Judging Downgrades Summary

Here is a précis of the principal "faults" that you should look for and the number of marks to deduct whilst you are applying standard CIVA rules of critique to sequence programmes at all levels. Always however refer to the current CIVA Section-6 Rules (power or glider) for the ‘official’ solution in all matters of judging detail.

At the entry to and exit from EVERY figure element

Horizontal start & finish LinesDowngrade
Off axis left or right n-deg1 point/5 deg
Climbing or diving n-deg1 point/5 deg
One wing low n-deg1 point/5 deg
No distinct line drawn1 point each
Flying in wrong direction on the "A" axisMark = Hard Zero (HZ)

Family 1 - lines and angles  

Horizontal 45's & VerticalsDowngrade
Climbing or diving n-deg (before or after roll)1 point/5 deg
Steep or shallow n-deg (before or after roll)1 point/5 deg
Positive or negative n-deg (before or after roll)1 point/5 deg
No line drawn before or after roll1 point each
Longer or shorter line before or after roll1 to 3 points

Family 2 - turns and rolling turns  

Rolling entry or exit (i.e. a "co-ordinated" turn)1 to 2 points
Bank angle too shallow (less than 60 deg)1 point/5 deg
Bank angle varied1 point/variation
Rolling TurnsDowngrade
Roll rate varied1 point/variation
Roll stopped or turn and then restarted2 points
Not an even integration of rolls at end1 point/5 deg
Not enough / too many rolls or a flick-roll seenMark = hard zero
Both TypesDowngrade
Turn rate or radius varied1 point/variation
Climbing or diving in turn1 point/5 deg
Was n-deg early or late1 point/5 deg

Family 3 - combinations of lines  

All FiguresDowngrade
Longer or shorter 2'nd etc. line1 to 3 points

Family 5 - stall turns  

Up/Down LinesDowngrade
Up/down-line pos/neg/left/right n-deg (before or after roll)1 point/5 deg
Short, long or no line drawn up/down (before or after roll)1 to 3 points
The TurnDowngrade
Turn-around too wide (pivot beyond wingtip)1 point/wing length
Rolled or pitched n-deg in turn-around1 point/5 deg
Exit pull or push radius smaller or larger1 to 3 points

Family 6 - Tail Slides  

Up/Down LinesDowngrade
Up/down-line pos/neg/left/right n-deg (before or after roll)1 point/5 deg (was 2 per 5 - beware!)
Short, long or no line drawn up/down (before or after roll)1-3 points
The SlideDowngrade
Visible 'cheat' angle at the topMark = Perception Zero (PZ)
No slide seen1 point/5 deg
Yawed or rolled n-deg in slide1 to 3 points
Pitched the wrong way (wheels up or down)Mark = Hard Zero (HZ)

Family 7 - Loops and Eights  

Half & Full LoopsDowngrade
Large or small radius at top or in 1'st/2'nd etc. quarter1 to 3 points
Line drawn between roll and looping segment1-3 points, PZ when line > radius
Roll not central in looping segment1 to 3 points
Off axis during looping segment1 point/5 deg
Higher or lower exit1 to 3 points
Smaller or larger 2'nd half1 to 3 points
Lower or higher 2'nd half (horizontal)1 to 3 points
With CornersDowngrade
Longer or shorter 2'nd etc. line length1 to 3 points
Up/down-line pos/neg/left/right n-deg {before or after roll}1 point/5 deg
1'st/2'nd etc. 45 steep or shallow {before or after roll}1 point/5 deg
Horizontal segment off axis left/right/up/down1 point/5 deg

Family 8 - Combinations of Lines, Angles and Loops  

Humpty BumpsDowngrade
Up/down-line pos/neg/left/right n-deg (before or after roll)1 point/5 deg
Rolled or yawed in half-loop1 point/5 deg
Push instead of pull, or pull instead of pushMark = hard zero

Family 9 - Rolls and Spins  

Slow RollsDowngrade
Rolled n-deg short or too far1 point/5 deg
Roll barrelled (pitched and/or yawed whilst rolling)1 point/5 deg
Roll rate varied1 point/variation
Axis changed left/right/up/down n-deg during/after roll1 point/5deg
Hesitation at random point2 points
Wrong type of roll substitutedMark = Hard Zero (HZ)
Hesitation RollsDowngrade
Climbed or sank in knife1 to 2 points
Slower or faster 2'nd etc. half/quarter/eighth1 to 3 points
Under/over rotated 1'st/2'nd etc. half/quarter/eighth1 point/5 deg
Hesitation missed (wrong type of roll substituted)Mark = Hard Zero (HZ)
Flick RollsDowngrade
Part flicked and part aileron'd roll2 to 5 points
Not flicked (no stall seen)Mark = Perception Zero (PZ)
Positive instead of negative, or neg instead of posMark = Hard Zero (HZ)
Combinations Of RollsDowngrade
Any line between two rollsAt least 2 points
Significant(?) line between rollsMark = Hard Zero (HZ)
Same direction when opposite required (or vice versa)Mark = Hard Zero (HZ)
Wrong number of rolls where linkedMark = Hard Zero (HZ)
Rolls immediately prior to or just after loopingDowngrade
Any line between stopping loop/roll and starting roll/loopAt least 2 points
Roll starts before loop finishes1 point/5 deg (from required line)
Significant line between rollsMark = Hard Zero (HZ)
Spin EntryDowngrade
Entry not stalled, and/or "rolled" in – not spinningMark = Perception Zero (PZ)
Flicked entry (too fast)Mark = Perception Zero (PZ)
Spin ExitDowngrade
Spin rotation short or too far n-deg1 point/5 deg
Line after was positive or negative n-deg1 point/5 deg
No line drawn afterMark = Hard Zero (HZ)

The following general points apply to all sequences:  

  • At unlimited and advanced two half-rolls and a selection of "safety figures" are allowed prior to the start of the sequence, as shown below. At other levels reduced allowances are made - consult the respective national rules.

  • The sequence start, end and any intermediate breaks must be signified by three wing rocks.
  • Every figure must begin and end on the "A" or "B" axis in erect or inverted level flight.
  • The mark for each figure is 10 points minus the sum of the deductions that you judge appropriate.
  • Figures missed-out, obstructed by cloud must be awarded a hard zero.
  • Figures started behind the judges must be marked normally but annotated "Behind" in the remarks column.
  • For a figure flown so far distant that the exact detail is not apparent, you are entitled to deduct 2 points for every element that you can’t judge.
  • The Positioning or Framing mark (out of 10) is judged on the symmetrical and good use of the whole 'box' - see Positioning.


Occasionally the Chief Judge will call the Judging panel members together after a sequence to discuss contentious points. Debates at these occasions can become quite heated, but a common settlement of any disputed points is essential and it is the Chief Judge's job to ensure that this is reached as quickly as possible.

While you should certainly present your own point of view, once the Chief Judge has made a decision - do accept it! It is unfair to harass the CJ and often impossible to prove who is actually correct.