – 1 Judge
This is all maneuvers with 360 degrees or more of rotation. This includes spins
(horizontal rotations), flips (vertical rotations), hybrids (combination of
horizontal and vertical rotations), as well as handplants and liptricks over 360
degrees. Emphasis for judging will be on execution, difficulty, and variety.
Riders need to perform no more than 50% of available hits in the halfpipe to
maximize their potential score for Rotations.
Criteria Considerations
Rotations can be separated into sub-groups including horizontal rotations,
vertical rotations and hybrids. A key point: a grabbed 540 is certainly better
than a 540 without grab. Again, variety plays a major role; poor variety may
mean doing 3 frontside 540´s all with different grabs - technically these are
“different”, but it doesn’t show high variety. More variety means doing
maneuvers that are more dissimilar, such as a 540, a 720, a McTwist, and a
backside 360. Good execution for rotations means being smooth, precise, and
under control during the trick. Difficulty increases with amplitude, and may
also be increased by including stalling andor off-axis combinations.
6.4Overall Impression - 3 Judges
These judges will score the run by evaluating overall precision, including the
execution of the run and the routine attempted. The OI judge evaluates the
precise nature of the run in relation to maneuvers attempted, both individually
and as a sequence. The overall composition of the run is most important as
the OI judge evaluates the sequences of tricks, the amount of risk in the
routine, and how the rider uses the pipe. The OI judges take falls into
consideration and can deduct up to 25 % of the points of the runjudge for
each fall.
Criteria Considerations
The OI judge looks at the overall routine of how the run progresses and flows,
taking everything into consideration. This means the amplitude, difficulty,
variety, pipe-use and execution of all tricks. Amplitude means the height of the
tricks preformed. Difficulty refers to not only the tricks performed but also the
placement of the tricks and the combinations used. Variety refers to a good
mix of Standard Airs and Rotations, performed on both walls of the pipe.
Execution refers to the stability, fluidity and control of maneuvers performed.
The OI judge is looking how rider puts together the run to show a variety of
tricks that are well executed and difficult. The OI judge looks at falls as not
only affecting the trick attempted, but also on the next few hits since the rider
may have lost momentum. The OI judges also consider the rider’s intensity,
smoothness and pipe-use. Thus high amplitude and higher risk taking will
increase a riders score, as will attempting a difficult maneuver at the beginning
of a run. Also sequences of tricks are important, for example, back to back
720´s may be more difficult than splitting them up in the run.
Page 11 of 41


6.5Deductions for falls will be as follows:
0.1 – 0.4
0.5 – 0.9
1.0 – 1.9
2.0 – 2.5
Unstable body, flat landings, missed airs, speed checks, flailing
and sketchets.
Using hand for stability, hand drags.
Minor falls, body contact with snow.
Major falls and complete stops.
6.6Finish Line
The finish line indicates the final point of take off that will be considered by the
judges. If a rider takes off and performs a trick on or before the line, the trick
(and any fall) will count.
6.7Split Scoring System: Considerations of the Judging Criteria
In the current system, the judges criteria is divided into three categories:
Standard Airs, Rotation, and Overall Impression (x 3). Each of the 5 judges
may give 0.0 – 10.0 points for a potential total of 50.0 points per run.
The split scoring system works as an integration of checks and balances. For
example, a rider can’t get a high score by impressing only the Rotations judge.
In order to get a good score the rider needs to impress all judges by making
sure to do well in each criteria. A good halfpipe run is not based on any one
thing, but it is based on everything as a whole. The key concept is balance…
this is what makes a good halfpipe run.
The main problem for the judge panel is to determine what’s the ideal and
what is not. To help judges in assessing a halfpipe run, three key concepts are
considered:
First we have the concept of “variety”. If the athlete can do a large number of
different tricks, he shows a high mastery of the sport and is thus better than
someone who can only do a limited number of maneuvers. A second concept
is “difficulty”. A good rider must be able to perform tricks that are difficult.
Third, each trick must be performed with ideal “execution”. This is where
discrepancies in judging are often being challenged…. What is ideal
execution? The answer - it’s up to the discretion of the judge, such is the
nature of a judged competition. For example: one who performs a method air
by barely bending his knees and just touching his board has not performed
the trick in a difficult and well executed manner compared to someone who
grabs his board, pulls it over his head, holds it, and straightens his legs. It’s up
to the judge to make this discretion.
Obviously, experience and observation are the keys when it comes to judging
execution, and difficulty. Therefore we must stress the importance of judge
training. The best snowboarder in the world may also be the best or the worst
judge. If a judge isn’t properly trained, his scores will reflect it in their
inaccuracy and inconsistency.
Page 12 of 41


6.8Tie-Brake
In the event that two or more competitors obtain the same score, the highest
overall impression total score in the tied run shall determine the winner. If the
overall impression scores are tied, the next step is to compare the individual
scores by judging criteria. The rider with the greatest number of higher scores
shall be declared the winner. If all of the above tie-break rules are the same,
then the rider with the highest standard air score shall be declared the winner.
7List of Materials
Judging Supplies
The Headjudge needs to receive from the organiser a variety of materials and
staff to run the Halfpipe event. This includes:
Supplies:- Access to a copy machine
- 10 copies of the official starting list
- Copies of Memory boards
40 of Overall Impression
30 of Standard and Rotation
- Box of pencils
- Pencil sharpeners
- Stapler and extra staples
- 1 hand calculator (as big as possible, fresh batteries)
- 2 large erasers
- Manila envelops (8 Total) for the score cards
- Score board for results close to Judge Stand and up on start
- Hot & cold drinks and a variety of snacks
- Tables for seven people
- Chairs for six people with backrests
Staff:- Official scoring secretary and three assistants to be used to run
scores, record runs on score board (only if used)
- Starter and co-starter

Furniture:
Page 13 of 41


8Checklist for Headjudge
Name of competition:
Before competition
o
o
o
o
o
o
Judges have been selected for competition
Judge A
Judge B
Judge C
Judge D
Judge E
Contact person from Organising Committee
Name of Contact person
Phone number
o
o
o
Transport has been organised by Organisations committee
Accommodation have been organised by Organisations committee
All the judges know the judge contact person
Arrival
oSki passes to all the judges
oFood coupons
oSee if judges have arrived
oCheck if the judges have good accommodation
oCheck if there is something special going on ex :beer tickets to Party
Check Halfpipe with Chief of Competition and TD
oInclination
oLength
oWidth
oFences
oStart area
oFinish area
Get input about Halfpipe from the coaches riders
Check judge stand with Chief of Competition and TD
oView over Halfpipe
oEnough height
oLarge enough
oStable
oIn the centre
Page 14 of 41


Competition Committee Meetings
First meeting
o Discuss competition program
oDiscuss the material you need (list of supplies)
oMeet chief of scoring
Second meeting
oDiscuss condition of Halfpipe
oTime schedule for program
OK from
oTD
oChief of comp
oChief of scoring
oSpeaker
oStarter
oAll assistants






Material for Judges Stand
oRadios
oBlankets
oFood and drinks (coffee, soft drinks, water)
oJudge cards, pencils, staples, memory boards, start lists etc.
Team captains meetings day before competition
oIntroduce judges
oReport from TD and chief of competition
oCompetition format and judging criteria
oPresent Halfpipe program
Judge meeting night before competition
oDiscuss the days official training in the pipe
oDiscuss condition of Halfpipe
oDiscuss judge stand
oSet the time for presence at the judge stand
oAssign judging criteria’s to judges
oTransportation issues if necessary to Halfpipe
Competition
o




Make sure that you have the FIS rule book
Arrive early to check:
oJudge stand
oFencing
oStart area
oFinish area
oDiscuss the order of seating
oDistribute starting lists and judge material to judges
Page 15 of 41


o
o
o
o
Practice scoring
Radio check with TD and starter
Placement of finish line ( last point of take off )
Check judge scores between qualification and finals
Post competition
oWait 15 min for protest time
oCheck result with chief of scoring
oFill in Headjudge report and send it to FIS judges sub committee
oParticipation at the award ceremony
oThank members of Organising Committee
oAll the judges have been paid
oAll the judges have transportation arranged
oClosure with TD
9 Snowboarding basic trick dictionary
Centre of balance and axis
Centre of Balance: Is located at the level of the navel, where the three axis
intersect.
Longitudinal axis: Runs across the width of the body, through the balance
point.
Vertical axis: Runs from the head to the feet, through the balance point.
Lateral axis: Runs from front to back, through the balance point.
POSITION OF THE FEET ON THE BOARD
Regular: Left foot front.
Goofy: Right foot front.
It is very important to know if a rider is Regular or Goofy. (R or G)
It will be mandatory in the inscriptions of an event that the riders write in if they
are Regular or Goofy also the Judges must observe and inspect each rider
during the trainings.
It is a very important fact for the judges, because they must know when a rider
goes with his basic or switch stance.
NormalForward: The rider goes forward in his basic stance.
Fakie: The rider goes backwards in his basic stance. The turn is around the
tail (the nose takes off before the tail).
Switchstance: The rider goes backwards with his stance switched, mirror
vice. A regular rider now goes like a goofy rider, and vice versa. The turn is
around the nose (the tail takes off before the nose).
Page 16 of 41


A REGULAR:
A GOOFY:
Stance NORMALFORWARD – Left front foot.
Stance SWITCHSTANCE – Right front foot.
Stance NORMAL –
Stance SWITCHSTANCE –
Right front foot.
Left front foot.
The tricks performed in Switchstance are more difficult, so it must be
accounted for in the scores.
Frontside Backside: Two turns directions can be determined. In Pipe the
reference is the lipwall, when the chest is in front of the lipwall (Frontside)
and if the back is against the lipwall (Backside).
Alley Oop: Trick Uphill, in opposite direction of the hill. A frontside trick is on
the backside wall and vice versa. All the tricks can be done with Alley Oop.
PARTS OF THE BOARD
NOSE = TOE SIDE
PARTS OF THE PIPE
LIP: Top of the pipe.
FRONTSIDE WALL: Front wall.
Frontside wall
A Regular:
A Goofy:
TRICKS
AIRS: Tricks over the lip of the pipe.
HANDPLANTS: Tricks in which the rider leans one or two hands on the lip.
LIPTRICKS: Tricks on the lip, not included in the other two classifications.
AIRS
Rotation under 360° (Around vertical Axis):
Backside wall
Mute
BS Air
Indy
BS
StalefishFreshfish
Back Hand tail sideBS Tailgrab
BS = Backside, FS = Frontside
Grab
Front Hand toe side
Front Hand heel side
Back Hand toe side
Back Hand heel side
Frontside wall
Slob
Lien Air
FS Air
FS Stalefish
FS Tailgrab
Backside wall
Riders Right
Riders Left
TRANSITION: Radius of the pipe.
BACKSIDE WALL: Back wall.
Riders Left
Riders Right
TAIL = HEEL SIDE
Page 17 of 41


To Tail:
To Nose:
To Rock:
Landing the tail knocking the lip.
Landing the nose knocking the lip.
Landing with the board over the lip. (The nose points out of the
pipe).
To Disaster: Landing with the board over the lip. (The nose points into the
pipe).
These types of landings must be done on purpose, they wont affect the riders
score as long as
Lien to Tail: A Fs air, front hand grabs the nose, and lands knocking with the
tail on the coping.
Body Jar: Bs Air landing with the tail on the coping. Similar Lien to Tail, but
only Backside.
Half Cabs: Fakie 180º to fakie.
Rotation over 360° (Around some axis):
Anyone of the previous airs can be performed with a rotation: 360º, 540º, 720º,
900º, 1080º, with or without grab:
Caballerials (Cabs): Fakie 360º around the vertical axis, BS or FS, (If it is
backside caballerial, it is simply caballerial). I.e. Caballerial Indy Nosebone,
Caballerial Tailgrab, Caballerial Lien to Tail...
Grab
Front hand toe side
Front hand heel side
Back hand toe side
Back hand heel side
Back hand tail side
STYLE OF THE TRICK:
Position of the legs on the board.
Nosebone: Back leg bent, and front leg boned (straigthened)
- FS Nosebone- Indy Nosebone
- Tailgrab Nosebone- Stalefish Nosebone
Tailbone: Front leg bent, and back leg boned.
- Mute o Slob Tailbone- Mc Twist Tailbone
- Stalefish Tailbone
Sad- Melanchollie-Melon: Similar Nosebone, but grabbing with front hand
heel side, and the nose points to the ground.
- Lien Sad- BS Sad
Mosquito: Same as Sad, but the nose points to the sky.
BsFs wall
Gay Twist
Less Twist
Caballerial Indy
Caballerial Stalefish
Caballerial Tailgrab
Page 18 of 41


Method: Is an air with the two legs bent with an angle 90º.
The body bends backwards. Only the grab is heel side.
-Lien Method-Bs Method
-Stalefish Method
Straight Legs: Is an air with the two legs straightened.
-Fs Straight Legs-Indy Straight Legs
Japan: Is a mute air with the front knee tucked.
Crossbone, Tweaked: An air with a straight back leg and crossing behind the
front leg.
- BS Crossbone- Lien Crossbone
John Thomas: Back hand grabs toe side, and the back leg tucked.
HANDPLANTS
Fs Invert: Front hand on coping, and back hand grabs toe side.
Miller Flip: Fs Invert 360º.
Unit: FS Invert 540º.
Bs Invert: Back hand on coping, and front hand grabs toe side.
Egg Plant: Front hand on coping, and back hand grabs toe side.
Egg Flip: Egg Plant 360º.
Mac Egg: Egg Plant 540°.
Andrecht: Similar Bs Invert, but grabbing heel side.
Layback Air: Only Fs. Back hand on coping, and front hand grabs toe side. (if
grabs heel side is named Andrecht Layback Air).
Ho-Ho Plant: Invert with the two hands on coping.
Elguerial: Fakie to Andrecht (360°). Also can de performed 540º or 720º.
Fs Handplant Stalefish: Similar Fs Invert, but grabbing Stalefish.
Bs Egg Plant Stalefish: Similar Egg Plant, but grabbing Stalefish.
Stilmasky: Back hand on Coping, front arm between the legs grabbing heel
side. (only Bs).
Jtear: Frontside 540º inverted, with back hand on Coping.
LIPTRICKS:
Rocks: The board lands perpendicular on coping, the nose points out of the
pipe.
-Rock to Fakie-Rock & Roll (Bs Rock) -Fs Rock.
Disaster: The board perpendiculary on coping, the nose points into the pipe.
-Fs o Bs Disaster -Cab to Disaster
Slides: Slide with some part of the board on coping, rails or some surface.
-Noseslide -Tailslide -Lipslide (Disaster Slide)
-Bs o Fs Rock Slide -Bluntslides-Nosebluntslides
Blunts: Board in vertical position with the tail on the coping.
-Blunt to Fakie -Bs o Fs Blunt
Noseblunts: Board in vertical position with the nose on the coping.
-Fakie Noseblunt -Bs o Fs Noseblunt
Revert: Land a trick reverting in the transition.
-Disaster Revert- Noseslide Revert
Nollie: Knock the snow with the nose and the tail takes off before.
Nose Pick: Static position with the nose on the coping.
Page 19 of 41


Fs & Bs Fifty- fifty (slide with the board in longitudinal direction, along the
coping).
Nosepong: Ollie forward knocking with the nose doing a nollie.
9.1Glossary of tricks
Air to Fakie: Any trick in the halfpipe where the wall is approached riding
forward, no rotation is made, and the snowboarder lands riding backward.
Alley Oop: A term used to describe any manoeuvre in the halfpipe where one
rotates 180 or more degrees in an uphill direction; that is, rotating backside on
the frontside wall, or rotating frontside on the backside wall.
Andrecht: A rear handed backside handplant with a front-handed grab.
Backside: The backside of the snowboard is the side where the heels rest;
the backside of the snowboarder is the side to which hisher back faces.
Backside Air: Any air performed on the backside wall of the halfpipe.
Backside Rotation: Rotating clockwise for a regular-footer, and rotating
counter-clockwise for a goofy- footer (e.g. backside 360). Note: When riding
switch-stance, the exact reverse applies and a regular-footer will rotate
counterclockwise and a goofy-footer will rotate clockwise.
Backside Turn: A turn where the heel edge faces to the outside of the turn
while the snowboard is riding on the toe edge. In other words, a right turn for a
regular-footer and a left turn for a goofy- footer.
Backside Wall: When standing at the top of the halfpipe and looking down
toward the bottom, the backside wall is the left wall for regular-footers and the
right wall for goofy- footers. If you ride straight down the centre of the halfpipe
your backside wall is behind you.
Bevel: The degree of angle to which the edges of a snowboard are tuned.
Snowboards used for racing and carving should have a greater bevel than,
say, a snowboard used in the halfpipe.
Blindside: A term given to any rotation where the snowboarder has oriented
themselves
shoulder. Such a technique usually increases the difficulty. (e.g. A backside
alley oop air in the halfpipe is often harder than a frontside alley oop air
because it is blindside).
Boned: A term used to explain the emphasis of style in a trick. In other words,
if someone
emphasis of the manoeuvre such that hisher legs or arms may appear
extended or stretched to a maximum degree. To
one or both legs.
Bonk: The act of hitting an object with the snowboard (e.g. A tail bonk could
be hitting a picnic table with the tail of the snowboard).
Caballerial (Cab): A halfpipe trick that begins fakie, spins 360 degrees, and
lands riding forward. Named after skateboarding guru Steve Caballero. Also
see Half-Cab and Gay Twist.
Canadian Bacon Air: The rear hand reaches behind the rear leg to grab the
toe edge between the bindings while the rear leg is boned.
Cant: A term used to describe the angle at which either foot is positioned
medial or lateral from a vertical axis. In other words, how much angle beneath
your feet from side to side bends your knees together or apart.
Page 20 of 41


Chicken Salad Air: The rear hand reaches between the legs and grabs the
heel edge between the bindings while the front leg is boned. Also, the wrist is
rotated inward to complete the grab.
Corkscrew: A term used to describe a sideways rotation, either free-riding or
in the halfpipe.
Crail Air: The rear hand grabs the toe edge in front of the front foot while the
rear leg is boned.
Crippler Air: An inverted aerial where the snowboarder performs a 180-
degree flip. In other words, the rider approaches a halfpipe wall riding forward,
becomes airborne, rotates 90 degrees, flips over in the air, rotates another 90
degrees, and lands riding forward.
Crossbone Method Air: A method air where the back leg is boned. See

Crooked Cop Air: Free-riding version of the mosquito air. See
Detune: The process of dulling, slightly, the edges of the snowboard. Most
people detune the edges around the nose and tail so they don't catch in the
snow.
Double Grab: Basically, doing two separate tricks while in the air. One goes
off of a jump, grabs the board one way, then grabs it in another way, then
lands.
Double Handed Grab: Simultaneously grabbing the snowboard with both
hands while in the air.
Duckfoot: A term used to describe stance angles with toes pointing outward,
like a duck.
Effective Edge: The length of metal edge on the snowboard which touches
the snow; it is the effective part which is used to make a turn. Therefore, it
does not include the edge of the tip and tail.
Eggplant: A one-handed 180-degree backside rotated invert in which the front
hand is planted on the lip of the halfpipe wall.
Elgeurial: An invert where the halfpipe wall is approached fakie, the rear hand
is planted, a 360-degree backside rotation is made, and the rider lands going
forward.
Erotic Air: Front hand grabs heel side, between the legs.
Fakie: A term for riding backward. See also Switchstance
Fall Line: The path of least resistance down any given slope.
Flat Bottom: The area in a halfpipe between the two opposing transitional
walls.
Flatground: Term used to describe tricks performed on a flat slope without
obstacles. (e.g. nose slide, blunt slide, tail wheelie, etc.)
Flex: Term used to describe the stiffness and pattern of how a snowboard
flexes, i.e., stiff, medium, soft.
Free-riding: Snowboarding on all types of terrain for fun. i.e., no contests, no
halfpipe, no gates, no rules, etc.
Freestyle Snowboarding: The kind of snowboarding which is mostly
associated with riding the halfpipe, but which may also be used to describe
any type of snowboarding which includes tricks and manoeuvres.
Fresh Fish Air: The backside version of the stale fish. See “Stale Fish”
Frog Air: Similar FS Air, with the arm between the legs
Front Hand: The hand closest to the nose of the snowboard. In other words,
the left hand for regular-footers and the right hand for goofy-footers.
Frontflip: Mortal front.
Page 21 of 41


Front Foot: The foot mounted closest to the nose. A regular-footer's left foot
and a goofy-footer's right foot.
Frontside: The frontside of the snowboard is the side where the toes rest; the
frontside of the snowboarder is the side to which hisher chest faces.
Frontside Air: A true frontside air is performed on the frontside wall of a
halfpipe and the grab is Indy. The indy grab is with the rear hand between the
bindings on the toe edge; in this particular manoeuvre, the front leg is usually
boned. Technically there is no such thing as a
it helps as a description. Also a frontside air can be any air performed on the
frontside wall of the halfpipe.
Frontside Rotation: Rotating counter- clockwise for a regular-footer and
rotating clockwise for a goofy-footer (e.g. frontside 360). Note: When riding
switch-stance, the exact reverse applies and a regular-footer will rotate
clockwise and a goofy-footer will rotate counter-clockwise.
Frontside Turn: A turn where the toe edge faces to the outside of the turn
while the snowboard is riding on the heel edge. In other words, a left turn for a
regular-footer and a right turn for a goofy- footer.
Frontside Wall: When standing at the top of the halfpipe and looking down
toward the bottom, the frontside wall is on the skier's right for regular-footers
and the skier's left for goofy-footers. If you were to ride straight down the
centre
of the halfpipe, you would be facing your frontside wall.
Fs Invert: Front hand on coping, and back hand grabs toe side.
Goofy-Footed: Riding on a snowboard with the right foot in the forward
position. In other words, the right foot is closest to the nose, furthest from the
tail, and in between the left foot and the nose.
Grab: To grab either edge of the snowboard with one or both hands.
Haaken Flip: An invert done in the halfpipe where the rider approaches the
frontside wall riding fakie. At the lip the rider flips backward into the pipe and
rotates 720 degrees spinning frontside down the pipe.
Half-Cab: Cannot be performed in the halfpipe. It is the free-riding version of
the caballerial in which one rotates 180 degrees from fakie to forward off of a
straight jump. Also see “Caballerial” and “Gay Twist”.
Halfpipe: A snow structure built for freestyle snowboarding. It consists of
opposing radial transition walls of the same height and size. Snowboarders
utilize the halfpipe to catch air and perform tricks by traveling back and forth
from wall
to wall while moving down the fall line.
Handplant (Backside): A 180-degree handplant in which both hands, or the
rear hand may be planted on the lip of the wall and the rotation is backside.
Handplant (Frontside): A 180-degree handplant in which the front hand is
planted on the lip of the wall and the rotation is frontside.
Handplant (Layback): A 180-degree handplant in which the rear hand is
planted on the lip of the wall and the rotation is frontside.
Hard Boots: Footwear designed for use in carving and racing. Boots are stiff
and may use hard plastics to provide maximum support. Similar to alpine ski
boots.
Heel Edge: A snowboard has two different edges. The heel edge is the one at
which the heels rest.
High Back Bindings: A binding system that includes a highback component
that extends perpendicularly from the board, lies flat against ones calf, and
Page 22 of 41


provides support for the back of the leg, especially for edging and turning on
the heel edge. Invented by snowboarder Jeff Grell.
Ho Ho: A general term given to any two- handed handplant.
Hucker: One who throws himselfherself wildly through the air and does not
land on hisher feet.
Indy Air: A true
between the bindings on the toe edge while the rear leg is boned. The term

Invert: A trick where the head is beneath the level of the board and the
snowboarder balances on one or two hands.
upside down at any given moment.
Inverted 180: See “Crippler”.
Inverted 540: See “McTwist”.
Inverted 720 (720 McTwist): An inverted aerial where the snowboarder
performs a 720-degree rotational flip. In other words, the snowboarder
approaches the wall riding forward, becomes airborne, rotates 720 degrees in
a backside direction while performing a front flip, and lands riding fakie.
J-Tear: An invert where the athlete rotates roughly 540 degrees in a frontside
direction while planting one or both hands on the lip of the wall. Invented by
Mike Jacoby.
Japan Air: The front hand grabs the toe edge in between the feet and the
front knee is pulled to the board.
Jib: Describes a type of riding that most closely resembles street
skateboarding.
flatground tricks.
Late: A term used to describe incorporating something into a trick just before
its completion and landing. (e.g. “A Method to Late 180” would mean doing a
method air and at the last possible second rotating 180 degrees and landing
fakie).
Leash: A retention device used to attach the snowboard to the front foot so
that it doesn't run away.
Lien Air: The front hand grabs the heel edge and the body leans out over the
nose. Must be done on the frontside wall. Named after skateboarder Neil
Blender (Lien is Neil spelled backwards).
Lip: The top edge portion of the halfpipe wall.
Lip Trick: Any trick performed on or near the lip of the wall of the halfpipe.
McEgg: An invert where the rider plants the front hand on the wall, rotates 540
degrees in a backside direction, and lands riding forward.
McTwist: An inverted aerial where the rider performs a 540-degree rotational
flip. In other words, the rider approaches the halfpipe wall riding forward,
becomes airborne, rotates 540 degrees in a backside direction while
performing a front flip, and lands riding forward. Named after skateboarder
Mike McGill.
Mc Hawk: Fakie 720° Mute. Double Gay Twist.
Melonchollie Air: The front hand reaches behind the front leg and grabs the
heel edge in-between the bindings while the front leg is boned.
Method Air: The front hand grabs the heel edge, both knees are bent, and the
board is pulled to level of the head.
Michaelchuck: An invert done in the halfpipe on the backside wall where the
rider does a back flip with a 180-degree backside rotation.
Page 23 of 41


Miller Flip: An invert where the halfpipe wall is approached riding forward, the
front hand is planted, a 360-degree frontside rotation is made and the rider
lands riding fakie.
Misty Flip: The free-riding version of the McTwist. It is a partially inverted 540-
degree front flip that is performed off of a straight jump. Therefore the
approach is riding forward and the landing is fakie.
Mosquito Air: A halfpipe trick in which the front hand reaches behind the front
leg and grabs the heel edge between the bindings. The front knee is then bent
to touch the board tuck-knee style.
Mute Air: The front hand grabs the toe edge either between the toes or in
front of the front foot.
Nollie: Much like an ollie, only you spring off of your nose instead of your tail.
See “Ollie”.
Nose: The front tip of the snowboard.
Nose Grab Air: The front hand grabs the nose of the snowboard.
Nose Poke Air: Any manoeuvre where you bone your front leg and
nose of the snowboard in a direction away from your body, usually while
grabbing. (e.g., Indy Nose Poke Air).
Nose Slide: To slide along the ground or an object solely on the nose of the
snowboard.
Nuclear Air: The rear hand reaches across the front of the body and grabs
the heel edge in front of the front foot.
Ollie: A method to obtain air without a jump by first lifting the front foot then
lifting the rear foot as you spring off of the tail.
Palmer Air: A kind of method where the grab is near the nose, the board is
pulled across the front of the body and the nose is pointed downward. Named
after Shaun Palmer.
Phillips 66: An invert where the rider approaches the halfpipe wall riding fakie,
plants the rear hand on the lip of the wall while doing a
the transition riding forward. Named after skateboarder Jeff Phillips.
Plate Binding: A binding system in which hard boots, similar to those used in
downhill skiing, are attached to the board by a flat
bindings. However, most snowboard bindings are non-releasable.
Pop Tart: Airing from fakie to forward in the halfpipe without rotation.
Quarterpipe: A halfpipe with only one wall. In other words, a snow-sculpted
shape that contains a transition and a vertical, and is used as a jump to catch
air.
Rail: There are two rails on a snowboard, each comprised of a sidewall and
an edge.
Rail Slide: To slide the rails of the snowboard onto almost anything, other
than a flat slope. Some good rail sliding surfaces include: fallen tree
brancheslogs, the coping of a halfpipe, a picnic table.
Rear Hand: The trailing hand closest to the tail of the snowboard. In other
words, the right hand for regular-footers and the left hand for goofy- footers.
Rear Foot: The foot mounted closest to the tail. A regular-footer’s right foot
and a goofy-footer’s left foot.
Regular-Footed: Riding on a snowboard with the left foot in the forward
position. In other words, the left foot is closest to the nose, furthest from the
tail, and in between the right foot and the nose.
Revert: To switch from riding fakie to forward, or from forward to fakie, usually
while the snowboard is still touching the ground.
Page 24 of 41


Rippey Flip: Backflip lien 360º.
Roast Beef Air: The rear hand reaches between the legs and grabs the heel
edge between the bindings while the rear leg is boned.
Rocket Air: The front hand grabs the toe edge in front of the front foot (mute)
and the back leg is boned while the board points perpendicular to the ground.
Rolling down the windows: A phrase used to describe when someone is
caught off balance and they rotate their arms wildly in the air to try and
recover.
Rodeo Flip: An invert done riding fakie or forward where the rider rotates
frontside or backside while fliping. Can be done with a 540, 720, 900 and
1080.
Sato Flip: An invert done on the frontside wall of a halfpipe where the rider
does a front flip with a 180-degree rotation frontside.
Seatbelt Air: The front hand reaches across the body and grabs the tail while
the front leg is boned.
Shifty Air: A grabless trick where the upper torso and lower body are twisted
in opposite directions and then returned to normal. Usually the front leg is
boned.
Sick (Slang): An expression used to describe something really exceptional--
clothing, a trick, a run, etc.
Sidecut Radius: The measure (usually in cm) of the circle radius to which the
sidecut of a snowboard corresponds. A small circle or sidecut (under 900 cm)
will make tighter turns than a large sidecut (over 900cm).
Sintered Base: High molecular-weight base formed by the heating and
compression of small fragments of P-tex. Sintered bases absorb and hold wax
better and are more durable than extruded bases, i.e. they are faster.
Sketching: The act of riding along precariously and nearly falling.
Slob Air: The front hand grabs mute, the back leg is boned and the board is
kept parallel with the ground.
Soft Boots: Footwear designed for use in freestyle and free- ride
snowboarding. Boots are soft and pliable and allow a large range of motion
while maintaining sufficient support.
Stalefish Air: The rear hand grabs the heel edge behind the rear leg and in
between the bindings while the rear leg is boned.
Stance: The position of one's feet on the snowboard. Includes: stance types,
such as regular or goofy, and also stance specifications, such as widths and
angles.
Step-In Binding: Binding system in which no major manual adjustment is
needed to attach and detach the boot from the binding. You simply
and then pull a lever or a latch to
well as soft boot binding configurations.
Stiffy Air: Any manoeuvre in which both legs are boned and a grab is
incorporated. (e.g. Mute Stiffy).
Switchstance (Switch): The term for performing a trick while riding backward.
It is important to note that it's a specific term given to a manoeuvre that is
performed exactly like riding forward. The only difference is the rider is going
backward as if heshe were a goofy- footer instead of a regular-footer, or vice-
versa, hence the term
switchstance. Also, see Fakie
Tail: The rear tip of the snowboard.
Tail Grab Air: The rear hand grabs the tail of the snowboard.
Page 25 of 41


Tail Poke: Any manoeuvre where you bone your rear leg and
the snowboard in a direction away from your body, usually while grabbing.
Tail Slide: To slide along the ground or an object solely on the tail of the
snowboard.
Tail Wheelie: To ride solely on the tail of the snowboard with the nose in the
air.
Taipan Air: The front hand reaches behind the front foot and grabs the toe
edge between the bindings. The front knee is then bent to touch the board
tuck-knee style.
Toe Edge: A snowboard has two different edges. The toe edge is the one at
which the toes rest.
Transition (Tranny): The radial curved section of a halfpipe wall between the
flat bottom and the vertical. A snowboarder pumps and rides the transition to
gain speed, to catch air and to land.
Traverse: To ride perpendicular to the fall line. A halfpipe rider traverses from
wall to wall in the halfpipe.
Tuck Knee: A technique where one knee is bent and the ankle bent sideways
to touch the knee to the snowboard between the bindings. (e.g. Tuck Knee
Indy Air).
Twin Tip: A type of snowboard designed for freestyle snowboarding. It has an
identical tip and a tail so that the board may be ridden similarly in both
directions.
Vertical (Vert): The vertical top portion of a wall in a halfpipe that allows the
snowboarder to fly straight up into the air and not out of the pipe or into the
pipe.
Wall: The wall of a halfpipe is comprised of a transition and a vertical section.
Wet Cat: A 900-degree rotation on a McTwist.
5050: To slide with the board parallel to the coping. Also see “Grind”.
180 Air: The snowboarder rotates 180 degrees in the air and lands riding
fakie. In the halfpipe, the rider approaches the wall riding forward, rotates 180
degrees, and lands riding forward.
360 Air: The snowboarder rotates 360 degrees in the air and lands riding
forward. In the halfpipe, the rider approaches the wall riding forward, rotates
360 degrees, and lands riding fakie. This trick may also be performed by riding
fakie and landing riding forward; in which case it is called a caballerial. See
“Caballerial”.
540 Air: The snowboarder rotates 540 degrees in the air and lands riding
fakie. In the halfpipe, the rider approaches the wall riding forward, rotates 540
degrees, and lands riding forward.
720 Air: The snowboarder rotates 720 degrees in the air and lands riding
forward. In the halfpipe, the rider approaches the wall riding forward, rotates
720 degrees, and lands riding fakie. Of course, it may also be performed
switchstance by riding fakie and landing riding forward.
900 Air: The snowboarder rotates 900 degrees in the air and lands riding
fakie. In the halfpipe, the rider approaches the wall riding forward, rotates 900
degrees, and lands riding forward.
Page 26 of 41


10Trick Steno System
10.1Non Rotations
Backside AirB Air To FakieAF
Frontside AirFStailfishSt
MuteMuN oseboneN
SlobSlJapanJ
IndyIFakie to ForwardF F
TailgrabTgStiffyS
LienLSadSd
Canadian BaconCbRoast BeefRb
Chicken SaladCsSeatbeltSb
CrailCrHandplantHp
Alley OopAuAndrecht HandplantAhp
HoHoplantHoplDew PlantDpl
10.2Rotations (Horizontal and vertical spins)
El geurialElg360°3
Miller FlipMf540°5
Frontside RodeoFR720°7
Rodeo Alley OopRau900°9
Haakon FlipH1080°1080
Crip plerC1260°1260
BackflipBf1440°1440
Caballeri alC
Gay TwistGt
Les TwistLt
MichealchukMch
McTwistMct
Page 27 of 41


11Memoryboards
11.1 Standard Airs & Rotations
Memory Boards Judge: STANDARD AIR & ROTATIONS
Women
Nr
Men Qualification: 1 2 Final: 1 2
0-22+3+4+5+6+7+8+9+NOTES
11.2 Overall Impression
Memory Boards Judge: OVERALL IMPRESSION
WomenMen Qualification 1 2 Final 1 2
NrNOTESFallTot0-22-34+5+6+7+8+9+
11.3 Big Air
Memory Boards Big Air Judge: 1 2 3
Men Qualification 1 2 Final 1 2 3
NrNOTES0-22+3+4+5+6+7+8+9+
Page 28 of 41


12 FIS Snowboard Judges Stand Requirements
Explanatory Notes:
1. Permanent, fully enclosed buildings are preferred.
2. Minimum size (HP) of stand interior to be recommended 11m x 3m for FIS
World Cup.
Requirements for FIS World Championships and Olympic Games may call for
the stand to be larger.
(e.g. TV, video, computer, sound)
3. The stand is positioned so that judges, announcers, scoring and timing can
see the entire course.
4. Entrance should be by staircase in the middle back of the stand, and have a
door to restrict access during competition. Alternately, an internal staircase
with entrance at the uphill back of stand can be used. Entry can never be
from the front of the stand.
5. The entire judges stand should be adequately heated.
6. ComputerAnnouncer section must be dry, heated and totally enclosed
against wind, snow and rain.
7. The stand is to have a sloping, waterproof roof. Cantilever roof in judges'
section as per detail below.
8. Clean 110 volt or 220 volt mains power to be provided to front and back of
the computerannouncer section.
9. The floor of the stand should be dry, slip resistant and free of obstacles and
holes.
10. It must be possible for the judges to have visual contact with the
announcer and scorer.
11. Portable toilet must be located close to judges stand.
12. IMPORTANT: If other users require space on the stand (i.e. TV, video,
sound), sizes need to be increased to accommodate them, however the
location and space reserved for FIS users should not to be compromised.
13. If the announcer, TV-Graphics and Copy machine is not more than 5 meter
away from the Judges Stand, than the size of the Judges Stand can be
smaller (minimum 6m x 2,5 m)
Page 29 of 41


13
13.1
Competition Format for FIS World Cup in Halfpipe
Single Format (Finals: one out of two)
All Participate
All Participate
4-15 from 1
st
Q
Participate
6-25 from 1
st
Q
Participate
6 Participate
10 Participate
6 Participate
10 Participate
1-3 Qualify
1-5 Qualify
1-3 Qualify
1-5 Qualify
Qualification 1
st
Run:Women
Men
nd
Qualification 2 Run:Women
(start order is reverse ofMen
rank from Q1)
Finals 1
st
RunWomen
(start order is reverse ofMen
Q2 and then Q1 rank)
Finals 2
nd
RunWomen
Men
Final Rank as followsWomen
1 -6
Men
7-15
16…….
1-10
11-25
26… ….
Best run of
Final Run 1 or 2
Result of Q Run 2
Result of Q Run 1
Best run of
Final Run 1 or 2
Result of Q Run 2
Result of Q Run 1
13.2Single Format (Finals: one out of two, all for 2:nd qualificatio n)
Women
Men
Women
Men
Women
Men
Women
Men
All Participate
All Participate
4-all from 1
st
Q
Participate
6-all from 1
st
Q
Participate
6 Participate
10 Participate
6 Participate
10 Participate
1-3 Qualify
1-5 Qualify
1-3 Qualify
1-5 Qualify
Qualification 1
st
Run:
Qualification 2
nd
Run:
(start order is reverse of rank
from Q1)
Finals 1
st
Run
(start order is reverse of Q2
and then Q1 rank)
Finals 2
nd
Run
Final Rank as followsWomen
1-6
7- …….
Men
1-10
11-25…….
Best run of
Final Run 1 or 2
Result of Q Run 2
Best run of
Final Run 1 or 2
Result of Q Run 2
Page 30 of 41


First run: both riders with an unbreakable tie at 5 (men) or 3 (women) advance
to the finals. One less rider advances from the second run. Second run: both
riders with an unbreakable tie at 10 (men) or 6 (women) advance to the finals.
There is one more rider in the finals.
13.3
13.4
Competition format for FIS Races and FIS Continentals in Halfpipe
Single format (Finals: two out of thre e)
Women
Men
Women
Men
Women
Men
Women
Men
Women
Men
Women
Final Rank as follows
7 – 15
16.......
Men1 – 10
11 – 25
26........
All Participate
All Participate
4 – 15 from 1
st
Q Participate
6 – 25 from 1
st
Q Participate
6 Participate
10 Participate
6 Participate
10 Participate
6 Participate
10 Participate
1 – 6Best two runs of
Final Run 1,2 or 3
Result of Q Run 2
Result of Q run 1
Best two runs of
Final Run 1,2 or 3
Result of Q Run 2
Result of Q Run 1
1 – 3 Qualify
1 – 5 Qualify
1 – 3 Qualify
1 – 5 Qualify
Qualification 1
st
run
Qualification 2
nd
run
(start order is reverse of
rank from Q1)
Finals 1
st
Run
(start order is
reverse of Q2
and then Q1 rank)
Finals 2
nd
Run
(start order is reverse of Final
Run 1
st
)
Finals 3
rd
Run
(start order is reverse of Final
Run 2
nd
)
Page 31 of 41


13.4Single format (Finals: two out of three, all for 2:nd qua lification)
Women
Men
Women
Men
All Participate
All Participate
4 – 15 from 1
st
Q Participate
6 – 25 from 1
st
Q Participate
1 – 3 Qualify
1 – 5 Qualify
1 – 3 Qualify
1 – 5 Qualify
Qualification 1
st
run
Qualification 2
nd
run
(start order is reverse of
rank from Q1)
Finals 1
st
Run
(start order is
reveres of Q2
and then Q1 rank)
Finals 2
nd
Run
(start order is reverse of Final
Run 1
st
)
Finals 3
rd
Run
(start order is reverse of Final
Run 2
nd
)
Final Rank as follows
Women 6 Participate
Men10 Participate
Women6 Participate
Men10 Participate
Women 6 Participate
Men10 Participate
Women1 – 6
7 – ......
Men1 – 10
11 – ........
Best two runs of
Final Run 1,2 or 3
Result of Q Run 2
Best two runs of
Final Run 1,2 or 3
Result of Q Run 2
13.5
13.6
Competition format – only for FIS races in Halfpipe
Heat Format
Qualification:
Riders will be grouped into heats of 25-35 riders and all riders will receive two
runs.
Finals:
20 men and 10 women are qualified for the finals.
Best run out of two will be used.
Final ranking as follows:
Women 1-10 Best run out of 2
11-endResult of Qualification
Men 1-20Best run out of 2
21-endResult of Qualification
They will be scored based on the FIS judges criteria with a separation system,
standard airs,
rotations, amplitude and 2 x overall impression.
Double-up Format (only for Qualification)
Two groups of three judges (level A-B), all judging overall impression. Every
competitor will receive 2 qualification runs and be judged from both judge
groups (A-B).
The best score from group A and group B will be added as a result.
20 men and 10 women are qualified for finals.
Finals will be scored based on the FIS judges criteria with a separation
system, standard airs, rotations, amplitude and 2 x overall impression.
13.7
Page 32 of 41


13.8Jam-Session (only for Finals)
12 men and 6 women will be in Finals.
Two groups of three judges (A-B), all judging overall impression. Each
competitor to ride a total of 1 hour. The 2 best scores out of their runs added
together will be the final result.
14 Construction of Competition Sites
14.1Halfpipe
Halfpipe Definition
The Halfpipe is a channel constructed in the snow. The bottom of the Halfpipe
is almost flat and it should be small bent with a nice continuation from the
transition of the walls. The walls are concave and elevated to almost vertical.
The Halfpipe is orientated directly in the fall line. The riders go from one wall to
the other, to achieve the greatest Amplitude and the most difficult tricks.
Technical Data---Oversized Pipe
TECHNICAL DATA
I
L
W
H
T
Inclination
Length
Width
Inner height walls
Transition Radius
Should be as an ellipse!
VVertical
FRoll out deck
DDrop in Area
OOutside fence from
Banners
FBanner fence from wall
MINIMUM
15°
120 Meter
15 Meter
4.2 Meter
5.0 Meter
RECOMMEND
ED
16,5°
130 Meter
16.5 Meter
4.5 Meter
5.2 Meter
MAXIMUM
18°
150 Meter
19 Meter
5.0 Meter
5.8 Meter
40cm@ 8550cm @ 8560cm @ 85
1 Meter 1,5 Meter 2 Meter
Flat to 2 Meters
0,5 Meter
1,5 – 2 Meters
The steeper pipe…. the wider pipe, the flatter pipe….the narrower pipe.
The radius of the walls should be as an ellipse and should not be built as one
radius!
14.2Quantity of work
It is necessary to build the pipe at least 10 days before the event and the pipe
should be ready 3-5 days before the competition. To build the walls you need
1-2 snowcats; it takes approximately 15 hours (longer in bad snow conditions).
After the snowcats have completed the base of the walls, you need a pipe
machine to make the whole pipe (walls, transition, bottom) smooth. If there is
no pipe machine, you will need at least 10-15 people working with shovels to
do the job of the pipe machine.
Page 33 of 41


Starting platform
The starting platform is for the riders to drop into the pipe; it needs to be
identical across the entire pipe. There should not be any disadvantage for
regular footed or goofy footed riders. The platform should be flat and
horizontal in order to allow the riders to start without slipping down the pipe.
To access the platform, it is practical to cut wide steps in order to walk up on
the top of the wall. During competition these steps should be outside the pipe
and not in the inrun of the pipe. Then riders will sit in the steps and putting on
their boards. In bad snow conditions, the platform can easily be made of
metallic staging, wood boards and only a few inches of snow.
Inner height of walls
The inner height of walls is constant from the top of the pipe to the bottom.
Finish area
The finish area is extended past the end of the pipe and should be flat and
level. The judges stand is almost at the end of the finish area and directly
facing the pipe.
14.3Choosing the site
Altitude
It is not advisable to build a Halfpipe at an altitude which cannot guarantee
permanent snow through out the season.
Public Access
It is most beneficial to situate the competition stadium closest to public areas
like the base facilities, lift stations, restaurants and villages. Thus providing
easy access for spectators.
The Site
The site should be around 60 m wide, The Halfpipe, with decks included, must
be estimated at 20 m. Also 20 m on each side of the pipe should be available
for snowcats work. The site should be about 150 m in length. Allow 100 m for
the pipe itself and 50 m for the finish, with the judge’s platform included.
The Slope
The slope must be between 14 – 22 degrees for the inner slope of the
channel. It is understood that the slope can be corrected when the Halfpipe is
constructed but this demands more snow and more work. The slope can be
broken at the start to the finish, but the inner slope of the pipe needs to be
constant.
Page 34 of 41


Lay of the land
A natural channel can be used, providing that the snowcat can pass in the
channel and work on the top of the walls. The arrangement of a natural
channel or the construction of an artificial channel in the terrain reduces
considerably the snow construction and the maintenance of the pipe. Much
less snow is necessary.
Lift, Electricity and Accessories
When choosing a site it is important that the facilities for material
transportation, public transportation and electrical installations should be taken
into the consideration
Orientation
NORTH or SOUTH orientation is the best while NORTH orientation
guarantees permanency of the pipe and least maintenance, it is the worst for
photographers (rarely sunny, half-lights, etc.) Riders suffer more from the cold
with the walls often hard and icy.
SOUTH orientation is the best. It is warm for the public, for the riders and the
organizers. It is also ideal for photographers but it requires more maintenance.
If the site is oriented EAST or WEST, one of the Halfpipe walls will be exposed
to sunshine all day while the other is in shadow. One wall will be soft from the
sun and the other wall will be icy because of the shadow.
Snow
A considerable amount of snow must be moved for the Halfpipe construction.
About 1500 – 2000 Cubic meters of packed snow. Equipment to take snow
from an upper area down to the Halfpipe site is very important.
Page 35 of 41


15Halfpipe Site
Page 36 of 41


16.
16.1
Big Air
Big Air Technical Data for FIS World Cup
In- Run
Pitch:
Length:
Width:
Flat area before jump:
Jump
Width:
Height:
Take off angle:
Jump take off to knoll:
Landing Hill
Pitch:
Width:
Length:
Transition to flat:
Finish Area
Width:
Depth:
Pitch:
5m minimum
3m - 3.5m
25°
12m
33°
22m minimum
35m
10m
30m
30m
0° - 3°
(±2°)
22°
60m
8m minimum
0° for 5-10m
(±2°)
(±2m)
16.2Big Air, Competition site
The Big Air site must conform to Specifications.
The Big Air site must be finished and ready for training at least one day before
the start of competition. The drop in must allow the rider to have the correct
speed for the jump and the landing has to have the correct angle to
accommodate both flips and spins.
16.3Training
Training for the Big Air is mandatory. There will be a starter at training to
regulate the flow of the
riders. Training times will be communicated by the Chief of Comp. during the
first TC meeting.
Page 37 of 41


16.4Competition Format for FIS World Cup
MenWomen
MenWomen
MenWomen
MenWome n
MenWomen
MenWomen
All Participate
7 – all from
1
st
Q Participate
12 Participate
12 Participate
12 Participate
1 – 12
13 – 25
26........
1 – 6 Qualify
1 – 6 Qualify
Qualification 1
st
run
Qualification 2
nd
run
(start order is reverse of
rank from Q1)
Finals 1
st
Run
(start order is reverse of
Q2 and then Q1 rank)
Finals 2
nd
Run
Finals 3
rd
Run
Final Rank as followsBest run of
Final Run 1, 2 or 3
Result of Q Run 2
Result of Q Run 1
All runs are scored in the Big Air contest. Since the limited field size impacts
final standings the entire field of twelve men and eight women will be ranked.
All other competitors will be ranked according to their highest score of the
two elimination round jumps
17
17.1
17.2
Competitors Equipment
Bibs
As per FIS specifications.
Helmets
Helmets are required as per FIS rule 2307. All competitors and forerunners
must wear
Helmets manufactured for snowboardingor ski racing allowing clear vision.
Public Address System
Music will be used at Big Air events. The sound system must be powerful
enough for the
Competitor to hear the music clearly and without distortion while at the top of
the Big Air course.
The chief of sound is responsible for the tapes or CD's during the
competition.
19Judges Stand for Big Air
The size of the scaffolding area must be 6-10 meters by 2-3 meters (see item
nb. 12). The judges viewing area should be constructed to provide ample
room for the appropriate number of officials and to provide room for viewing
and all proper amenities for the operation of the competition.
20Big Air Judging
• For each Big Air Event, 5 judges will be present during the entire event,
plus the Headjudge. The highest and the lowest score will drop out and
then add the three middle scores together.
18
Page 38 of 41







21
Judges must give scores during the Big Air events in accordance with the
Big Air judging Criteria. They must be available to the Head Judge during
preparation and throughout the event.
Judges can use score cards to mark score by bib number and must keep
a memory board to note the tricks, falls and other specifics.
No discussions are allowed concerning competitors scores unless
initiated by the Headjudge.
No competitor, team representative, or spectator will be allowed to
approach the judges stand or speak with the judges during the
competition.
Any protest or problem arising from the judging will be dealt with by the
Headjudge and the competition jury.
Big Air Judging criteria
Each Judge shall use a ten point scoring system. Judges will score by tenths
i.e. 3.8, , 7.3, 9.8 etc. Each judge will evaluate the run by overall impression
and dividing the run into different components:
1. Control of the trick
- Execution
- Difficulty
- Control
Amplitude
Landing
2.
3.
21.1Control of the trick
When the rider performs his trick he must show a perfect master of it.
Execution of the trick has to be smooth, that means the body must be in good
balance, arms have to be in control and not trying to keep balance by “opening
the window” and shaking all around. Spin has to be demonstrated in one
unique movement with a rhythm equal from beginning to the end. Rewinds in
landings are not penalized if they are clearly done on purpose (i.e. land switch
and revert to ride normal).
The grab (s) chosen has must be held as long as possible during the spin.
Furthermore it has to be sharp. Unclear grabs such as quick double grabs and
small handtouches are not good.
Basically we can say that if the movement performed by the rider looked easy,
it is well done and executed.
The trick should be performed with good execution and high difficulty.
21.2Amplitude
In Big air, amplitude is qualified by the combination of the height and the
length of the jump done by the rider from the take off to the landing spot.
Because it is more difficult to master a trick with a bigger hang time, with the
same execution of a trick, the rider with bigger amplitude will get more points.
Page 39 of 41


A trick must be performed in a safe manner - not too long or too short is the
best solution.
21.3Landing
The landing is the final part of a trick (“the rider touches the snow again after
completing his trick”). It is also the part of the trick that makes the difference
between a completed trick and a non- completed one. In order to separate the
completed trick from incomplete tricks, judges are deducting points for a bad
landed trick.
Deduction range
0,1 - 0,9 point for minor fault: hand drag
1,0 - 1,9 points for medium fault: two hands down, reversing the trick due to
instability
2,0 - 2,9 points for major fault: body contact with the snow
3,0 points for huge faults: the board is not the first thing to touch the
snow
The deduction is taken from the score that would have been given with a
correct landing.
For example, a rider not under control in the air could get 4,5 points for the
trick and 2,5 deduction for a major fault, that would give him a score of 2,0
total.
22Tie Breaking for Big Air
Ties will be broken as follows:
22.1Elimination Rounds
Round 1: Competitors tied for 6th place men will be qualified for the finals.
When a tie such as this occurs the number of qualified riders from Round 2 will
be reduced accordingly to allow 12 men in the finals.
Round 2: Ties in round two will be broken by the highest round 1 score. If still
tied the riders ranked on the same final qualifying place will advance to the
final which will increase the number of competitors in the finals.
22.2Finals (combined best two out of three different jumps): For a three run
final the competitor with the highest single score (of the two combined scores
used for the final ranking) will be the winner. The jumps should be different, if
they are the same, only one will count of these two. If both of these are tied
then the competitor with the highest non-combined score (3rd score) will be
the winner. If these are tied, both competitors will remain tied and receive the
same rank.
Page 40 of 41


23Big Air Site
Page 41 of 41

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