The SRC will have 5 competitions:
Moshi Kame Division.
Beginners Division Trick Ladder.
Intermediate Speed Ladder.
Advanced Division Knockout Competition.
Best Trick (Freestyle).
...Plus BONUS GAMES throughout the afternoon.
Competitors may only enter one of Beginner, Intermediate or Advanced, but may enter all the other categories.
11.30 Doors open
11.30 - 13.00 Arrival, registration for divisions, meet, chat & general play
13.30 Registration for divisions ends
13.30 Moshi Kame Division
14.00 Beginners Division
14.45 Intermediate Division
15.15 Advanced Division
16.00 Moshi Kame Final
16.15 Intermediate Division Final
16.20 Advanced Division Final
16.35 Best Trick Comp
17.00 Prize giving, photos, relax!
17.30 Leave Hall.
18.00 Meet up for food!
Beginners Trick Ladder.
(Advisory skill level guide: 10th Kyu - 1st Kyu players)
If a player enters the Beginner division, then they can not enter the Intermediate or Advanced divisions.
Players start at trick number 1. If a trick is completed successfully, the player moves on to the next trick in the list. Players are allowed a total of 3 misses for the whole ladder. (If their first 3 misses are on one trick, they may proceed to the next trick). A player's 4th misses signals the end of their run.
The player who gets furthest through the list wins. In the event of a tie, the player who reached the highest level without missing is the winner.
If the game is still tied after this, then players will compete in Moshikame, each player having one minute to complete as many catches as possible. Their run ends at the first drop, or after 60 seconds, whichever comes first.
English name (Clarification)
1. Big Cup
3. Moshi Kame (3 catches). (No rimshots allowed. Start from hanging.)
4. Orbit (Orbit must be around the ball, in any direction)
5. Spike (No spin on ball)
6. Flying Top (Ball must completely leave the spike)
9. Around Japan
10. Lighthouse (Hold still for 3 seconds)
Intermediate Speed Ladder Division
(Advisory skill level guide: 1st Kyu - Pre-Dan players)
If a player enters Intermediate Division, then they cannot enter Beginners or Advanced.
Players must complete all the tricks, in order, as fast as possible. If you miss a trick, keep trying until you get it before moving on to the next trick.
English name (Clarification)
1. Knee Bounce
2. Around The World
3. Aeroplane (From Held start)
4. Spike (No spin on ball)
5. Earth Turn (including Swing In start)
6. Trapeze Acrobats (Minimum 2 rotations)
7. Moshi Kame x 10
Advanced Knockout Division.
(Advisory skill level guide: Pre-Dan and above players)
If a player enters the Advanced division, then they can not enter the Beginner or Intermediate division.
Players compete in pairs. A random trick is drawn, and the players attempt it once each. If one player succeeds and the other fails, the successful player gets 1 point. If, after 3 attempts each, no player has scored a point, a new trick is drawn. The first player to 2 points proceeds to the next round.
In the final, the first to 3 points will be the winner.
For the early rounds, tricks are randomly selected from #1-8 on the list. For the Quarter Finals, from 5-12, for the Semi-Finals, from 9-16, and for the final, from 13-20.
Early Rounds tricks:
1. Knee Bounce (Start with a Big Cup)
2. Aeroplane (Start with the ken held)
3. Swing to Pinkie*
4. Slip-on-Stick (Ball must stay in contact with spike)
5. Around The World
6. Faster Than Gravity (Arm must be fully straightened. Initial movement must be downwards)
7. Pull-up Whirlwind Big Cup
8. Bat (Hold still for 3 seconds. Grip must not touch cross-piece or spike)
Quarter Final Tricks:
9. Reverse Swing In (Ball must fly between hand and body)
10. Thumb Trap (Hold for 3 seconds)
11. Orbit The Cups (Orbits must be around the ball, in any direction)
12. Jumping Stick (no adjustments between aeroplane catch and the throw)
Semi Final Tricks:
13. Gunslinger Spike
14. Around Europe
15. Bird & Turn In (Hold Bird for 1sec minimum. Ball must turn 360˚ onto the spike)
16. Suicide Aeroplane (aka Spacewalk)(only 1 backswing allowed)
17. Moon Landing (Hold still for 3 seconds)
18. Lighthouse Somersault (Hold 1st LH for 1sec, 2nd LH for 3secs)
19. Rotor Blade (aka UFO)
20. Suicide Swing In (aka Moon Circle)
*Players with 'fat fingers' may opt out of this trick as soon as it is drawn, and a replacement trick will be chosen. Any player who wishes to opt-out must demonstrate their finger-fatness. (If the widest part of the pad of the finger is visible below the ball, that's an official fat finger.)
Best Trick Competition
While the judges are tallying the scores and positions for Beginner, Intermediate and Advanced divisions, a Best Trick competition will be run. Music will be played for 10 minutes maximum, and the stage will be open for anyone to come up on stage and attempt any trick. If they succeed, a judge will write down their name and trick. At the end of the 10 minutes, the judge will present a short-list of Best Trickers for the audience to vote on.
The ball must not be spinning when in the start position.
All tricks must be performed with a BKA-approved kendama.
Competitors must own their own kendama.
For multi-stage tricks, no adjustments may be made to the string with the free hand. Similarly, the ball may not be re-positioned after an initial catch, before moving on to a later stage.
Only UK and UK-resident players may enter.
The judges' decisions are final.
1. Bat-Erdene Nyamdavaa 167 catches in 60 seconds
2. Matt 74 catches in 60 seconds
3. Simon 22 catches in 60 seconds
Place. - Name - Highest Level Reached (# of misses, Highest level with 0 misses)
1. Simon 10 (3, 4)
2. Andy 9 (4,6)
3. Sandra 5 (4,0)
1. Bat-Erdene Nyamdavaa* 39.91 seconds
Place. - Name - Points scored (misses)
1. Matt 8 (6)
2. Sam 6 (11)
3. Jon 1 (5)
4. Bat-Erdene Nyamdavaa* 0 (3)
*The winner of the Intermediate was promoted to also compete in Advanced.
1. Matt - Lightning Drop 1-Turn Lighthouse>Somersault>In
2. Jon - Behind the arm Aeroplane Drop
3. Bat-Erdene Nyamdavaa - Hanging 1-Turn Aeroplane
4. Sam - Hanging Pirouette