Fédération Internationale de Zénith Association
International Federation of Association Zenith
In Short...
Throw an object as high and as straight as possible.
The Basics
Definitions and Acronyms
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Base
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Catcher
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CS, Catching Side
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Contact
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End
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EOL, Establishing the Offensive Line
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FOP, Field of Play
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Fumble
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Jet
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Londt
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Match
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OL, Offensive Line
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Pocket
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Release
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Result
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Round
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Run
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TAR, Toss-and-Run
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Team
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Toss
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Tosser
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TS, Tossing Side
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Zenith
Regulation & Specs
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Total weight = 260g
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Elasticity e = TBD
Distance
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1 Jet = 66 cm (~ 1 pace)
Playing Area (recommended i.e. not mandatory)
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Flat and regular enough to minimize tripping/sliding/falling
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Radially large enough to accommodate what the fastest person can run within 3-4 seconds
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If space is limited, then the field-of-play can be modified to limit which direction the Offense team can run
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Setup
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Place the Base somewhere on an appropriately sized field
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The Base can be any object but shall not be larger than the Pocket
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Mark up a circle around the base with a radius between 5-7 Jets. This is the Offense-line (OL).
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This can be changed throughout the duration of the Match, but only at the beginning of an End. (see “Re-Establishing the Offense-Line”)
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Form two teams
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Decide which team will start on the Tossing-side (TS) and the Catching-side (CS)
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Objective
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The objective is to score as many Jets in a Round as possible.
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A Round consists of each team playing on the TS and CS once
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Jets from each Round are added together, until five Rounds have been played.
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Five Rounds = an End
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The team with the highest number of Jets at the end of an End is the winner of that End
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The best of five Ends wins the Match
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Playing a Round
EOL - Establishing the Offense-Line (OL)
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At the start of the Match, the OL shall be set at 5-7 Jets. The team may decide depending on the quality of the terrain, skills of the players.
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If there is a disagreement, then the Tossing-side shall make the final decision
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Before the start of each End (or at the start of the Match), the Tossing-side (TS) may decide to establish a new OL
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This is achieved by a Toss-and-Run (TAR)
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The Result becomes the new OL
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The TS may decide to redo the TAR but the second time will be determinant OL regardless of its Result.
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If a new OL is not established by future teams, the most recently established OL by any team shall always used.
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Tossing (Offence) - Scoring points
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The first player on the Tossing-side prepares to Toss
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This person is called the Tosser
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The Tosser must be touching the Base
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The Tosser throws the Pocket into the air
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The Pocket’s zenith must be higher than the Tosser’s standing height (*consideration)
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The Tosser Runs as far as possible until “Londt” is called by someone on the Tosser-side
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The Tosser may not start the Run until the Pocket has been released
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The moment “Londt” is called, the Catching-side marks where the Tosser’s foot strikes the ground. This is called the Run-mark.
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The distance from the Base to the Run-mark is called “the Run”
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The distance from the Base to the Pocket is called “the Londt”
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The distance is measured in Jets (see Regulation Specs)
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The distance is always rounded up to the next Jet
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Jets = points
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Each person on the Tossing-side makes a Toss until everyone has had a turn
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Jets are added from each Tosser’s Result
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Once everyone in the TS has Tossed, the TS switches to the CS
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Each person on the TS may only Toss once per Round
Catching (Defense) - Preventing points being scored
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One player from the Catching-side stands anywhere outside of the OL
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This person is called the Catcher
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They may not touch the OL
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The Catcher may cross over the OL only at the moment the Pocket is released
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If the Catcher catches the Pocket without letting it touch the ground, then Jets for the Tosser are denied
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The catch must be made with the hand only. That is, if the Pocket touches any surface other than the Catcher's hand, the Pocket is considered fumbled. (*consideration: allow two hands?)
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If the Catcher fumbles the Pocket, then the Londt is ignored during the determination of the Result
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Every player on the Catching-side (CS) must attempt to catch at least once, unless there are less Tossers than Catchers
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Once everyone in the TS has Tossed, the TS switches to the CS
Guard-rails / Rules / Considerations
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The Catcher may not make contact with the Tosser
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First time, warning and redo. Second time, Catcher is removed from the field for that Toss.
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The Tosser may not Run until the Pocket is Tossed.
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First time warning, second time the Run is forfeit. No Result is determined
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The Catcher may not touch or cross the OL until the Pocket has been released
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First time, warning and redo. Second time, Catcher is removed from the field for that Toss.
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When a Toss is made, the Pocket’s zenith must be higher than the Tosser’s standing height
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First time, warning and redo. Second time, the Run is ignored from the determination of the Result
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The Tosser must make a Toss within 10 seconds after crossing over the OL
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Otherwise, the Run is forfeit. No Result is determined.
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The Tosser shall not make contact with the Pocket after it has been released
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Otherwise, the Run is forfeit. No Result is determined.
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