Content . Search the site .

WHIPFLIPP POPUP

go to Katalog

→ TO THE SHOP

lesson 01
lesson 02


SPIELFELD .........rules of the game

CHALK DUST!

Don’t waste energy arguing with the referee; know the rules and play by them!

Iconskillout

SKILLOUT

WhipFlipp 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 ...

Iconseesaw

SEESAW

WhipFlipp 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...

Iconhurricane

HURRICANE

In 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.
In the eye of the storm the ball comes to rest. The players however, never rest. Duration of the game: 10 minutes. The goal is to get as many hits as possible.
More...

 

Iconskillout

RULES TO SKILL OUT

The 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
WhipFlipp game for X amount of players
During a “CUT”, the players perform as many skills as possible for one minute. Each sack-skill is followed by a new one, never by the same one. If the ball is dropped during a CUT, the previously performed skills don’t count. The amount of CUTS is determined before the game starts and depends on the amount of players. It is played over 9 CUTS.
Before starting a SKILL OUT, the level of difficulty is arranged. The levels L01, L02, L03 and high score for each sack-skill are explained in the skill manual.
In the end, the highest amount for sack-skills performed in the CUT is what counts.

SKILL OUT DUEL
WhipFlipp game for 2 players
Two players have a ‘rally’ in a playing area of about 15m × 5m. Each serve has to pass a middle line.
‘Sacking’ the ball with a sack-skill scores points. (L01 to highest score). The highest amount of scored sack-skill points wins. Dropping the ball will result in one point for the opposing player. A serve into the “OFF” also results in one point for the opposing player.
Only high serves are allowed.
The players take turns serving.

SKILL OUT DUO
WhipFlipp game for 2 players
Two sets of players pass a ball to each other. Points are scored with the level numbers of the sack-skills. If a ball is dropped, the points are annulled.
The game is played in one CUT. The duo that scores the highest number of points wins.

SKILL IN OUT
WhipFlipp game for 2 teams
One team is positioned around a circular playing area. In the centre of the circle is the first ‘chucker’. He serves a high ball and leaves the playing field immediately to make room for the next player. The second player tries to catch the first player’s ball with a sack-skill. The level number is the amount of points scored.
The second player now sends the ball flying high, leaving the playing field immediately to make room for the third player, and so on. If the ball is dropped during a CUT, the previous points will be annulled.
Each team has to reach the 50 points margin. The first team to reach the 50 points wins.

FREESTYLE SKILL OUT
In FREESTYLE SKILL OUT there are no rules, no time limits and no points to be scored.



GET UP

Iconseesaw

RULES SEESAW

The 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.

GET UP

Iconhurricane

RULES HURRICANE

The 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
The circular playing area, with a diameter of 10 meters, is marked beforehand. This is called the ’DOME‘.

EYE
The ’HURRICANE EYE‘ is a funnel which is attached to a 9 – 14 meter high pole. The pole is situated in the centre of a circle.

COURSE OF THE GAME
The aim is to get as many balls as possible into the HURRICANE EYE within a given time. Each player has one WhipFlipp ball.

To avoid any misunderstandings, it is advised to mark the balls prior to the game.
Every time there’s a hit in the EYE, the game is stopped temporarily in order to bring the ball back into the game. A hit is called an’ EYEPIE‘.

OFF
Only the players own ball is caught by the player. If the ball is trapped, the player can continue to play within the DOME. Should the ball be dropped, the player has to continue from outside the circle, in the ’OFF‘. The player is released if an EYEPIE is scored or simply, if the HURRICANE EYE is hit.

GET UP




Whisper button
Whisper button
Your circle of friends want to have a gawk at the WhipFlipp website?
It couldn't be easier. Just press the whisper button and e-mail the information on.
Thank you, gossip!