Traditional Culture Encyclopedia - Traditional festivals - Gyro competition rules

Gyro competition rules

Gyro competition rules

According to the rules of gyro competition, gyro has a history of at least four or five thousand years in China. In life, many people like to play gyro and even take part in some gyro competitions. Before you take part in the competition, you must know the rules of the competition, so that you won't foul in the competition.

Gyro Competition Rules 1 (1) Competition Method

After the game starts, the referee will whistle to signal the offensive and defensive players to be in place. Players must wind the gyro with whip rope in the preliminary area.

The referee whistled and signaled the defender to spin the top with clear gestures. The defender can rotate the gyro at any point outside the rotation area. (Gyro must be placed in the rotating zone) After spinning the gyro, the defender should quickly return to the defensive reserve zone, and the referee will immediately whistle and send out an attack signal. The attacker must complete the attack within 5 seconds after the attack signal is sent.

(2) Competition rules

1, effective attack and invalid attack The following situations are effective attacks:

(1) Gyroscope must be wound with rope whip.

(2) Put the gyro directly into the rotating zone.

(3) Hit the opponent's gyro.

(4) Attack after the referee gives the attack signal.

(5) Finish the attack within 5s after the referee sends out the attack signal.

Failure to meet any of the above five items is regarded as an invalid attack.

2. Dead lump is judged as dead lump under the following circumstances:

(1) The spiral is placed outside the rotating area.

(2) After the referee gives a clear signal, remove the defensive equipment or loosen the rope.

(3) Although the gyro has been rotating in the rotation zone, it stops rotating within the effective attack time.

(4) Step on the sideline of the spinning area.

Treatment of dead tuo: the referee puts the gyro flat head down on the dead tuo point in the rotating area, and the attacking player attacks. After the dead tuo is hit by the attack gyro, whether it rotates or not, it is regarded as stopping immediately.

3. In the following cases, stop running is judged as stop running:

(1) The gyroscope is at rest.

(2) The gyro keeps rolling.

4. Stop in an effective attack. Under the premise that the attack gyro is still rotating on the field, the following conditions are judged as stop:

(1) makes the defensive gyro out of bounds.

(2) Stop the defense gyro immediately.

5, rotating victory In an effective attack, the gyroscopes of both the offensive and defensive sides rotate on the field, and the defensive gyroscopes stop before the attacking gyroscopes.

6. Rotation In an effective attack, the following situations are judged as rotation:

(1) The gyroscopes of the offensive and defensive sides are out of bounds at the touch (in no particular order).

(2) The gyroscopes of both the offensive and defensive sides stop running on the field at the same time.

(3) The defensive gyro stops immediately and the offensive gyro goes out of bounds.

(4) When the attacking gyro touches the defending gyro, it stops immediately and the defending gyro goes out of bounds.

(5) Attack the gyro to kill Tuo and then go out of bounds.

(6) Stop attacking the gyro immediately after killing Tuo.

7. In an effective attack, the following situations are judged as negative rotation:

(1) Both the offensive and defensive gyroscopes rotate on the field, and the offensive gyro stops before the defensive gyro.

(2) The offensive gyro stops immediately, and the defensive gyro is still rotating on the field.

(3) The offensive gyro is out of bounds and the defensive gyro is still rotating in the field.

When the referee makes a decision, the attack and defense are over. Only offensive and defensive players can enter the effective rotation zone to retrieve the gyro.

Athletes are only allowed to take part in the competition with equipment that has passed the referee's inspection. If the equipment is damaged during the competition, you can apply to the referee for replacement. After the referee checks and agrees, the replacement will be completed within 1 minute.

(3) Penalties for violation of regulations

1, violation of the following conditions can be judged as violation:

(1) After putting it in place, the defensive player fails to return to the defensive reserve area or withdraw from the effective rotation area in time.

(2) After the referee sends out the attack signal, before the final judgment, any part of the attacker's body or whip directly exceeds the attack area (non-vertical principle).

(3) It takes more than 1min to change equipment twice in the same session.

(4) the order is wrong.

(5) Invalid attack.

(6) Effectively interfere with each other.

(7) impolite behavior.

Step 2 punish

(1) warning.

The following situations are judged as warnings: it takes more than 5 minutes to replace the equipment for the first time; Players have slight impolite behavior in the game.

(2) fine.

The attacker fouled and was sentenced to lose the opportunity to attack. The defender was sentenced to death for violating the law. If the criminal violates the law after being sentenced to death, the attacker will be sentenced to 4 points.

(3) issue.

Athletes who fight and swear at the competition venue may be sent off depending on the seriousness of the case. The player's previous performance is valid, allowing the team to substitute and continue to participate in the competition. If the team changes players, when the player sent off belongs to the attacking team, all subsequent rounds will be judged as invalid attacks; When the player is on the defensive side, the attacking side will be fined 4 points each time.

Gyro competition rules 2. Gyro sumo.

L, prepare a cardboard box (with an opening), and the box with the wedding cake is the best.

2. Place the carton on the ground and draw a line 3 ~ 5 meters outside the carton as the starting point.

This game is played by two people at a time, and the order depends on guessing fists. Both of them retreated behind the line and successively drove the gyroscope into the carton. Because both gyroscopes are rotating at high speed in the paper box, one of them will be knocked out of the box when they collide, and the one that is pushed out will lose. If one of them doesn't drive the gyroscope into the box, it will also be regarded as a loss.

Second, free whipping.

1. Everyone can freely choose a place in the open space and spin his gyro.

2. The person who stops the gyro fastest loses. He must nail the gyro to the ground and let others attack. Start with the person who has been spinning the gyro for the longest time, aim his gyro at the gyro on the ground and hit it. At this time, if the gyro material is not good, it will split in half. If the gyro splits from it,

It opened and the nail fell. The nail belongs to the person who knocked it out. At this time, you can play a new game.

If the gyro is still intact after being nailed by everyone, then the next time you lose, this person doesn't need to take out the gyro and be attacked (with immunity).

Third, draw a circle.

Draw a circle on the ground with a diameter between one step and two steps, and draw a triangle in the middle of the circle. Everyone hits their own gyro in the circle and makes it spin out of the circle. Sometimes the gyro will be fixed in the circle and rotate motionless. It can circle and hook the circle with a rope. As long as it rotates outside the circle, it is alive. If you stop, you should put it in a triangle and be punished by knocking at the door.

Fourth, the tournament.

Gyroscope for ring race, with long upper shaft and short lower shaft. Find a thin rubber ring or a thin iron ring with a round hole in the middle. When the gyro rotates, quickly put the rings in your hand in the center of the upper shaft, one at a time, until the gyro stops. Whoever gets the most rings wins.

Fifth, go to the stream.

Draw a line width of about 50 meters to 100 meters on both sides of the pioneering land (depending on the number of people in the venue), and more than two people can play to 10 and 20 digits. The person who turns first and falls fast is a ghost. From A to B, anyone who plays ghosts will alternate when the top does not turn. Everyone can nail ten times with a gyro.

Top Competition Rule 3: The top half is round and the bottom is pointed. It used to be made of wood, but now it is mostly made of plastic or iron. When you play, you can wrap it with a rope and pull it hard to make it rotate upright. Or rotated by the elastic force of a spring.

The traditional ancient gyro is roughly an inverted cone made of wood or iron, and the game is split with a whip. Gyroscopes emitted by transmitters have been used in modern times.

Of course, there are also some "hand-twisted gyros" that are very popular. Gyroscope is a toy that teenagers are very familiar with. Popular all over the world. China is the hometown of gyro. A stone gyro was unearthed in the Neolithic site in Xia County, Shanxi Province, China. It can be seen that gyroscopes have a history of at least four or five thousand years in China.

Extended data:

It is generally believed that playing a gyro is a toy thrown by a wooden gyro, that is, after winding the gyro with cotton rope, throwing the gyro by hand and rotating it around the gyro nail; In addition, in Chinese mainland, some people whip the gyro to keep it spinning; In order to popularize gyro skills and increase learners' learning motivation,

Cleverly used other methods (hat, waste tire, spring, friction principle, single-headed bell, clothes rack, etc. ) made many novel children's play works related to the gyro, and even added batteries and colorful light bulbs to the gyro to make it spin.