Summary

The judging guidelines are outlined below in order to assist competitors in focusing their efforts in the right way.

Scoring

The head judge will state how many wave and how many jumps are to count in each heat. This is usually stated during the briefing at the start of each day or at the start of each session. It will also be written on the main scoreboard. The scoring waves and jumps quantity will be changed based on conditions so make sure you know how many of each are going to score for your heat!

Each sailor will receive a score for each jump or wave ride they execute during their heat. If 2 waves and 2 jumps are to count for your heat then your total score will be made up of your best 2 wave scores plus your best 2 jump scores.

Scoring may also be weighted to encourage wave riding over jumping, this will be explained by the head judge. So, for example all wave scores may be multiplied by a factor of say, 2.

Jump Guidelines

Below are a broad generalisation of highest scored manoeuvres to lowest scored manoeuvres.  The scores next to them are just to give a guideline for judges and a not a rule.

  • A jump is marked higher for being higher, stalled, one handed and landed well.
  • A jump is scored lower for being low, messy, out of control and crashed landings.
  • A very high jump will not be marked down much if the landing is wet as long as the sailor is in a water start position.
  • As a general rule, the judges want to see what you can do, not what you are learning to do.
  • New manoeuvres are encouraged, but only if executed in a controlled fashion.
  • All jumps will be classed in one of these 4 categories.
    • F – Forward rotating jump
    • C – Combined jump (Table/forward, Double)
    • B – Backward rotating jump
    • J – Normal jump
  • Maximum of 2 jumps will be scored from any one category. (This encourages a variety of manoeuvres and eliminates the need to mark down repeated moves.)
  Low   High 
1. DOUBLE FORWARD LOOPS 6 7 8 9 10 11
2. TABLE TOP FORWARDS 5 6 7 8 9 10
3. PUSH LOOPS 4 5 6 7 8 9
4. CLEW FIRST LOOPS 4 5 6 7 8 9
5. BACK LOOPS 4 5 6 7 8 9
6. TABLE TOPS 3 4 5 6 7 8
7. FORWARD LOOPS 2 3 4 5 6 7
8. CHEESE ROLLS 2 3 4 5 6 7
9. HIGH JUMPS 1 2 3 4 5 6
10. LONG JUMPS 0 1 2 3 4 5

Wave Riding Guidelines

Sailors are judged on the fundamental principles of wave riding – speed, fluidity and your proximity to the critical section i.e. ride in the critical section and combine a selection of backside and front side riding with “off the lip style manoeuvres”.  Points are awarded firstly for the wave selection and the quality and length of the ride and secondly for the manoeuvres pulled off during the ride.

Listed below is a generalisation of the highest scoring to lowest scoring manoeuvres pulled off on a wave.  To score well all of these should be executed or landed on the wave.

  • Off the Lip back loops;
  • Off the lip 360;
  • Off the lip forward loops;
  • Table top aerials;
  • Off the lip aerials;
  • Forward loop in chop;
  • Body drags;
  • Chop hops;

Wave Riding Notes

  • Transitions will only score if executed either on to or off the wave.
  • If it is difficult to determine individual waves then the entire sail in (from outside to inside transition) will count as one wave score.
  • If a sailor is on a wave at the end of the heat, this wave will be scored until the sailor exits the wave.
  • Sailors who sail down the line looking for the spot to do one “big move” will not be scored as highly as someone riding the wave.
  • To gain maximum points sailors should demonstrate as wide a variety of different skills as possible.
  • To encourage progress in wave sailing, new manoeuvres will be scored highly but only if executed in a controlled fashion.