Glossary
1. Organizations & History
- FIS (International Ski and Snowboard Federation): The supreme international governing body for skiing and snowboarding, responsible for the Olympic pathway, World Championships (WSC), and World Cups.
- WSF (World Snowboard Federation): The international authority for grassroots and youth snowboarding. It manages the World Rookie Rank and collaborates with FIS on the athlete pathway.
- IJC (International Judges Commission): Historical. An independent educational body formed in 1998 to train judges for TTR and ISF events. It developed judging concepts like “Overall Impression” and the “Steno” system.
- TTR (Ticket To Ride): Historical. A major independent world tour (TTR World Snowboard Tour) that used a “Star” rating system (1-6 Stars) to classify events. It pioneered formats like Slopestyle and unified independent events.
- ISF (International Snowboard Federation): Historical. The former rider-run governing body (defunct in the early 2000s) known for establishing early course and judging standards.
- WSPL (World Snowboarding Points List): The unified international ranking system for freestyle snowboarding, owned by FIS and operated in cooperation with WSF.
2. Snowboard Basics & Equipment
- Stance: The position of the feet on the board, defined by the distance between bindings, angles, and setback.
- Regular: Left foot forward.
- Goofy: Right foot forward.
- Duck Stance: A stance where the toes point outward in opposite directions (negative angle on the back binding).
- Effective Edge: The length of the metal edge that touches the snow and is used to make a turn (excludes tip and tail).
- Sidecut: The curved shape of the board’s edge. A smaller radius allows for tighter turns.
- Flex: How soft or stiff the board feels when bent. Freestyle boards generally have a softer flex than racing boards.
- Camber/Rocker: The profile of the board. (Implicit in modern design discussions, though specifically “Camber” refers to the arch of the board).
- Detune: Dulling the edges slightly at the nose and tail to prevent catching in the snow.
3. Disciplines
- Halfpipe (HP): Competitors perform tricks while traversing from wall to wall in a U-shaped channel constructed in the snow.
- Slopestyle (SS): A course containing a variety of features (jumps, rails, boxes, quarterpipes) with multiple lines. Riders are judged on their sequence of tricks through the course.
- Big Air (BA): A single large jump where competitors perform one major trick. Judged on amplitude, difficulty, and execution.
- Snowboard Cross (SBX): A timed qualification followed by knockout heats where 4 or 6 riders race simultaneously over a course with banks, rollers, and jumps.
- Alpine / Parallel (PGS/PSL): Racing disciplines where two riders compete side-by-side on parallel courses (red and blue). Includes Parallel Giant Slalom (PGS) and Parallel Slalom (PSL).
- Rail Jam (RE): An event held on a compact course featuring only rails, boxes, and urban features.
- Banked Slalom (BSL): A timed race through a course of banked turns, often in a natural gulley.
4. Course Features & Obstacles
- Transition (Tranny): The radial curved section of a pipe or jump between the flat bottom and the vertical/takeoff.
- Vert (Vertical): The completely vertical top portion of a halfpipe wall that allows riders to fly straight up.
- Tabletop (Kicker): A jump where the takeoff and landing are separated by a flat “table” or deck.
- Knuckle: The break-over point where the flat deck of a jump transitions into the steep landing slope.
- Step-Up: A jump where the landing is at a higher elevation than the takeoff.
- Hip / Corner: A jump with a landing 90 degrees to the takeoff.
- Spine: Two quarterpipes placed back-to-back.
- Quarterpipe: A single wall with transition and vert, used for one big air trick.
- Rails & Boxes: Jib features made of metal or plastic. Shapes include Straight, Kink (changes in angle), Rainbow (arched), C-Rail, and S-Rail.
5. Tricks & Manoeuvres
Stance & Direction
- Normal/Forward: Riding in the natural stance direction.
- Fakie: Riding backward but standing in the normal stance (e.g., landing a straight air backward).
- Switch: Riding backward while changing the body position to mirror the natural stance (e.g., a Regular rider riding as Goofy).
- Alley-Oop: Rotating roughly 180 degrees or more in the uphill direction within the halfpipe (spinning against the momentum).
- Cab (Caballerial): A Switch Frontside rotation. Originally defined as a Fakie 360, now applies to any Switch Frontside spin.
Rotations
- Frontside: Rotating so the chest faces the direction of travel (heelside takeoff) or the pipe wall first.
- Backside: Rotating so the back faces the direction of travel (toeside takeoff) first.
- Hard Way: Spinning onto a rail feature against the natural rotation of the approach (e.g., Frontside rotation from a Frontside approach).
Inverts & Axes
- Cork / Off-Axis: A rotation where the axis is tilted but not fully inverted.
- Inverted: The head is beneath the board at some point.
- Rodeo: An inversion where the rider rotates (Frontside or Backside) while flipping (often described as a backflip with a rotation).
- Misty Flip: A partially inverted Frontside 540 (McTwist off a straight jump).
- McTwist: An inverted Backside 540 performed in the halfpipe.
- Double/Triple Cork: Tricks involving two or three distinct off-axis/inverted maneuvers within a single jump.
Grabs (Board Contact)
- Weddle (formerly Mute): Front hand grabs the toe edge between the bindings. Note: Historically called “Mute” in older docs, but renamed to honour Chris Weddle the inventor of the trick.
- Indy: Rear hand grabs the toe edge between the bindings.
- Melon: Front hand grabs the heel edge between the bindings (often boned).
- Stalefish: Rear hand grabs the heel edge behind the rear leg.
- Method: Front hand grabs the heel edge, both knees bent, board pulled up to level of head (classic style trick).
- Roastbeef: Rear hand reaches through the legs to grab the heel edge.
- Canadian Bacon: Rear hand reaches behind the rear leg to grab the toe edge.
- Crail: Rear hand grabs the toe edge in front of the front foot.
- Tweak / Bone: Straightening one leg or twisting the body to emphasize the style of a grab.
Rail Tricks
- 50-50: Sliding with the board parallel to the feature.
- Boardslide: Sliding with the rail between the bindings, board perpendicular. Rider passes the nose over the rail to enter.
- Lipslide: Rider lifts the tail over the rail to enter (requires more rotation to initiate).
- Bluntslide: Sliding on the tail (or nose) with the board tweaked almost vertical; rail is under the tail/nose, not between bindings.
- Nose/Tail Press: Sliding on the nose or tail while lifting the opposite end of the board.
- Pretzel: Spinning out of a rail feature in the opposite direction of the entry spin.
6. Judging & Scoring
Criteria
Judges evaluate runs based on D.E.A.L. (Big Air) or D.A.V.E. (Halfpipe), or overall criteria:
- Execution: Control, stability, landing quality (no hand touches, reverts), grab holding.
- Difficulty: Technicality of tricks (rotations, axis, blind landings, switch takeoffs).
- Amplitude: Height and distance of jumps.
- Variety: Mixing spins (FS, BS, Cab, Switch BS), grabs, and axes.
- Progression: Performing new or uncommon tricks; creativity.
- Flow/Composition: How the run connects, line selection, rhythm (crucial in Slopestyle).
Systems
- Overall Impression (OI): Judges give a single score (0-100) for the entire run based on all criteria. Used in TTR, FIS Finals.
- Section by Section (SBS) / SLS: Used in Slopestyle. Judges are divided into Trick Judges (score specific features) and Composition/Flow Judges (score the whole run). Typically weighted 60% Tricks / 40% Flow.
- Ranking System: Judges rank riders relative to each other rather than assigning absolute points (common in Jam sessions).
Deductions & Mistakes
- Hand Touch: Lightly touching the snow to regain balance.
- Butt Check: Landing and briefly sitting/bouncing off the snow.
- Revert: Landing and immediately sliding/pivoting to correct direction (major deduction).
- Speed Check: Turning sideways momentarily to scrub speed (deduction in flow).
- Windows: Flailing arms in the air (sign of instability).
7. Competition Formats
- Heat System: Competitors are divided into groups (heats). The best riders from each heat advance.
- Knockout (KO): Head-to-head format where riders compete in pairs/brackets. Winners advance to the next round.
- Jam Session: Riders take multiple runs within a set time limit (e.g., 45-60 mins). The best run or overall impression counts.
- Cut Down: The field is reduced in stages (e.g., Qualifiers → Semis → Finals).
- Double Up: Two heats run simultaneously on the same course (or pipe) with alternating drops to save time.
- Best of 2 / Best of 3: Competitors get 2 or 3 runs; only the single highest score counts.
8. Officials & Roles
- Technical Supervisor (TS) / Technical Delegate (TD): The official representative of the sanctioning body (FIS/TTR). Ensures rules are followed, oversees safety, and advises the jury.
- Head Judge (HJ): Leads the judging panel, ensures consistency, handles protests, and communicates with the TD. Does not usually score runs.
- Competition Director (CD) / Race Director (RD): Manages the operational aspects, schedule, and course construction. Chairs the Jury at major events.
- Chief of Course: Responsible for course preparation and maintenance.
- Starter / Start Referee: Controls the start area and gives start commands.
- Video Controller: Reviews footage for interference (SBX) or scoring verification.
9. Snowboard Cross (SBX) Specifics
- Interference: Contact between riders.
- Intentional: Red Card (DSQ).
- Involuntary: Yellow Card (Ranked As Last – RAL).
- Incidental: No sanction (racing incident).
- Holeshot: Being the first rider to reach the first turn/feature.
- Stubby: A short, flexible turning pole used to mark the inside of a turn.
- Banks & Wu-Tangs: Specific features in a cross course (banked turns and steep transition jumps).
