.........rules of the game
CHALK DUST!
Don’t waste energy arguing with the referee; know the rules and play by them!
![]() | SKILLOUTWhipFlipp SKILL OUT relies on speedy reaction, skill, dexterity and creativity. By playing the ball vertically only, WhipFlipp can even be played in the midst of the city rush: the space of a beach towel and plenty of sky above is all that’s needed for a skill out. A player tries to perform as many sack-skills as possible over a period of one minute. The highest number of points scored according to the SACK-SKILL LEVELS wins. More ... |
![]() | SEESAWWhipFlipp SEESAW is a duel game. It consists of two separate playing areas set at a distance from one another. Each team has to defend their area. The goal is to plant the ball in your opponent’s playing area. The game involves dynamic volleys. This means that approaching balls are rebounded directly. The game is played in three sets. More... |
![]() | HURRICANEIn WhipFlipp HURRICANE, high precision is what’s needed. The idea is to aim for a funnel at the top of a 9 – 14 meter high pole. |
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![]() | RULES TO SKILL OUTThe player launching the ball is the ‘chucker’, while the player trapping the ball is the ‘sacker’; a player always performs both roles. |
SKILL OUT SOLO | |
![]() | RULES SEESAWThe player throwing the ball is the ‘chucker’, while the player who traps the ball is a ‘sacker’; a player always performs both roles. |
| PLAYING AREA WhipFlipp SEESAW consists of two separate playing areas set at a distance from one another. The “court” is a 6m × 6m square, marked on the ground. The two ‘COURTS’ are between 5 and 8 meters apart. The COURT size can be adjusted according to the numbers of players. COURSE OF THE GAME The players chuck the ball to each other, as in see, saw, see, saw… With one ball, three sets of up to 20 points are played. A set is won when there are at least two points difference between the teams. The court’s line is considered part of the ‘in’ playing area. The spot where the ball hits the ground counts, in or out. If in doubt, the serve has to be repeated. SERVE The first team to serve is determined by flipping a coin. Always serve from BEHIND the court line. The balls have to be served above the player’s heads. Low balls are disallowed. Balls can be served with a REFLEX (2 hits – bounce and reflex) or directly. If the service ball grounds without player contact or contact with another WhipFlipp in front of the server’s court, the serve is deemed a first service error and can be retaken. If a double service error occurs, it is disallowed and cannot be retaken. In the event of this, the opposing team gets to serve. SERVE SWITCH The serve only switches to the opposing team after a point has been scored by them. Every time the serve is switched, the members of the serving team each rotate one playing position. VOLLEYS The balls are chucked back either directly or indirectly to the opponent’s court. No more than three ball contacts per team are allowed before the ball is chucked back to the opponent. BOUNCE/REFLEX counts as two ball contacts. TWILIGHT ZONE The ‘OFF’ area between the two COURTS is called the TWILIGHT ZONE. Should the ball stray into the TWILIGHT ZONE, it can be saved by deflecting it back into the ‘home’ COURT. The chucker has to leave the TWILIGHT ZONE again and, with the third ball contact, the ball has to enter the opponents COURT. HIT: 1 POINT The chucker who can plant the ball into the opponents COURT wins the team 1 point. OFF-ERROR: 1 POINT If the ball lands in the OFF or the TWILIGHT ZONE, the opposing team wins a point. LOST-ERROR: 2 POINTS If the ball bounces out of the WhipFlipp or a body hit in the ‘home’ COURT – a dead duck, it results in 2 points for the opponents. SKILL-ERROR: 1 POINT If the ball is caught with a sack-skill in the ‘home’ COURT, the opposing team gets a point. EXPANDER: 3 and 5 POINTS If a sacker can catch a ball in the OFF with a sack-skill (level 01 or 02) the team gets 3 points. All sack-skills (level L03 and HS) count as 5 points. (for level points, see skill manual). The sacker has to be outside the COURT. What counts is the position of the feet. After the catch, the sacker freezes until the referee blows the whistle. If the ball, however, is still within the COURT, it is counted as a skill-error. Should the ball be sacked within the GROUND, it counts as a SKILL-ERROR! It is not allowed to shift the ball from the GROUND into the OFF. Should the SACKER attempt, but fail to catch the ball, the CHUCKER gets a point regardless of whether the SACKER touched the ball or not. What matters is the position in the OFF. | |
![]() | RULES HURRICANEThe player throwing the ball is the ‘chucker’, while the player who traps the ball is a ‘sacker’; a player always performs both roles. |
PLAYING AREA |
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