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Faugh A Ballagh Clear the Way
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Scottish Drum Major Competition
TYPICAL REGIMEN
The main portion of the competition generally takes this form of an "I" shape.
A Judge's Tips for Success while Competing at Scottish Games by Rick Wilson; Guest Author from www.onlinedrummajor.com
The difference between 1st and 2nd place, or even placing and not-placing, is often a fraction of a point. Little things can make a significant difference. As a judge and former competitor, I'm often asked what a drum major can do to improve their placements. Here's what I tell them:
1. Be smart in your uniform choices.
One thing to remember is that your uniform can either set yourself-up for success or blow your chances well before you ever step-off in competition. The uniform inspection produces 20% of your score. Every missed detail can cost you a half point. These can add-up quickly. It is demoralizing to leave inspection knowing that you have already dropped five points before you even get in front of an audience.
While Full (No. 1) Dress looks great (and you will have people asking to have their picture taken with you all day), it is not the mark of a smart competitor. You get very few plus points for the more elaborate dress. What you do get is approximately twice as many opportunities for errors.
One thing to keep in mind is that the scoring system is based on penalties for errors rather than adding points for things done well. For example, you do not get added points for having a Sgian Dubh. You can, however lose points for improper placement or anything less than perfect appearance.
It gains you nothing and potentially loses points. It is not worth it.
Smart competitors soon have a sleek, stripped-down look. They have nothing that is not necessary. What they have is presented flawlessly. That is why most compete in Day Wear Dress.
I know one competitor who after having problems with his kilt pin placement, removed the kilt pin and moved his competitor number over where the kilt pin would have gone. His problem was solved.
2. Project being a winner.
When you meet someone for the first time, you size them up in the first ten seconds. Judges do the same thing. They are evaluating whether you are a real contender or just another competitor in the middle of the pack. Project confidence. Be certain in what you say and do.
Try this at your next competition. As a heat of competitors lines up, look them over and place them top to bottom. Now, watch them compete and compare your first impression with the last one. You will see that your first impressions are usually pretty accurate.
If your first impression isn't great, it is difficult to change someone's mind. It is far easier for someone to think: "Yes. I thought they were really good and they are." It is more difficult for someone to think: "Well, I thought they would be painfully average, but they are amazingly good!"
So, make it easier on yourself and be sure you give a good first impression. It will help you get overall higher scores.
3. Lead with your best material.
Put your strongest spinning routine first. As a judge, it is exceptionally difficult to look at five competitors at the same time. So, the first routine is where you quickly assess who are the strongest competitors. They naturally get a bit more of your attention throughout the heat.
Now I know that this may not be "Fair" but it is reality. You attempt to scan the group and give an even evaluation, but your eye tends to return to the strongest competitors since you need to be more discerning as to who is 1st or 2nd.
As a competitor, your strategy should be to quickly establish yourself as a top contender as quickly as possible.
4. End Strongly.
After the first impression, the last one is the most vital. If you've used your best routine at the start, use your next best routine to end. This is where you finish off and when the judge is usually making their final decisions. The stronger your finish, the better your score.
5. Perform what you know you can do well.
A key factor in the scoring sheets is not just what you do, but how well you do it. I have seen competitors who, in an attempt to make a desperate grab for first place, try moves and throws that they haven't mastered. Usually, this simply creates errors in Marching and Deportment or dropped equipment.
Spend the practice time needed to perfect your routines and then stick with what you know you can execute well. The penalties for errors are high and are the usual causes for someone to drop from contention.
If you can only land a high throw half the time, that means that five out of ten times you will drop and take penalties. Of the remaining five times, probably three will be slightly flawed, still possibly creating penalties. That means it might work only two out of ten times. The question is, even if you beat the odds and avert disaster, will this add enough to your score to make a difference? The usual answer is an emphatic, no!
Practice your routines so you can execute them with the precision of a Swiss watch. Then stick to your plan and have a precise performance when it counts.
The Royal Scottish Pipe Band Association
DRESS (20 points)
Items Shoes Preferably black brogues but ordinary plain black shoes acceptable.
Spats Worn tight to the leg and rear point in line with center of hose seam.
Hose/Hose tops Worn three fingers distance from bone at outside of knee joint.
Flashes Both flashes to be worn of equal length on both legs.
Kilt Clean, neatly pressed and free from creases.
Sporran All parts clean, tidy and neatly brushed.
Tunic or Doublet Clean and free from creases/crushing.
Waist Belt Clean with buckle polished and centered at front of body.
Cross Belt Clean with buckle polished.
Dirk Clean with all items polished.
Red Sash Clean and tidy.
Drum Major’s Sash (Baldric) Clean and tidy with no loose threads evident.
Full Plaid Clean, neatly pressed and free from creases.
Drummer’s Plaid Clean, neatly pressed and free from creases.
Plaid Brooch Clean and polished.
Glengarry Clean and tidy with tails neatly pressed (not creased).
Balmoral Clean and tidy with tails neatly pressed (not creased).
Feather Bonnet Clean and tidy with tapes neatly pressed (not creased). All tails showing.
Hackles/Feathers Clean and tidy.
Headgear Badges Clean and polished.
Kilt Pin/Rosettes Clean and tidy.
Mace Clean and polished, with cords/chains clean, tidy and securely attached.
Sgian Dubh
Points Allocation The comments entered on the Adjudication sheet shall clearly show the reason for the points deduction for all sections with the exception that, at major championships, comments will only be given in respect of the dress section. The adjudicators shall allocate points as follows: DRESS: maximum available = 20 points One point shall be deducted for each fault found in accordance with the preceding regulations for dress. Competitors successfully reaching the final of the competition shall have the points allocated for the above section carried forward and added to those achieved in the final.
MARCHING AND DEPORTMENT (40 points)
This section shall be sub-divided into the following four subjects:
Marching
The adjudicator shall allocate up to a maximum of 10 points for this subject for the following activities:
Note: If the ferrule of the mace rises above the head of the head of the mace at any time during the 'walk' this shall be classed as a flourish and the competitor will be penalized accordingly.
Deportment
The adjudicator shall allocate up to a maximum of 10 points for this subject for the following activities:
Foot Drill
The adjudicator shall allocate up to a maximum of 10 points for the smartness of performance of the following activities:
Mace Drill/Signals
The adjudicator shall allocate up to a maximum of 10 points for the smartness of performance of the following activities:
FLOURISH (40 points)
This section shall be sub-divided into the following 3 subjects:
Variety
The adjudicator shall allocate up to a maximum of 20 points for this aspect. Account shall be taken of the differing flourishes performed by the competitor - the greater variety of flourishes performed, the higher the points score.
Quality
The adjudicator shall allocate up to a maximum of 10 points for this aspect. Account shall be taken of the fluency with which the flourishes are performed, the confidence which the competitor displays whilst flourishing and the level of accuracy attained during the flourishes. Degree of Difficulty
The adjudicator shall allocate up to a maximum of 10 points for this aspect. Account shall be taken of the general level of difficulty of the individual flourishes performed by the competitor. The harder the flourishes performed, the higher the score awarded.
Fixed penalties shall be applied to the following activities:
Dropping the Mace
2 points shall be deducted from the 'Quality' section of the Flourish mark and a minimum of 2 points up to a maximum of 5 points from the 'Deportment' section of the Marching and Deportment mark (dependant upon how much deportment is lost in retrieving the Mace).
Flourishing in a Piano Forte
4 points shall be deducted from the 'Quality' section of the Flourish mark per occurrence.
Stopping the band playing in a Piano Forte
4 points shall be deducted from the 'Mace Drill' section of the Marching and Deportment mark.
Preference Order in the Event of a Tie
In the event of a tie occurring, the following priority order shall be employed for the separation of 'tied' competitors:
Contest Duration
Adjudication shall commence with the command to the competitors, issued by the adjudicator, to come to attention.
Both heats and finals shall consist of a minimum length of competition equivalent to 2 1/2 lengths of the defined contest field. (If time/space permits, the duration may be increased at the adjudicator's discretion).
The adjudicator shall issue instructions to the competitors nominating the points at which turns shall be made and identifying the position at which the competitors shall halt.
On approaching the turn points, the competitors shall give the mace signal to signify the approaching turn and, at the point, execute an about turn movement.
On approaching the halt point, after completing the required number of lengths of the contest field, the competitors shall give a mace signal in preparation to halt, mark time in line with the set marker until the end of the part of the music currently being played and halt at the end of that part.
During the next succeeding double forte of the music, the competitors shall give a mace signal to stop the band playing.
On completion of the above, the adjudicator shall give the command for the competitor to stand at ease. This signifies the end of the contest.
Heats and Finals Sizes
Prior to the commencement of the contest, the competitors shall be divided into heats for the purpose of adjudication.
The maximum number of competitors permitted in any one heat shall be five.
At the end of the adjudication of all aspects of the heats, a suitable number of competitors scoring the highest points shall go forward to recompete in a final.
The rules governing the number of finalists shall be as follows:
Major Championships - 5 competitors
Other Contests - At the discretion of the discretion of the National Council Representative
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