FSRL Wake Foil Race Rules and Format

FSRL WAKE FOIL FORMAT


The FSRL Wake Foil format is designed for riders to showcase their best foil maneuvers on the wake behind the boat. Riders are given two passes to perform their tricks and will be scored by a panel of 3 judges. Judging is subjective and riders will be awarded for creativity, difficulty, execution and style.

The Course

The course should be between approximately 750′ to 900′ or 230-275 meters long which is about 45-60 seconds, marked at either end of the water by boat course buoys.  There will also be a fall buoy (3/4 buoy) positioned three quarters of the way along the second pass. If rider falls past this buoy, the run is over for that pass. It is the contestant’s responsibility to be aware of where these buoys are located at each event.  The event organizer and/or chief judge may opt not to use the ¾ buoy.

The Run


The rider will enter the course when they pass the first buoy and scoring will begin. Riders can do as many maneuvers as they want until they reach the end of course buoy.  Riders may initiate a move prior to the buoy but must land or complete the move near or at the buoy to receive credit for the trick. There must be a majority by all scoring judges to discredit a move for “out of course”. After the rider exits the course the boat stops, turns around and then gets the rider up again for the second pass. 

The 3/4 buoy placed near the end of the second pass. If the rider falls after this buoy they will not be picked up. This is because the boat wont have enough time to get up to speed for the rider to do any tricks.

If a rider falls in their run they will be picked up from the place where they fell and continue their run. Each rider gets two pickups and will be done on their 3rd fall.

There is no maximum or minimum number of tricks required, although riders are encouraged to perform big, clean, well executed, powerful tricks.  Riders should emphasize quality over quantity, while demonstrating the range and limits of their abilities. These abilities should include, but are not limited to, performing a variety of moves, taking each move to its limit, and showing creativity and fluidity.  Every trick the rider performs will be evaluated in the scoring based on overall impression. Each contestant will be judged only against the other riders in the heat, using the subjective categories ONLY to arrive at a single combined score.

Communication

It is the sole responsibility of the rider to communicate to the driver before leaving the dock to verify the proper speed of the boat.  Riders must also communicate any specifics i.e.…side of the wake that will be surfed, transfers, etc. There will be NO re-rides due to miscommunication.

Falls

A rider may have one out of course fall only before the start of his/her first pass.  A fall between the first and second pass, being the first out of course fall, may also be used as the riders out of course fall. A rider may switch boards between courses. Out of course falls cannot be used for practice

Judging


Each contestant shall be judged on one complete, individual run.  That run will be compared against other runs from the same heat and ranked only against those runs. There are no predetermined points for any tricks.  The judging begins when the rider enters the course and ends when the rider finishes their second pass or falls for the third time.

Scoring
There will be three judges all writing down the riders tricks.  Each judge’s score will be worth 33.3 percent of the overall score.  The judge will give each rider a score from 1 to 10 taking into account the D.R.I.V.E criteria.  The three judges scores will be averaged together to come up with an overall score out of 100. There will be no predetermined values for placing.  Each judge will analyze the rider’s runs based off of the DRIVE criteria and score them appropriately. Judges will be able to reward as well as penalize riders according to the performance of their runs.

D   –   difficulty

R   –  risk

I    –   intensity

V   –  variety

  –   execution

Difficulty

Trick difficulty (Technical Difficulty) – This is simply defined as how difficult each trick is based on a number of variables. Spins, carves, turns, airs, grabbing your board and the way a rider lands all subjectively define how difficult certain tricks are in comparison to others.

Risk

Linking difficult tricks

Trick difficulty in relation to the course.

Speed, Power and Flow of trick(s)

A rider opening their run with a technically difficult trick would be considered high risk.

Risk is also demonstrated by how a rider performs their tricks and whether or not they display a sense of “putting it all on the line” in order to better their opponents.

Intensity

Judges look for how big or high the rider is taking each of their tricks as well as the speed, power and commitment that goes into the trick.  This is typically noted on the judges sheet by a plus sign, “+”. If the trick was incredibly powerful, and the judge will place 2 plus signs next to it on the judges sheet, “+ +”. The same goes for tricks done small or weak may have a minus “-“ sign.

Variety

A variety of tricks performed in a pass is what judges are looking for in order to determine the most versatile rider.  Examples would be foiling frontside and backside, airs, different grabs, unique lines and carves.

Execution

Completion of the Trick – This is essentially how the trick was performed and that the rider is in control. Control and poise during the trick shows the rider is confident in that trick and thus it is well executed.

The Landing execution – This is simply how clean the landing/completion was of the trick. If the rider butt-checks, drags a hand, over rotates to avoid falling, or looks out of control after they have completed a trick this can negatively affect the execution category.

FLOW —  Flow is when a rider can execute their tricks together to make them look like they connect smoothly from one to another.  Dead water is not showing flow or composition.

General

Creativity of course management and time is crucial in achieving a smooth, flowing run.  Riders that take the time to plan out their run, plan the path they are going to take will be rewarded in this area.  Riders that can link creative tricks/maneuvers will also be rewarded. Judges will be looking for riders that use up the full time, and length of the course.  Wasted water will reflect negatively towards the rider’s score.

Falls are simply a missed trick and course time is lost.  You will not be judged down for falls, but this can take away from the overall look and flow of a riders run. Riders are allowed 2 falls.  The run ends on 3rd fall. Riders may use two different boards in their run. Boards may be swapped between passes or during a pick up from a fall.  Riders may request transfers on the waves at any point during their run. There is no limit to the number of transfers. There will be no re-rides for miscommunications on transfers.