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

Age groups for methodological and competitive technical work:

Under seven years of age
Under 10 years
Under 12 years
Under 14 years
Under 17 years old
Eighteen-year-olds

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, six players per team 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 seven years of age.

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 yourself in two hoops that will be next to each other, followed by four more rings in the same way for a total of 6 hoops. The player will move through the hoops and hang on all of them, that 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 10 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 of two 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 painted landing zone, will be added as well.

This game is about running out to a jump table. The table 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 forward roll and jump with both feet at the same time. It must kand in a 2-foot landing zone to accumulate 2-extra points. The landing inside the painting 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

MODULE: ACROBEAM.
CATEGORY: 7-YEAR-YEAR MENORS.
TECHNICAL DESCRIPTION OF THE PROGRAMME.

18-point routine.
The player standing on his two legs behind the starting line will wait for the starting signal provided by the referee. Start an impulse race towards the spring board where he must perform a bounce with both legs together and raise the arms straight to the vertical, landing on a mat, he must wait for the referee’s signal to continue its execution. He then performs a forward roll followed by a hand stand which must touch the referee’s hand who will indicate that the skill was performed, after that he returns to the support of both legs on the mat, executes again a forward roll to lie down position, placing the hands by the head, palms on the mat, pushes up to a bridge support. He incorporates to a stand and performs a hand-supported cartwheel on a short simulation of ACROBEAM which is about 15 cm from the ground, continuing with a short race to and on the ACROBEAM located at a height of 20 cm from the ground until the end of it, where it leaps to land on a mat which will have a marked area for landing.
This routine will have five points to first place and three points bonus for perfect landing reaching a total of 26 points.

26-points routine.
The player awaits standing on his two legs behind the starting line for the signal provided by the referee to start. Start your impulse race to the spring board where he will bounce with both legs together and lift his arms straight to the vertical, landing on a mat which will have a landing zone marked if it is perfect the player gets 3 bonus points. He must wait for the referee’s signal to continue his routine. Then the player executes a forward roll to handstand, to end up on a bridge position, afterwards he reincorporates lying back down and advances to continue with a cartwheel ; continuing with a race until the end of the ACROBEAM where he will leap to try to land on the landing zone marked on the landing mat.
On this routine first place will get five points, six points for two perfect landings reaching a total of 37 points.

In both routines, non-executions of the elements should be repeated, and in the event of a fall in the race on ACROBEAM the player will begin from the beginning of the ACROBEAM.

Ten years old.

Under seven years of age.

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 10 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