Russell Cup Rules and Procedures

Download the original Microsoft Word document for rules and procedures.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

Long Jump

The long jump will be conducted on the eastern runway outside of the first turn

 

Each competitor shall be allowed three (3) preliminary trials. Nine (9) finalists will be allowed a fourth trial. The top six (6) after the fourth round will be allowed a fifth trial. The top three (3) after the fifth round will be allowed a sixth and final trial. The preliminary trials will be conducted in flights using a jumping order. The finals will begin at the conclusion of the prelims.

 

Foul Jumps

1.  Athlete's foot over the scratch line of the board

2.  Athlete runs across the board and through the pit

3.  Athlete walks back through the pit after landing

4.  Athlete doesn't complete jump in 60 seconds

5.  Athlete touches outside the pit before exiting

 

Measurement

Measure...

              to the nearest mark in sand.

              perpendicular to the board (use straightedge to extend board)

              to the lesser 1/4".

Do not measure fouls, keep the event moving.

 

Tie Breakers

Ties are broken by awarding the higher place to the athlete with the second best mark.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

Triple Jump (Hop, Step and Jump)

The triple jump will be conducted on the infield runway.

 

Each competitor shall be allowed three (3) preliminary trials. Nine (9) finalists will be allowed a fourth trial. The top six (6) after the fourth round will be allowed a fifth trial. The top three (3) after the fifth round will be allowed a sixth and final trial. The preliminary trials will be conducted in flights using a jumping order. The finals will begin at the conclusion of the prelims.

 

Landing patterns- Right, Right, Left, Sand or Left, Left, Right, Sand

 

Foul Jumps

1.  Athlete's foot over the scratch line of the board

2.  Athlete runs across the board and through the pit

3.  Athlete walks back through the pit after landing

4.  Athlete doesn't complete jump in 60 seconds

5.  Athlete touches outside the pit before exiting

 

Measurement

Measure...

              to the nearest mark in sand.

              perpendicular to the board (use straightedge to extend board)

              to the lesser 1/4".

Do not measure fouls, keep the event moving.

 

Tie Breaker

Ties are broken by awarding the higher place to the athlete with the second best mark.

 

The triple jump boards are farther from the sand than the long jump board.  The boys generally use the farthest board and the girls the next closer one.  Ask which board the athlete is using before he/she jumps, so you know which one to watch.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

High Jump

Athlete must jump off one foot.

 

Missed Attempts

1.  The crossbar is knocked off

2.  The athlete touches the pit or the ground beyond the plane of the crossbar without clearing the bar.

3.  The athlete knocks the crossbar off exiting the pit or steadies the bar.

4.  The jump is not completed within 60 seconds after being called.

 

Points to remember

1.  Official should stand at one end of the crossbar.

2.  Three consecutive misses at any height eliminates a competitor.

3.  Passes do not count as miss.  Passes at 3 consecutive heights would allow a jumper one practice jump without a crossbar. The athlete must enter competition at that time.

4.  The bar is never to be lowered except during a jump off to break a 1st place tie.

4.  The standards are not to be moved once competition has begun.

 

High Jumping Myths

1.  MYTH: If the athlete makes it out of the pit before the bar falls it is a legal clearance. FACT: It doesn't matter where the athlete is if the bar falls.  It's still a miss.

2.  MYTH: Jumper can't exit under the bar.  FACT: It doesn't matter where the athlete exits.

 

Tie Breaking

1st tie break- Fewest number of misses at last height cleared.

 

2nd tie break- Fewest total misses during the competition.  Remember passes do not count as a miss.

If these three criteria do not break the tie, then it remains a tie unless it's a tie for first place.  A jump off would then occur, ask for help if you don't know the procedure.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

Pole Vault

A vaulter's weight must be at or below the rating of the pole.  The pole must have its rating marked at the top of the pole in 1" letters.  Each coach must turn in a form verifying each vaulter’s weight.  Failure to use the correctly weighted pole results in disqualification from the event.  The pole must also have a band near the top of the pole indicating the maximum hand hold height.  Holding above this band will result in a failed attempt.  A second violation will result in disqualification.

Vaulters may not tape hands or use gloves.

 

Failed Attempts

1. Vaulter or pole knocks crossbar off.
2. Vaulter bumps the standard and knocks the crossbar down.
3. Standards aren't 40 cm to 80 cm behind the stop board of the box.
4. Vaulter attempts to climb the pole.
5. Vault is not completed within 90 seconds after being called.
6. The pole or vaulter’s body touches any part of the pit or the ground beyond the vertical plane of the stop board of the box.

NOTE: A broken pole does not count as a missed attempt.

 

Points to remember

1.  Three consecutive misses at any height eliminates a competitor.

2.  Passes do not count as miss.  Passes at 3 consecutive heights would allow a jumper one practice jump without a crossbar.

 

Pole Vaulting Myths

1.  MYTH: If the athlete makes it out of the pit before the bar falls it is a legal clearance. FACT: It doesn't matter where the athlete is if the bar falls.  It's still a miss.

2.  MYTH: If the pole travels under the crossbar into the pit, it is a miss.  FACT: If the crossbar stays up it is legal.

 

Tie Breaking

1st tie break- Fewest number of misses at last height cleared.

 

2nd tie break- Fewest total misses during the competition.  Remember passes do not count as a miss.

If these three criteria do not break the tie, then it remains a tie unless it's a tie for first place.  A jump off would then occur, ask for help if you don't know the procedure.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

Shot Put

Each competitor shall be allowed three (3) preliminary trials. Nine (9) finalists will be allowed a fourth trial. The top six (6) after the fourth round will be allowed a fifth trial. The top three (3) after the fifth round will be allowed a sixth and final trial. The preliminary trials will be conducted in flights using a jumping order. The finals will begin at the conclusion of the prelims.

 

Shot must be put with one hand above the shoulder.

NO tape is allowed on the hand or fingers.  Only the wrist may be taped.

 

Foul Attempts

1.  Shot lands on or outside the sector line.

2.  Athlete does not pause after entering the ring.

3.  Athlete touches the painted circle or outside the circle.  The inside edge of the board is OK

4.  Athlete touches the top of the stop board.

5.  Athlete does not exit the back half of the circle.

6.  Athlete does not complete the trial within 60 seconds.

 

Position: Official should stand to the side of the stop board.

 

Measurement

1.  The end of the tape is placed at the closest part of the indentation to the ring.

2.  Pull the tape through the center of the ring and measure at the inside edge of the stop board.  Measure to the lesser 1/4".

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

Discus

Each competitor shall be allowed three (3) preliminary trials. Nine (9) finalists will be allowed a fourth trial. The top six (6) after the fourth round will be allowed a fifth trial. The top three (3) after the fifth round will be allowed a sixth and final trial. The preliminary trials will be conducted in flights using a jumping order. The finals will begin at the conclusion of the prelims.

 

NO tape is allowed on the hand or fingers.  Only the wrist may be taped. Aweight lifting belt may be worn.

 

Foul Attempts

1.  Athlete does not pause after entering the ring.

2.  Athlete isn't completely inside the circle before starting the throw.

3.  Athlete touches outside the circle.  The inside edge of the ring is OK.

4.  Discus lands on or outside the sector line.

5.  Athlete does not exit the back half of the circle.  Athlete can't leave the ring until the discus has hit the ground.

6.  Athlete does not complete the trial within 60 seconds.

 

Measurement

1.  The end of the tape is placed at the closest point to the ring where the discus hits the ground.  Sliding distance doesn't count.

2.  Pull the tape through the center of the ring and measure at the inside edge of the ring.  Measure to the lesser 1", that's all.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

Timing & Judging

Gun is up command

1. Stop what you're doing.

2. Make sure your watch is cleared.

3. Focus on starter's gun.

Start the watch on the gun's smoke, not the sound. 

Stop the watch when the athlete's torso crosses the line.

 

1.  Know what place you are picking before the race begins.

2.  Watch the runners until they are 15 meters from the line.  Focus on the entire finish line and make your choice.  Your first impulse is the best, go with it.

3.  If there is someone else also picking your place, confer with them before making final decision.

4.  Report the athlete's name, place and time to the head timer.

 

PLACE takes precedence over TIME.  The judges' picks are what counts.  If a lower placed athlete has a faster time, that athlete's time is adjusted to fit the place.  The place is not changed.

 

Hand timing can only be accurate to a tenth of a second.  Therefore hand times are always rounded up to next higher tenth. 

For example:  A watch showing a time of 11.61 seconds is reported as 11.7 seconds.  Only a time such as 11.80 seconds is not rounded up.  It is reported as 11.8 seconds.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays

 

Relays

Baton must be handed, not thrown.

Baton exchange must be made within the 20 meter exchange zone.  The position of baton in the zone is what matters, not where the runners are.  The exchange is completed when the baton is in the hand of the outgoing runner.

 

Dropping the baton isn't automatic disqualification.

1.  If baton is dropped outside the exchange zone, only the athlete who drops it may pick it up. 

2.  If the baton is dropped inside the exchange zone, either athlete may pick it up.

 

Disqualification occurs if...

1.  Relay team makes the exchange before or after the exchange zone.

2.  Relay team runs out of its lane.

3.  A relay team impedes or interferes with another relay team, before after or during an exchange.

4.  Baton is thrown after the finish of the race.

 

An athlete may stand in front of the exchange zone before the pass is made.  This 10 meter zone is designated the acceleration zone.  A small triangle on the track shows the beginning of this zone.  The athlete may start anywhere after this mark.

 

Long Jump | Triple Jump | High Jump | Pole Vault | Shot Put | Discus | Timing | Relays