PYL CLUB PROGRAM

The “PYL Club Program” is built on the concepts and rules of the Yinastic, professional sport; creation of the International Corporation “Professional Yinastic League” PYL. This sport has been created with some aspects of Competitive Sports Politlon, Acrobatics, Physical Education and Traditional Artistic Gymnastics.

Club programs are organized on age groups with logical modifications from a didactic point of view. These programs will contribute to the development of general and specialized physical capacities. In turn, they will support the psychophysical development and driving them; as set out by today’s scientific research and evidence.

To learn more about the Club Program Rules and Information click on the link below:

ENGLISH: PYL CLUB PROGRAM OFFICIAL RULES AND INFORMATION (pdf) version 08.15.21

ESPANOL: PYL PROGRAMA DE CLUB REGLAS E INFORMACIONES GENERALES OFFICIAL (pdf) version 08.15.21

 

To participate in the season Games, members (Player, Coaches, Referees, Clubs) should be register by October 31st every calendar year. 

BE A MEMBER

PYL CALENDAR 2021-2022 – version 08.22.22 pdf

 

Age groups for methodological and competitive technical work:

 

PRE SPORT TEAM GAME

(3 young children modules)

 

CLUB TEAM GAME 

(8 original competitive game modules – Routines with bonus & no bonus)

Under 7 years old
Under 10 years old
Under 12 years old
Under 14 years old
Under 18 years old
Over 18 year old

 

OPEN TEAM CLUB GAME

(8 original competitive game modules )

Category 3 – Under 7 years old routines

Category 2- Under 10 years old routines

Category 1- Under 12 years old routines

Open – Under 14 years old   | Under 18 years old | Over 18 years old – Optionals

Each age group will have different rules, but the concepts of “Team Games” will be maintained where both sexes will be allowed to participate.
In Yinastic for these ages, children and youth may participate in the modules they choose indistinctly; despite the historical origin in which these events are characterized for female use or male use, with the aim of encouraging the development of participants at all events equally.

The participation of different ages in the “Modules” will be carried out gradually and not in all PYL Modules, the aim is to gradually assist the player’s physical development and motivation, in turn stimulate motivation for the game of equipment.

For this, we have created “Pre-Sports Games” that replace the already established “Modules”. These will be the so-called “Child Modules” in which the concepts of the PYL will be respected; preserving the “8 Competitive Game Modules” rule as stipulated in this sport.

In these games, 8 players per team minimun will be involved playing two teams at the same time as PYL provides. The “Winning Team” will be the one that gets more points in the sum of the 8 modules. The won, tied and lost tables, will be the same as the PYL regulates, as well as the classifications.

Under seven years of age.

Under 7 years old.

They shall play in the following original PYL modules:
Acro Beam, Bone Acro Strip, Double Even Bars, Double Irregular Bars and Single High Bar, these modules will have directed actions and the bonuses will be specific.

In this module, you will run from a goal to hang on in two hoops that will be next to each other, followed by four more hoops in the same way for a total of 6 hoops. The player will move through the hoops and hang on each of them one after next, the hoops will be 30 centimeters apart. When you reach the end, you will jump three obstacles, one foot high and one foot wide. The player who gets to the end point will accumulate five points for his team and the sum of all the players will decide the winner of the module.

This game is about passing 2 mushrooms that will be in a straight line and each separated by 2 feet and the height will not be less than 1 foot.
The players will have to run a mushroom race and make half a circle with their body leaning on their hands. There will be two marks on the floor indicating the points where the half circle must be compensated and where it must end. When you get to the last mushroom, you must perform a straddle jump and land in a square by two feet; to win two extra points. The first one who finishes will earn five points for his team and if he has extra points for landing in the yellow landing zone, will be added as well. 

This game is about running out to a the table that shall be made of rubber foam covered with skin or vinyl simulating an original jump table, which shall have a height of 1 foot. The player will go over it with a squat through and jump with both feet at the same time. It must land in a 2-foot landing zone to accumulate two extra points. The landing inside the yellow zone doesn’t have to be static just landing with both feet and then run to the end point. The winner will add up five points for his team plus the extra points. 

MODULES

TECHNICAL DESCRIPTION OF THE PROGRAMME.

CATEGORY: UNDER 7 YEARS OLD.
TECHNICAL DESCRIPTION OF THE PROGRAM.
18 point routine.

The player standing on his two legs, behind the starting line, waits for the starting signal provided by the referee. He starts an impulse race towards the bouncer or jumping board where he must make a bounce with both legs and raising his arms to the vertical, landing on a mat placed next, he must wait for the referee’s signal to continue with his execution. Then perform a front turn with hand support followed by a handstand which must touch the referee’s hand that defines if it reaches the vertical position, then returns to the support of both legs on the mat, performs again a return to the front with support of hands remaining in the sitting position to later support your back on the mat and bring both arms to the level of your head to perform an arch. He gets up from this and performs a lateral turn with the support of his hands on a short simulation of ACRO BEAM that is raised about 15 cm from the ground, continuing with a short run to the ACRO BEAM located at a height of 20 cm from the ground continuing with said cart to the end of this where it will make a jump to land on a mat which will have a marked area for the landing to take place.

To this routine, 5 points are added for arriving first and 3 points for a perfect start, reaching a total of 26 points.

26-point routine.
The player standing on his two legs, behind the starting line, waits for the starting signal provided by the referee. He starts his impulse race towards the bouncer or jump board where he bounces with both legs and raising his arms to the vertical, landing on a mat which is marked for landing which should be perfect to obtain an additional bonus of 3 points , you must wait for the referee’s signal to continue your routine. Next, the player performs a turn to the front with hand support followed by a handstand having to go through the vertical to finish with an arch with the support of both legs, he gets up from this position supporting his back and advancing the trunk to continue with a lateral rotation with hand support; continuing with a race until the ACROBEAM rises 20 cm above the ground, where the race will continue until the end of the race where there is a jump until landing on the mat previously marked with an area of… ..
To this routine are added 5 points for arriving first, 6 points for two perfect landings for a total of 37 points.
In both routines the non-execution of the elements must be repeated and in case of falls in the race on the ACROBEAM it will start from the beginning of the ACROBEAM.

CATEGORY: UNDER 10 YEARS OLD.
TECHNICAL DESCRIPTION OF THE PROGRAM

Under 10 years old – Compulsory-

18 points (winner  5 points + 3 points perfect landing

total = 26 points)  No bonus

 

1. Run to Straight jump on the board mandatory land on a yellow square.

2. Step cartwheel on two folding mat.

3. Turn to another step handstand forward bridge off a folding mat.

4. Round off on to a folding mat and land off the folding mat.

5. Run and step onto the low beam and small hops to the other side.

6. Jump off and land on a yellow square.

 

Under 10 years old  – Compulsory-

26 points (winner  5 points + 3 points perfect landing

total = 34 points)  – With bonus

 

1. Run hurdle onto a board front tuck.

2.  Step cartwheel.

3.  Front handspring.

4. Run jump to feet onto low beam.

5. Jump across the end.

6. Hand at the end to round off beam.

 

Under 12 years old -Compulsory

18 points (winner  5 points + 3 points perfect landing

total = 26 points)  – No bonus

 

1.From a yellow square jump on to the beam.

2. Cartwheel.

3. Back walkover.

4. Front walkover.

5. Another Back walkover.

6. Run to the end and jump from two feet land on the yellow square.

Under 12 years old- Compulsory

26 point (winner 5 point + 3 point perfect landing)

Total = 34 points) – With bonus

 

1. Run, hurdle and jump on the low beam.

2. Cartwheel.

3. Back handspring.

4. Front walkover to front walkover.

5. Back walkover –  back handspring.

6. Run hurdle on board – front tuck off.

 

 

CATEGORY: UNDER 7 YEARS OLD
TECHNICAL DESCRIPTION OF THE PROGRAM
18 point routine

The player standing on his two legs, behind the starting line, will wait for the starting signal provided by the referee, he begins with a step by pushing himself and makes a turn to the front with the support of hands to get up with one leg behind and another forward giving step to a side turn passing the vertical with legs extended on a raised surface of 15 cm. He then stands on a descending inclined plane and makes a back turn, culminating in a half turn to change direction and execute a handstand with arms extended on a raised plane of 15 cm and until touching the referee’s arm and return with one leg to the starting position, then turn again changing direction and sit on the upper plane and place your hands on the floor and perform an arch extending your arms and legs, get up again supporting your back and turning the body to continue with a race until a predetermined mark to which it has to go around it and return to a marked area where it must take the support position with outstretched arms and a straight body and move only with the steps taken with its hands, finished it is performed a race that culminates in a jump starting with one leg landing in an area of….
This routine has a value of 18 points, 5 points are added for arriving first and 3 points for perfect landing giving a total of 26 points.

26 point routine
The player standing on his two legs, behind the starting line, will wait for the starting signal provided by the referee, he begins with a step by pushing himself and makes a return to the front with the support of his hands, getting up with one leg back and the other forward, taking step. to a side turn going through the vertical with legs extended, then he performs a back turn with hand support next to his head, then he makes a half turn, stepping forward to perform a handstand on a higher plane 15 cm high, joining the legs vertically and passing these until ending in an arch with the support of hands and feet. He gets up from this position supporting his back and flexing the trunk forward, continuing with a race which must turn around a predetermined mark and continue to the mats to perform a handstand walk where the feet should be supported on the arm. of the referee throughout his journey, at the end of this he descends from this position with one leg and then the other continuing with a trot until producing a jump starting from one leg and culminating with both in a marked area of….
This routine is worth 26 points, 5 points for arriving first and 3 points for perfect landing for a total of 34 points.

CATEGORY: UNDER 7 YEARS OLD.
TECHNICAL DESCRIPTION OF THE PROGRAM.

16 point routine.
The player in the standing position and standing under the bars, which are at a height of 1 meter in relation to his feet, waits for the referee’s signal and performs a domination of the arms by raising his knees and maintaining this position, The referee counts the three times to continue, opening his legs supporting them on each bar and passing the supports of the hands to the front, repeating the exercise again. Then swing forward on the support of his arms until you place your feet on the bar, then the same exercise, but back, repeating once more. With the feet placed behind the support, there is a jump to the side with both legs and the support of the hands is changed to a bar to later land on the mat holding the bar with one hand.
This routine has a value of 16 points, 5 points for finishing first and 3 points for perfect landing, obtaining a total of 26 points

26-point routine.
The player standing and standing under the bars, which are at a height of 1 meter in relation to his feet, waits for the referee’s signal and performs a domination of the arms until the support of these, raises his two legs extended to the front maintaining the position of “L” three times that the referee will count to continue, later an opening of the legs is made until resting on the bars and the support of the hands is transferred to the front; A small ascent of the hip is carried out to release the legs until they come together to perform a balance to the front, opening the legs and supporting them on the bars, the support of the hands is transferred to the front, repeating the elevation of the hip to perform two full swings; after the second back, there is a simultaneous push of the supports to the side, achieving a displacement of the body to the side of the supports to land an area of… ..
This routine is worth 26 points, 5 points for finishing first and 3 points for perfect landing.
In both routines, the minimum height is one meter, the player being able if required to raise it to the height of his preference

CATEGORY: UNDER 7 YEARS OLD.
TECHNICAL DESCRIPTION OF THE PROGRAM.

16 point routine.
The player placed with his back to the upper bar and in front of the lower bar at a height of 1.60 meters from the ground, waits for the start signal given by the referee. An arms traction is performed with an elevation of the extended legs until a body inversion is produced that ends in the support of the arms, then a flexion of the arms is performed to descend to the starting position of the support of the legs and arms in the bar. The exercise is repeated again until the support; Later, maintaining the extended position, the shoulders are brought back to make a descent that ends with the support of the legs in a marked area of…. And releasing the bar. A half turn is made, facing the lower bar again, performing an arm traction again with the rise of the legs, producing a rotation until the arms rest. One foot is flexed until it is supported on the bar followed by the other to then jump from the lower bar to the upper bar; Grabbing the upper bar, three continuous swings are made and at the end of the third one they are released back to land in a marked area of….
This routine is worth 16 points, 5 points for finishing first and 6 points for perfect landings for a total of 27 points.

26 point routine
The player placed with his back to the upper bar and facing the lower bar at a height of 1.60 meters from the ground, waits for the start signal given by the referee. An arm traction is carried out with an elevation of the extended legs until a body inversion is produced that ends in the support of the arms. An impulse is made back with the legs together, taking off the whole body from the bar, giving way to a descent of the legs and shoulders backwards, achieving a turn until the support of hands, a descent again of the shoulders and legs with the body extended to a predetermined zone of…. . They make a half turn to face the lower bar again and perform an arm traction again, raising the legs until they rotate until the hands are supported. Subsequently, they make a push back with both legs raising the hips and flexing the legs until they rest on the bar, they release the bar with their hands and produce a jump towards the upper bar, grabbing it and performing three continuous balances and in the fourth when going to the front A half turn is performed by releasing one hand that must touch the bar at the end of the turn and both hands are released to land in a predetermined zone of….
This routine is worth 26 points, 5 points for finishing first and 6 points for perfect landing

Ten years old.

They shall play in the following original PYL modules:
Acro Beam, Bone Acro Strip, Double Even Bars, Double Irregular Bars and Single High Bar, these modules will have directed actions and the bonuses will be specific.

Players will have to perform three directed exercises in the hanging rings while these swing from one end to the other. Then they must land in a circle marked on the floor so they don’t lose two points. The landing doesn’t have to be static just with both feet together in the circle. Finally, you must run to a rope 20 feet high and climb it, the first one to touch the top mark will win five points for your team.

At these ages, they must pass the 2 mushrooms doing three circles and in the end they must jump on a spring board and perform a forward salto tucked and land on a 2 by 2-foot square. If your landing is perfect, you’ll get two extra points. The player who arrives first to the landing will earn five points for his team plus the extra landing points

12 years old

They will make the eight original modules of the PYL, but the performance will have two directed exercises and three free but cannot be higher than level 3 and will have specific bonuses

14 years old.

They may perform free exercises but cannot be higher than level 4 and will have specific bonus.

17 and younger 18 and older.

It will be the same original PYL regulation.

Information: +54 9 2615941856 | info@pylsport.org