Tricklining is a competition sport where the whole performance leads to the victory. The contestant who lands the most and the most difficult tricks and combos in the given time wins. For clocking the given time for each round it is important only to measure the time on the line. The time is stopped as soon as the Rider leaves the Line after a run and goes on when the Rider begins his next run. The following criteria value the average of all shown tricks in a run (the time span which is available to the rider for his performance).

Last trick / last run: Once the regular time is up, each slackliner is allowed to finish his performance. The maximum additional time for every rider for each run is 15 seconds. Everything shown after these 15 seconds cannot be considered in the evaluation anymore. After the additional 15 seconds the judges should “close their eyes” and make the decision.

The criteria which the sportsmen and the judges must follow are:

DIFFICULTY (12 points)

The criterion “difficulty” is the most important criterion to be valued. Above all technically demanding tricks, also tricks within difficult combos should be awarded with high points. The skill level between the slackliners should be shown in this category most obviously.

Only tricks which are landed/sticked on the line can be scored in this categorie!
A trick which results in a fall off the line or which is purposely landed on the ground does not effect the criteria difficulty!

Indications for the judgement of the category “difficulty” can be:

  • how many rotations has a trick (e.g. is it a 360 or a 540)?
  • how is the move initiated (e.g. atomic), how is it finished (e.g. to feet, to buttbounce)?
  • how many different moves are combined in one trick (e.g. misty flip: rotations in two different directions, yokohama buttbounce: buttbounce + tap,
  • how is the composite of all the shown tricks in one combo, how difficult are the changeovers between the tricks (e.g. a change in direction à rotations in different directions, a change between dynamic and static à buttbounce to budda)
  • how big is support through the surface of the line, the less support the harder the trick! (e.g. one hand front leaver, tricks feet to feet)

Furthermore, combos where difficult tricks are put in a row have to be awarded much higher compared to those combos where the tricks are interrupted with „safety tricks“ for stabilization such as Buttbounces, and sticky Buttbounces to get more power.

The judges have to score the maximum of 12 points for the rider who did better in this category.
The other one gets points in relation to the 12 points of his opponent.

This is necessary, because it is not the amount of points that matters for the final result, but the ratio. A further effect is, that the category “Difficulty” remains the most important one, and cannot be overtopped by another one (for example could “amplitude” score more points in a bad battle with a “high jumper”)

TECHNIQUE (up to -10 points)

The technique is the second-most important criterion with a point award from -0 to -10. Here the points are drawn off and not added. Everything what contributes to the fact that the tricks look not clean is punished in this category with a deduction of points. This applies for example to Dabs*, unclean landing**, bad posture, sluggishness etc. An active balance support is not wanted. Every trick/every combo should be initiated, executed and be finished according to this. So not only the trick/the combo is valued for itself, but also all phases in the realisation: Initiation, execution, position, duration of the trick/of the combo, as well as the landing or the end of the trick/of the combo. Thus the "differences in quality" can be illustrated in points. The aim is to make all tricks clean. Clean tricks have to be awarded, not clean ones have to be punished with point deduction, so that the qualitative difference of the tricks is reflected in the point and an incentive originates to execute the tricks cleanly. The judges should use one way of counting/noting down the point deduction in this category. There are light and hard misdoings. Every light misdoing should be noted down with a dot, a hard misdoing with a minus. Three light misdoings are equal one hard misdoing. So, three dots are one minus, one minus means -1 point.


Means, touching the ground with feet or hands during the execution of tricks and combos. The more the support or area of contact on the ground/on the Line, the higher is the deduction of points in this category.
A, Light dabs = the rider just touches the ground softly or by accident = “dot”
B, Hard dabs = the rider uses the ground or the line for keeping the balance = “minus”

** Unclean landing, falls and dismounts (No point deduction)
- Landing on the line à save landing

Light misdoing = “dot”
- Landing on the line à shaky landing
- Unplanned dismount or fall off the line (please Remember: no points in difficulty)

Misdoing = “minus”
- Landing on the line à hard struggeling, but sticking it (getting stable on the line)
- Landing on the line à safety buttbounce (or the like)

Doing tricks/combos “clean”
The tricks should be showen precisely and without shaking. Furthermore, we are interested in the combos composed of the high level. Tricks should be done fluently one after the other, without getting the energy from doing easier tricks (like sticky buttbounce) and without getting the balance by doing short breaks between the tricks.


In this category diversity should be paid. The more different the tricks / combos are the better. Rotations, static tricks, combos, flips, bounces, creative show elements, grabs, different starts and landings should be shown as far as possible. Of course different tricks in different combinations also belong to this. Constant repetitions of tricks and combos should result in a deduction of points up to none.

There are several groups, in which tricks are categorized. Each slackliner has to show tricks from each group to score points for this group. Here are the 8 groups:

  • M = Mounts           à different ways to get on the line.)
  • F = Flips                     à all kind of flips: backflip, frontflip, buttflip, Mistyflip, …)
  • Si = Sicks                     à “sick” tricks: Sick nasty, Nasty chest, …
  • R = Rotations           à all kind of rotation: 360°, Buttbounce 540 to BB, Mojo Flat Spin, …)
  • B = Bounces                    à different kinds of bounces: back bounce, chest bounce, butt bounce, lady bounce, …)
  • St = Statics                     à static moves: Front lever, Buddha, double knee drop,…)
  • G/T = Grabs & Taps           à all kinds of grabs and taps: Yokohama BB, squirrel grap, …)
  • C = Creativity           à new tricks and combinations

The slackliner who has shown more different tricks of one group than his opponent gets a point for this group, the other one gets “0” points for this group. It is not the total amount of tricks, but the amount of different tricks of one group that count.
In total, 8 points (for the 8 groups) have to be divided to both slackliners. If the judge cannot make a clear decision, or there is no noticeable difference between the slackliners, the judge should score 0,5 to 0,5 points.
(This system ensures, that a larger number of different tricks, out of different trick groups, are shown!)

AMPLITUDE (6 points)

In this category up to 6 points can be awarded. The average height and width of the tricks is valued. Here the whole performance of a run should be valued, not every single move.

PERFORMANCE (4 points)

In this category it is valued, how effective the rider influences the audience by making his runs to a real show. For this category no limits are set due to the ideas and the talents of each rider – in the ideal case they succeed in contrasting themselves by doing something unusual in her performance which will result in wowing the crowd. Everything count: choreography, readiness to assume risks, readiness of trying something new/spectacular, but also simply the talent, to inspire the spectators and winning their hearts.