
The Long Jump

The Hexathlon Long Jump is a combined score discipline where representatives from a team take turns jumping. Each team fields 4 jumpers and a match contains 3 rounds. If a jumper fouls on their attempt it is recorded as 0 on the scoresheet with no way to retry.
Scoring
In the long jump every 0.5m = 1 point, or more simply the score =
2 x jump distance (in meters).
E.g. A 6.46m jump is worth 12.92 points.

Avoiding a foul is just as important as jumping far. Team A might have won comfortably if not for the foul in round 3.
Rules
- The jumping order must be locked in before the beginning of each round.
- Each jumper in the field is only allowed 3 jumps.
- If the competitor starts the leap with any part of the foot past the foul line, the jump is declared a foul and no distance is recorded.
- A foul jump contributes 0 points to the team score.
- Each jump must be completed within the 1 minute time limit (to keep the matches fast paced). Failure to jump within the allotted time is considered a foul. The timer begins when an official calls a jumper’s name.
- Many kinds of take-off board are accepted, including the traditional 20cm (8in) wooden board. Synthetic boards are also permitted.
- Plasticine is placed at the edge of the takeoff board to determine if a foul has occurred. The plasticine serves as a visible marker for officials to determine the legality of a jump if it is unclear to the naked eye. If there is no impression on the plasticine, the jump is deemed legal.








