Official Rules
NES RULEBOOK
Last updated:
Version 2026.2 — Arizona Season Edition
NES QUALIFICATION RULE (PER DIVISION, PER EVENT)
The larger of Top 5 or Top 30% of the division field (rounded up) qualifies for Finals, capped at 8 athletes per event. Roll-down applies if an athlete has already qualified. If a qualifying position results in a tie, a single-elimination head-to-head tiebreaker race determines who advances. Only Top 3 receive medals (1st Gold, 2nd Silver, 3rd Bronze). Qualification and medals are separate systems.
About this rulebook
NES is a young league, and we're building it alongside our athletes. After every event, we look at what worked, what didn't, and what you tell us, and we use that to make the next one better.
- Rules are locked on event day. Nothing changes once an event begins. The Head Referee handles anything the rules don't cover.
- Changes are posted before the next event, with the date of the last update shown at the top of this page.
- Your feedback shapes the league. Have an idea or a concern? Talk to us at any event or reach out through the website.
Every change has one goal: better competition and a better experience for everyone involved.
Series Overview, Mission & Vision
The Ninja Elimination Series is a dynamic and innovative ninja competition series that was created to meet the demands of ninja athletes and their families, whether new to the sport or Elite level. All of the things you love about the sport of ninja in a format where you can put your skills to the test, racing against other ninjas.
Our goal is to elevate the sport of ninja with continuous advancement and ingenuity with our format, obstacles, and challenges.
Core Values
- Innovation: We embrace creativity and bold ideas, and our goal is to consistently deliver to our athletes the best competitive experience available in the sport of Ninja.
- Integrity: We hold all of our stakeholders to the highest levels of integrity to preserve the athlete experience. Our stakeholders include, but are not limited to, Athletes, Parents, Spectators, Coaches, Staff, Referees, and Hosting Facilities.
- Collaboration: In the burgeoning sport of Ninja, we recognize the value of collaboration with the most innovative and dedicated members of our community. We are committed to continuous advancement through collaboration and teamwork.
- Athlete-Centricity: We put our athletes first, understanding their needs and expectations and we make Excellent Athlete Experience the core of our mission.
- Excellence: We strive for excellence in everything we do, pursuing perfection with unwavering dedication.
Season Format & Competition Format
The Ninja Elimination Series will consist of multiple Qualifier Competitions throughout the season and one Finals Competition. The number of athletes who qualify for Finals at each qualifier is the larger of Top 5 or Top 30% of the division field (rounded up), capped at 8 per event. If a qualifying finisher has already qualified, that spot rolls down to the next highest unqualified finisher.
The Ninja Elimination Series competition format is a head-to-head format during which athletes will compete against each other on multiple obstacles. Features of this competition format include:
- Athletes compete on mirrored side-by-side lanes designed for equal difficulty and true head-to-head racing
- Athletes compete in a bracketed system
- There may be circumstances where an athlete has a first round bye based on the number of athletes competing in the bracketing system. Brackets are seeded by current season points in the athlete's division, and byes are awarded to the highest seeds. Athletes tied on points, or without season points, are placed by random draw within their group
- A single race between two athletes is referred to as a Race
- Each round of competition will consist of multiple Races with the winner of the Race moving on to the next round and the loser either moving to the Redemption Bracket (first loss) or being eliminated (second loss)
- The winner of the Competition will be the last athlete remaining who has not lost 2 Races
- Athletes will have a minimum of 30 seconds in between Races they compete in. During the final round, athletes will have at least 2 minutes between Races
Mirrored Lane System
NES competitions use mirrored lanes rather than strictly identical course layouts. Obstacles are positioned symmetrically so both lanes present the same difficulty while allowing natural movement through the course.
Mirrored Lane Design
- Obstacles mounted along the center structure appear on the inside edge of each lane.
- When courses turn outward, the right lane turns right and the left lane turns left.
- This mirrored design ensures both athletes face an equivalent challenge while preserving natural obstacle flow and safe movement patterns.
Lane Assignment
NES competitions use mirrored racing lanes labeled Lane A and Lane B. These labels exist for judging clarity and event organization only. Because NES lanes are mirrored, both lanes present equivalent difficulty.
For the first meeting of a matchup, lane assignment follows bracket position, with the top athlete in the bracket running Lane A and the bottom athlete running Lane B.
If the same athletes face each other again later in the bracket, lane assignments switch to ensure both competitors run each lane.
This system maintains fairness while keeping lane assignments simple and predictable for athletes, judges, and event staff.
Registration
- Registration is managed by the hosting organization and must be completed prior to the start of competition.
- Entry fees and registration deadlines are published on the official event registration page.
- Athletes compete in divisions based on their age as of January 1 of the competition year.
- Division capacity may be limited based on facility size and scheduling constraints.
Spectator Policy
- NES events are designed to provide a professional, engaging, and spectator-friendly competition experience.
- All host facilities must charge a minimum $5 spectator fee per non-competing attendee.
- Spectator policies and facility rules will be published on the official event page.
Refund Policy
- Refund policies are determined by the host organization and must be clearly stated on the official event registration page.
Divisions
Age division is determined by the athlete's age as of January 1 of the competition year. This classification remains fixed for the entire season. Ages 5-6 and 7-8 are co-ed. Ages 9-10 and above are separated by gender.
Co-Ed Divisions
- Ages 5-6
- Ages 7-8
Female Divisions
- Ages 9-10
- Ages 11-12
- Ages 13-14
- Ages 15-17
- Ages 18-35
- Ages 36+
Male Divisions
- Ages 9-10
- Ages 11-12
- Ages 13-14
- Ages 15-17
- Ages 18-35
- Ages 36+
Division Format
All contested divisions (2+ athletes) compete head-to-head.
3+ Athletes
Double elimination bracket. Standard NES bracket rules apply.
4+ Athletes: the host may run King of the Course instead of double elimination (see King of the Course).
2 Athletes
Best-of-3 head-to-head series. First to two wins takes the division.
Division Format & Minimum Requirements
Two-Athlete Division Format
When a division has exactly two registered athletes:
- The division runs a Best-of-3 head-to-head series
- The first athlete to earn two race wins wins the division
- Lanes are alternated between races
- Standard NES timing and penalty rules apply to each race
Both athletes qualify for Finals. Placement determines season points, Finals seeding, and bye eligibility.
Division Viability & Athlete Reassignment
For meaningful competition, divisions require a minimum of 3 athletes to be considered viable.
If a Division Is Not Viable
If fewer than 3 athletes register in a division, NES may reassign athletes:
- Up: To the next age division (with parent/guardian and event staff approval)
- Down: To a younger age division (with parent/guardian and event staff approval)
Athlete Rights When Reassigned
- The athlete is fully entered into the division to which they are reassigned
- Placement, points, qualification, and seeding are earned in the reassigned division
- The athlete does not retain scoring or qualification in their original division
- All competition rules, course difficulty, and division standards apply to the reassigned division
Example: If only 2 athletes register in 13-14 Boys, they may be reassigned to 15-17 Boys (up) with parent approval. Their placement, points, and qualification will be earned in 15-17 Boys, not in 13-14 Boys.
King of the Course
King of the Course is an alternate NES qualifier format. It uses a winner-stays-on system: the current King defends the course against a rotating line of challengers. King of the Course events count toward season standings, Finals qualification, and Quicksilver Awards exactly like standard double-elimination qualifiers.
Format Overview
- Every athlete receives a guaranteed Qualifying Run
- The top qualifier opens the division as the first King
- All other athletes enter the Challenger Queue
- Each Race is the current King vs. the first athlete in the queue
- The loser of every Race moves to the back of the queue
- A King who completes a full sweep (9 straight defenses, or one defense against every other athlete in divisions under 10) retires undefeated
- The queue continues looping until the Throne Block time expires
- Athletes are ranked by King Points earned during the block
Not every athlete will become King. The crown must be taken by defeating the current King or by winning an open-throne race.
Division Eligibility
- King of the Course requires a minimum division field of 4 athletes (athletes who start a Qualifying Run)
- Divisions below the minimum run the standard NES format: double elimination for 3 athletes, Best-of-3 for 2 athletes
- Amateur and Pro divisions each run their own separate King of the Course block
Course
- King of the Course uses a shorter course than standard NES competition
- Course length is set per age group, typically 6 obstacles; the number of obstacles is announced before the event because it determines time-limit and DNF penalties
- No more than two of any one obstacle type in a row
- Maximum of two Campusing or Moving obstacles per course
- Mirrored lane and obstacle parity requirements apply as in standard NES competition
Qualifying Run
Each athlete receives one timed Qualifying Run. Qualifying Runs are official scored runs but are not official Races: there is no winner or loser, and no King Points are awarded. Qualifying Runs only determine the first King and the order of the Challenger Queue.
Qualifying Heats
- Athletes run in heats of two, one athlete per lane
- Heat pairings are drawn randomly; the first athlete drawn in each heat runs Lane A
- If the division has an odd number of athletes, the final athlete runs alone
- Each athlete is scored individually by standard NES scoring: fewest penalties, then fastest time
- Finishing ahead of the other athlete in the heat has no effect on scoring
- The Head Referee starts every heat; each lane's timer records that athlete's penalties and finish time
Qualifying Results
- The top qualifier becomes the first King
- All remaining athletes enter the Challenger Queue from lowest qualifier to highest, so the strongest challengers arrive later in the block
- Qualifying Runs are eligible for the Quicksilver Award
Qualifying Ties
- Tie for top qualifier: If the top two qualifiers are tied on penalties and time, they race each other as the opening Race of the Throne Block. The winner is crowned the first King and earns 1 King Point; the loser moves to the back of the queue, as with any Race.
- All other ties: Queue order is decided by random draw.
Missed Qualifying Run
An athlete who does not start a Qualifying Run may not enter the Challenger Queue and is recorded as a DNS.
The Throne Block
- Block length: Set per division by the event organizer, announced at the athlete meeting, and shown on the crowd display.
- The Throne Block clock starts with the first Race of the block
- When time expires, any Race in progress is completed and scored normally. No new Races begin. Holding the crown when time expires earns nothing extra; final rankings are determined by total King Points
- Late arrivals may not enter once the Throne Block begins
Races
- Every Race is scored by standard NES scoring: fewest penalties wins; if tied on penalties, fastest time wins
- King of the Course uses a course time limit (see Time Limit)
- Close finish: when both athletes have equal penalties and finish within 0.5 seconds of each other, the Head Referee's call of which athlete hit the buzzer first is final
- Standard NES false start, penalty, malfunction, and video review rules apply
Time Limit
- The course time limit is set per division by the event organizer, based on the course and the athletes in that division. It is announced at the athlete meeting and shown on the crowd display.
- The time limit applies to Qualifying Runs and all Races
- An athlete who has not finished when the time limit expires is stopped, and their time is recorded as the time limit
- Every obstacle not completed counts as one penalty, whether the athlete fell on it or never reached it. An obstacle the athlete is on when time expires counts as not completed
- Did Not Finish (DNF): an athlete who stops or leaves the course before finishing is scored as reaching the time limit, with a penalty for every obstacle not completed
- Races that reach the time limit or include a DNF are scored by standard NES scoring: fewest penalties, then fastest time
- Time-limit tie: if both athletes reach the time limit with equal penalties, the Head Referee's call of which athlete progressed further on the course is final
Lane Assignment
- The throne lane alternates every Race: the King runs Lane A in the first Race of the Throne Block, Lane B in the second, Lane A in the third, and so on, regardless of who holds the crown
- The challenger runs the opposite lane
- In an open-throne race, the first athlete in the queue runs the throne lane for that Race and the second athlete runs the opposite lane
- Because lanes follow Race order, every athlete's upcoming lane is shown in advance. Lanes may shift when a call-out, withdrawal, or open throne changes the queue
Rest
- King's rest between Races: Set per division by the event organizer, announced at the athlete meeting, and shown on the crowd display. Rest starts the moment the King finishes their Race
- Reruns due to malfunction: both athletes receive the same rest as the King's rest for that division
Defense Cap & Sweeps
- Defense cap = division field size minus 1, to a maximum of 9. Field size includes Champions and excludes withdrawn athletes
- Field size is the number of athletes who start a Qualifying Run, minus anyone who has withdrawn. If an athlete withdraws during the Throne Block, the cap is recalculated
- A full sweep is 9 straight defenses, or one defense against every other athlete if the division has fewer than 10 athletes. A King who completes a sweep retires undefeated, earns the sweep bonus, and goes to the back of the line.
- Nine is the maximum to keep reigns safe and to keep the crown moving in larger divisions.
- The throne is then open: the next two athletes in the queue race each other, and the winner is crowned King
| Field Size | Defense Cap |
|---|---|
| 4 | 3 |
| 5 | 4 |
| 6 | 5 |
| 7 | 6 |
| 8 | 7 |
| 9 | 8 |
| 10+ | 9 |
Sweeps to Champion
Why: this keeps the crown moving in divisions where one athlete is far ahead of the field, while still rewarding them with 1st place.
The number of sweeps for each division is set by the event organizer, announced at the athlete meeting, and shown on the crowd display.
Number of full sweeps: Set per division by the event organizer, announced at the athlete meeting, and shown on the crowd display. A full sweep means reaching the defense cap (9 straight defenses, or one defense against every other athlete in divisions under 10) and retiring undefeated. When an athlete completes that many sweeps, they become the Champion:
- They're locked into 1st place, and their points stop counting.
- The throne opens, and the next two athletes in line race for the crown.
The Champion then chooses:
- Stay in. The Champion keeps running as a challenger but can never wear the crown again. If the Champion beats the King, the King is dethroned, and the next two athletes in line race for the open throne. If the Champion loses, the King earns the defense as normal. A Champion can't make a call-out.
- Retire. The Champion leaves the block and stays locked in 1st. A Champion who stays in can retire at any time.
Champion's Bounty: A King who beats the Champion earns +2 bonus points on top of the defense.
If more than one athlete becomes Champion, they're ranked in the order they became Champion. First is 1st, second is 2nd, and so on, no matter how many points each one has.
Older or advanced divisions may use more sweeps. Very large divisions may turn this off.
Open Throne
The throne is open when a King Sweeps, withdraws, or is injured. The next two athletes in the queue race for the crown. Withdrawn or injured athletes keep all King Points already earned.
Call-Outs
Each athlete gets one call-out per event. A call-out moves the athlete to the front of the queue to challenge the current King in the next Race.
- Call-outs open once every athlete has had their first turn in the Throne Block. Any race counts: as a challenger, in an open-throne race, or as the opening King.
- One call-out per athlete, per event: once used, it's gone for the rest of the event, no matter how many times the crown changes hands
- Max three call-outs against one King: once a King has been called out three times, no more call-outs may be made until a new King is crowned. This limits the King, not the athletes; it does not give anyone a new call-out
- Declaring: between Races, the athlete tells the Head Referee "Call-out!" If more than one athlete calls out for the same Race, the Head Referee's call of who was first is final; the other athletes keep their call-out
- Timing: a call-out must be declared before the Head Referee starts the next Race
- No rest: a call-out immediately ends the King's rest period. The King runs the Call-Out Race right away
- No back-to-back call-outs: after a Call-Out Race, the King receives their full rest before the next Race, and no call-out may be made for that next Race
- A call-out may not be made:
- Against a King who has not yet made their first defense
- During an open-throne race
- For the Race right after a Call-Out Race (no back-to-back call-outs)
- First in the queue: the athlete already first in the queue may use their call-out. It skips the King's rest and makes them eligible for the call-out bonus
- Instant rematch: the athlete who lost the previous Race may use their call-out immediately to race the King again in the next Race
- Call-Out Races are scored like any other Race; Streak Breaker values apply
- Call-out bonus: if you take the crown with your call-out, you earn 2 bonus points on top of the Streak Breaker points
- A call-out is used up whether the athlete wins or loses. An athlete who loses a Call-Out Race moves to the back of the queue
- Every call-out is announced
King Points
King Points are used to rank athletes within the event only. They are separate from NES season points.
| Covers | King Points | | ---- | --------------------------------- | ------------- | | Taking the crown | 1 | | Defenses 1–3 of the current reign | 1 per defense | | Defenses 4–6 of the current reign | 2 per defense | | Defenses 7–9 of the current reign | 3 per defense |
Tiers are the same in every division. The defense cap simply ends a reign wherever it falls, so smaller fields may not reach the higher tiers. Because King Points only rank athletes within their own division, every athlete in a division competes under the same ceiling.
Taking the Crown
- Every new King earns 1 King Point for taking the crown, including:
- The top qualifier, who opens the block as the first King
- The winner of the opening tie race
- The winner of an open-throne race
- Taking the crown does not count as a defense; every new King starts at 0 defenses
Defenses
Each successful defense earns points based on how many consecutive defenses the King has made in the current reign. Tiers reset when a reign ends.
Streak Breaker
A challenger who dethrones a King earns King Points equal to the King's current defense value instead of the standard 1 point for taking the crown.
| King's defenses at time of dethroning | Streak Breaker Points |
|---|---|
| 0 | 1 |
| 1–3 | 1 |
| 4–6 | 2 |
| 7–9 | 3 |
Streak Breaker does not apply to open-throne races or the opening tie race.
Call-Out Bonus
If you take the crown with your call-out, you earn 2 bonus points (see Call-Outs).
Sweep Bonus
A King who completes a full sweep earns a +3 King Point bonus in every division, regardless of field size.
Examples
- Top qualifier opens as King and defends 3 times: 1 + 6 = 7 King Points
- One reign of 6 defenses: 1 (crown) + 3 (defenses 1–3) + 6 (defenses 4–6) = 10 King Points
- A challenger who dethrones a King who has made 5 defenses earns 2 King Points
Full Sweep values by field size (crown + all defenses + Sweep Bonus):
| Field Size | Defense Cap | Full Sweep |
|---|---|---|
| 4 | 3 | 1 + 3 + 3 = 7 |
| 6 | 5 | 1 + 3 + 4 + 3 = 11 |
| 8 | 7 | 1 + 3 + 6 + 3 + 3 = 16 |
| 10+ | 9 | 1 + 3 + 6 + 9 + 3 = 22 |
Event Ranking & Tiebreakers
Champions are ranked first, in the order they became Champion. Everyone else is ranked by total King Points. Ties are broken in this order:
- Longest single reign (most consecutive defenses)
- Best single run of the event, including the Qualifying Run and all Races (fewest penalties, then fastest time)
- Fewest total penalties across all Races
- Qualifying Run result (fewest penalties, then fastest time)
Official Placement & Season Points
To keep season points identical across formats, King of the Course rankings are converted into the same placement groups a standard double-elimination bracket produces. Athletes in the same group receive the same official placement and the same season points as they would in a standard double-elimination qualifier.
| Event Ranking | Official Placement |
|---|---|
| 1 | 1st |
| 2 | 2nd |
| 3 | 3rd |
| 4 | 4th |
| 5–6 | T-5th |
| 7–8 | T-7th |
| 9–12 | T-9th |
| 13–16 | T-13th |
| 17–24 | T-17th |
| 25–32 | T-25th |
- Groups fill from the top; the final group contains any remaining athletes
- Finals points (1.5x) apply the same way at a Finals event run in this format
- Participation, DNS, and DQ rules are unchanged
Finals Qualification
- Qualifying spots, the 8-athlete cap, and roll-down apply exactly as in standard NES qualifiers, using official placements
- If the qualifying cutoff falls within a tied placement group, the event ranking within that group determines who advances — no tiebreaker race is required
- Tiebreaker results do not change official placements
Quicksilver Award
- All official Races and the Qualifying Run count toward the Quicksilver Award
- Awarded to the fastest verified clean run in the division
- Tie resolution: the athlete with the higher event ranking (the King of the Course equivalent of advancing furthest), then co-recognition
Special Recognition
The following are tracked and recognized but do not award season points:
- Quicksilver: fastest clean run of the event
- Most Crowns: took the crown the most times
- Kingslayer: most Kings dethroned at the event
- Best Call-out: the successful call-out that ended the longest streak
- Champion Slayer: most Champion's Bounties claimed (only awarded if a bounty is claimed)
- Most Reigns of the Season: most times crowned King across all King of the Course events during the season. Ties are broken by most Sweeps, then longest single reign of the season
Crown Titles
Divisions may run as Queen of the Course, or with crown titles that follow each athlete. The rules are identical in every case.
Finals Qualification
At each qualifier event, the number of athletes who qualify for Finals per division is determined by:
Qualifying Spots
Qualifying spots = the larger of:
- Top 5 finishers, OR
- Top 30% of the division field (rounded up)
A maximum of 8 athletes may qualify from a single qualifier event per division.
Roll-Down Rule
If an athlete within the qualifying range has already qualified for Finals, the qualification spot rolls down to the next highest finisher who has not yet qualified. Roll-down continues until the allocated number of qualification spots for that event has been filled.
How Spots Are Filled (Step by Step)
Every event fills its qualifying spots in the same order. Roll-down is always applied before checking for a tie:
- Calculate the number of qualifying spots for the division (the larger of Top 5 or Top 30% rounded up, capped at 8).
- Go down the final placement list from 1st.
- Skip any athlete who has already qualified at an earlier event -- they do not use up a spot (this is roll-down).
- Award spots to the next athletes who have not yet qualified, until every spot is filled.
- Check only the placement group the last spot lands on. A tiebreaker race is needed only if that group is all-unqualified AND has more athletes than there are spots left for it.
Worked Examples
Both examples use a division of 10 athletes, which qualifies 5. Athletes A and B are tied for 5th (both eliminated in the same bracket round).
Example 1 -- Nobody pre-qualified. Spots go to 1st, 2nd, 3rd, and 4th. That leaves one spot, and both A and B are tied for it. Two athletes, one spot, so a tiebreaker race decides who advances.
Example 2 -- 2nd place already qualified earlier. 2nd place is skipped (already qualified), so their spot rolls down. The unqualified finishers filling the 5 spots become 1st, 3rd, 4th, A, and B -- exactly five. Both tied athletes are pulled in, so no race is needed.
In short: roll-down can pull a whole tied group in (no race), or push the cutoff onto a different tied group. A race happens only when still-unqualified tied athletes outnumber the spots left for them.
Medal Structure at Qualifier Events
- 1st place -- Gold medal
- 2nd place -- Silver medal
- 3rd place -- Bronze medal
- Athletes placing 4th and below do NOT receive medals
- Qualification for Finals is separate from medals
Additional qualification notes:
- Qualification status does not affect season points -- points are awarded for all contested divisions.
- Divisions require a minimum of 3 athletes to be viable for standard competition. Athletes may be reassigned up or down if a division is not viable (see Division Viability & Athlete Reassignment).
- If divisions are separated by gender, qualification applies within that division.
- If a qualifying position results in a tie, a single-elimination head-to-head tiebreaker race determines who advances.
- NES retains final authority over all qualification determinations.
Qualification Tie-Breaker Policy
Qualification Standard
Athletes qualify for the NES Finals based on placement at each qualifier event:
- The Top 5 athletes in each division qualify
- OR the Top 30% of competitors, whichever is greater
If the qualification cutoff falls within a tied placement, a Qualification Tie-Breaker will be used to determine advancing athletes.
Placement Integrity
- Final placements are determined strictly by round of elimination within the double-elimination bracket
- Athletes eliminated in the same round receive the same official placement
- Tie-breaker results do NOT change official placements
Example: Two athletes tied for 5th remain T-5th in final results, even if only one advances through a tie-breaker.
When a Tie-Breaker Is Required
After roll-down has been applied (already-qualified athletes skipped and their spots passed down), a Qualification Tie-Breaker is required when:
- A tie occurs at the final qualifying position, AND
- The number of still-unqualified tied athletes exceeds the number of remaining qualifying spots
If the number of tied athletes is equal to or less than the remaining qualifying spots, all tied athletes qualify and no tie-breaker is needed. See "How Spots Are Filled" under Finals Qualification for the full order of operations and worked examples.
Tie-Breaker Format
All Qualification Tie-Breakers are conducted as Single-Elimination Head-to-Head Races:
- Athletes compete on the same course and under the same rules as the main competition
- Standard judging and penalty rules apply
- Each race is one run, winner advances
- Tie-breakers continue until the exact number of qualifying athletes is determined
Tie-Breaker Structure by Scenario
- 2 athletes, 1 spot: 1 race → winner qualifies
- 4 athletes, 2 spots: 2 races → winners qualify
- 4 athletes, 1 spot: 2 semifinals + 1 final → winner qualifies
Tie-breakers are structured to eliminate only the number of athletes necessary to fill remaining qualification spots. The format will always prioritize minimal races while maintaining fairness.
Event Flow & Timing
Tie-breakers may be run:
- Immediately following the relevant elimination round, OR
- At a designated "Qualification Round" at the end of the division
Athletes will be given a brief recovery period when possible, but timing may vary based on event flow.
Scope of Tie-Breakers
Tie-breakers:
- Determine qualification only
- Do NOT affect official placement
- Do NOT impact standings points beyond qualification status
- Do NOT affect Quicksilver awards
Competitive Principle — Qualification Tie-Breakers preserve the integrity of the bracket while ensuring that advancement is earned through head-to-head racing, consistent with NES competition format.
Season Points System
Points are awarded at each qualifier event based on final bracket placement in contested divisions (2+ athletes). Single-athlete divisions are not contested and receive no points. All qualifier events count toward season standings -- there are no dropped events.
Points determine: Finals seeding, bye placement, and Season Champion title. Qualification and points are separate systems.
| Placement | Points | Placement | Points |
|---|---|---|---|
| 1st | 100 | 10th | 22 |
| 2nd | 80 | 11th | 19 |
| 3rd | 65 | 12th | 16 |
| 4th | 55 | 13th | 13 |
| 5th | 47 | 14th | 10 |
| 6th | 40 | 15th | 8 |
| 7th | 34 | 16th | 6 |
| 8th | 29 | 17th+ | 5 |
| 9th | 25 |
- Participation (must start division and compete in scheduled run) = 5 points
- DNS (Did Not Start) = 0 points
- DQ (Disqualified) = 0 points
Finals Points
Finals placements award 1.5x standard qualifier points. Finals points are calculated by multiplying the standard placement value by 1.5 and rounding to the nearest whole number.
| Placement | Points | Placement | Points |
|---|---|---|---|
| 1st | 150 | 10th | 33 |
| 2nd | 120 | 11th | 29 |
| 3rd | 98 | 12th | 24 |
| 4th | 83 | 13th | 20 |
| 5th | 71 | 14th | 15 |
| 6th | 60 | 15th | 12 |
| 7th | 51 | 16th | 9 |
| 8th | 44 | 17th+ | 8 |
| 9th | 38 |
17th+ is a participation award for athletes who start their division at Finals. DNS (Did Not Start) and DQ (Disqualified) receive 0 points. Finals points are added to each athlete's cumulative season total immediately after the division concludes.
Season Tiebreaker Order
If two or more athletes are tied in total season points, the following hierarchy is used in order:
- Best single qualifier finish -- the athlete with the higher individual placement at any single event ranks higher.
- Total Quicksilver Awards -- the athlete with more Quicksilver Awards earned across the season ranks higher.
- Head-to-head result -- if the tied athletes faced each other during the season, the winner of that match ranks higher.
- Faster average clean run time -- calculated across all clean (zero penalty) runs during the season.
Special Honors
These honors are separate from Championship Titles. They recognize elite speed and consistency but do not carry championship status.
Quicksilver Award (Qualifier Level)
Awarded at each qualifier to the athlete in each division who records the fastest verified clean run. Recognizes elite speed, execution, and efficiency.
Clean Run Definition
- Completed course
- No penalties
- No missed obstacles
- No infractions
Only official scored runs count.
Quicksilver Tie Resolution (Single Event)
- Athlete who advanced furthest in the bracket
- Co-recognition if still tied
Standings Impact
- Does NOT award additional season points
- Does NOT affect event placement
- IS tracked across the season
- IS used as a tiebreaker in season standings
Quicksilver Champion (Season Distinction)
Awarded at Finals to the athlete in each division who records the most Quicksilver wins across all qualifiers during the season. This title recognizes sustained speed excellence throughout the season.
Quicksilver Champion Tiebreaker
- Fastest single verified clean run recorded during the season (qualifier or Finals)
- Higher Finals placement
All times must be official and verified by event staff.
Finals Seeding & Byes
Each division at Finals may include up to 32 athletes. If fewer than 32 athletes qualify and confirm attendance, the bracket will run with the confirmed number.
Seeding
Finals seeding is determined strictly by total season points. Seed #1 = highest point total, continuing downward.
Bye Allocation
If the number of finalists is not a power of 2, byes are awarded to the highest-seeded athletes.
Formula: Byes = (Next power of 2) - (Number of finalists)
Example: 10 finalists, next power of 2 = 16, so 16 - 10 = 6 byes. Seeds 1-6 receive first-round byes.
- Standard double-elimination structure applies
- Proper seed separation must be maintained
- Byes are awarded based on season points -- never randomized
NES Championship Titles
Each division will crown two official champions at the conclusion of Finals:
NES Grand Champion
- Awarded to the athlete who wins the Finals bracket
- Crowned immediately following the Grand Finals match
- Receives Grand Champion trophy
- Represents the winner of the championship bracket -- the competitive climax of the event
NES Season Champion
- Awarded to the athlete with the highest cumulative season point total after Finals points are added
- Crowned on stage at Finals
- Receives Season Champion trophy
- Represents year-long consistency and performance
Dress Code
- All athletes must wear shirts and shorts or pants to compete
- All Athletes MUST wear athletic shoes to compete
- Individuals are not allowed to wear clothing with offensive language, swear words, or profanity printed on them
- Dress code is enforced by the Referee or Event Organizer, at their discretion
Code of Conduct & Social Media Policy
Our code of conduct is meant to protect the integrity of our events and our Hosting Facilities, and to provide a safe and fun environment for Athletes, Staff, Referees, Coaches, and Spectators.
- Respect Referee and Event Organizer final decisions
- Avoid using any profane language or gestures
- Bullying WILL NOT be tolerated and will result in ejection from the event, with no refund
- Do NOT interfere with individuals while they are on the course
- Do not steal or damage any property at the hosting facility
- Do not attempt to influence Referee through fear or favor
- Treat everyone with respect
- Maintain good sportsmanship at all times
- Do not make or contribute to any negative social media posts regarding Ninja Elimination Series or hosting facilities
Run Order
Final Bracketing will be completed after the Rules Walkthrough, during Warm-Up Time. Any athlete who arrives after Final Bracketing will not be allowed to participate because brackets cannot be regenerated after this point.
- Final Bracketing for Qualifying Competition is random
- Final Bracketing for Finals Competition is based on points accrued throughout the season
Staff
Minimum staff required to run any Ninja Elimination Series competition:
- Event Organizer
- Course Designer
- Referee for each lane
- Head Referee (Starting and Stopping Referee and Scorekeeper)
- Announcer
- Minimum of one course resetter
Opening Ceremony
All Ninja Elimination Series competitions are required to play the National Anthem at the start of the competition.
The National Anthem must be accompanied by a physical American Flag that is being displayed in a way that abides by the United States Flag Code.
Rules Walkthrough & Warm-Up Time
Rules Walkthrough
Every division must start with a Rules Walkthrough, provided by either a Referee or the Course Designer. Every Rules Walkthrough must include:
- Verbal explanation of each obstacle
- Physical demonstration for each obstacle
- Clear explanation of Out of Bounds areas
- Question and answer opportunities for any Athlete or Coach
- Any rule change or clarification that occurs due to an athlete question must be announced to all athletes in the division
Warm-Up Time
During Warm-Up Time, Athletes participating in the division will be able to move through the competition course, touching and attempting any obstacle and/or landing platform that they wish. Coaches may join Athletes on the course during Warm-Up time but must avoid impeding any other Athlete.
- Up to 10 Athletes in division: 10 minutes
- 11+ Athletes in division: 15 minutes
- If a Rule Change occurs for an obstacle during Warm-Up time, an additional 5 minutes must be given
Starting & Stopping a Race
- Lane Assignment: Lanes follow bracket position -- the top athlete in the matchup runs Lane A (left) and the bottom athlete runs Lane B. If the same two athletes meet again, lanes switch so each runs both. See the Lane Assignment section for details.
- Start Signal: Must be the same for each race. Recommended: "3-2-1-GO"
- False Starts: If there is a false start, the Referee will restart the race. Three false starts by a single Athlete will result in disqualification.
- Completion: A race can be stopped by the Athlete engaging a buzzer or passing a clearly marked forward plane.
- Malfunctions: A Referee can stop a race due to malfunction of an obstacle or landing platform. Both athletes must rerun the course.
- Reruns: In the event of a rerun, both Athletes must be given two minutes rest time.
- Back-to-Back Runs: Athletes must be given a minimum of 2 minutes recovery time. If the second run is the final, they will be given a 5-minute rest.
Scoring
Scoring for each Race is based on penalties first and time second. There is NO TIME LIMIT to complete the course.
- Number of Penalties by each athlete in the Race. Fewest penalties wins.
- If both athletes have the same number of penalties, the Athlete with the fastest time wins.
Obstacles
In the Ninja Elimination Series format, parity of the side-by-side courses is essential.
Parity Requirements:
- Obstacles must be identical in both lanes (same product, same manufacturer, same distance apart, same setup and rigging)
- Start and finish platforms must be securely attached to the surface under them
- Athletes may only use obstacles from their own lane. Crossing into another lane will result in a penalty.
- Athlete must engage every obstacle in order: Start Platform, Obstacle, Finish Platform
Range:
Course must be set up with a minimum of 8 and a maximum of 16 obstacles.
Types of Obstacles:
- Balance: Obstacles on the ground or suspended that test the athlete's balance
- Moving: Athlete must use an item (ring toss, cannon balls, cane, slider) to progress
- Swinging: Require athlete to generate swing and demonstrate a lache between fixed point obstacles
- Ascension: Require athlete to ascend vertically (rope climb, pole climb, ladder climb, cargo net)
- Campusing: Require pure upper body grip strength (cliff hangers, rock holds, devil steps)
- Parkour: Require vaults or jumps between or over walls, boxes, or platforms
No more than two of any one type of obstacle in a row.
Penalties
Reasons for penalties being assessed include but are not limited to:
- Athlete engages with part of the rig described as Out of Bounds during the Rules Walkthrough (incidental contact may be allowed at Referee's discretion)
- Athlete falls from an obstacle before completing it or otherwise fails to complete the obstacle
- Athlete fails to cross the forward plane of the obstacle finish platform
- Athlete exceeds maximum number of actual attempts on an obstacle (e.g. warped wall). "Wall touches" will not be counted as actual attempts.
Video Reviews
Requests for video reviews are allowed if the following conditions are met:
- 1 request per athlete per Race
- Request must be made prior to the end of the Round
- When a video is submitted for review, the review will be of the entire Race, not just the obstacle in question
- Review request is to remove penalties from one athlete, not to add penalties to another
- Unless video shows with absolute clarity that the Referee call was wrong, the original call stands
- Video Reviews must come from Floor Coach assigned to athlete, Athlete (if over 18), or Parent (if under 18)
- Video Review request data and results will become publicly shared data
Awards, Medals & Recognition
Qualifier Events
- Top 3 finishers receive medals (Gold, Silver, Bronze)
- Athletes who qualify for Finals receive a qualification badge
- Quicksilver Award recipients are recognized at each qualifier
Finals Competition
Championship Titles
- Top 3 finishers receive medals (Gold, Silver, Bronze)
- NES Grand Champion trophy (bracket winner)
- NES Season Champion trophy (highest cumulative season points)
Special Honors
- Quicksilver Champion recognized at Finals (most Quicksilver wins across all qualifiers)
Grievance Procedure & Conflict Resolution
If you have any concerns about a Ninja Elimination Series event, you can email info@ninjaeliminationseries.com. You will receive a response within 5 business days.
QUESTIONS?
Ninja Elimination Series
info@ninjaeliminationseries.com