Section 5: Rules of Play
The fundamental rules of Double Dutch dictate how the ropes are turned and how jumpers interact with them. The goal is to maintain a continuous rhythm while performing tricks.
Starting the Game
- Setup: The two turners stand at opposite ends of the ropes, facing each other. They hold one end of their respective rope.
- The Swing: The turners begin swinging their ropes in opposite directions. One rope moves clockwise, the other counter-clockwise.
- The Cross: As the ropes swing, they will cross over each other. This crossing is what distinguishes Double Dutch from single rope jumping.
Jumping Mechanics
Jumpers must jump over the ropes when they are on their side and under the ropes when they cross. The most basic jump is jumping over both ropes as they swing.
Tricks and Variations
- Swing: The jumper jumps over the ropes as they swing, landing on one foot or two feet.
- Cross: The jumper jumps under the ropes as they cross. This is a more advanced trick.
- Dutch Swing: A variation where a third rope is added, creating three ropes swinging simultaneously. This requires more players and skill.
- Double Dutch Swing: A variation where the ropes are swung in a figure-eight pattern or other complex geometric shapes.
- Exit: Jumpers can exit the ropes by stepping out or having a turner stop swinging. This is often used to end a trick sequence.
All players must agree on the tricks being performed before starting. Once a trick is started, it should be completed without interruption unless a violation occurs.