Page 36 Spring 1994
Here's
the general rule for figuring out how high to make anyone special
throws.
At any time, in any pattern, you can add N extra spins to a throw (for N=1,2,3...) by skipping past N hands in the pattern when you make that throw.
What
do I mean by "skipping past N hands"? Follow a sequence of N
consecutive throws around the pattern to see where the pattern takes
you. The final destination reached is where you can instead throw the
club from the original hand with N extra spins, thus skipping the
intermediate hands. Each hand skipped past gets to pause.
We
start the relay with the original club landing in the hand that it
normally would be thrown to. From there follow the relay forward N
more throws. The hand you reach after those N extra throws is the one
to which you can directly throw the starting club, with N extra spins.
You get a double if N is, a triple if N is 2, a quad if N is 3, etc.
An
example should greatly clarify this. Suppose you and I are doing a
2-count, and you want to know where you can throw R hand doubles and
triples. Let's follow the relay, calling count 1 the time when you
pass from your R to my L. To make room for that club, on count 2 I do
a self from my L to my R. Then on count 3, I make room for that club
by doing a pass from my R to your L. And on count 4, you make room by
doing a self from L to R, followed by a pass to my L on count 5.
Therefore, on that original count 1, you could throw to any of the
hands we encountered in the relay, with the progressively higher
throws shown in Fig. 1. Note that whichever of those throws you make,
there are consecutive pauses by each of the receiving hands listed
above that throw.
If
we instead start the relay race with a L self, we find the
possibilities for throws from that L as shown in Fig. 2.
(The
figures list the possible destinations for some quads and quints
mostly to help you follow the relay race route around the hands. This
is not to say that these very high throws are easy or safe. Be
careful.) Site
Swaps All
of these throws that are higher than normal have a common effect. They
change the order of the clubs in the pattern. This is easily seen in
the 2-count, where the double club jumps ahead of the club that
pauses. This reordering of the clubs is called a Site Swap, because
the sites of some clubs within the pattern have been changed.
The
term Site Swap is most commonly used with solo patterns, which are a
bit easier to analyze and to describe, with only two hands. But the
early double in passing is about the most basic and probably the most
common site swap done. We're not trying to describe all site swaps for
passing here. We just want to show you how to work out at least some
straightforward ones without any fancy math, just by following the
pattern around. In fact we're only describing those that have only one
special throw plus some number of pauses. Combination passing site
swaps are left for another time.
Basic
Site Swaps in a 3-Count Now
let's look at a 3-count. Call count 1 when you pass from your R to my
L. To make room for that club, on count 2 I do a self from L to R. On
count 3, I do another self, from R to L. On count 4, I pass from my L
back to your R. So on count 1, you could make any of the passes in
Fig. 3.
There's
one more count to find the possible passes for in a 3-count, namely
two counts after a normal passing count, and the possible throws are
shown in Fig. 5.
One
of the 3-count doubles listed is rarely seen: the self double, from
either hand to itself (Fig. 4). Throw it one count after a pass. It's
fun and, as with other site swaps here, can be included in bigger site
swap combinations; for instance follow it two counts later with a late
double pass from the same hand that did the self double. |