Modern Passing

This is an incomplete draft of the book and very much work in progress. Feedback is welcome.

With this short book (and corresponding website), my goal is to provide an opinionated introduction to the fascinating world of modern club passing. Like many areas of juggling, club passing is a field that has its own community that continuously pushes the field and invents and shares new patterns and new styles of passing. I have learned many things from this community and tremendously enjoy patterns that go beyond traditional 6-club 4-count ("every others") and 7-club 2-count and 2-count/4-count feeds. In passing corners at juggling festivals and at festivals dedicated to passing, it is now common to find ambidextrous 4-handed siteswaps with zaps and triple selfs and Roundabout-style manipulator pattern of various difficulty with 3 to 5 people.

Getting into modern club passing can be intimidating and overwhelming. There are so many patterns, notations, and video collections, it can be difficult to know where to start and where to go next, and how to even figure out what's going on. I try to provide a clear guide, laying out possible paths to learn patterns and skills that incrementally build on each other and increase in difficulty. Along the way, I'll compactly introduce necessary notation and concepts, which allows sharing and explaining individual patterns more compactly.

I try to curate and guide in a short book, rather than create a comprehensive repository. With this book, you will learn the essentials that are broadly known in the passing community -- at any level you will likely find people to pass interesting and challenging patterns with. You will find plenty of patterns beyond the basics to push yourself, and also gain the skill to find, read, and create other patterns.

What is modern club passing? Modern club passing is ambidextrous. Modern club passing is combining passes at different heights (zaps, singles, doubles) with zips, flips, heffs, and triple selfs. Modern club passing is to slow down and control the pattern. Modern club passing embraces manipulator and walking patterns with 3 or more people. Modern club passing is for the passer and not for an audience, constantly pushing the boundaries and trying more challenging patterns, even when they all look the same from the outside. Modern club passing is not a fixed concept but a term I embrace for the kind of passing that I and many in the passing community like.

-- Christian Kästner


Table of Content

Learn to pass / teach to pass

Next: Synchronous passing notation or Four-handed siteswap notation

5-club one count

The most effective way to teach beginners passing is to teach them 5-club one count. Especially if one passer is more experienced, it is possible to teach almost everybody passing within minutes and get them to experience success, even if they have never tried to juggle clubs before. As it allows for more control and feedback and trains both hands equally, this approach is much more effective than the traditional approach of first requiring a solo cascade pattern and then learning 6-club four count as the first pattern. This approach was first introduced by Amiel Martin and published on passingpedagogy.com; it has since been widely taught in workshops.

In the following I assume a more experienced teacher and a less experienced student. While it is easier to get to success with a more experienced teacher, who can throw good passes and recover from less good responses, the same sequence also works with two beginners.

Step 1: Practicing passing throws in isolation. The teacher has a single club, the student has two empty hands. The teacher throws a lofty crossing pass from the right hand with a single spin. Ideally the student can catch the club comfortably with the right hand at about shoulder height. The student then throws a lofty straight pass back to the teacher, from the student's right hand to the teacher's left hand. This is followed by a lofty crossing pass from the teacher's left hand to the student's left hand, and finally followed by a lofty straight pass from the student's left hand to the teacher's right hand.

A figure of two people marked T and S facing each other, with four numbered arrows, first from T's right hand to S's right hand, then from S's right to T's left hand, then from T's left to S's right hand, and finally from S's left to T's right

Illustration of the four passes between the teacher (T) and the student (S).

Use this first step to practice passes, watch them land, and correct with the next throw if needed. Passes will often be too spinny, too short, too fast, or too low. Passes should be lofty and should be caught with an open hand facing the other passer roughly at shoulder height, maybe 10 to 20 cm (4-8 inch) diagonally in front of the shoulder. It is a good exercise for the teacher (a) to hold the empty hand where they want to catch the club as a reference point for the student to aim for, and (b) to provide feedback on what to correct.

[TODO: Photo of where to catch]

When throwing the pass, avoid spinning the club from the wrist – keep the wrist fixed. Adjust height and length of the throw primarily by controlling how much to move the lower arm (bending at the elbow) and when to release the club. For extra far throws, also the upper arm might be involved (moving from the shoulder joint) but that is rarely needed. If the club is not spinning enough, correct by throwing it higher, not by spinning it more. When avoiding spinning from the wrist, it does not matter much where exactly to grip the club; usually grab it anywhere comfortably at the handle, some people like to slide it down to the knob for every pass.

[TODO: Photo or graphic with the path of a club]

Step 2: Responding to a pass with a pass. The teacher has a single club in the right hand and the student has one club in each hand. The teacher throws a lofty crossing pass and the student responds by throwing a lofty straight pass from the right hand back to the teacher's left hand in response, before catching the club with the now empty right hand. Students often want to throw their responding pass very early – delay it as long as possible – it is thrown when the incoming club starts to descend, more than half-way across the pattern. The responding pass is thrown underneath the incoming pass, not outside of it. Once the first and the responding club are caught, the teacher repeats the sequence on the other side.

The teacher needs to throw lofty passes that are high and wide enough for the student to comfortably pass underneath – having good lofty crossing passes is more critical for the pattern than good straight passes, that is why we have the teacher throw them. The student's straight passes should be wide enough that the teacher can comfortably pass on the inside. If there are collision problems, the incoming pass is likely too short or too low. The student may need a few attempts to get comfortable with the timing to still throw good responding passes; practice on both sides, and go back to step 1 if needed. Find a rhythm that is slow and comfortable.

Step 3: Continue the pattern. Adding one more club, both teacher and student now start with one club in each hand. The teacher again starts with a lofty crossing pass, the student responds with a straight crossing pass, and now the teacher continues by responding with another lofty crossing pass, forcing the student to another response on the other side, which is caught by the teacher's empty hand. That is, we now have a sequence of four passes, involving all hands, teaching the speed of responding with alternating passes from both hands. Continue to pay attention to clean throws and catches and a generally slow rhythm.

If this is working well, a more experience teacher take a shortcut to 5-club one-count without telling the student by always handing the caught pass to the other hand to indefinitely continue the pattern (this is technically the four-handed siteswap 720). This can be done without any announcement and will often result in a student surprised about what they can do; adding another club for the final step will not make a difference from the student's perspective.

Finally: 5-club one count. Adding one more club again, the teacher starts with two clubs in the right hand and one club in the left hand, the student still has one club in each hand. The teacher starts with a lofty crossing pass and the rest is a continuous sequence of responses. This is it. This is 5-club one count. The student can also practice starting with three clubs, but should continue to do straight passes, unless they want to get ready to teach somebody else.

Onward to 6-club one-count and 7-club one-count

With an experienced teacher, most students can learn 6-club one-count on their first day, and some even see first success with 7-club one-count. Both patterns will likely still be easier than learning 6-club four count.

To warm up for 6-club one-count, first pass three clubs between the teacher's left hand and the student's right hand. All passes are straight and thrown a little from the inside to the outside. Try to keep passes lofty. The responding passes are thrown underneath incoming passes, and collisions indicate too short or too low passes. Once this works, switch sides and pass three clubs between the teacher's right hand and the student's left hand. Finally, combine both sides, alternating right-hand and left-hand passes. The most common start is for both passers to have two clubs in their right hand and one club in their left hand and to start at the same time with a right-handed pass – a more experienced teacher might start with four clubs and a left-handed pass, whereas the student starts responding one beat later with a right-hand pass.

A figure of two people marked T and S facing each other, with four numbered arrows, one from T's right hand to S's left hand and one opposite of this; another pair between T's left hand and S's right hand

Illustration of the passes between the teacher (T) and the student (S) in 6-club one-count. Both passers throw at the same time, alternating their right and left hand.

If the teacher is comfortable with 7-club one-count, transitioning from 6-club one-count to 7-club one-count is a fairly small step for the student. The student continues a one-count pattern with lofty straight single passes, now at a marginally faster pace (most students speed up too much going from 6 to 7 clubs, it is really not much faster). The teacher has to carry the pattern though with lofty crossing passes, typically starting with four clubs and a lofty crossing pass from the left hand slightly before the student's right-handed start.

What's next?

One-counts are great beginner patterns because the learner can focus entirely on passes, rather than focusing on separating passes and self throws. An experienced teacher can carry the pattern, so most incoming clubs for the student will be fairly stable, whereas other patterns often fall apart from bad self throws. One-counts also provide a good foundation for passing slow and lofty and for passing with both hands.

One the one hand, one-counts provide a good entry point for four-handed siteswaps (actually 5-club one-count and 7-club one-count are four-handed siteswaps: 744 and 7). To go this route, learn about the notation and start with the beginner patterns, slowly introducing zips, flips, and selfs. For beginners, zips are easier to introduce than selfs, so good patterns to try next are 777742 (see compatible siteswaps) and 77722 (Parsnip, see beginner patterns).

On the other hand, most other passers will have learned 6-club four-count first and other synchronous patterns next. To have a wider range of passing partners at all levels, it is useful to learn those patterns too. They also are the foundation for most group patterns. Depending on how stable their cascade is, some beginners might find it easier to learn patterns with more self, like 6-count, and others might prefer starting with patterns with fewer selfs, such as pass-pass-self.

Introduction to synchronous passing & notation

Most traditional passing patterns, including 6-club four count, three-count, and pass-pass-self as well as 7-club two-count are synchronous patterns in that both jugglers throw at the same time. This is where a lot of people start passing, though we recommend a different first pattern (see learning to pass).

Many passers explore only a small number of traditional synchronous patterns, usually with many selfs and with most or all passes thrown from the right hand, making it harder only by adding more clubs. It is not surprising that many find this boring soon. But there is a large number of synchronous patterns to explore, both one-sided (e.g., six-count popcorn) and ambidextrous (e.g., Jim's three-count) patterns, and then there is also the whole world of four-handed siteswaps.

Notation

Learning a specialized notation can make reading and understanding different patterns much easier than trying to decipher textual descriptions. There are many different notations and they are not used consistently, since they emphasize different things; some notations are overly complex for simple patterns. Here, we adopt a consistent notation for all synchronous patterns based on solo siteswaps and visualize them in simple diagrams.

We use the following symbols for different throws:

SymbolDescriptionSolo-siteswap equivalent
zZip / hand-across: Directly handing a club from one hand to the other without throwing it1
fFlip / hold: Holding a club in a hand without throwing it or flipping it quickly2
sSelf as in a normal cascade3
pSingle-spin straight pass, usually straight3p
hHeff: A double-spun self to the same hand, as in a four-club solo fountain4
dDouble-spin crossing pass, usually crossing4p
tTrelf: triple-self to the other hand5
rTriple-spin straight pass5p

A pattern where both passers make the same throws at the same time can now be written as a sequence of throws, such as "p s s" or just "pss" for 6-club three-count where both passers throw a single pass on every third beat. This can also be visualized as follows:

pR ∥pR ∥sLsLsRsRpL ∥pL ∥sRsRsLsL2|12|1

In such visualization, we show two rows, one row for each passer. Time is progressing from left to right. Usually both passers start at the same time with the right hand and then alternate hands, as indicated with the "R" and "L" labels for right and left-handed throws. The numbers on the left indicate how many clubs each passer has in their right and left hand at the start ("right|left"), and the "||" and "X" next to a pass indicate whether that pass is thrown straight (i.e., right to left or left to right hand) or crossing (i.e., right to right or left to left hand).

Basic 6-club synchronous passing patterns

Prerequisites: Learning to pass | Next: Jim's patterns, 7-club and 8-club synchronous patterns, tedious patterns, or four-handed siteswaps

In all these 6-club patterns, both passers start with two clubs in the right and one club in the left hand. Both passers start at the same time with a straight single pass. It is customary to synchronize the start with an up-down-pass sequence where both passers lift the club without throwing it.

6-club four-count (pass-self-self-self) and two-count (pass-self). Four-count (old name every others) and two-count (old name everies) are probably the most common pattern used as a basis for group patterns, trick throws, and performances, but they are both one-sided, with all passes thrown from the right hand. I consider them as traditional passing, not modern passing. In four-count ever other right-hand throw is a pass.

pR ∥pR ∥sLsLsRsRsLsLpR ∥pR ∥sLsLsRsRsLsL2|12|1

In two-count every right-hand throw is a pass; the left hand only throws selfs.

pR ∥pR ∥sLsLpR ∥pR ∥sLsLpR ∥pR ∥sLsLpR ∥pR ∥sLsL2|12|1

For a more modern version, try 6-club three-count or 6-club one-count instead, or the beginner four-handed siteswaps.

6-club one-count. The 6-club one-count from learning to pass (also known as ultimates, old name thundershower) is the easiest synchronous pattern for beginners to learn when they have a stronger passer as partner, because all throws are the same. Both passers pass from their right hand at the same time and then again from the left hand at the same time.

6-club three-count (pass-self-self). A good pattern to introduce selfs ofter one-count is three-count (old name waltz) with both passers counting pass-self-self. The pattern is ambidextrous, so has both right-hand and left-hand passes. Note that two clubs are always passed and the other clubs are always selfed – each club received as a pass gets thrown back as a pass again. Using two clubs of a different color to highlight the passes can help beginners remember when to pass.

pR ∥pR ∥sLsLsRsRpL ∥pL ∥sRsRsLsL2|12|1

Pass-pass-self, bookends (pass-pass-self-pass-self), and countdowns. Any other sequence of passes and selfs is possible. Pass-pass-self (old name two-thirds-count), pass-pass-self-pass-self (known as bookends), and various countdowns are common sequences to introduce some challenges. The countdown pass-self-self-pass-self-pass-pass-self can be remembered as the sequence three-count, two-count, one-count, two-count. Another common countdown is to start with a four-count and count down to a one-count and back up for the ambidextrous pattern pass-self-self-self-pass-self-self-pass-self-pass-pass-self-pass-self-self.

Early doubles and triples. In all patterns (except one-count), instead of a self-pass combination, we can throw a crossing double pass followed by a wait (or flip) – that is, replace any 3 3p with 4p 2. This works because the double is thrown one beat before the single pass would have been and is thrown to the same hand. For the receiving passer, if the double is thrown well, this should not make a difference – the early double can be thrown to replace any single pass and does not need to be announced. It may require some practice though to get the timing and placement right.

pR ∥pR ∥sLsLsRsRpL ∥pL ∥sRsRsLdL XpR ∥fRsLsLsRsRpL ∥pL ∥sRsRsLsL2|12|1

The same idea also works with triple passes. Any self-self-pass combination can be replaced with a straight triple pass and two waiting beats (triple-flip-flip) – that is replace any 3 3 3p with 5p 2 2.

pR ∥pR ∥sLsLsRsRpL ∥pL ∥sRrR ∥sLfLpR ∥fRsLsLsRsRpL ∥pL ∥sRsRsLsL2|12|1

When first learning doubles and triples, focus on throwing them high and at the same distance as the singles. Again, avoid spinning clubs from the wrist – if the pass arrives underspun, add height from moving the entire lower arm.

Variations on selfs. As solo jugglers might know, every two selfs can be replaced by heff-flip (as in solo siteswap 342) and every three selfs can be replaced by trelf-self-zip or heff-heff-zip (as in solo siteswaps 531 and 441). These can be easily integrated as tricks in three-count and four-count.

pR ∥pR ∥sLsLsRsRpL ∥pL ∥sRhRsLfLpR ∥pR ∥sLsLsRsR2|12|1

pR ∥pR ∥sLsLsRsRsLsLpR ∥pR ∥sLtLsRsRsLzLpR ∥pR ∥sLsLsRsRsLsL2|12|1

Jim's patterns (sync)

Prerequisite: Basic Synchronous Passing Patterns | Next: Four-handed siteswaps or 7-club and 8-club synchronous patterns.

Jim's patterns are a common variation for basic synchronous patterns that mess with the timing and the hand sequence. They turn one-sided patterns into ambidextrous patterns. The basic idea is that one passer will throw crossing passes, while the other passer keeps throwing straight passes. As a consequence passers will sometimes receive an incoming pass to a hand that they do not expect, but they fix it by quickly making the next throw from that wrong hand instead. This forced, quick action from the same hand is known as a hurry.

Jim's three-count. If passer B throws crossing passes, passer A will receive their first pass to the right hand, rather than to the left. Hence, they throw their first self also from the right hand, very quickly after just having thrown a right-handed pass; their next pass is again from the right hand. Notice how the hands do not always alternate in this diagram – the hurries are highlighted. Overall, each passer always has two right-handed passes and then two left-handed passes before the pattern repeats.

pR ∥pR XsRsLsLsRpR ∥pL XsLsLsRsRpL ∥pL XsLsRsRsLpL ∥pR XsRsRsLsL2|12|1

Even with the hurries, both passers should throw passes and selfs at roughly the same time. The pattern is synchronous and simply fudges the timing by rushing two throws from the same hand. It is also possible to throw the pattern as a four-handed siteswap without hurries, but with time for a flip, as we will show among the beginner four-handed siteswaps

See also the asynchronous version with a flip in beginner four-handed siteswaps.

Jim's four-count and two-count. The same idea of crossing passes, turns the one-sided four-count and two-count patterns into ambidextrous patterns with hurries. Here is the diagram and hand sequence for Jim's two-count.

pR ∥pR XsRsLpL ∥pR XsRsRpL ∥pL XsLsRpR ∥pL XsLsL2|12|1

Jim's two-count is compatible with why not (see below) and can be useful to stabilize the pattern when learning why not. There are also 7-club versions of both that change sides with a hurry after every three double passes.

Brainstorming (Jim's pass-pass-self-pass-self). This pattern is a tricky milestone for many passers. It may not be physically hard, but it requires a lot of concentration. It is a long sequence that only repeats after 20 beats. Rather than memorizing the entire sequence, just count the pass-pass-self-pass-self sequence (aloud) and make those throws those regardless of which hand is next.

pR ∥pR XpR ∥pL XsLsLpR ∥pR XsRsLpL ∥pR XpR ∥pR XsRsLpL ∥pR XsRsRpL ∥pL XpL ∥pR XsRsRpL ∥pL XsLsRpR ∥pL XpL ∥pL XsLsRpR ∥pL XsLsL2|12|1

This pattern can be juggled as the four-handed siteswap 7747746677466.

Why not. The pattern why not is another popular after-the-basics pattern for many passers. It can be considered as a trick throw in Jim's two-count: Instead of the hurried self the passer throws a heff-zip combination with a hurried zip. Rather than fudging the timing in a synchronous pattern, we recommend to learn why not as a four-handed siteswap.

Other patterns to try: Every synchronous pattern can be jimsified by throwing a club to the wrong hand with the receiver reacting with a hurry. For example, Jim's one-count is fast sequence with many hurries; Jim's pass-pass-self turns out to be a one-sided pattern; Jim's countdown requires a lot of patience. It is possible to cross only some but not all passes or even to throw some doubles or selfs to the wrong hand. Also both passers can decide whether and when to throw crossing passes, though this is collision prone when done without coordination. None of the variations beyond the ones described above are very common, but there is a huge space for experimentation.

Common 7-club and 8-club patterns

Prerequisite: Basic Synchronous Passing Patterns | Next: Four-handed siteswaps or tedious synchronous patterns.

There are many more variations of synchronous patterns, especially when exploring 7-club and 8-club patterns. They are still all synchronous in that both passers throw at the same time, but they may not both make the same throw, or throw from the same hand.

We already introduced early doubles as a crossing double pass in basic 6-club synchronous patterns. Those are a good way to practice double passes. In fact, continuous early doubles in 6-club three-count (after a first normal pass) are a good way to practice doubles with both hands:

pR ∥pR ∥sLsLsRdR XpL ∥fLsRsRsLdL XpR ∥fR2|12|1

7-club two-count. Many passers learn 7-club two-count as a milestone. Being one-sided, I consider this traditional passing, not modern passing and recommend the four-handed siteswap 7-club three-count instead.

The conventional setup is the following: Both passers, throw straight double passes with every right hand; passer A starts with four clubs and a double pass as the first throw; passer B starts with three clubs and a double pass on the second beat. That is, passer B throws a right-hand pass when passer A throws a left-handed self and vice versa.

dR ∥sLdR ∥dR ∥sLsLdR ∥dR ∥sLsLdR ∥dR ∥sL2|22|1

When learning 7-club two-count aim for consistent passes. Since both passers cannot see their passes land, provide feedback on placement and spin. A good strategy is to remember the spot on the ceiling where the first club peaks, to then try throwing all following passes such that they peak in the same place – consistency is usually more important than the exact placement.

See also the galloped version 7-club two-count on singles. Also consider the four-handed siteswaps 7-club one-count and 7-club three-count for a more modern introduction to 7-club patterns.

A tiny bit of theory. Why are early doubles crossing when doubles in 7-club two-count are straight? Why do passers start on different beats in 7-club two-count?

The patterns are indeed from the same family. By default, passers in synchronous patterns both start with the same hand and throw their singles straight and their doubles crossing. However, it is also possible to throw singles crossing and doubles straight, when one passer starts with the opposite hand.

Strictly following the theory, the most obvious approach for 7-club two-count would be for both passers cross their doubles and for both passers to start at the same time with a right hand throw, which is a right-handed pass for passer A and a right-handed self for passer B. This is actually a fairly nice pattern to allow one passer to practice left-handed doubles.

dR XsRsLdL XdR XsRsLdL XdR XsRsLdL XdR XsRsLdL X2|22|1

By flipping straight and crossing passes and having passer B start with the left hand, we get a pattern with straight doubles.

dR ∥sLsLdR ∥dR ∥sLsLdR ∥dR ∥sLsLdR ∥dR ∥sLsLdR ∥2|21|2

In practice, passer B often leaves out that first left-handed self to start on a right-handed pass one beat later, resulting in the conventional start shown above. However, actually starting with a left-handed self can help with timing.

7-club four-count. To explore one-sided triple passes, 7-club four-count is a well known, albeit boring, pattern.

rR ∥sRsLsLsRrR ∥sLsLrR ∥sRsLsLsRrR ∥sLsL2|22|1

6-count popcorn. This is one of several one-sided popcorn patterns -- named after the trelfs that pop up on alternating sides. It can also be thrown with heff-heff instead of trelf-self, which many find easier to learn. Again, notice that, conventionally, we again throw the double passes straight and passer B starts with the left hand (but often skips the first self).

dR ∥sLsLtRsRsLsLdR ∥tRsLsLsRdR ∥sLsLtRsRsLsLdR ∥tRsLsLsR2|21|2

See 5-count popcorn with heffs and 5-count popcorn with trelfs for ambidextrous versions.

7-club pass-pass-self. With odd-length patterns, there are no synchronous patterns where both passers throw the same sequence. The most common 7-club pass-pass-self pattern has passer A throws single-double-self and passer B throws double-self-double (3p 4p 3 vs. 4p 3 4p):

pR ∥dR XdL XsLsRdR XpL ∥dL XdR XsRsLdL X2|22|1

Another common variation is double-self-single versus single-double-heff (4p 3 3p vs. 3p 4p 4):

dR XpR ∥sLdL XpR ∥hRdL XpL ∥sRdR XpL ∥hL2|12|2

As discussed above, all of these can be also passed with crossing single passes and straight double passes if one passer starts left-handed.

Other variations of 7-club pass-pass-self, often with one side being substantially harder than the other, are:

  • 3p 3 3p vs. 4 4p 4p
  • 3p 3p 4 vs. 4p 4p 3
  • 3p 3p 4 vs. 4p 4 3p
  • 3 3p 4p vs. 5 3p 3p
  • 3p 3p 4 vs. 5 3p 3p
  • 4p 4p 1 vs. 4p 5 3p

In the appendix, we list a few more patterns with triple passes.

See 8-club pass-pass-self both the synchronous version below and the four-handed siteswap 996 for pass-pass-self pattern that are the same for both passers.

7-club synchronous three-counts. For three-counts that are not four-handed siteswaps, there are many possible variations that again combine two different throw sequences; none of them are common patterns:

  • 3p 3 4 vs. 4 4 3p
  • 3p 4 4 vs. 4p 3 3
  • 3 4 4p vs. 4p 3 3
  • 3 3p 3 vs. 4p 4 4
  • 3 3p 3 vs. 5 3p 4

In the appendix, we list a few more of these patterns.

Try also techno, 7-club three-count (966), and french three-count (786) for other three-count patterns with 7 clubs.

8-club patterns (not two-count). For eight clubs there are obvious sequences of doubles and heffs that mirror standard 6-club patterns: 4p 4 4 (8-club three count), 4p 4p 4 (8-club pass-pass-self), 4p (8-club one count), and 4p 4 4 4 (8-club four count). These are usually passed with crossing doubles, but can also be passed with straight doubles if one passer starts left-handed. For passers used to 9s in four-handed siteswaps it may be useful to lower the double passes a bit.

dR XdR XhLhLhRhRdL XdL XhRhRhLhL2|22|2

Try also the siteswap 8-club pass-pass-self (996) with only one passer crossing and 8-club one-count on singles versus doubles (97).

Beyond classic synchronous patterns

Prerequisite: Advanced synchronous patterns | Next: Four-handed siteswaps

There are a number of patterns that generally fit with the theme of traditional synchronous patterns, but they push the go beyond the original patterns by modifying the throwing rhythm to squeeze the timing, resulting in throws that are lower than in the initially described notation. We use a asterisk to note these throws are lower than they should be if they were juggled as traditional synchronous patterns:

SymbolDescriptionSolo-siteswap equivalent without fudging the timing
l*Heffling: Single-spin self to the same hand, like a single-spun heff or a lofty flip (instead of a heff)4
s*Lofty single-spin self4x
p*Lofty single-spin pass (instead of a double pass)4p
h*Heff: Double-spin self to the same hand6
d*Double-spin pass (instead of a triple pass)5p in gallop, 6p in all sync
r*Triple-spin pass (instead of a quad pass)6p in gallop

Gallops

For a number of one-sided patters it is common to juggle them lower than standard timing would require, but to fudge the timing by galloping the pattern, that is throwing a fast left-hand self quickly after the right-hand.

7-club two-count on singles and 8-club two-count on doubles. The most common galloped patterns are to throw 7-club two-count with lofty singles instead of doubles, followed quickly by a fast self from the left hand, and to throw 8-club two-count on doubles (instead of the triple needed for a non-galloped pattern).

p*R ∥sLp*R ∥p*R ∥sLsLp*R ∥p*R ∥sLsLp*R ∥p*R ∥sLsLp*R ∥p*R ∥sL2|22|1

(Technically, we fudge the timing and throw lofty singles instead of doubles. By default, we would expect crossing passes, but just as in 7-club two-count on doubles it is most common to throw all straight passes from the right hand for both passers by swapping straight and crossing and starting hands.)

8-club two-count follows the same idea:

d*R ∥d*R ∥sLsLd*R ∥d*R ∥sLsLd*R ∥d*R ∥sLsLd*R ∥d*R ∥sLsL2|22|2

6-count popcorn on singles. The standard 6-count popcorn can be juggled on singles and with a double-self instead of trelf if the pattern is galloped.

Long beach popcorn. This 8-club pattern has the right-hand sequence lofty-triple pass (instead of a quad), double-self (instead of a trelf), lofty single pass (instead of a double), while all left-hand actions are quick, galloped selfs.

r*R ∥sLp*R ∥tRsLsLr*R ∥p*R ∥sLsLtRr*R ∥sLsLp*R ∥tRsLsLr*R ∥p*R ∥sLsLtRr*R ∥sL2|22|2

See Will Murray's pattern collection for many more galloped patterns and theory of how to create more of them.

Fully synchronized patterns

There are several patterns, where a passer's left and right hand always throw at the same time -- similar to synchronous throws in solo siteswaps. That is, all four hands always throw at the same time. This effectively doubles the speed, as there are two actions on every beat, rather than one; passers usually compensate with lofty selfs and lofty passes to slow down to a manageable speed.

Techno. In this 7-club three-count variation a single pass and a self is thrown from both hands at the same time, followed by a single self on the next beat, before it all repeats on the other side. One passer crosses their passes. This pattern is helped by throwing very lofty passes and delaying passer B's start as long as possible. Technically, all hands from both passers throw at the same time, though in practice a slight gallop might help to learn the pattern.

p*s*s*s*s*p*s*p*s*s*p*s*p*s*s*s*s*p*s*p*s*s*p*s*R: 2L: 2R: 2L: 1

Video: https://www.juggle.org/tricks-in-three-count-causal-diagrams/

8-club two-count on singles, swing, and variations. There are many variations on the fully synchronous 8-club two-count on singles. Again, all four hands throw at the same time, one hand throwing a self and one hand throwing a single pass. This pattern really benefits from lofty passes and lofty selfs. The traditional pattern most people learn first is fully right handed:

p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*p*s*R: 2L: 2R: 2L: 2

Swing (or the swinging door) is a challenging modern ambidextrous variation that alternates passes on the right and the left side of the pattern, while effectively juggling a cascade at the same time. Warm up with left-handed 8-club two-count and focus on lofty and narrow(!) selfs in the actual pattern.

p*s*p*s*s*p*s*p*p*s*p*s*s*p*s*p*p*s*p*s*s*p*s*p*p*s*p*s*s*p*s*p*R: 2L: 2R: 2L: 2

As a variation, throw a crossing pass and a heffling (a self to the same hand/a single-spin heff) at the same time. This can be done as a trick throw or continuously. For example, alternating between straight and crossing passes provides an ambidextrous pattern that is compatible with right-handed 8-club two-count.

p*s*p*s*p*s*l*p*Xp*s*p*s*p*s*l*p*Xp*s*p*s*p*s*l*p*Xp*s*p*s*p*s*l*p*XR: 2L: 2R: 2L: 2

[TODO: more clearly visualize straight and crossing]

This is also compatible against various scratch your hand patterns (see below). As usual, all straight passes can be turned into crossing passes and vice versa (see theory in advanced synchronous patterns)

8-club one-count on singles. Similar to two-count, it is possible to juggle 8-club one-count all synchronously, all four hands throwing at the same time. To avoid collisions, some lane management is needed. A good version to try is with all straight lofty single passes first throwing outside on the right and inside on the left, and then inside on the right and outside on the left for the second throw, but many other variations are possible.

Two diagrams with two jugglers from above, throwing all straight passes Example of two possible lanes for 8-club one-count synchronously, consider alternating between them.

Also see the many other 8-club one-count variations in the appendix.

9-club two-count on doubles. A traditional one-sided pattern can be thrown fully synchronous or slightly galloped.

d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*d*s*R: 2L: 3R: 2L: 3

Scratch your head. Throw a single pass and a heff at the same time; one passer is crossing (this can technically be seen as a siteswap transformation in techno, replacing self-self with heff-flip, though the flip is usually just held). While technically all synchronous, the actions of both jugglers alternate since they only hold a club on the off beat and only throw every other beat.

p*h*p*h*h*p*h*p*p*h*p*h*h*p*h*p*R: 2L: 2R: 2L: 1

Video: https://www.juggle.org/tricks-in-three-count-causal-diagrams/

[TODO: add mini-scratch-your head with flip and self]

There are a number of variations found and collected by Will Murray and described on his web page, including a 5-club version (single pass and flip at the same time), a 9-club version (double pass and heff at the same time), and scratch your nose (one-sided with all straight passes, but crossing double selfs instead of heffs).

Tedious synchronous patterns

There are various ways to make juggling patterns harder mentally without making them harder physically, typically by requiring nontrivial counting or introducing randomness. They can be an interesting challenge, but few people practice them regularly. I include them more for completeness.

Passing colors. Pick clubs with some distinct colors and assign different counts to different clubs. The number of colors and the assigned counts do not really matter; for example, 2 red clubs = 3 count, 1 blue club = 4 count, 3 white clubs = 2 count. Now focus on the passes of juggler A and the pass thrown determines the next count. Colors can also be assigned as double passes, whether passer A throws crossing or straight passes (see Jim's), or other variations. This will result in a random new sequence for every start.

Random passing. Any random sequence of single passes and selfs can be passed synchronously. Also double passes and heffs can be added to the mix, typically pausing the pattern for a beat to continue when they land (doing random valid sequences without pauses is possible by walking a siteswap state chart, but not trivial without paper or a program). The sequence could be called out by one passer or by a third person watching the pattern. Experiment with the timing of calling out the throws, typically calling them one beat before throwing them works quite well.

Patterns from hell. These patterns involve counting. Pass three count and throw a double on every fifth throw (double pass or double self, whichever happens on that beat) waiting for it to land to continue. If that becomes too easy start walking in one direction (e.g., passer A walks forward, passer B walks backward) one step per throw for 7 beats, and then walk in the other direction for the next 7 beats. This works with any other numbers and other actions on those counts, particularly if actions are always on multiples of prime numbers.

pR ∥pR ∥sLsLsRsRpL ∥pL ∥sRsRsLsLpR ∥pR ∥sLsLsRsRpL ∥pL ∥sRsRsLsLpR ∥pR ∥sLsLsRsRpL ∥pL ∥sRsRsLsL2|12|1

Another hard pattern is Jim's pass-pass-self-pass-self (brainstroming) with switch who is passing the crossing passes. The most common variation is for passer A to throw crossing-crossing-straight-crossing-straight (counting only the passes) and for passer B to do the opposite. This pattern will have a lot of hurries and only repeats after 120 beats.

For four-handed siteswaps, randomness is very difficult since both passers do different actions, but consider trying very long siteswaps, such as 796827726867726 or 777928892296626.

Improve your passing

There are a number of common problems in passing patterns and a number of tips and exercises to improve.

Slow down. Most patterns become easier to juggle if the pattern is slower and passes are lofty. Go back to 5-club one-count (see learning to pass) to practice lofty single passes and experiment with early doubles (see basic synchronous patterns) to practice double passes. Similarly, beginners often throw heffs and trelfs fairly low and thus fast, rushing the rest of the pattern.

About 110 to 120 beats per minute is a typical reasonable speed for synchronous 6-club patterns, 90 beats per minute is possible to deliberately slow down, and 130–160 beats per minute would be on the fast end. For galloped patterns these higher speeds are common, and for fully synchronized patterns, 100–120 beats per minute is normal (i.e., effectively twice the speed of a normal pattern).

Count out loud to synchronize timing. If running into problems where passers go at different speed, count the passing sequence aloud ("pass-self-self-pass-self-self") to synchronize both passers. Some might find it useful to find music with a strong beat at the right pace – some music apps for runners allow to select music by speed or have playlists for specific speeds (in beats per minute; a 200bpm song works well for 100bpm passing).

Control spin with the arm, not the wrist. A passer can control the motion of a throw at three points: the wrist, the elbow joint, and the shoulder joint. Flicking motions from the wrist can create very fast spinning clubs and throwing with a long outstretched arm from the shoulder joint allows to perform very heigh throws with a single spin – try this solo with a single club to get a feel for the different spins.

To throw slow and lofty passes, entirely avoid spinning the club from the wrist, but mostly throw from the elbow – the same holds for heffs, lofty doubles, crossing double selfs, and trelfs. If the pass arrives underspun, correct it by throwing it higher, not by adding spin from the wrist. If the pass is too short, release it earlier or add a little force from the shoulder joint. It is much easier to get consistent throws with the arm than with the wrist. By not throwing from the wrist, the position where the club is held (e.g., near the knob or near the center) matters much less.

In synchronous patterns, with both passers doing the same thing, it is perfectly fine to throw very lofty passes that are slower than selfs, even if the beats may not be perfectly spaced out in time. The main exceptions are patterns where passers do different throws on different beats (see early doubles and synchronous 7-club pass-pass-self patterns), where it may be necessary to speed up double passes a bit – here, lowering the doubles with a little spin from the wrist might help keep an even rhythm.

Wide selfs, pass to the outside. Passes should be thrown under an incoming self or an incoming pass. There should be no collision problem and no need to throw a pass from far inside (in a scooping motion), or from far outside, or far in front. High and wide selfs are helpful to provide the space. Similarly passes should usually go slightly to the outside, so that the partner can comfortably pass underneath and slightly inside of them. Collisions are typically a symptom of passes that are too short or too low.

Provide feedback. Even if a poor throw is recoverable – for example, caught underspun or caught up-side-down but fixed with a extra half spin on the next throw – provide feedback to the other passer, especially if a problem is reoccurring or consistent. Use consistent terminology, either always describing what is wrong (e.g., "overspun", "too short") or, more constructively, describing how to change (e.g., "a little bit more spin", "longer"). It can be helpful to provide feedback during the pattern, when the problem is occurring, rather than afterward after the pattern fell apart. Especially good passers have a tendency to just correct for problems without saying anything – explicitly and repeatedly ask for feedback.

Watch outgoing passes. Practice to see "through" the pattern and to watch the other passer juggle. In addition to helping with timing, this allows a passer to see how their own passes land and to make corrections without asking for feedback. Start with easier patterns, like 6-club three-count and start watching the other passer more on more, until it is possible to constantly look at their pattern.

Learn to recognize what an underspun and an overspun pass looks like when caught. Underspun passes are often caught (if caught) with the palm of the hand pointing up and overspun passes can be recognized by a quick catching movement with the hand snapping down. Intentionally throw under- and overspun passes to observe this and practice to adjust throws accordingly.

Do not neglect the left hand. Doing only right-hand passes will becoming limiting very quickly, making it harder to progress beyond four-count and two-count. Practice ambidextrous patterns, such as three-count and pass-pass-self or Jim's two-count, from the beginning.

Start at the same time. Even on patterns with doubles, like 7-club two-count and 6-count popcorn, it can be helpful to start at the same time with the common up-down-pass start, even if it means that passer B has to start with a left-handed self. This can make it easier to get the timing consistent, rather than waiting to start "as late as possible".

Let the club slide to the knob. This is somewhat controversial but may be helpful to some: Before a pass, in the downward motion, let the club slide down to the know. That is, still fully grip the handle (i.e., do not swing from the knob), but do this at the far end of the club. This can ensure some consistency in the throws, which is particularly important when spinning clubs from the wrist, but it is less important when spinning a club with the arm.

Introduction to Four-Handed Siteswaps & Notation

Prerequisites: Learn to pass / teach to pass; Next: Beginner four-handed siteswaps

Four-handed siteswaps describe a large class of two-person passing patterns. They are all ambidextrous and symmetric, performing the same sequence both one the right and the left side. They are all characterized by an asynchronous beat where both passers juggle the same sequence but offset from each other and by having one passer throw crossing passes.

Four-handed siteswaps come at all difficulty levels and can be learned as the first patterns, before synchronous patterns. We strongly recommend to learn how to read the notation first and then try the beginner patterns. After that doubles, heffs, zaps, and trelfs can be added in any order.

Notation

Here we only describe how to read a pattern; for understanding why the notation works this way and why some passes are crossing, see four-handed siteswap theory.

A four-handed siteswap is written as a sequence of numbers such as 744, 77722 or 8686777. Similarly to the letters used for synchronous patterns, each number denotes a throw:

NrNameDescription
2ZipHand-across without rotation; 1 in solo siteswap
4FlipHolding or flipping a club in the same hand; 2 in solo siteswap
5ZapFast, low pass with a half rotation; crossing for passer A, straight for passer B
6SelfNormal self; 3 in solo siteswap
7SingleLofty pass with a single rotation; straight for passer A, crossing for passer B
8HeffDouble-spin self to the same hand, as in a basic four-club solo pattern; 4 in solo siteswap
9DoubleDouble-spin pass; crossing for passer A, straight for passer B
aTrelfTriple-spin self

The number sequence describes the infinitely-repeating alternating actions of two passers; the first digit is the first action of passer A, the second digit is the first action of passer B, the third digit is the second action of passer A and so forth. A common and helpful way to think of (and write) siteswaps is to repeat a siteswap twice and alternate the numbers between two rows. Now we can read the actions of each passer in separate rows -- for example seeing that passer A starts with the sequence 7-8-4-5-6 (single-heff-flip-zap-self) in the siteswap 75864:

7586475864

Note how both passers do the same sequence of throws in the same order, but start in different places of the sequence.

What about other numbers? The numbers 1 and 3 are conceptually passes that are not used in popular patterns, because it would be difficult to impossible to pass fast enough. The number 0 for an empty hand can be used, but most people avoid such patterns, simply because having an empty hand for a beat is awkward. Higher numbers are possible -- for example, b for a triple pass -- but less common.

Starting a pattern

Passer A always starts the pattern with a right-hand action (the first digit of the siteswap) and passer B always follows slightly afterward with a right-hand action (the second digit of the siteswap). Technically, passer B should start between passer A's first and second action; in practice most patterns are fairly forgiving to fudge the timing a bit.

It is possible to start a siteswap on any beat of the sequence, or conversely to shift siteswaps -- for example, 786 is the same pattern as 867 and 678. Here, we write all featured siteswaps as they would usually be started and we indicate how many clubs are in each hand (read "right|left") -- see the theory section for how to select a start and figure out clubs or use an online tool like passist.org). We additionally include hints about which hand does the action for the initial throws (R and L for right and left), whether to throw a pass straight (||) or crossing (X), and how many clubs are in each hand at the start ():

7R ∥5R ∥8L6L4R7R X5L X8L6R4R2|12|1

Beginner four-handed siteswaps

Prerequisites: Reading Four-Handed Siteswaps & Learn to pass / teach to pass | Helpful: Sync 6-club one-count and ppsps | Next: Add doubles, heffs, or zaps.

5-club one-count (744 and 726). Note how 5-club one-count (from learn to pass) is actually the four-handed siteswap 744

7R ∥4R4L7L X4R4R2|11|1

When you get more comfortable with the pattern, try flipping the 4s or throw self-zip instead:

7R ∥2R6L7L X2R6R2|12|0

Parsnip (77722). Another good beginner pattern is parsnip. Notice that we often automatically do zips without noticing them; it might be easier to focus on the passes, of which there always be three from the same hand, before changing sides.

7R ∥7R X7L ∥2L2R7R X7L ∥7L X2R2R2|11|1

Martin's one-count (77772). If you are comfortable with parsnip, add a club, resulting in 4 passes and a (fairly automatic) zip.

7R ∥7R X7L ∥7L X2R7R X7L ∥7L X7R ∥2R2|12|1

7-club one-count (7). Now add another club and leave out the zips. Especially the crossing singles should be lofty. If you drop a club continue in 77772, if you drop another one, continue in 77722 or 77272.

Mild madness (7777266). A well known juggling pattern, often juggled synchronously with fudged timing, makes a nice easy sideswap with selfs.

7R ∥7R X7L ∥7L X2R6R6L7L X7R ∥7R X7L ∥2L6R6R2|12|1

Jim's three-count, async (7746666). An four-handed siteswap version of Jim's three count (see Jim's patterns) without a hurry. Notice the extra time for a flip after every second pass from the asynchronous nature of four-handed siteswaps. (There are siteswap version for all Jim's patterns)

7R ∥7R X4L6L6R6R6L7L X7R ∥4R6L6L6R6R2|12|1

Other similar patterns to try. 77272, 774, 77466 (Jim's two-count), 7742744, 7747746

Doubles

Prerequisites: Reading Four-Handed Siteswaps & Beginner four-handed siteswaps | Helpful: Advanced synchronous patterns | Next: Add heffs or zaps.

7-club three-count (966). A good pattern to practice doubles. Provide feedback about incoming doubles (e.g., over/under-spun, short/long, high/low, wide/narrow). As the pattern gets more stable, try to look down to see your passes land.

9R X6R6L9L ∥6R6R2|22|1

7-club Jim's two-count (9964966).

9R X9R ∥6L4L9R X6R6L9L ∥9R X6R4L9L ∥6R6R2|22|1

972. A great pattern to combine singles and doubles, one of them crossing, so both thrown to the same hand ("stacks"). Note: Juggler A starts with one club in the right hand and two in the left.

9R X7R X2L9L ∥7R ∥2R1|22|1

Not likely (96672). Doubles in period-5 patterns can be tricky, make sure they are lofty and use the self-zip-self to stabilize.

9R X6R6L7L X2R9R ∥6L6L7R ∥2R2|12|1

Funky bookends friend (96677). Harder version of not likely, keep the double high.

9R X6R6L7L X7R ∥9R ∥6L6L7R ∥7R X2|22|1

8-club pass-pass-self (996). A great introduction to ambidexterious 8 clubs.

9R X9R ∥6L9L ∥9R X6R2|22|2

Other similar patterns to try. 96627 (Maybe not), 9647772 (Odnom), 9669667 (Placebo), 9797926 (Moscow Mule)

Heffs

Prerequisites: Reading Four-Handed Siteswaps & Beginner four-handed siteswaps | Next: Add doubles, zaps, or trelfs, or introduce takeouts.

Why not (78627). Why not is probably the first pattern with heffs for most jugglers. It is a widely know 6-club pattern, with lots of videos and good video tutorials. Many jugglers fudge the timing with a fast zip (like Jim's patterns) and juggle it synchronously. The most common and easiest to learn start is to have juggler B start with two clubs and react to the first pass with heff-zip-pass-self-pass.

7R ∥8R6L2L7R ∥7R X8L6L2R7R X2|21|1

There is also a 5-club version (78622) and the similar pattern not why (72867).

French three-count (786). A very common 7-club pattern and a great foundation for many harder siteswaps.

7R ∥8R6L7L X8R6R2|22|1

Funky bookends (77786). Another common, well known pattern.

7R ∥7R X7L ∥8L6R7R X7L ∥7L X8R6R2|22|1

5-count popcorn with heffs (78686). While the original popcorn patterns arguably have trelfs in them, this is a common easier version.

7R ∥8R6L8L6R7R X8L6L8R6R2|22|1

Notice that french three count (786), 5-count popcorn (78686), and 7-count popcorn (7868686) all follow a common idea.

Vitoria (7778686). Essentially a combination of funky bookends and popcorn, named after the city Vitoria-Gasteiz where EJC was held in 2009.

7R ∥7R X7L ∥8L6R8R6L7L X7R ∥7R X8L6L8R6R2|22|1

Other similar patterns to try. 72867 (not why), 72786 (maybe), 8677777 (Mojito), 7868686 (7-count popcorn), 7888882 (7-count popcorn variation).

Zaps

Prerequisites: Reading Four-Handed Siteswaps & Beginner four-handed siteswaps | Next: Add doubles, heffs, or trelfs, or introduce takeouts.

Zaps are low, fast passes that only spin half a rotation. The open a whole new group of interesting patterns. Look at a video or an animation for examples. They are usually thrown with an extended arm, letting the club slide down to the knob, without any spin from the wrist, aiming quite a bit behind the person catching the zap. Most of these patterns do not have commonly used names and are simply known by their numbers.

Getting started with zaps (56464). This is a great warmup pattern to learn and practice zaps. Hold the 4s and think of it at self-self-zap-wait-wait, starting with the self-self when it is necessary to free a hand to catch the zap. The zap is always the same club and there is plenty of time to watch the throw.

5R X6R4L6L4R5R ∥6L4L6R4R2|11|1

Once this is stable, replace the wait-wait with a self-zip (56662) to make it feel like an actual juggling pattern. Throw the self from the hand that did not just throw the zap.

5R X6R6L6L2R5R ∥6L6L6R2R2|11|1

Killer bunny (564). The next good practice pattern is shorter and slightly more challenging -- think of it as self-zap-hold or self-zap-flip. Once the pattern is more stable, flipping rather than holding the club will help with timing.

5R X6R4L5L ∥6R4R2|11|1

552, 522, and 5. Nice warm-up patterns to lean into zaps with 4, 3, and 5 clubs. In 522, try doing one of the zips behind the back. 5 is simply a very fast one-count with 5 clubs.

5R X5R ∥2L5L ∥5R X2R1|11|1

756. This a well-known 6-club pattern and a great milestone in combining zaps and singles. Each passer throws a zap and then a single (a "stack") to the same hand (crossing one of the passes), and then, after a self, a zap and a single to the other hand. Ensure the zaps are fast and the singles are lofty.

7R ∥5R ∥6L7L X5R X6R2|12|1

Other patterns to try. 56252, 75666, Katzi (75724), Funky magazine rack (55564), 75625.

Trelfs

Prerequisites: Reading Four-Handed Siteswaps & Beginner four-handed siteswaps | Next: Add doubles and heffs and look for combinations among common named patterns.

Trelfs are triple selfs, introducing the artificial term to distinguish them from triple passes. They are common in solo juggling, for example, the solo siteswap 543 with single, double, and triple spins is a good solo practice pattern.

5-count popcorn (7a666). A well-known, popular 7-club pattern. Some might find it easier to first throw trelf-self as a trick instead of heff-heff in 78686 (see heffs). Note that the trelf is always the same club.

7R ∥10R6L6L6R7R X10L6L6R6R2|22|1

a77. This 8-club pattern is substantially harder since there are two trelfs in the air at any time.

10R7R X7L ∥10L7R ∥7R X2|22|2

A decent warmup pattern is 7a274:

7R ∥10R2L7L X4R7R X10L2L7R ∥4R1|22|1

Other patterns to try. 74a, 7a2a6 (popcorn variation), aa7 (9-club three-count).

Advanced patterns

Prerequisites: Reading Four-Handed Siteswaps & Beginner four-handed siteswaps & doubles & zaps & heffs. Next: Holy grail sequence, compatible siteswaps, and full siteswap list

Once comfortable with basic siteswaps and multiple additional kinds of throws, like zaps, heffs, doubles, and trelfs, there is a whole world of siteswaps that combine these. The following is far from comprehensive but highlights common popular patterns, many with names:

Heffs and Doubles

There are lots and lots of 7 and 8-club patterns that include plenty of heffs and doubles in all kinds of sequences.

7-club why not (9968926).

9R X9R ∥6L8L9R X2R6L9L ∥9R X6R8L9L ∥2R6R2|22|1

978. Warm up with the 6-club pattern 972 (see doubles).

9R X7R X8L9L ∥7R ∥8R2|22|2

Poem (9969788). A challenging, well known 8-club pattern.

9R X9R ∥6L9L ∥7R ∥8R8L9L ∥9R X6R9L X7L X8R8R2|22|2

Other patterns to try. The One to Concentrate (97428), Aspirin (9667867), Good morning (9792688), 8-club Vitoria (9797888)

Zaps and Heffs

Many patterns combining zaps and heffs require very stable heffs that can be caught almost blind, which will probably take a bit of practice.

582 and 852. Two nice and beginner-friendly 5-club patterns. 582 feels familiar from why not and 852 is substantially more challenging because it requires catching a zap under a heff.

5R X8R2L5L ∥8R2R1|21|1

8R5R ∥2L8L5R X2R1|12|1

585 and 858. More challenging 6 and 7 club patterns that require precise zaps and stable heffs. Most passers prefer straight zaps wide (to throw heffs inside) and crossing zaps narrow (to throw heffs outside), but check with your partner.

5R X8R5L X5L ∥8R5R ∥2|21|1

8R5R ∥8L8L5R X8R2|12|2

52585 and 57585. A nice introduction to longer sequences and combining zaps, heffs, and also singles.

5R X2R5L X8L5R X5R ∥2L5L ∥8R5R ∥2|21|0

5R X7R X5L X8L5R X5R ∥7L ∥5L ∥8R5R ∥2|21|1

Zaps with Doubles or Trelfs

96956. Combining zaps and doubles usually requires fast zaps and slow doubles.

9R X6R9L X5L ∥6R9R ∥6L9L ∥5R X6R2|22|1

a56 to a5555. Combing zaps with trelfs makes for rather challenging patterns, requiring very reliable trelfs. Especially a5555 has very limited time to look up -- here, a555566 is a decent warmup pattern with the self in a strategic location.

10R5R ∥6L10L5R X6R2|12|2

10R5R ∥5L X5L ∥5R X6R6L10L5R X5R ∥5L X5L ∥6R6R2|12|1

10R5R ∥5L X5L ∥5R X10R5L X5L ∥5R X5R ∥2|12|1

Other patterns to try. 89562 and see holy grail patterns for more tricky combinations of zaps and doubles.

Sequences

There are a large number of patterns that consist of a sequence of increasing numbers including all kinds of throw: for example, 456, 567, 789, 45678, 56789, 6789a, 456789a, and 56789ab. Those all make valid siteswaps, that all tend to stack passes and selfs. They are usually interesting to pass, because they combine so many different throws.

For each siteswap sequence of 5 consecutive numbers, there are actually two additional permutations that make valid siteswaps too: one where each juggler passes the sequence counting up (locally) and one where they pass the sequence (locally) counting down; for longer periods there are even more permutations.

95678. The sequence 56789 is probably the best known sequence pattern. This 7-club pattern produces a large stack: a sequence of zap, single, and double pass, all to the same hand -- as in holy grail.

9R X5R ∥6L7L X8R9R ∥5L X6L7R ∥8R2|12|2

The permutations are 97586 (each juggler counting up) and 96857 (each juggler counting down):

9R X7R X5L X8L6R9R ∥7L ∥5L ∥8R6R2|22|1

9R X6R8L5L ∥7R ∥9R ∥6L8L5R X7R X2|22|1

Suicide bunny (56784). This 6-club sequence from 4 to 8 is challenging at first, but usually more for remembering the many different throws more than for the actual physical difficulty.

5R X6R7L ∥8L4R5R ∥6L7L X8R4R2|21|1

The permutations are 75864 and 57468.

789a6. This 8-club pattern from 6 to a combines a stack with the common solo siteswap 345.

7R ∥8R9L X10L6R7R X8L9L ∥10R6R3|22|1

The permutations are 97a86 and a7968.

789a456 and 9ab5678. These long sequences, with 7 clubs from 4 to a or and with 8 clubs from 5 to b, make the stacking really noticeable.

7R ∥8R9L X10L4R5R ∥6L7L X8R9R ∥10L4L5R X6R2|22|1

9R X10R11L ∥5L ∥6R7R X8L9L ∥10R11R X5L X6L7R ∥8R2|22|2

Both have permutations following the same recipe (each juggler counting up or down) and several more, too many to list here.

Holy grail sequence

Prerequisites: Reading Four-Handed Siteswaps & Zaps & Doubles | Next: Advanced patterns and takeouts in 4-handed siteswaps.

Holy grail (975). Holy grail is a difficult 7-club one-count pattern that combines zaps, singles, and doubles. What makes this pattern particularly challenging to learn is a double-zap combination, known as dragon ("the dragon to slay on the way to the holy grail"), where the double is thrown first, but the zap arrives first -- that is, to catch a dragon, you cannot look up for the incoming double until catching the zap. While it was considered nearly impossible 15 years ago and only few people could run a few cycles, there are now quite a few people who have a stable pattern.

9R X7R X5L X9L ∥7R ∥5R ∥2|22|1

Warm-up. Holy grail requires solid zaps, singles, and doubles.

For zaps, it is useful to try the various easier zap patterns until zaps feel comfortable, even under stress. Then, the pattern 756 (see zaps) is a great warm-up pattern for every holy grail session.

The double is probably the most difficult throw in holy grail. 7-club three-count (966) and 972 (see doubles) are good warm-up pattern. Provide detailed feedback on all double passes to your partner (length, spin, height) and practice to look down to see the passes landing in 7-club three-count to calibrate without feedback.

Finally, the most important warm-up pattern is 945, to dial in the dragons (just hold the 4 without a flip). Again focus on giving good feedback on the doubles or watching your own double throws land (which is rather difficult). This pattern is hard, nearly as hard as holy grain, and not a good pattern to learn dragons. Use it as a warm-up pattern or come back to this if holy grail is unstable. From this one to holy grail, use the same start but juggler B adds a club for the additional single pass.

9R X4R5L X9L ∥4R5R ∥2|21|1

Learning dragons. Practice dragons first with only two clubs: Passer A throws double-zap (both crossing), the other tries to catch it, and then throw it back (both straight). Vary hands occasionally.

A next step is often to throw a dragon as a trick in 7-club one-count, something like:

7R ∥7R X7L ∥7L X7R ∥7R X9L X7L X5R X7R X7L ∥7L X7R ∥7R X7L ∥2|22|1

There are several siteswaps that include dragons that are likely easier than 945. Nice examples are the 5-club patterns Dragonfly (97522) and Dragoncat (95524), the 6-club pattern Hidden dragon (7772955) the 7-club permutated sequence pattern 97586.

9R X7R X5L X2L2R9R ∥7L ∥5L ∥2R2R2|11|1

9R X5R ∥5L X2L4R9R ∥5L X5L ∥2R4R2|11|1

7R ∥7R X7L ∥2L9R X5R ∥5L X7L X7R ∥7R X2L9L ∥5R X5R ∥2|21|1

9R X7R X5L X8L6R9R ∥7L ∥5L ∥8R6R2|22|1

Tips for learning holy grail. This pattern is hard, but possible. Keep practicing.

  • Zaps and singles should be fairly automatic and clean. Practice 756 until it is fully automatic and very stable. Try to intentionally throw bad passes in 756 and try to recover.
  • The throw most likely to break the pattern is the double. Focus on clean doubles. Warm up with 966, 972, and 945, and go back to those patterns if doubles are rough in holy grail.
  • Practice 945. Every single time. This is the most important practice pattern for holy grail. 97522 and other dragon patterns can be a good practice to learn dragons initially, but are less useful when actually working on holy grail (they introduce their own challenges with doubles in period 5 patterns that are not important for mastering holy grail, see Improve your siteswap passing).
  • Throw double-zap in quick succession and throw fast zaps to make the dragons easier to catch. It may help to gallop the entire pattern a bit by throwing double-zap-single fast and then waiting a moment before throwing the next double-zap-single round.
  • Communicate. It is difficult to see how throws land. Provide feedback about poor throws, especially doubles.
  • As passer A, throw the crossing zaps narrow; as passer B, throw the straight zaps wide. This avoids collisions and gives the other passer space to throw good double passes. Other collision problems are often a sign of too short passes.
  • Both sides of holy grail (passer A and passer B) feel quite different. If you have a stable practice partner, it might be worth to learn the pattern on one side first to identify and fix problems.
  • Slow down and throw lofty passes (except the zaps). Breathe.

Compatible Siteswaps

Prerequisites: Reading Four-Handed Siteswaps & Beginner patterns.

In four-handed siteswaps, usually both passers juggle the same sequence, just offset of each other. However, this is not necessary -- just like there are many synchronous passing patterns that match different patterns, such as throwing an early double (see advanced synchronous patterns).

Matching and easier and a harder four-handed siteswap allows passers with different skills to both juggle interesting patterns. A good example is matching the easy 5-club one-count (744) against the harder 7-club pattern french three-count (786):

7R ∥8R4L7L X4R6R7L ∥8L4R7R X4L6L2|12|1

Matching compatible siteswaps also helps to stabilize passes for a passing partner when learning hard patterns. A common example is learning the 8-club pattern 978, where one passer at a time can drop a club to switch to 972, which usually provides them with much more room to recover and still provide good passes.

9R X7R X8L9L ∥7R ∥2R9L X7L X8R9R ∥7L ∥2L2|22|1

Theory: What makes two siteswaps compatible?

Two patterns are compatible if they have the same length and the same sequence of catching passes and non-passes. The sequence of catching passes and non-passes is the interface. For example, 744 and 768 both require catching one pass followed by two non-passes (interface pxx), and 972 and 978 require catching two passes followed by one non-pass (interface ppx).

Importantly, it does not matter when clubs are thrown, but when they land, since it only matters whether an incoming club comes from another passer or one-self. For example, in maybe (72786), the passer throws two consecutive singles, but in maybe not (96627), the passer throws a double and a single a pass apart -- nevertheless, in both cases the passes arrive on consecutive beats, so they are compatible with the interface ppxxx.

7R ∥2R7L ∥9L ∥6R6R2L7L X8R6R7L ∥2L7R ∥9R ∥6L6L2R7R X8L6L2|22|0

Note that ppxxx, xppxx, xxppx and so forth are all the same interface, simply by shifting where to start each siteswap.

Unfortunately, figuring out the interface of a siteswap is nontrivial and often requires pen and paper -- or simply look it up in a table like in the appendix. Many standard siteswap transformations preserve the interface, as we will discuss in siteswap theory. Also figuring out how to start is not always obvious and may require some trial and error or scribbling of causal diagrams. [TODO: better approach to explaining starts in appendix]

Compatible Common Patterns

Here is a table with the compatibility of some common period 1, 3 and 5 siteswaps -- all patterns in the same row are compatible:

Interface4 and 5 club patterns6 and 7 club patterns8 and 9 club patterns
pxx5-club one count (744), 726, 564, 582, 528French three-count (786), 7-club three count (966), 588, 56aa89, a7a
ppx552756, 774, 558, 945, 972996, a77
ppp555777, holy grail (975)999
pxxxx5-club why not (78622), 564645-count popcorn (78686, 7a666)aaa69, aaaa5
ppxxx72722maybe (72786), maybe not (79662), 747a2969a6
pxpxxinverted parsnip (72227)Jim's two-count (77466), why not (77862), not why (77286), not likely (96672), suicide bunny (56784)789a6
pppxxKaatzi (75724), Dragon cat (95524)99692, 96956, 96857
ppxpxParsnip (77722), funky magazin rack (55564), Dragonfly (97522)Funky bookends (77786), funky bookends friend (77966), 95678, 97586999a8
ppppxMartin's one-count (77772), 75756, 57585, a555597978

Even-length siteswaps

In siteswaps of an even length, both passers perform their own sequence. The most common example of this is 8-club one-count on singles versus doubles, which is simply the siteswap 97:

9R ∥7L ∥9L ∥7R ∥9R ∥7L ∥9L ∥7R ∥9R ∥7L ∥9L ∥7R ∥2|22|2

All combinations of two odd-length siteswaps, discussed above, turn into even-length siteswaps. For example, the combination of maybe (72786) and maybe not (96627) turns into the siteswap 7279662786, as visible in the diagram above. Since it is interleaving the local actions of each passer and requires finding the right start, doing this combination manually is nontrivial.

More interestingly, even-length siteswaps open possibilities for combining two sequences that are not a valid four-handed siteswap on their own. A typical example is 777726, where the passers throw pass-pass-zip (very good for beginners after one-counts) versus pass-pass-self:

7R ∥7R X7L ∥7L X2R6R7L ∥7L X7R ∥7R X2L6L2|12|1

Such patterns are fairly uncommon in the passing community right now, but there is a large space of possible patterns to explore. This includes the possibility of finding patterns that work against pass-self-self and thus feel like traditional 6-club three-count on one side, such as 786966 and 77a666:

7R ∥8R6L9L ∥6R6R7L ∥8L6R9R ∥6L6L2|22|1

7R ∥7R X10L6L6R6R7L ∥7L X10R6R6L6L2|22|1

To find more patterns, use any siteswap generator (such as passist.org) to generate patterns with an even length and exclude any patterns with 1 or 3s.

Hijacking / Programming

TODO

7->77772->77722

77[s,h,7...]

common combination

Improve your siteswaps

Prerequisites: Reading Four-Handed Siteswaps & Beginner patterns & Doubles. | Recommended: Improve your passing.

This is a collection of advice for common problems in four-handed siteswaps.

Slow down. The single pass in four-handed siteswaps should be slow and lofty. In particular, the crossing single should be high enough that the partner can comfortably pass below the incoming passes. Return to 5-club one count (744 or 726) to calibrate singles or practice with increasingly fewer zips from 77722 (Parsnip) to 77772 (Martin's one count) to 7 (7-club one count).

Request feedback. Most passers are not good about giving feedback, at it often gets worse as they get better and can catch more things. Explicitly request feedback, possibly direct feedback on every pass while juggling the pattern.

Watch your passes land. Conversely, aim to rely less on feedback by watching your passes land where possible. This will not work for all patterns, but for many. For example, set it as a goal to watch doubles land in siteswaps of length 3 (e.g., 966, 972) -- this is challenging but eventually possible when the incoming passes are decent.

When learning a siteswap, switch starts. When it is difficult to get a full round of a pattern, it often helps to have both passers start with the same throws but start left-handed. This allows them to practice the second side of the pattern and come afterward to the already-practiced first side.

Make zips and flips a full beat. Zips often happen very fast and automatic. Many passers may not even notice that they are doing them, which can make a pattern like Parsnip (77722) tricky to learn. Passers who have learned why not (78627) and Jim's two-count (74667) as synchronous patterns are used to very quick zips. Since zips are so fast, the are often used to fudge the timing, which on the one hand can help make patterns like 972 much more forgiving, but on the other hand can also screw up the timing of a pattern. Try make zips a full beat; to force this try to hand the zip between both hands behind the back. In particular patterns with two consecutive zips, like 77272 and 522, can be fun by handing one zip in the back and the other in the front.

7R ∥7R X2L7L X2R7R X7L ∥2L7R ∥2R1|12|1

Similarly, patterns with 4s are easier to juggle in a consistent rhythm if the club is flipped rather than just held. For example, actually flip the club in the pause of Jim's three-count (7746666) to juggle the pattern as fully asynchronous siteswap rather than a (nearly) synchronous pattern with hurries.

7R ∥7R X4L6L6R6R6L7L X7R ∥4R6L6L6R6R2|12|1

Focus on doubles in siteswaps of length 5. Double passes in siteswaps with 5 beats can be challenging. Those double passes force each other -- that is, each double pass gets thrown under an incoming double pass to free the hand for that incoming pass. If a double pass is too low or too fast, the pattern can quickly degrade, because the receiving passer has little time to throw a good double pass in response. The best strategy to rescue the pattern from falling apart is to respond to a low double pass with an extra high one. Not likely (72966, see doubles) is a good pattern to practice recovery (it is extra forgiving with the zip) -- intentionally throw low doubles occasionally and try to recover.

7R ∥2R9L X6L6R7R X2L9L ∥6R6R7L ∥2L9R X6R6L7L X2R9R ∥6L6L2|22|0

Separate passes in stacks. Many patterns throw multiple consecutive passes to the same hand, such as zap and single in 756, single and double in 972, and zap, single, and double in 95678 (and other sequences). Separate those passes clearly in height, which means fast zaps, lofty singles (substantially higher than in synchronous patterns), and lofty doubles. At the same time, make sure that all passes of a stack land in roughly the same location and can be caught at the same height.

9R X5R ∥6L7L X8R9R ∥5L X6L7R ∥8R9L X5L ∥6R7R X8L9L ∥5R X6R7L ∥8L2|12|2

A bit of siteswap theory and lore

Visualization of traditional solo siteswap throws by Hyacinth Visualization of traditional solo siteswap throws by Hyacinth

Siteswap basics

Siteswap notation dates back to the 1980s. It describes a sequence of throws with numbers, where each number represents how many beats later a thrown object will be thrown again. For example, a 4 describes that the object thrown now will be thrown again four beats later after three other throws. Traditional siteswaps assume a single juggler with two hands who alternates throws from both hands, so a siteswap 441 would be read as a right-handed 4 throw, followed by a left-handed 4 throw, followed by a right-handed 1 throw, then repeating on the other side. As a consequence any odd-numbered throw crosses from one hand to the other (i.e., it gets rethrown an odd number of beats later when it is the other hand's turn) and all even-numbered throws return to the same hand.

N-handed siteswaps

Nothing in the siteswap notation or theory requires juggling with two hands. Siteswaps merely describe after how many beats an object is thrown again, and based on which hand's turn it is on that beat we figure out where we need to throw the object. Patterns can be juggled with 1 hand, 3 hands, or 16 hands; we do not even need to assume that the hands always alternate.

Four-handed siteswaps are one way to interpret siteswaps for two passers with four hands total: We assume two passers facing each other with passer A throwing with the right hand on beat 1, passer B throwing with the right hand on beat 2, passer A throwing with the left hand on beat 3, and passer B throwing on the left hand on beat 4, before it all repeats on beats 5, 6, 7, and 8 -- as shown in the diagram below. That is, all odd beats are thrown by passer A and all even beats by passer B.

From this, all the standard throws in four-handed siteswaps can be derived:

  • A 4 (flip) gets rethrown four beats later from the same hand, but there is only a single beat from the same passer before then. An 8 (heff) gets rethrown eight beats later from the same hand, while that same hand has another throw before then, four beats later.

  • A 6 (self) gets rethrown six beats later from the passer's other hand, a 2 (zip) two beats later with the passer's next throw, and an a (trelf) gets rethrown 10 beats later.

  • A 7 (single pass) gets rethrown seven beats later by the other passer. The straight/crossing passes approach where passer A throws straight single passes and passer B throws crossing single passes follows directly from the hand sequence: A right-hand single pass from passer A on beat one gets rethrown on beat 8, which is a left-hand throw from passer B, whereas a right-hand single pass from passer B on beat 2 is rethrown on beat 9 which is a right-hand throw from passer A.

  • A 5 (zap) and 9 (double pass) are crossing for passer A and straight for passer B following the same mechanism.

  • A 1 would be a very very fast pass (faster than a zip), that gets immediately rethrown on the next beat by the other passer; there is no plausible way of juggling this. A 3 is a very fast pass, which is technically feasible if slowing everything down a lot, but not commonly juggled. Hence, lists of four-handed siteswaps generally exclude patterns with 1s and 3s.

Assuming that both passers juggle at a normal speed, all numbers are twice as high as in solo (two-handed) siteswaps, as we have twice the number of beats in the same time.

Illustration of the beat sequence and various throws in four-handed siteswaps

The same way we define a four-hand sequence for two passers, we can define a six-hand sequence for three passers, an eight-hand sequence for four passers, and so forth. We now have much higher numbers, as there are even more beats in the same amount of time. In the following, we illustrate the hand sequence and the throws that represent selfs and single passes. For example, as a start, try the 6-handed siteswap a899 and aa79 or the 8-handed siteswap fcc ("three-count friction").

Illustration of the beat sequence, passes, and selfs in six and eight-handed siteswaps

Transforming siteswaps

There are a number of common transformations that can be used to transform a pattern into other patterns.

Adding/removing clubs. It is possible to add the length of the siteswap to any individual throw to get a pattern with one more object. For example, the 6-club pattern 972 of length 3, can be transformed into the 7-club pattern 975 (holy grail) by adding 3 to the last throw, and then be transformed into the 8-club pattern 978 by adding 3 to that throw again, which can then be transformed into the 9-club pattern 9a8 by adding 3 to the second throw. Conversely, removing the length of the pattern from any throw yields a pattern with one club less, such as transforming the 6-club pattern 972 into the 5-club patterns 672 (5-club one-count) or 942.

This transformation is useful in many passing patterns to make them incrementally harder (or easier) without changing the pattern otherwise. In siteswaps of length 3, all zips can be turned into zaps, all zaps can be turned into heffs, all flips into singles, all singles into trelfs, and all selfs into doubles -- and vice versa. In siteswaps of length 5, all zips can be turned into singles (e.g., 77722 to 77772 and 52585 to 87585), and, in siteswaps of length 7, all zips can be turned into doubles.

It is also possible to add 1 to every throw to add a club to the pattern, for example, turning the 6-club pattern 45678 into the 7-club pattern 56789 and turning 77786 (funky bookends) into 88897. However, this usually changes the character of the pattern substantially.

Swapping throws. Siteswaps get their name from a manipulation that swaps the landing places of two throw sites. Any two throws in a pattern can be changed such that the first throw lands where the second would have landed and the second lands where the first would have landed. This is the logic behind early doubles: Throw a higher pass earlier to where the normal pass would have landed and then make up for it with a lower throw later instead of the original pass -- the two throws have swapped their landing sites. Generally two throws x and y that are n beats apart can swap into y+n and x-n -- for example transforming solo siteswap 441 into 531 and 531 into 333.

This transformation is commonly useful in four-handed siteswaps to think of compatible variations of a pattern, such as early doubles or extra trelfs, either as a one-time trick throw or as a different pattern. In practice, we are usually interested in transformations from the perspective of one passer, thus transform two consecutive throws of one passer, which are two beats apart in the siteswap. For example, we can turn the local sequence single-single into double-zap (e.g., 77722 to 97522) or heff-pass into double-self (e.g., 77867 to 77966).

Repeating and shifting the pattern. It is probably obvious at this point, but 7, 77, and 777 are effectively the same pattern, as are 786 and 786786. Also 786, 867, and 678 are the same pattern, just shifting the start. In lists, siteswaps are usually normalized -- without repetitions and starting with the highest throw -- rather than selected for a convenient start.

To create compatible siteswaps it is useful to repeat an odd-length siteswap twice and then manipulate the resulting even-length siteswap with another transformation. For example, 786786 can be transformed by swapping the landings of beat 4 and 6, resulting in 786885, that is, creating the compatible siteswaps 786 and 858.

Diagrams

Several diagrams are common to depict siteswaps, usually developed for solo siteswaps. For example, just like we illustrate passer A and passer B on separate lines, in a solo siteswap a diagram may show the alternating actions of the right and left hand in two lines.

Moreover, there are two common ways of showing the throws in a pattern as lines: ladder diagrams and causal diagrams. In a ladder diagram, a line illustrates the path of an object from where it is thrown to where it is thrown again next. This is a ladder diagram for French three-count (786):

7R ∥8R6L7L X8R6R7L ∥8L6R7R X8L6L7R ∥8R6L7L X8R6R2|22|1

In such diagram, we can observe the path that a club takes, for example, that the self in 786 is always the same club and that all heffs turn into a passes.

Note that a throw lands quite a bit before it gets thrown again. It lands somewhere between the beat it is thrown again and the previous action of the same hand happening 4 beats earlier in a four-handed siteswap. This previous action is necessary to empty the hand to catch the incoming throw -- we say that that action was caused by the incoming throw.

A causal diagram illustrates how throws cause the passer to do other actions to empty their hands, that is, they illustrate which throw triggers which other throw rather than illustrating the path of individual objects. This is the causal diagram for the same pattern French three-count (786):

7R ∥8R6L7L X8R6R7L ∥8L6R7R X8L6L7R ∥8R6L7L X8R6R2|22|1

We can see that we always throw a single pass to catch an incoming single pass (i.e., 7 causes 7), and we always throw a self to catch a heff (8 causes 6) and vice versa. The fact that singles cause singles in patterns of length 3 (and doubles cause doubles in patterns of length 5) is why these patterns easily fall apart when those passes are too low and fast (see Improve your siteswap passing).

In the passing community, ladder diagrams are rarely used other than for determining starts and color coding (see below), but causal diagrams are more common, especially for reasoning about takeouts.

How to start a pattern

Determining starting hands. In a ladder diagram, it is very easy to see which hand starts with how many clubs, simply by counting the beats in the beginning without incoming lines. In the ladder diagram for French three-count diagram above, we can see that passer A throws four throws (two right and two left handed) before throwing the first caught club (a self) and passer B throws three throws before rethrowing a caught club.

This also works for less intuitive starts like the start of 972, where we can see that passer A has only one right-handed throw without an incoming club but two left-handed throws:

9R X7R X2L9L ∥7R ∥2R9L X7L X2R9R ∥7L ∥2L1|22|1

Similarly, we can count the hand without incoming lines in causal diagram and add one club to each hand (one less if the very first action is a zip).

Avoid skipping initial beats. Some common patterns are often taught with starts that skip the first beat for the second passer. For example, it is common to start 7-club three count with a right-handed straight double, and for the other passer to start "as late as possible" with a right-handed crossing double, which should be three beats later. This works but requires to practice a new timing. We argue it is better to start all four-handed siteswaps one beat apart, that is, passer A should start with a crossing double from the right hand and passer B should start just afterward with a self from the right hand, followed by a straight double from the left hand as clearly indicated by the notation:

9R X6R6L9L ∥6R6R2|22|1

Selecting a beat to start. Since siteswaps can be shifted, it is possible to start on every beat. There is no single right way to start a siteswap, but some starts are usually better than others.

We usually do not consider starts where a club would need to be caught with a non-empty hand, such as the first throw of starting 972 on the 2:

2R9R ∥7L ∥2L9R X7R X2L9L ∥7R ∥2R9L X7L X2|11|2

Beyond that, we usually prefer starts where (1) the first throw of passer A is a pass, (2) the first throw of passer B is a pass, (3) the number of starting clubs is the same in both hands or the right hand has one more club, and (4) the number of starting clubs are relatively balanced between the passers.

It is not always possible to satisfy all four preferences. For example, among the two remaining starts of 972, both violate at least one preference: Starting with the double requires juggler A to start with two clubs in the left hand (violating preference 3). Starting with the single requires juggler B to start with a non-pass, with two clubs in the right and an empty left hand (violating preferences 2 and 3). Despite not satisfying all preferences, the start with the double seems overall the better start.

7R ∥2R9L X7L X2R9R ∥7L ∥2L9R X7R X2L9L ∥3|12|0

With a siteswap animator like passist.org it is easy to cycle through the various starts and pick a nice one.

Orbits and color coding

Following a pass in a ladder diagram identifies its orbit, that is the sequence of throws until the club repeats the same path through the pattern. Clubs that always repeat only a single action are called magic and can be highlighted by using a club of a different color. Zaps and trelfs in siteswaps of length 5 are always magic, and so are selfs and doubles in siteswaps of length 3 and singles in siteswaps of length 7.

5R X6R7L ∥8L4R5R ∥6L7L X8R4R5L X6L7R ∥8R4L5L ∥6R7R X8L4L2|21|1

Terminology

The passing community has now adopted a couple of terms that may not be broadly known among beginners or people who learned passing a long time ago. Some terms simply became popular and spread through the community.

A heff is not an abbreviation but was simply a random short term or a misheard version of the letter f for fountain, depending on who you ask. It has spread because "double self to the same hand" really needs a shorter alternative.

A trelf is a more recent attempt to disambiguate triple selfs from triple passes with a short term. It is not as broadly used, but I adopt it to have a distinct short word for all throws.

The zap was originally discovered when playing with the early passing animator JoePass! Based on the software's name, they were sometimes called joe passes, but now the name zap is much more common.

In this book, I use passer A and passer B and assume that passer A starts and throws straight single passes and crossing zaps and doubles. This is arbitrary. When agreeing on a side, it is common to negotiate who is throwing straight and crossing passes. As a running gag, some in the community have adopted "James" as the name for the passer with straight singles and "Not James" as the name for the passer with crossing singles. Alternatively, some have suggested "James" and "Jims," because the latter throws crossing singles as in Jim's three count.

Passing with 3+ People

There are many different ways to include more than two passers in a pattern. In this part, we will discuss both static patterns, in which multiple passers stand in specific locations such as in a triangle to exchange passes, and moving patterns, in which some or all passers change their positions during the pattern, usually while they continue to juggle and pass. In addition to static and moving patterns, in the next part, we will discuss another popular class of group patterns, manipulator patterns (also known as takeout patterns), in which one or more additional jugglers steal and replace clubs out of a static or moving pattern, often swapping places with those passers in the process. These group patterns can be learned in many orders, but static patterns are usually a good starting point before adding movement, manipulators, or both.

Notation. To describe a group pattern, we need two parts: (a) the actions of each passer over time and (b) the positions where the passers stand or move. The actions of each passers are usually described using the notation of synchronous patterns or four-handed siteswaps for two passers. Although it is not always need, we add an index to the notation of all passes indicating which passer to pass to. The positions are usually shown in with diagrams showing locations as seen with a birds-eye view from above; for moving patterns, often multiple diagrams are used to show changing positions throughout the pattern.

Here is an example, of three passers passing 3-count in a triangle:

pBR ∥pCR ∥pAR ∥sLsLsLsRsRsRpCL ∥pAL ∥pBL ∥sRsRsRsLsLsLA:B:C:2|12|12|1ABC

Keep group patterns small. Most group patterns are best with 3 or 4 passers, and there are some interesting patterns with 5 passers. Larger groups are usually better off by splitting into smaller separate groups. While it can be fun to pass with many people at the same time, and there are some patterns that scale to very large numbers of passers, it can be very difficult to keep even simple patterns going with large groups. In patterns with 10 or more passers, even with very good passers, somebody will drop fairly early, resulting in frequent stops and resets. Because it is so challenging to keep large group patterns going, large groups usually pick patterns that are not particularly challenging or interesting for each passer individually.

Feeds

Prerequisite: Basic Synchronous Passing Patterns or Compatible Four-Handed Siteswaps | Next: Moving Patterns, Static Group Patterns

Feeds are a common and simple form to involve three or more passers. A passer acting as the feeder (A) will pass with multiple feedees (B, C, ...). Each feedee will only pass with the feeder, but not with other feedees.

V(A,B,C)

Feeders and feedees generally juggle different patterns that are compatible when merged together. Feeders usually have the more difficult job as they receive (possibly inconsistently thrown and inconsistently timed) passes from multiple feedees and need to aim their passes at multiple different positions. Unless the intention is to integrate weaker passers in easier positions, it is common to try a feed and then rotate positions clockwise until everybody has tried every position.

Synchronous feeds

The basic idea of a feed based on synchronous 6-club patterns is simple: The feeder juggles a repeating sequence of selfs and passes where different passes in the sequence may go to different feedees; the feedees each juggle selfs and passes so that they pass to the feeder on exactly those beats that the feeder passes to them.

Basic feeds. The traditional standard pattern is to feed two feedees on 6-club four-count (starting two beats offset) with 6-club two-count alternating between the two feedees:

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLA:B:C:2|12|12|1ABC

As usual, we instead recommend an ambidextrous pattern as a modern starting point: 6-club three-count vs 6-club pass-pass-self:

pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRA:B:C:2|12|12|1ABC

(From the feeder's perspective it can be helpful to think inside-inside-self-outside-outside-self for the fact that the first pair of passes go in between the two feedees and the second pair goes to the outside hands.)

For four passers, this can be easily extended to a feeder juggling 6-club one-count and alternating passes to three feedees each juggling 6-club three-count:

pBR ∥pAR ∥sRsRpCL ∥sLpAL ∥sLpDR ∥sRsRpAR ∥A:B:C:D:2|12|12|12|1ABCD

As another beginner-friendly feed, a feeder juggling 6-club one-count can alternate passes to two feedees in 6-club two-count -- with one of them juggling left-handed two count.

Chaining multiple feeds. To integrate more passers, it is possible to have more than one feeder in a pattern, producing N-shaped or W-shaped layouts, for example here is a pattern with two feeders (B, C):

pBR ∥pAR ∥pDR ∥pCR ∥sLpCL ∥pBL ∥sLsRsRsRsRA:B:C:D:2|12|12|12|1ABDC

Getting creative. It is easily possible to come up with various different variations by deciding whether and to whom the feeders should pass on each beat. For example, a feeder juggling 6-club one-count could pass to one feedee in bookends (pass-pass-self-pass-self) and to two more feedees in five-count. To further extend this, one of those feedees could act as a feeder themselves, feeding the first feeder in five-count and a fifth passer in pass-pass-self-self-self:

pBR ∥pAR ∥sRpER ∥pDR ∥pBL ∥pAL ∥sLpEL ∥pDL ∥pCR ∥sRpAR ∥sRsRpBL ∥pAL ∥sLsLsLpDR ∥sRsRpAR ∥sRA:B:C:D:E:2|12|12|12|12|1ABCDE

It is similarly possible to introduce (crossing) double passes as early doubles, either as a trick throw or continuously, for example:

pBR ∥pAR ∥dAR XpCL ∥sLfLsRsRsRA:B:C:2|12|12|1ABC

It is also possible to feed Jim's patterns, but we recommend to treat them as four-handed siteswaps, see below.

Adding clubs to synchronous feeds. It is possible to add extra clubs to a feed. The most common traditional pattern is a feeder passing 7-club two-count to two feedees passing 7-club four-count on doubles:

dBR ∥sLsLsLdAR ∥sRdCR ∥sLsLsLsRdAR ∥A:B:C:2|21|21|2ABC

(Note that, as for 7-club two-count, rather than crossing all doubles, the feedees conventionally start left-handed or a beat late. Also the two feedees each juggle a pattern that would not work with two passers, since they split the extra club between them.)

Also 8-club pass-pass-self can straightforwardly feed two feedees juggling 8-club three-count:

dBR ∥dAL ∥hLdCL ∥hRdAR ∥hRhLhLA:B:C:2|22|22|2ABC

(As with 6-club patterns above, any sequence of double passes to feedes and heffs can be combined to create more patterns.)

Beyond this, extra-club synchronous feeds become a bit obscure. Any 6-club or 8-club pass-pass-self pattern can feed any pair of two compatible 7-club three-count patterns and many additional strategies can be found to distribute one or two extra clubs across feeds with three or more passers. None of these are common, and we recommend to explore feeds with four-handed siteswaps instead.

Feeding four-handed siteswaps

There are many common feeds of four-handed siteswaps and it is easy to create more. N-shaped and W-shaped patterns with more than one feeder are possible, but not common. Who throws straight and who throws crossing passes can be negotiated -- usually the feeder gets to throw the (easier) straight passes and the feedees throw crossing passes (that can be harder as they may require extra wide angles to go all the way across the pattern).

774 vs. 5-club one-count. To integrate beginner's into a feed it is possible for a more experienced passer to feed two passers in 5-club one-count with 774 or three passers in 5-club one-count with 7-club one-count.

7BR ∥4R4R7CL ∥7AL X4L4R4R7AR XA:B:C:2|21|11|1ABC

Mild madness vs. Jim's three-count. Many passers learning Jim's three-count then learn that it can be fed with Martin's mildness (pass-pass-self-pass-pass-zip-self). This works well when considering both of them as the four-handed siteswaps 7767746 and 7777266:

7BR ∥7AR X6R7CL ∥6L7AL X2R6R6R6L7AL X6L7BR ∥4R7AR X7CL ∥6L4L6R6R6RA:B:C:2|12|12|1ABC

Martin's one-count vs. why not. For more experienced feedees, Martin's one-count (pass-pass-pass-pass-zip) feeding two juggler's passing why not (or the asynchronous Jim's two-count) is a good introduction to feeding with four-handed siteswaps. Having the feeder start with 5 clubs and the feedees to wait for an incoming pass to trigger their heff is the easiest-to-remember start.

7BR ∥8R7AR X7CL ∥2L8L7BR ∥7AR X2R7CL ∥6L7AL X2R7AR X6RA:B:C:2|21|12|1ABC

[TODO: change shown start]

Why not vs. 5-count popcorn. This feed is roughly of similar difficulty for all passers; as usual, 5-count popcorn can be juggled with either heffs or trelfs.

7BR ∥10R6R6L6L6L7CR ∥7AR X10R8L6L6L2R6R7AR XA:B:C:2|22|12|1ABC

7-club one-count vs. funky bookends and why not. Combining three different patterns, the feeder needs to remember the passing sequence B-B-C-B-C independent of whether throwing with the left or right hand.

7BR ∥7AR X6R7BL ∥8L7AL X7CR ∥7AR X8R7BL ∥7AL X2L7CR ∥6R7AR XA:B:C:2|22|12|1ABC

972 vs. 7-club three-count and French three count. In this pattern, the feeder passes double passes with one feedee and single passes with the other.

7BR ∥8R6R9CL X7AL X6L2R6R9AR ∥A:B:C:3|12|12|1ABC

(It is possible for the feeder to throw both singles and doubles as straight passes if both feedees cross their passes.)

8-club pass-pass-self vs. 7-club three-count. The siteswap 996 can naturally feed two feedees passing 966 for a total of 11 clubs.

9BR X6R6R9CL X9AL ∥6L6R6R9AR ∥A:B:C:3|22|12|1ABC

For a challenge, add a club and have the feeder juggle 9-club one-count (on doubles) against against one feedee passing 996 and another passing 966. Or pass 9-club one-count against three feedees each passing 966.

Creating custom siteswap feeds. With the theory of compatible siteswaps it is easy to create many more feeds. The key point is to arrange three or more patterns so that the combined interface of the feedees' patterns matches the interface of the feeder's pattern.

Generally the two feedees always throw at the same time, but they must not pass such that their passes arrive on the same beat. For example, two feedees can pass why not with the interface pxpxx, but they must be offset from each other by one beat so that their combined interface toward the feeder is ppppx -- that is either one of them will pass on every beat except the last. The feeder can pass any pattern that is compatible with the combined interface of the feedees; in the example any pattern with interface ppppx, such as Martin's one-count, can feed two why not feedees. As another example from above, funky bookends has the interface ppxpx and can be combined with why not's interface pxpxx when started two beats later for a combined interface of ppppp which is compatible with 7-club one-count by the feeder. It is possible to combine patterns with throws of different heights and of very different difficulty levels as long as their interfaces can be combined. Following this principle, we can find many unusual feeds of common four-handed siteswaps, such as:

As with all compatible siteswaps, identifying starts can be a bit tricky and may require pen and paper as described in the appendix. The total number of clubs needed for the feed is the sum of the clubs for each pattern divided by two, since each passer passes half of each siteswap. We following heuristic to figure out the start often works: Let the feeder start with their pattern with a convenient start and identify when each feedee will receive their first pass. Usually each feedee can identify how they usually would start their pattern in reaction to an incoming pass. For example, it is common to start French three count with a heff on the beat after the first incoming single pass is thrown. If the first incoming pass is at a different height than usually expected in the feedee's pattern (e.g., an incoming zap instead of a single pass for a feedee's French three count), this start would be adjusted correspondingly to start a beat earlier or later. In many cases, the second feedee may need to wait a beat or two for their first incoming pass; they can either wait for their usual start or backtrack and identify the throws before; the throw before might include a pass to the feeder. In many cases, it is possible to identify the start this way with only few attempts to figure out what works; if it does not work go back to the pen and paper method. See the patterns above for some examples of starts.

Static Group Patterns

Prerequisite: Basic Synchronous Passing Patterns | Next: Feeds, Moving Patterns, Takeouts

Beyond feeds, there are many static group patterns for different sizes of groups and different difficulty levels. We group them roughly the number of passers and shape of the positions. Almost all of these patterns are based on the basic synchronous 6-club passing patterns. Most of these patterns are easy to medium difficulty.

Triangles (3 passers)

Triangle patterns conceptually simple and versatile. In contrast to feeds, they are usually symmetric in that all passers juggle the same pattern.

starter pattern

Three-count, insides. A good first pattern is to juggle three-count with inside throws, that is right-handed passes go to the left hand of the passer on the left and left-handed passes to the right hand of the passer on the right. Everybody passes at the same time, count out loud if necessary to synchronize timing and avoid collisions.

pBR ∥pCR ∥pAR ∥sLsLsLsRsRsRpCL ∥pAL ∥pBL ∥sRsRsRsLsLsLA:B:C:2|12|12|1ABC

Once this works, there are many more variations to explore that are interestingly different without drastically increasing difficulty.

Three-count, outsides. Stay on the same three-count rhythm, but throw the passes outside, that is right-handed passes go to the left hand of the passer on the right and left-handed passes to the right hand of the passer on the left. Outside throws tend to be less collision prone but harder to watch due to much wider angle -- do not watch the outgoing club but look for the incoming one. Actively provide feedback about incoming passes and where you would like to receive them (usually likely slightly behind you), as other passers also will not see their passes land.

pCR ∥pAR ∥pBR ∥sLsLsLsRsRsRpBL ∥pCL ∥pAL ∥sRsRsRsLsLsLA:B:C:2|12|12|1ABC

Three-count, outside-inside-inside-outside. Several further good variation come from exploring different sequences of inside and outside throws. For example, alternating outside and inside results in all clubs being thrown to the same person. The sequence outside-inside-inside-outside is interesting in that it passes to all four hands of the other two passers, from right to left.

intermediate pattern

Pass-pass-self and one-count. The same triangle idea also works for all other base patterns (including four-count if somebody insists). Pass-pass-self and one-count can be interesting challenges with different combinations of inside and outside throws. Pass-pass-self with inside-inside-self-outside-outside-self throws feels similar to pass-pass-self feeds. One-count with all-outside passes is particularly challenging as it requires constant head movement to see incoming passes.

Getting creative. Similar to variations in a feed, it is possible to design many different passing sequences in a triangle. Essentially, the group needs to decide for each beat whether (a) everybody passes in a circle to the left or the right, (b) two passers exchange passes while the other does a self, or (c) everybody does a self. Here is a typical pattern where on beat one each passer passes to the right, on beat two passers A and C pass with each other, and on beat three everybody does a self, resulting in different sequence for each passer (pass-pass-self feed, pass-pass-self to the right, three-count):

pBR ∥pCR ∥pAR ∥pCL ∥sLpAL ∥sRsRsRA:B:C:2|12|12|1ABC

To extend this sequence for a more challenging pattern, we can swap roles after every n iterations. For example, a passer starts in role A (pass-pass-self feed) for two iterations, followed by two iterations in role B (three-count), followed by two iterations in role C (pass-pass-self to the right), the others similarly shift through the roles but start with a different role.

intermediate pattern

Extra club three-count. With all passes thrown as crossing doubles, it is easy to add a 10th club to a triangle three-count pattern, with double passes all going in a circle in one direction:

dBR XsRsRsLdCL XsLsRsRdAR XA:B:C:2|22|12|1ABC

(All passers start at the same time with the same hand. Crossing passes can be awkward to throw in a triangle with left-hand passes being much longer than right-hand passes; provide feedback.)

advanced pattern

Six-handed siteswap triangles. Six-handed siteswaps are naturally juggled in triangle positions, as described in the context of four-handed siteswap theory, but they are not commonly passed in the community. Use a siteswap generator like passist.org to find interesting patterns with "a" as single passes or "7" as zaps, such as aaa69 or a37979999 (Mayday Zap).

Feast (3+ passers)

starter pattern

The feast is an elegant and scalable pattern that theoretically works with any number of passers and on any base pattern: The passers stand in a circle. Each passer has a starting partner such that no passing lanes cross (with odd numbers of passers, one passer has no partner). On the first passing beat each passer passes with their starting partner (or a self if they have no starting partner). On every next passing beat, they pass to the passer on right (in the circle) of their previous pass. If the previous pass was to the last passer on the right, they do a self on the next passing beat, and continue with the passer on their left on the passing beat after. That is, everybody passes with everybody in the circle in order (including themself).

The feast is commonly juggled on four-count or two-count, but we strongly recommend three-count or another ambidextrous pattern. Here is the pattern for five jugglers on three-count:

pBR ∥pAR ∥pER ∥sRpCR ∥sLsLsLsLsLsRsRsRsRsRpCL ∥sLpAL ∥pEL ∥pDL ∥sRsRsRsRsRsLsLsLsLsLpDR ∥pCR ∥pBR ∥pAR ∥sRsLsLsLsLsLsRsRsRsRsRpEL ∥pDL ∥sLpBL ∥pAL ∥sRsRsRsRsRsLsLsLsLsLsRpER ∥pDR ∥pCR ∥pBR ∥sLsLsLsLsLsRsRsRsRsRA:B:C:D:E:2|12|12|12|12|1ABCDE

(Notice the starting partners A+B and C+E resulting in parallel passes and passer D starting with a self. Notice that everybody passes with every other passer in order, including themselves.)

One-count feast. Three passers juggling the feast in a one-count results in an interesting triangle variation: All passers juggling pass-pass-self in the typical inside-inside-self-outside-outside-self sequence, but on offset beats, so that always two passers exchange a passes while the third passer has a self:

pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRpCR ∥pBR ∥pBL ∥pAL ∥sLpCR ∥sRpAR ∥sLpCL ∥pBL ∥A:B:C:2|12|12|1ABC

Scaling the feast. For more than 6 or 7 passers, the length of different passes starts to differ a lot, making it hard to throw long passes and making it hard to keep the time consistent. One trick to scale the feast for very large groups is to turn it into a moving pattern that keeps the shape of an oval or two roughly parallel lines (instead of a circle), so that all passes are always roughly at the same distance.

Double feeds (4 passers)

intermediate pattern

By arranging four passers in a rectangle with two facing the other two, each passer can feed two other passers. The challenge is to find patterns that do not collide in the middle, sometimes involving selective double passes. The most elegant of these patterns is a double pass-pass-self feed:

pDR ∥pCR ∥pBR ∥pAR ∥sLpDL ∥sLpBL ∥pCR ∥sRpAR ∥sRA:B:C:D:2|12|12|12|1ABCD

advanced pattern

Eight-handed siteswaps. Eight-handed siteswaps, such as fcc (three-count friction), also generally are arranged in this double-feed position, but not commonly juggled.

Square (4 passers)

starter pattern

In a square arrangement, everybody can pass with everybody. Aside from feasts (see above), the following pattern combines two-count and three-count in a somewhat interesting arrangement:

pDR ∥pCR ∥pBR ∥pAR ∥sLsLsLsLsRpDR ∥sRpBR ∥pCL ∥sLpAL ∥sLsRpDR ∥sRpBR ∥sLsLsLsLpBR ∥pAR ∥pDR ∥pCR ∥sLsLsLsLsRpDR ∥sRpBR ∥pCL ∥sLpAL ∥sLsRpDR ∥sRpBR ∥sLsLsLsLA:B:C:D:2|12|12|12|1ABCD

Again it is easy to be creative and create many more patterns by deciding who passes to whom on each beat (pairs, triangles, and a full circular exchange are all possible), just usually avoiding that everybody passes through the middle at the same time.

This also includes trivial patterns where just two (or more) pairs of passers pass through the same space but do not otherwise interact:

pCR ∥sRpAR ∥sRsLpDL ∥sLpBL ∥sRsRsRsRA:B:C:D:2|12|12|12|1ABCD

Star (5 passers)

starter pattern

A common pattern for a group of five passers is in a circle where each passer juggles with the two people opposite in the circle, resulting in a five-pointed star formation. Like in standard triangle patterns, all passers pass to a different person than from whom they receive the incoming pass; like in triangle patterns many variations are possible by deciding the sequence of "inside" and "outside" passes. Since all passes go through the middle on the same beat, it is important to be consistent on timing and length of all passes, especially inside passes.

Here is a standard 5-passer star pattern on three-count with all outside throws:

pDR ∥pER ∥pAR ∥pBR ∥pCR ∥sLsLsLsLsLsRsRsRsRsRpCL ∥pDL ∥pEL ∥pAL ∥pBL ∥sRsRsRsRsRsLsLsLsLsLA:B:C:D:E:2|12|12|12|12|1ABCDE

advanced pattern

Adding clubs. The easiest way to add a 16th club is to pass five-count on doubles all in one direction (i.e., left and right-hand passes go to the same person), either with all passes crossing or with every other passer starting left-handed. To add another club (17 total), pass-self-pass-pass-self on doubles is a good sequence to try, and in theory every other self can be replaced by a double pass if adding one more club. A simpler 20-club version is simply two-count on doubles, where everybody starts with 4 clubs and passes the gallopy 8-club two-count on doubles.

Ten-handed siteswaps. Ten-handed siteswaps can be naturally juggled in a star pattern. Actually, by throwing slightly lower or higher passes, many four-handed siteswaps have equivalent ten-handed versions, such as french three-count with very lofty singles (jkf) and seven-count popcorn with either lofty zaps or doubles (efkfkfk or lfkfkfk), but none of those are common or intuitive to figure out.

Trapezoid (5 passers)

intermediate pattern

Chocolate box. Another common setup is two passers A and B facing three passers C, D, and E in a trapeze shape. A common pattern of intermediate difficulty is chocolate box where the two passers A and B each juggle pass-pass-self-self (which is a synchronous pattern called chocolate bar) and the three other passers juggle three-count, in the following sequence:

pCR ∥sRpAR ∥sRsRpDL ∥sLsLpAL ∥sLsRpER ∥sRsRpBR ∥sLpCL ∥pBL ∥sLsLpDR ∥sRsRpAR ∥sRpEL ∥sLsLsLpAL ∥sRpCR ∥pBR ∥sRsRsLpDL ∥sLpBL ∥sLpER ∥sRsRsRpAR ∥pCL ∥sLpAL ∥sLsLsRpDR ∥sRpBR ∥sRsLpEL ∥sLsLpBL ∥A:B:C:D:E:2|12|12|12|12|1ABCDE

Rotate through all positions and let the passer who previously held a position explain the sequence to the new passer in that position.

Other Shapes for Static Patterns

There are endless variations to arrange passers in different shapes, letting them pass on different lanes, either in pairs or in longer loops. This includes formations in a Y shape, in a T shape, and in a line -- some patterns include drop-back and drop-forward passes (not discussed here) -- others add double passes and extra clubs. There are several pattern collections that feature many of these, including the Madison Area Jugglers Pattern Book and the Passing Patterns Compendium. The patterns in this chapter are our suggestions for beginner to intermediate patterns in a modern passing style; beyond those, we rather suggest to add movement and manipulators for variety and challenges.

Moving Group Patterns

Movement adds interesting variations and challenges to group passing patterns. We mostly discuss patterns that are symmetric in that all passers cycle through all positions during the pattern. The following patterns are roughly sorted by increasing difficulty.

Notation and Relabeling

To notate the pattern, we rely usually on a sequence of diagrams of passer positions from above that illustrate the positions and movement. In the notation, we underline the beats were movement happens.

In most patterns, it takes a while until all passers cycle through all positions, to get back to the original start. However, conceptually, the pattern is usually composed of smaller repeating steps, similarly to how siteswaps repeat over an over again even if we write the most compact version showing only the first half of the pattern. With walking and takeout patterns, it is common to write down only one transition of the pattern and then describe how it repeats.

For illustration, here is the full notation for the rotating feed in two-count vs four-count (described in more detail below). It is 18 beats long to get back to the start where passer A feeds (though the orientation in the room will have changed). However, the first six beats already describe all that is happening in the pattern. After those six beats, a different passer (who started as C before) will now feed; after another six beats the third passer will be the feeder.

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLsRpCR ∥pBR ∥sLsLsLpCR ∥sRpAR ∥sLsLsLsRpCR ∥pBR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLsRpCR ∥pBR ∥sLsLsLA:B:C:2|12|12|1ABC

Relabeling. The standard approach to notate those patterns compactly is to describe only one transition, but then explain how the roles change. That is, the same passer (identified with a colored circle in the diagram) will go through all three roles -- in this pattern, first A, then B, then C. The role changes (how passers are relabeled) are indicated as arrows at the end of each line in the notation. While relabeling approach makes patterns much more compact to notate, it can require some practice to read to notation and follow how roles change for each passer during the pattern.

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

Changing starts: Turning back. While learning longer patterns, it is good idea to change the start when the first beats of the pattern work well, but the group rarely gets to later beats to practice them. The best way to change the start is to go backward in the pattern by one segment. This way, everybody can learn the new segment and then gets to a point that they already know (whereas turning forward, everybody gets to more unknown parts of the pattern and never practices previous parts again until getting around).

For most walking patterns, it is obvious how to turn back. However, when not obvious, this step-by-step process always works: Look at role changes in the notation. Identify which role gets relabeled to your current role, that's the role in the previous start -- for example, in the rotating feed above, the passer with role A has role C in the previous start (because C turns into A). When everybody has identified their role, simply move to the starting positions for each role. For teaching more complicated patterns, after turning back, the passer who previously held a role can typically explain well what to do to the new passer in that role.

Rotating Y (4 passers)

starter pattern

A good beginner pattern with easy movement is the Rotating Y. The Y is a formation of two passers next to each other facing two passers behind each other (a feed with an extra passer behind the feeder). The rightmost passer throws a long pass to the passer in the back, who throws a long pass to the passer on the left, who throws a much shorter pass to the feeder in the middle, who then throws another short pass to the rightmost passer. For movement, consider that the two passers standing next to each other are on the left and right of a circle, whereas the other two passers are in the front and back of another circle; for each movement each passer moves a quarter position counter-clockwise on their circle (all walking at the same time), yielding another Y. Note that after movement, everybody still passes to the same passer (now in a different location, possibly with a different distance) and receives from the same passer.

The rotating Y is commonly juggled in four-count with movement after every other pass or after every pass. To learn the pattern, it is common to try every position without moving during the pattern, and move to the new positions between attempts when resetting. When moving during the pattern, only fairly little movement is needed, typically only a step or two without turning, making this a good beginner pattern.

pCR ∥pDR ∥pBR ∥pAR ∥sLsLsLsLsRsRsRsRsLsLsLsLpCR ∥pDR ∥pBR ∥pAR ∥sLsLsLsLsRsRsRsRsLsLsLsLA:→ DB:→ CC:→ AD:→ B2|12|12|12|1ABCDA → D → B → C → A

Rotating Feeds (3 passers)

starter pattern

The rotating feed is a good introduction to walking and turning on a four-count (usually), which is an important foundation for many other walking and takeout patterns. So even if the rotating feed on two-count vs four-count can be rather boring, it is an important milestone.

In all these patterns, one feedee (usually the left one) is walking across the pattern while turning to a position beside the previous feeder. The other feedee becomes the new feeder, feeding the passer who just walked and the previous feeder.

Two-count vs. four-count. The standard pattern, shown already in the notation section above, is a two-count feed with feedees on four-count. This pattern is the foundation for many four-person manipulator patterns.

To begin, the left feedee can walk across the pattern after any pass with or without announcing it. There is enough time for both the previous feeder and the new feeder to adjust patterns; the previous feeder will simply do a self where they would have passed to the feedee who just walked, resulting in a switch to four-count; the third passer will throw a pass to the passer who just walked instead of a self, thus switching to a two-count feed.

The most common pattern is for the left feedee to walk every six beats, which passer is currently in the left feedee position will change. The feeder typically counts the two-count passes as 1 - 2 - 3 and the left feeder would start walking after the pass on 3. After this, the right feedee takes over counting (and feeding) 1 - 2 - 3 after that, which is when the next passer (the first feeder) will start walking, and so forth.

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

Walking and turning while juggling can initially be somewhat challenging. Usually the passer walking will walk immediately after their pass and catch the incoming pass somewhat along the way (ask the feeder to throw it shorter if necessary). It is possible to practice walking and turning while juggling alone, simply walking around while maintaining a 3-club cascade. Less confident passers can also collect all clubs and walk across the pattern holding all three clubs to then restart with a pass on the other side.

intermediate pattern

Pass-pass-self feeds. The following pattern is a nice approximation of a pass-pass-self feed (technically pass-pass-self-pass-pass-self-pass-self), which still allows walking on a right-handed four count. That is, the pattern is ambidextrous and slightly more challenging, but the walking is the same as in the two-count vs. four-count version.

pCR ∥sRpAR ∥pBL ∥pAL ∥sLsRsRsRpCL ∥sLpAL ∥pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

A pure pass-pass-self feed is also possible, but substantially harder. It requires walking on a three-count and alternates between walking on a right-handed three-count and a left-handed three-count. Walking after a left-handed pass is harder for most people, because it is easier to turn with the angle of the incoming pass.

pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRpBL ∥pAL ∥sLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRsLpCL ∥pBL ∥pCR ∥sRpAR ∥sLsLsLsRpCR ∥pBR ∥pCL ∥sLpAL ∥sRsRsRsLpCL ∥pBL ∥pCR ∥sRpAR ∥sLsLsLA:→ CB:→ AC:→ B2|12|12|1ABCA → C → B → A

Four-handed siteswap feeds. Rotating feeds on four-handed siteswaps are not common and usually very challenging since it requires changing between straight and crossing passes and account for the half-beat timing difference between the two sides. To make this work, the common trick is that the feeder throws straight single passes to feedee B (who will walk next) and crossing single passes to feedee C, and feedee B responds with crossing single passes and feedee C with straight single passes. When walking passer B throws an extra fast self (where there is technically only half a beat) and maintains the crossing passes with the previous feeder, but starts throwing straight passes to the other feedee. [TODO: finalize and example]

Other feeds. Generally any feed can be turned into a rotating feed if there are enough selfs to walk across. It is also possible that multiple passers walk before the pattern repeats (as ain the rotating pure pass-pass-self feed above). Here is an example of a very short pattern (the base pattern for MiniEd), with a lot of walking on right-handed three-counts:

sRsRsRpCL ∥sLpAL ∥pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLpCL ∥pBL ∥A:→ CB:→ AC:→ B2|12|12|1ABCA → C → B → A

Extra Club Rotating Feed (3 passers)

intermediate pattern

The two-count vs. four-count feed with 10 clubs (see Feeds) can also be turned into a walking rotating pattern, similar to other feeds. In this pattern, on all double passes, the feeder throws one more pass to their right feedee before switching to four-count and the walk happens on a five-count (resulting locally in the sequence pass left, pass right, pass left, pass right, pass right).

To maintain the usual approach to throw all double passes straight instead of crossing, the feedees start left-handed or one beat late (see 7-club two-count and adding clubs to synchronous feeds). Since the walking technically changes from the left-handed to the right-handed side of the pattern, there can only be three selfs in the five-count and passer walking needs to take one of these options: (a) juggle a four-count very slowly to match the speed of a five-count, (b) throw one of the three selfs of a four-count as a double self followed by a wait to gain an extra beat of time, or (c) walk on a normal four-count and throw an early triple pass followed by a wait. In either case, timing is right if, after walking, the first pass responds to an incoming pass with the offset timing common for 7-club two count.

dBR ∥sLfLsLdAR ∥sRdCR ∥sLsLsLsRdAR ∥dBR ∥sLsLsLdAR ∥sRdCR ∥h*LsLA:→ BB:→ CC:→ A2|21|22|1ABCA → B → C → A

With a bit of galloping, this pattern can also be juggled on single passes (see 7-club two-count on singles).

Bruno's Nightmare (3 passers)

starter pattern

The conceptual idea behind all "Bruno's" patterns is that the passers move as if they were balls thrown by a giant. In the basic Bruno's nightmare pattern the passers move in a simple cascade pattern being "thrown" to one side of the room and then "falling" back down to the other (see the diagram below). Many other patterns, including passing patterns, are possible beyond a simple three-ball cascade. While the passers are moving in the shape of a juggling pattern, they exchange clubs.

In the basic Bruno's nightmare pattern, the passers start in a V shape and one feedee walking walks through the middle of the pattern to arrive at the opposite side of the former feeder to where they would have walked in a rotating feed; during that time the other feedee "falls down" to take the place of the feedee who just walked from where they will feed next. The initial feeder first throws to the feedee walking, then to the other feedee, and then once more to the feedee walking while they are in the middle of the pattern. From here the pattern repeats with the previous feeder now walking through the pattern, the previous "falling" feedee now feeding, and the juggler who previously walked falling down.

The standard way to juggle this pattern is on three-count vs. six-count, which is giving passers a lot of time to walk and turn.

pBR ∥pAR ∥sRsLsLsLsRsRsRpCL ∥sLpAL ∥sRsRsRsLsLsLpBR ∥pAR ∥sRsLsLsLsRsRsRA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

The pattern can also be juggled on many other baseline beats. Feeding two-count vs. four count is fairly common too, but since the pattern requires turning both clockwise and counter-clockwise, one of those turns is usually more challenging. A much slower version has five instead of three passes before it repeats, where the walking juggler passes twice while walking through the middle of the pattern. Less conventional base patterns are pass-pass-self or pass-pass-self-pass-self feeds. See the appendix for illustrations of these.

Beyond the cascade. The idea of a giant juggling passers can be conceptually extended to other base patterns. Walking can follow any solo pattern as a base pattern, such as 423, 441, 33441, and the box for three jugglers, or 534 and 531 for four jugglers (see the appendix for an example). There is no principled way to decide when to pass and to whom to pass (that I am aware off), so it is easy to create lots of different patters by first picking a pattern for the walking and then fitting passes in there.

This is an easy pattern based on the five-ball cascade:

sRpER ∥pDR ∥pCR ∥pBR ∥sLsLsLsLsLsRsRsRsRsRpEL ∥pDL ∥sLpBL ∥pAL ∥sRsRsRsRsRsLsLsLsLsLA:→ BB:→ CC:→ DD:→ EE:→ A2|12|12|12|12|1ABCDEA → B → C → D → E → A

Beyond solo patterns, Bruno's patterns can also be extended to passing patterns, when imagining two giants facing each other passing with each other. The most common of these (known as Magermix when juggled in one-count, see below) is is a six-person pattern where the passers move as if they were passed in two-count:

pBR ∥pAR ∥sRpER ∥pDR ∥sRsLsLsLsLsLsLsRsRsRsRsRsRpCL ∥sLpAL ∥pFL ∥sLpDL ∥sRsRsRsRsRsRsLsLsLsLsLsLpBR ∥pAR ∥sRpER ∥pDR ∥sRsLsLsLsLsLsLsRsRsRsRsRsRpCL ∥sLpAL ∥pFL ∥sLpDL ∥sRsRsRsRsRsRsLsLsLsLsLsLsRpFR ∥pER ∥sRpCR ∥pBR ∥sLsLsLsLsLsLsRsRsRsRsRsRpCL ∥sLpAL ∥pFL ∥sLpDL ∥sRsRsRsRsRsRsLsLsLsLsLsLA:→ CB:→ DC:→ BD:→ FE:→ AF:→ E2|12|12|12|12|12|1ABCDEFA → C → B → D → F → E → A

Turbo. Turbo is a Bruno's variation (same walking paths) where the walking juggler turns around to pass back to the passer who started next to them when walking through the pattern, after which they back up to their target position. While it looks like a feed setup at the start, the passer "in the air" (in the Bruno's analogy of juggling people) starts as feeder one pass into the pattern. Again, Turbo can be juggled on different baseline patterns, but two-count vs. four-count is the most common.

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLsRpCR ∥pBR ∥sLsLsLA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

advanced pattern

Bruno's one count. A particularly challenging variation of Bruno's nightmare is Bruno's nightmare on one-count vs. two-count, usually known as Bruno's one count. This pattern requires usually very lofty passes and lofty selfs, fast turns under a single self, and fairly precise passes.

pBR ∥pAR ∥sRpCL ∥sLpAL ∥pBR ∥pAR ∥sRA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

This pattern is very difficult to learn from scratch. By far the best way to learn this pattern is with two passers who can run it. Here are a couple of hints: Juggle very lofty and slow; count out loud to synchronize. After the first pass of the feed, the walking passer should take a step forward to give the "falling" passer space, but should not yet move sideways. The second pass of the feed needs to be long to avoid collisions with the short pass after; for the passer walking through the pattern this is the first pass on the other side after turning (likely the most difficult pass of the pattern); collisions are most commonly caused by the walking passer's pass being too short here. The third pass of the feed needs to be lofty but very short; usually the feeder is leading the walking passer quite a bit; the outgoing and incoming passes usually cross, the walking passer should aim to the nose or even the wrong hand of the feeder. For the feeder, the second and third pass are usually roughly in the same direction, the third pass is just much shorter. The walking passer has a single self to turn all the way around; usually they already turn a lot after throwing their short pass before catching the incoming short pass, so that they need to turn much less under the self.

Bruno's one-count is possible on all the other variations, like Magermix for six passers moving as if they were thrown in two-count (see above) and various three-ball siteswaps like 441 and 33441 (known as Babymix). See the appendix for illustrations of these.

advanced pattern

Extra club Bruno's. Similar to the rotating feed, it is possible to add a club and juggle the entire pattern on doubles. However, since this is juggled on a four-handed siteswap feed, the walking and notation is somewhat unusual: The feeder always throws crossing passes to the feedee walking and straight passes to the other one; the first pass after walking is always crossing, and the passes while walking are always straight. Feedee B walks on 7.5 beats, but the half beat is barely noticeable and it can be juggled as a normal seven-count (in the notation, the extra half beat is visible in the 7 on the last beat of B, which is a slow self(!) to make up switching the half beat between sides).

9BR X6R6L6L9AL ∥6R6R6R6L9CL ∥6L6R6R6R9AL X6L6L6R9BR X6R6L6L9AL ∥6R6R6R6L9CL ∥7L6R6RA:→ BB:→ CC:→ A2|22|11|2ABCA → B → C → A

(Technically the approach also works for 10-club Bruno's one-count by leaving out the extra selfs.)

El Niño (4 passers)

intermediate pattern

El Niño is a version of a rotating feed for 4 passers, based on the feeder passing one-count to three feedees in three-count. The feeder feeds the feedees in the following order: middle feedee, left feedee, right feedee, and middle feedee. First the left feedee walks in three-count after their pass, and then the middle feedee after their second pass, turning the right feedee into the new feeder. The pattern is usually started left-handed so that all walking happens after right-hand passes.

pCR ∥sRpAR ∥sRpBL ∥pAL ∥sLsLpDR ∥sRsRpAR ∥pCL ∥sLpAL ∥sLA:→ BB:→ CC:→ DD:→ A2|12|12|12|1ABCDA → B → C → D → A

And a much faster version of the same idea (requires walking both on left and right-handed passes):

pBR ∥pAR ∥sRsRpCL ∥sLpAL ∥sLA:→ BB:→ CC:→ DD:→ A2|12|12|12|1ABCDA → B → C → D → A

Shooting Star (4 passers)

starter pattern

The shooting star describes a family of patterns in which one passer is missing from a standard 5-person star pattern. Since one passer is missing, one passer will not receive clubs and one passer would pass into a hole. In the standard four-count version, the passer who would pass into the hole starts with two clubs and skips the first pass, whereas the passer who does not receive clubs walks immediately after their first pass through the middle of the pattern to the hole while holding two clubs; they receive the next pass there when they arrive. On the next beat, another passer does not receive a club and walks to the hole, and so forth.

pDR ∥fRpAR ∥pBR ∥sLsLfLsLsRsRfRsRsLsLfLsLA:→ CB:→ DC:→ BD:→ A2|11|12|12|1ABCDA → C → B → D → A

Note: The passer with role C starts with two clubs.

Variation: It is possible to remove clubs and walk with one club or no clubs to slow down the pattern. Removing one more club, the passer facing the hole starts with one club instead and the passer not receiving clubs passes until they are down to a single club for walking. Alternatively, the passer facing the hole starts without clubs and the passer not receiving clubs walks without any clubs after throwing their last pass. This slows down the pattern and results in walking only every other or every third pass.

Two-count shooting star. In the two-count version of the shooting star, the person moving stops in the middle to let passes go by before making it to the hole. Typically they walk when they have one club, but they can also walk to the middle with two and pass a last one from the middle.

Other Classic Patterns (4 passers)

The Madison Area Jugglers Pattern Book has a huge number of walking patterns, including Turbo and El Niño discussed above. Here are two more common patterns from that collection that are also the basis for many other variations.

starter pattern

3-leaf clover. In this pattern, all passers continuously walk in an out of the middle of the pattern, through three loops (see diagram below). Essentially, a feeder throws two-count to three feedees in six-count. The Madison book has many more variations, including ambidextrous ones.

pDR ∥sRsRpAR ∥sLsLsLsLpBR ∥pAR ∥sRsRsLsLsLsLA:→ DB:→ CC:→ AD:→ B2|12|12|12|1ABCDA → D → B → C → A

The weave. In the weave, three passers walk in a figure of 8 on six-count all while facing a feeder outside the pattern who feeds them in two-count. This pattern does not cycle through all positions, since the feeder stays fixed, but it is intuitive and easy to learn and there are many variations (including ambidextrous ones) in the Madison book.

pBR ∥pAR ∥sRsRsLsLsLsLpCR ∥sRpAR ∥sRsLsLsLsLpDR ∥sRsRpAR ∥sLsLsLsLA:B:C:D:2|12|12|12|1BCDA

Large Patterns

For large groups of passers, it is almost always better to break up into smaller groups. However, here are some ideas to include many passers.

Speed Passing

Speed passing is speed dating for passers. This is commonly run as a workshop early in a juggling festival so that passers find who else attending the festival is interested in passing.

In a long line through the gym passers meet in pairs. The passers in each pair introduce each other and decide on a pattern to try. An organizer keeps the time and signals to change partners every 60 to 120 seconds (a whistle and a tabata workout timer works well for this). On each partner change, each passer moves a step to the right to pass with the next passer in line. At the end of the line, passers have a break for one round and then continue on the other side on the next passer change. This continues until everybody has passed with everybody else, or time runs out.

pJR ∥pIR ∥pHR ∥pGR ∥pFR ∥pER ∥pDR ∥pCR ∥pBR ∥pAR ∥pJL ∥pIL ∥pHL ∥pGL ∥pFL ∥pEL ∥pDL ∥pCL ∥pBL ∥pAL ∥pJR ∥pIR ∥pHR ∥pGR ∥pFR ∥pER ∥pDR ∥pCR ∥pBR ∥pAR ∥pJL ∥pIL ∥pHL ∥pGL ∥pFL ∥pEL ∥pDL ∥pCL ∥pBL ∥pAL ∥sRsRsRsRsRsRsRsRsRsRsLsLsLsLsLsLsLsLsLsLpIR ∥pHR ∥pGR ∥pFR ∥sRpDR ∥pCR ∥pBR ∥pAR ∥sRpIL ∥pHL ∥pGL ∥pFL ∥sLpDL ∥pCL ∥pBL ∥pAL ∥sLpIR ∥pHR ∥pGR ∥pFR ∥sRpDR ∥pCR ∥pBR ∥pAR ∥sRpIL ∥pHL ∥pGL ∥pFL ∥sLpDL ∥pCL ∥pBL ∥pAL ∥sLsRsRsRsRsRsRsRsRsRsRsLsLsLsLsLsLsLsLsLsLA:→ BB:→ CC:→ DD:→ EE:→ FF:→ GG:→ HH:→ II:→ JJ:→ A2|12|12|12|12|12|12|12|12|12|1ABCDEFGHIJA → B → C → D → E → F → G → H → I → J → A

Hints: Encourage passers to try ambitious patterns and to regularly switch patterns when they switch partners. If passers want to drop out early, they ideally do so only at the ends or together with their current partner.

Very Long Feeds

As shown earlier, it is possible to chain multiple feeds. The simplest way to scale this with similar-length passes is to extend the feed in a zig-zag line, where everybody feeds two other feeders, except for the two feedees at the very end. With very large numbers of passers, this zig-zag line can even be bent into a large circle to connect the ends, so that everybody feeds. This can be juggled on any base pattern.

Zig zag in a circle for 50 passers

Skinny Loopy Feast

The Feast pattern conceptually works for any number of passers, but with enough passers the circle will be very large and some passes will be exceedingly far while others are very short. One way to solve the problem is to turn the feast pattern into a walking pattern with two lines that maintains all passes at a similar length:

pIR ∥pHR ∥pGR ∥pFR ∥sRpDR ∥pCR ∥pBR ∥pAR ∥sRsLsLsLsLsLsLsLsLsLsLA:→ BB:→ CC:→ DD:→ EE:→ FF:→ GG:→ HH:→ II:→ JJ:→ A2|12|12|12|12|12|12|12|12|12|1ABCDEFGHIJA → B → C → D → E → F → G → H → I → J → A

Beyond these, the Madison Area Jugglers Pattern Book has many more patterns for large groups of passers.

Starting Manipulator Patterns: Concepts and Nicki's 3-Count Roundabout

Prerequisites: 6-club three count; next: Roundabout or Scrambled V or Takeouts in 4-handed siteswaps.

Manipulator patterns, also known as walking and takeout patterns, are passing patterns where one or more jugglers steal and place clubs in a passing pattern, usually also swapping roles with one of the regular passers -- similar to the role changes in moving patterns. This is easier to see in a video than explain with words, here with the popular Roundabout pattern on a four-count base pattern:

Video: https://juggling.tv/5437

pBR ∥pAR ∥sLsLsRsRsLsLpBR ∥pAR ∥sLsLsRsRsLsLSBRzRSBRzRIBRCBRzRA:→ BB:→ AM:2|12|11|0AidanLocalABMA → B → M → A

The new actions in manipulator patterns are stealing and placing clubs. A sequence of first stealing a club and then placing a different club where the original club would have landed is called a takeout or (now more commonly) a substitution.

Takeouts

The most basic version of a takeouts, that most jugglers learn first, is a manipulator stealing standing in front of a juggler juggling a 3-club solo cascade with a single club held upside down on the body in their right hand. The manipulator then steals a right-handed throw from the juggler's cascade with the left hand (usually when it is moving up through the pattern) and places the held club into the juggler's left hand at the time that the stolen club would have landed. Afterward the manipulator usually hands the stolen club over to their right hand (a zip), flipping it over in the motion, so that they are ready to steal another club. Conversely left-hand throws are stolen with the manipulator's right hand.

[video]

The same idea also works in passing patters, where the manipulator can steal and replace a club thrown as a pass just as well as steal and replace a club thrown as a self.

[video]

Before diving into manipulator patterns, it is useful to practice takeouts with a partner or with two partners doing a simple passing pattern, such as 6-club two-count. It can be useful to have two clubs of a different color, one for the manipulator and one for the pattern, to then substitute every right-handed throw of that club. When the manipulator is getting better, they usually can take out every second throw, such as every right-handed self or every pass in two-count. The very old takeout pattern Wally Walk (Video) does this continuously on a four-count. There is no role switching for these takeout practice patterns, so the passers should take turn who practices the takeouts.

Common Manipulator Actions

From the perspective of a manipulator, there are three actions that form the building blocks of all manipulator patterns:

  • Substitution: The manipulator performs a takeout by stealing a club and placing another club where the original club would have landed. In most patterns, the manipulator has one club before and one different club after the substitution.
  • Intercept: The manipulator steals a club and does not replace it. That is, they have just gained a club whereas the passer to whom that club was originally thrown is now down a club. An intercepted throw triggers a role switch where the manipulator has gained a club and replaces the passer who would have received that club; that passer now becomes the new manipulator, usually starting with two clubs since one was stolen.
  • Carry: The manipulator places a club in the pattern, without stealing one first. A carry is usually the first action of a new manipulator after a club was stolen from them with an intercept from the previous manipulator. Usually, the manipulator flips both their initial clubs, places one, and then continues the rest of the manipulation sequence with one club.

In the standard manipulator pattern, the manipulator always starts with two clubs, first does a carry action to go down to one club, then does any number of substitution actions, and finally intercepts a club to trigger a switch with another passer who will then be the next manipulator.

The First Manipulator Pattern: Nicki's 3-Count Roundabout

While other patterns are more popular, Nicki's 3-Count Roundabout is a good first pattern that is easier to learn than most other ones because it does not require zips. Zips are not necessarily hard, but the extra actions can be overwhelming to beginners, and most experienced passers are bad at explaining where they are needed.

Video: https://www.youtube.com/watch?v=OB3mwD08Hck

In the pattern, two passers with roles A and B pass 6-club three count. A manipulator M stands in the middle of the pattern (between the passing lanes) with a single club in the right hand (upside down).

  1. On the first beat, the manipulator M substitutes a right-handed pass from passer A to passer B, stealing it with their left hand in the air, catching it on the handle (late steal, see below) and placing the held club with their right hand from blow into passer B's left hand where the pass would have landed.
  2. On the third beat, the manipulator now stands in front of passer B and intercepts B's right-hand self with their right hand, catching the club on the handle (late steal). Passer B will usually help by throwing a nice self with less spin then usual (a pelf, see below).
  3. The manipulator has two clubs and takes passer B's position, moving to the left to give passer B some space to get out of the way. Passer B is now down a club, because their self was stolen; they now become the new manipulator.
  4. At the same time, the new manipulator (previously passer B) flips both clubs to hold them both upside down on the body. They walk across the pattern to passer A, placing the clubs in their left hand into passer A's right hand from below, just after passer A throws a right-handed self on beat four.
  5. Remaining in the middle, the new manipulator turns back to substitute the next pass to passer A with their left hand, which is a right handed pass. This is step 1 on the first beat of the next iteration: The manipulator's substitution. From here, the pattern repeats, just with the roles switched.

Role switching works similarly to moving patterns: The pattern repeats, but with different roles, until everybody is back in their starting role. Here, at the end of six beats, the passer who originally started in role B is now in the role of the manipulator M, the passer who started as manipulator is now in role A, and the passer who started in role A is now in role B.

ABM

Variations on how to steal and place a club

There are many variations of how to steal and place a club, whether as part of substitutions or other manipulator actions. While they are largely interchangeably, most manipulator patterns have a canonical form that uses a specific variation.

Stealing a club. The three common ways to steal a club are early steals, late steals, and very late steals.

For an early steal, the manipulator steals the club when the juggler moves their arm to throw it, but before it is actually thrown. The manipulator receives the club upside-down, that is, catching it on the body. Early steals are fairly common for passes and less common for self throws. If a juggler knows that a club they throw will be stolen early, they will usually just gently place the club into the manipulator's hand.

For a late steal, as in Nicki's 3-Count Roundabout above, the manipulator steals the club in the air, usually when it is fairly vertical (body pointing up, handle pointing down), which is about one-third through the throw. The manipulator catches the stolen club on the handle. If a juggler knows that a club they throw will be stolen late, they usually throw a nice half-spin throw that is easy to catch for the manipulator -- this hybrid of pass and self is known as a pelf.

For a very late steal the manipulator steals the club where it would have landed. Some patterns use this for intercepts, where the manipulator catches the club instead of the juggler to whom the club was thrown. The manipulator then catches the club like a normal throw, that is, on the handle. If a juggler knows that a club they throw will be stolen very late, they usually throw a lofty throw to the position the manipulator wants to catch it, which many be slightly different from where it would have gone otherwise (often more to to right or longer).

In some patterns, the difference between early and late steals is important, as it determines whether the club is caught on the body or the handle. In many patterns it does not matter much, as the stolen club is zipped immediately after, which provides an easy opportunity to flip it over if needed.

Placing a club. For placing a club, the main question is usually whether a club is placed from above or from below. By convention, the manipulator places a substituted self from above into the hand of the receiving juggler, places a substituted pass from below, and places a a carry from below. The receiving juggler should simply hold out their hand (without moving around) and it is the manipulator's responsibility to place the club into the hand. Generally, unless the pattern explicitly demands it, avoid throw the club when placing it, and only let go until when the club has arrived in the target hand.

Manipulator position. Where the manipulator stands when stealing or placing clubs is different in many patterns. Some patterns have a canonical form that is described, others let the passers figure out what works. When substituting a pass, the manipulator often stands in the middle of the pattern between the two passing lanes facing the passing lane where they plan to steal the pass. However, they can also stand outside the pattern facing inside. In another variation, manipulator stands in the middle facing the passer they steal from and placing the club behind their back (see Chopabout). For substituting selfs, the manipulator typically stands in front of the other juggler, but they can also move and turn between stealing and placing (canonical in Roundabout). For intercepts, all kinds of positions are common, including intercepting a pass when standing behind the juggler that would originally receive it.

Handedness. It is common convention to steal right-handed throws with the left hand and to steal left-handed throws with the right hand, but this is not required. Stealing a club with the "wrong" hand (usually to avoid a zip on the beat before) is called rhondaring a manipulation.

Manipulator Pattern Notation

The first manipulator patterns were written down as lengthy wordy descriptions, similar to the description of Nicki's three-count roundabout in the previous chapter, but a common notation has emerged that allows us to capture the essence of these patterns compactly. This notation was originally suggested by Aidan Burns, and while it has evolved quite a bit with contributions from many in the community, it is widely called the Aidan notation.

The Aidan Notation

The basic idea of the Aidan notation is as follows: A base pattern is described with a convention passing notation, such as basic synchronous throws or moving group patterns. In addition the action each manipulator is described on a separate line below the base pattern. A manipulator's action are described in terms of the three concepts carry (C), substitution (S), and intercept (I). To identify which throw is carried, substituted, or intercepted, we need usually use two pieces of information: The time when it is thrown and the passer who will receive it. We notate this with the letters C, S, and I on the throw beats and use a subscript to identify the role of the passer who would receive it (sometimes additionally a superfix is added indicating the role where the pass is coming from).

In this notation, Nicki's three-count roundabout can be written as:

pBR ∥pAR ∥sLsLsRsRpBL ∥pAL ∥sRsRsLsLSBRIBRCARA:→ BB:→ AM:2|12|11|0

That is, on the first beat, the manipulator substitutes the throw to B, which is A's right-handed pass to B. On the third beat, a throw to B is intercepted which is B's self. On the fourth beat, the manipulator carries the throw to A, which would have been a left-handed pass from B.

The scheme generalizes to patterns with more passers and more manipulators. For example, this is the notation for the five-person pattern Scrambled 3-V, with two manipulators M and N based on a rotating two-count vs. four-count feed:

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLCBRzRSBRzRICRCCRzRSARzRIBeRA:→ BB:→ CC:→ AM:N:1|12|11|11|11|1

For common base patterns, especially for the rotating two-count vs. four-count feed, it is also common to describe a manipulator pattern just in terms of the manipulator's actions -- for example, describing Scrambled V as CBSBIC.

Changing Roles

One thing that makes the Aidan notation somewhat challenging to read is relabeling, where passers switch roles. There are now two forms of relabeling: (1) The relabeling in the base pattern as described for moving patterns and (2) relabeling when the manipulator switches with a passer in the base pattern. Only the former is explicitly written down in the Aidan notation, with arrows at the end of a row.

The relabeling for switching manipulators is less obvious to recognize in the notation. It happens when the manipulator takes over the role of another passer triggered by intercepting a throw to that passer, often in the middle of the pattern. At the time the throw is intercepted, the passer who would otherwise would have caught that throw becomes the new manipulator and continues with the manipulator's actions.

In Nicki's three-count roundabout, the switch between M and B is triggered when M intercept's B's self (highlighted below). The intercepted self is thrown on beat 3 and intercepted on beat 4, so beat 4 is where M and B switch (also highlighted with background colors and changes during the animation). On beat 4 the previous manipulator now has two clubs and takes over the remainder of B's sequence, in this case by also catching the pass that A throws on beat 4 to B. At the same time, the previous passer in the role of B becomes the new manipulator M and starts with a carry on beat 4. At the end of the iteration, the passers in role B (originally M at the start of the iteration) and A swap roles, and the pattern repeats.

pBR ∥pAR ∥sLsLsRsRpBL ∥pAL ∥sRsRsLsLSBRIBRCARA:B:M:2|12|11|0ABMA → B → M → A

Turntable and turning back. Having both explicit relabeling at the end of the pattern and implicit relabeling at intercepts in the middle is not intuitive to read and can make it tedious to identify how roles change in the previous or next iteration of the pattern. Hence it is now common to write a turntable about how roles change at the end of the pattern, like the "A → B → M → A" for Nicki's three-count roundabout. This shows that the passer with the role A will start the next iteration in role B, the passer in role B will start as M, and the passer in role M will start as A.

When turning back to learn the previous iteration (usually a very good strategy to learn new patterns, see the corresponding explanation in moving patterns), we simply follow those arrows backward.

When the turntable is not available for a pattern and deriving this from the notation is inconvenient, here is another practical approach for turning back after having learned one or two iterations of a pattern: Juggle the pattern as a group for one iteration and stop. Everybody now should recognize which role they have now (e.g., in Nicki's three-count roundabout B would recognize that they now do M's actions). Everybody now points to the person who previously had that role. The pointing should form a circle -- the equivalent of the turntable above. To move back one iteration, everybody goes to the starting position of the person who points at them.

Movement

As for moving patterns, the Aidan notation does not describe how passers move, only when things happen.

Manipulator patterns usually inherit some movements from a base pattern, none in Nicki's three-count roundabout because the base pattern has only two stationary passers, but walking feeds are common as a base pattern for manipulator patterns with four or more passers. This is usually described together with the pattern.

There is also no common notation for describing the location of the manipulator or how they steal and place clubs (see the description of early vs late steals and placement from below vs above in our introduction to manipulator patterns). Some patterns have canonical forms that are passed verbally or through videos, but it is equally common that passers will just experiment and figure out what works. For example, for Nicki's three-count roundabout I would recommend late steals for both substitution and intercept, placement from below for carry and substitution, and the manipulator moving to the left of the pattern when intercepting the self, but there are also videos of the pattern with other movements.

For this book, we experiment with optional superfix symbols for intercepts and passes to indicate common conventions. We use:

  • e for early steals
  • l for late steals
  • v for very late steals
  • for placement from below
  • for placement from above
  • c for a steal caught as a chop (see Chopabout)
  • o for an action standing on the outside of the passing lane
  • x for an action standing on the outside of the opposite passing lane
  • b for an action standing behind the original receiver of a throw
  • and for moving clockwise or counter-clockwise around a passer
  • f for flipping a club on a zip

With this, Nicki's three-count roundabout indicates late steals, placement from below, and clockwise movement when B and M swap can be written as follows:

pBR ∥pAR ∥sLsLsRsRpBL ∥pAL ∥sRsRsLsLSBl↑RIBl↑↻RCARA:→ BB:→ AM:2|12|11|0

Local Notation (experimental)

This notation is not common and likely only of interest to few who want to experiment with new patterns or gain a deeper understanding. Feel free to skip this.

By now the Aidan notation is ubiquitous and well known and is widely used, but it has a couple of shortcomings. Among others, it can be difficult to see who is doing what and throwing where exactly after mid-pattern role switches, it can be difficult to see what exactly happens between intercept and carry (not a problem in Nicki's three-count roundabout, another reason why it is a good first teaching pattern), it makes many of the standard pattern manipulations and computations from siteswaps and sync passing (e.g., computing starting hands) harder to apply.

As an alternative, some have recently explored writing manipulator patterns as normal passing patterns, where intercepts and substitutions are just normal throws. We use causal arrows, introduced in the context of siteswap theory, to show how clubs move (roughly: an arrow points to the time and place just before the throw is caught, when a previous action there needs to empty that hand).

With this, Nicki's three-count roundabout looks like this:

pAR ∥sLsLsRsRsLpMR ∥pBL ∥pAL ∥sRsLpMR ∥pBR ∥LLzLA:→ BB:→ MM:→ A2|12|11|0

Now the pattern can be read like a walking pattern, seeing what each juggler does and where the clubs actually go -- each person corresponds to the actions of a physical person, even if they switch roles in between. It is no longer needed to read actions in a different row after a role change. If the changing roles (indicated with background colors) are confusing, ignore the roles in passes and simply see which row each pass goes to.

A substitution is visible as two passes: A pass (pelf) from the passer A to the manipulator, and a pass from the manipulator to B. We could model this in different ways, but we assume that the pelf has the same length as a zip (solo siteswap 1, so the causal arrow goes backward) and the placement has the length of a normal pass; both are thrown on the same beat -- the first beat in our example.

An intercept is now also just a pass to the manipulator. In our example, passer B's self on beat 3 is now a pass to the manipulator.

A carry is now also a pass, in our example, the pass from the second passer (initially row B) to the first passer.

The notation also fills all empty spots with empty hands (empty circle) or beats where a club is just held (and could be flipped). In our example, the manipulator has time after the substitution until intercepting the self on beat 3 and they could zip and flip a club in that time (in practice they usually have less time, because usually they place the substitution later than indicated and intercept the self earlier than indicated; in our explanation of the pattern we also recommend to avoid a zip and catch the club with the opposite hand, since this is easier to learn). Similarly the new manipulator has two beats after the carry, where they could flip a club and wait briefly with an empty hand or zip their club twice.

Roundabout

Prerequisites: 6-club four count; recommended after: Nicki's three-count roundabout; next: Roundabout variations, North-wall patterns, or for four passers the Scrambled V.

The Roundabout is the first manipulator pattern many jugglers learn. It is kind of the 6-club four-count of manipulator patterns: (1) it is universally known and relatively easy to find passing partners who can do it, (2) it is easy to juggle and visually appealing for performances, (3) it is the first manipulator pattern that many passers learn, but not a great intro pattern (we recommend Nicki's three-count roundabout as the first manipulator pattern to learn), (4) it has many variations and tricks to explore, and (5) it is entirely right-handed with many more interesting patterns to move on to afterward. It is now so common that it has recently made it into juggling games the the IJA and ECJ festivals.

pBR ∥pAR ∥sLsLsRsRsLsLpBR ∥pAR ∥sLsLsRsRsLsLSBe↑RzRSBl↓RzRIBvoRCB↺↑RzRA:→ BB:→ AM:2|12|11|0AidanLocalVideoABMA → B → M → A

The Roundabout is based on 6-club four-count and the manipulator has the following actions on right-handed beats:

  • Beat 1: Starting in the middle of the pattern between the passing lanes, M substitutes a pass from A to B. The canonical version is to steal the pass early with the left hand and place the other club with M's right hand into B's left hand from below. After the substitution M zips the stolen club to the right hand, holding it on the body, to get ready for the next step.
  • Beat 3: Now standing in front of B, M substitutes B's right-hand self. The canonical version is for M to steal the self late catching the handle, and then to spin out clockwise to the right side of B (the rotation following the hand movement that steals the self), placing the other club in M's right hand into B's left hand after the turn when standing next to B (this is commonly known as the German turn). B usually helps by throwing an underspun easy to catch self (a pelf). Again, after the substitution, M zips their remaining club from their left to the right hand, holding it on the handle, to get ready for the next step.
  • Beat 5: On this beat both A and B pass, but M intercepts the pass that would have gone to B, catching it with their left hand. Usually A helps by throwing the pass wider as M stands next to B. After this, the passer previously in the B role becomes the new manipulator.
  • Beat 7: The new manipulator carries B's self by stepping forward and flipping both clubs to hold them on the body, turning 180 degree counter-clockwise to face the new B, and placing the club from their right hand into B's left hand. The previous manipulator, now B, simply holds both clubs and steps to the right to take B's position, optionally they can flip the right club; their first action is a self from the left hand to receive the carry. After the carry, the new manipulator zips the club from their left to their right hand, holding the club on the body, and continues turning counter-clockwise by 90 degree to get ready for the substitution on beat 1.

From here the pattern repeats and all jugglers go through all roles. The passer initially in role A starts the next cycle in role B, the passer initially in role B now starts in role M, and the passer initially in role M now starts in role A.

Hints. Beginners find the zips and club rotations of the manipulator challenging, and teachers should focus their attention on explaining this clearly. As a general rule, all clubs are stolen with the left hand and are placed with the right hand. After each carry and substitution action, the manipulator resets by zipping their remaining club to the right hand. If the pattern is juggled the canonical way (flipping both clubs before the carry, early steal on the first substitution, and late steal on the second), all clubs should have the right orientation and do not need to be flipped during a zip.

As usual, slowing down the pattern and throwing lofty passes helps a lot. Especially the intercepted pass should be thrown late and lofty in the beginning when the manipulator still figures out where to look after a stressful sequence of substitutions and turning. The passers can help the manipulator a lot by slowing down the throws that are stolen and throwing a nice pelf. The sequence carry, zip, and steal (for the substitution) can feel very fast and can be practiced separately.

There are lots of small differences in how the pattern can be juggled that are not canonical but common: On the first substitution the pass can be stolen late, which requires turning the club to hold the body on the zip. The second substitution is often done without the German turn by stealing and placing the club in front of B and only turning (counterclockwise) after the placement. The manipulator may throw a self to their empty hand instead of the zip as the last action before the intercept, or alternatively flip the club they just zipped.

Roundabout Variations

There are many variations of Roundabout, patterns that incorporate Roundabout in larger group patterns, and patterns that are conceptually similar to the traditional Roundabout.

After the standard Roundabout, there are a number of other 3-person patterns that are one-sided with all right-handed manipulations, each followed by a zip, that are good next patterns with only gently increased difficulty.

Chopabout. The Chopabout is a longer, more challenging pattern that introduces a new kind of takeout: the chop substitution. When substituting a pass from A to B on the first beat (highlighted), the manipulator faces A and steals the pass thrown as a chop and places the other club behind their back to B. The same happens in the opposite direction on the fifth beat. The passer throwing the chop usually needs to prepare a beat early with a narrow self, but in a pinch a reverse spin zap or even a pelf or normal zap will do instead of a chop. The chop is caught with the left hand, upside down, catching the body (or the middle) of the club. The manipulator places the club behind them with the right hand, raising the hand high to make it easy for B to grab; B needs to actively look for the club. The placement is often done blind without looking, but with some practice, the manipulator has enough time to look back to check and improve their placement.

pBR ∥pAR ∥sLsLsRsRsLsLpBR ∥pAR ∥sLsLsRsRsLsLpBR ∥pAR ∥sLsLsRsRsLsLSBcRzRSAlRzRSAcRzRSAlRzRIAvRCARA:→ BB:→ AM:2|12|11|0AidanLocalVideoABMA → M → B → A

All spinning in Chopabout is clockwise, including the German turn at the end (as in Roundabout) and on the carry (opposite to Roundabout). The manipulator spins continuously except for the substituted self after the first chop. Usually the carry is placed with the left hand, so that no zip is needed to catch the chop just afterward.

Three-count roundabouts. Beyond Nicki's three-count roundabout, there are two classic one-sided, right-handed Roundabout versions based on 6-club three-count.

A: 3pB 3 3 3pB 3 3 -- B B: 3pA 3 3 3pA 3 3 -- A M: SBl z IBl . Cz

In this one, the manipulator intercepts a self, turns around, and passes that intercepted club immediately on the next beat as B with their left hand -- this is very fast for the manipulator.

pBR ∥pAR ∥sLsLsRsRpBL ∥pAL ∥sRsRsLsLCB↺↑RzRSBl↑RzRIBRA:→ BB:→ AM:1|12|11|1AidanLocalVideoABMA → B → M → A

This one is fairly straightforward, except that there is little space to place the club for the substitution, because B throws a left-handed pass at that point. Therefore, the manipulator typically places the substitution from below, even though it is a self.

Champi. Champi is a short, one-sided takeout pattern based on 6-club pass-pass-self that includes a chop on the fifth beat (see Chopabout above).

pBR ∥pAR ∥pBL ∥pAL ∥sRsRpBL ∥pAL ∥pBR ∥pAR ∥sLsLIBRCARzRzRSAcRzRA:→ BB:→ AM:2|12|11|0AidanLocalVideoABMA → B → M → A

Messing with Roundabout

As many passers know the classic Roundabout so well, there are several more or less silly variations to challenge the pattern.

Long-distance Roundabout. Sometimes used for games, the idea is to start Roundabout at a normal distance but continuously have to move the passers further apart, making the passes longer and longer and requiring the manipulator to cover increasingly long distances.

Tess-about. The idea is to isolate one passer in place and have the pattern move around them. This can accommodate passers who cannot or do not want to walk, and can be an interesting challenge in itself. Usually the isolated passer stands (or sits) in one location but can turn. When the isolated passer would wark across the pattern, instead the other two passers walk the opposite direction to move the entire pattern relative to the isolated passer. The sequence is fairly easy to learn and repeats quickly. The general idea can be used to tessify any moving and manipulator pattern.

Video:

Clubabout. Instead of isolating a passer, here a club is isolated and the pattern moves around the club. That is, if the club would be passed, it is just thrown straight up, and all passers move relative to the club. Typically the club is isolated only in the direction between the passers, allowing some wiggle room for movement between the left and the right hand; a line on the floor is usually used to indicate the position. The pattern is exceedingly long (192 beats, since each club goes through all positions in Roundabout in a single orbit), but it is a fun and silly exercise to try any segment of it.

Video:

4 and 5 Person Patterns based on Roundabout

Two manipulators (4 passers). A simple way to include a fourth passer is to have two manipulators doing the roundabout sequence but in opposite directions.

pBR ∥pAR ∥sLsLsRsRsLsLpBR ∥pAR ∥sLsLsRsRsLsLSBeRzRSBlRzRIBvoRCBRzRSAeRzRSAlRzRIAvoRCARzRA:→ BB:→ AM:N:2|12|11|01|0AidanLocalABMNA → N → B → M → A

Shooting star with Roundabout (5 to 7 passers). A manipulator doing the Roundabout manipulation can be integrated into the moving pattern Shooting star in the version where a passer walks after every other pass with one club. The manipulator simply does the roundabout sequence between C and A, swapping out the target juggler who then does the roundabout sequence on the next segment of the star.

pDR ∥RpAR ∥pBR ∥sLzLfLsLsRfRfRsRsLfLfLsLpDR ∥fRpAR ∥pBR ∥sLsLfLsLsRsRRsRsLsLfLsLSAeRzRSAlRzRIAvoRCARzRA:→ CB:→ DC:→ BD:→ AN:2|10|12|12|11|0AidanLocalABCDNA → N → C → B → D → A

Video: todo

Variations: Additionally or alternatively, additional manipulators can do the roundabout sequence between D and B and between A and D, supporting up to three Roundabout manipulators in the pattern at the same time. Furthermore, in what's called Shooting star with manipulator and chaser, when manipulating between C and A, rather than waiting with two clubs for their last pass, C can follow the manipulator M across the pattern when M substitutes the pass to A and bring the manipulator the intercepted pass, to then run to their position on the outside of the circle.

Video: todo

Bounceabout (4 passers). Bounceabout is a fairly easy Roundabout-style pattern for four passers doing a kind of two-count vs. four-count feed in a triangle formation. The takeout sequence is Roundabout-like but two beats longer, substituting a second pass (i.e., bounding off of one corner to the next) before substituting the self and swapping roles.

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpCR ∥pAR ∥pBR ∥sLsLsLpCR ∥sRpAR ∥sLsLsLsRpCR ∥pBR ∥sLsLsLSAeRzRSBlRzRIBvoRCBRzRSCeRzRA:→ BB:→ CC:→ AN:2|12|12|11|0AidanLocalABCNA → B → N → C → A

Adding Extra Clubs

There have been several attempts to create Roundabout-style patterns that use more clubs and higher passes. Most commonly, the goal is to keep the manipulator sequences as in the base pattern, but have the two passers juggle a harder sequence with an extra club.

Extra-club roundabout. The original extra-club roundabout is a good example of this strategy. Notice that the manipulator actions are the same as in Roundabout and all throws that are stolen remain unchanged from the base pattern (highlighted), but a lot of other throws are changed to crossing double passes and heffs. Due to quirks of the notation, the intercept is notated one beat earlier, since it is intercepting a double pass thrown one beat earlier, but caught at the same time as in regular roundabout. The base pattern itself is challenging, long synchronous 7-club pattern, specifically designed to keep the manipulator actions unchanged.

pBR ∥dAR XhLsLhRsRdBL XsLhRpAR ∥hLsLhRsRdBL XsLSBeRzRSBlRIBvoRCBRzRA:→ BB:→ AM:2|22|11|0AidanLocalABMA → B → M → A

Ronjabout. Ronjabout is a newer and more elegant solution to the problem, making the pattern one beat longer but maintaining simpler base pattern with all straight double passes (with the usual trick of having one passer start left-handed). Here the manipulator is technically substituting a double pass and has more time for the substitution, though it may be barely noticable as they wait for an empty hand anyway.

dBR ∥sLsLdAR ∥tRsLsLsRdBR ∥sLsLdAR ∥tRsLsLsRdBR ∥sLSBeRSBlRIBvRCBRA:→ BB:→ AM:2|21|21|0AidanLocalVideoABMA → B → M → A

Beyond. While not common, there are challenging extra-club versions of many common patterns and also patterns that add two clubs (e.g., 9-club Roundabout), with triple passes and trelfs. Cameron Ford created an excellent video explaining concepts and showing examples. For other takeout patterns on more challenging base patterns of seven and more clubs explore takeouts in four-handed siteswaps.

North-Wall Patterns

Prerequisites: Nicki's three-count roundabout; recommended after Roundabout and some Roundabout variations. Next: Four-handed siteswap abouts.

All three-person Roundabout-style patterns on based patterns with an odd period are symmetric in that they have a left side and a right side; every passer goes through all passing and manipulator positions both left-handed and right-handed before the pattern repeats after six iterations.

These patterns are often called north-wall patterns because actions relate to fixed directions in a room: Assume that passers A and B stand in the east and west position of the room, specific actions always happen on the north or south side of the room. For example, a carry would always happen at the north side -- the left handed club when carrying west to east and the right-handed club when carrying east to west. It is often easier to remember whether an action happens on the north or the south side, rather than whether it is left or right handed in each direction. That is, after each iteration, the pattern repeats after flipping it, rather than rotating it by 180 degrees as even-period Roundabout-style patterns do.

Phoenicean Waltz

Phoenicean Waltz is a good first challenge for learning north-wall patterns. It is based on pass-pass-self and widely known.

pBR ∥pAR ∥pBL ∥pAL ∥sRsRpBL ∥pAL ∥pBR ∥pAR ∥sLsLpBR ∥pAR ∥pBL ∥pAL ∥sRsRSBloRzRzfRSBloRzRIBvbRCARA:→ BB:→ AM:2|12|11|0AidanLocalVideoABMA → B → M → A

The substitutions happen from outside the pattern, the first on the south side facing north, and the second after walking through the pattern on the north side facing south. The intercept is caught on the south side from behind B and the new manipulator carries the next club on the south side and steps out of the pattern to start the next segment by substituting a pass on the south side in the same direction as the carry (catching with the same hand that just placed the carry, which is the opposite hand and in the opposite direction compared to the previous cycle). Notice that, the manipulator needs to flip their club between the two substitutions while walking through the pattern.

Turning back. North-wall patterns tend to be long -- for example, Phoenicean Waltz repeats after 54 beats compared to Roundabout's 24 beats -- because they repeat after six segments rather than three. As usual, it is a good idea to learn a segment and then turn backward to learn the previous segment, which then connects to the previously practiced start. In north-wall patterns, we can turn back as usual using the turntable (see notation), but the previous segment starts with the opposite hand (i.e., left-handed start rather than right-handed and vice versa) and the manipulator faces the same direction in the room as the manipulator in the previous segment (standing south of the pattern, facing north, in Phoenicean Waltz). To turn back three segments at one, that is, half the pattern, all passers keep their positions and simply switch which hand they start with.

MinuEd

MinuEd is another popular pattern based on pass-pass-self, which is substantially more challenging than most Roundabout-style pattern.

pBR ∥pAR ∥pBL ∥pAL ∥sRsRpBL ∥pAL ∥pBR ∥pAR ∥sLsLpBR ∥pAR ∥pBL ∥pAL ∥sRsRSBlRIBRCARSBeRSBeRA:→ BB:→ AM:2|12|11|0AidanLocalVideo 1Video 2ABMA → B → M → A

There are two somewhat unusual parts. First, the fast substitute-intercept sequence is known as a pop: The receiving passer throws ("pops") a pelf almost as a flat and the manipulator hands in the substitution from below and catches the pop in the same upward motion. Second, the pattern does not use zips for the first two substitutions, but instead catches the second substitution early with the "wrong" hand (catching the self on the north side with the hand on the south side); this results in two consecutive placements into the south hand from different hands for what is known as the "shuffle" or the "macarena".

Hints: Slow and lofty passes will help a lot, especially for the challenging turn after catching the pop, but also for the rest of the pattern. The manipulator should stay in the middle of the pattern, walking between the two passing lanes. The manipulator starts facing north, the pop is always on the north side, and the carry is always on the south side. The canonical form of the pattern has no zips.

Dolby Söround

This pattern leaves out the last self of the Roundabout sequence to turn Roundabout into a 7-beat-long north-wall pattern. The pattern essentially consists of juggling the Roundabout right-handed in one direction (e.g., going east) and left-handed the other direction. In theory it is very easy to learn, because it is so similar to Roundabout, but at the same time it can be very challenging to do the Roundabout parts left-handed. It can be a fun challenge for passers who deeply know Roundabout but rarely do takeouts that are not fully right-handed.

pBR ∥pAR ∥sLsLsRsRsLsLpBR ∥pAR ∥sLsLsRsRSBeRzRSBlRzRIBvRCBRzRA:→ BB:→ AM:2|12|11|0AidanLocalVideoABMA → B → M → A

Aside from having to juggle the Roundabout left handed, the main difference is the transition: The first step of the new manipulator is to quickly hand in their club from their south hand into the new B's north hand (the near hand), from where the normal Roundabout sequence resumes. The substituted pass is always on the south side and the substituted self always from the north hand, spinning out to the south side. It is important that the last action of the manipulator before catching the intercept is to do a zip, rather than a self -- this is canonical in Roundabout, but many passers are used to throwing a self to the empty hand instead, which will not work here since that self is carried.

It can be helpful to simply practice left-handed Roundabout first to learn takeouts with the other hand and getting used to spinning the other direction.

The same idea to switch directions by leaving out the last self and carrying to the opposite hand also works for other Roundabout-style patterns, such as Chopabout.

Opernball (5 Person)

Opernball is a five-person version of the Phoenicean Waltz with 3 manipulators all going through the Phoenicean Waltz sequence, but with offset starting points. This results in a pattern that feels like Phoenicean Waltz locally, but without ever pausing in a pass-pass-self sequence for long. Also all but a single pass that is going back and forth across the pattern are manipulated.

A: 3pB 3pB 3 3pB 3pB 3 3pB 3pB 3 -- B B: 3pA 3pA 3 3pA 3pA 3 3pA 3pA 3 -- A M: SBloz zf SBloz . IBvb CA . N: SAloz . IAvb CB . SBloz zf O: IBvb CA . SAlo z zf SAlo z .

There are many more north-wall patterns to explore, but they are less common. Examples include, Vashon Roundabout, Chopsticks, ChopDolby, and Dolby 5.1. Passing.zone is a great source collecting most of them with notation and videos.

Scrambled V and other Scrambled Patterns

Recommended prerequisite: Roundabout; Next: Ambled Patterns or Zippy

Scrambled V is a standard 4 person manipulator pattern that is widely known and the first that most people learn, just like Roundabout for 3 passers. It is based on a rotating two-count vs four-count feed where passers stand in a V formation. Beyond Scrambled V, there are 26 more 4-person patterns based on the same rotating feed with similar takeout actions.

Scrambed V

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLCBRSBlRzRICl↺RA:→ BB:→ CC:→ AM:1|12|12|11|1AidanLocalVideoABCMA → B → C → M → A

The pattern starts with the feeder and the manipulator each having two clubs. The manipulator respond's to B's pass on beat 1 and carries what would have been a pass from A to B, placing from below and then zipping the other club to get reader for the substitution. Standing in front of B, the manipulator substitutes B's self on beat 3, stealing late by grabing the handle and placing from above. As the final step the manipulator then intercepts (late, catching the handle) a self from C while passing in front of C to the outside of the pattern; the passer previously in role C now becomes the manipulator, flips both remaining clubs, and walks forward toward the previous feeder to repeat the cycle. The passer in role B walks across the pattern in a four-count, just as in the standard rotating feed. The previous manipulator starts the next cycle by receiving a pass to start their feed.

Hints: It is common for the feeder to count right-handed beats, 1-2-3, to keep the timing. The feedees can help the manipulator a lot by throwing nice pelfs (B on beat 3 and C on beat 5). It also used to be common (and recorded in many videos) for the group to start the pattern by skipping the manipulator's first beat; this way both A and B can start with three clubs and a pass on beat 1 and the manipulator comes in from the side with one club to subsitute the self on beat 3.

Turning back: As in moving patterns and other manipulator pattern, when a segment or two works, it is useful to turn back to learn the segment before the current start. To move backward, switch positions as follows: The passer in role C walks backward across the pattern and the manipulator switches positions with with A; the previous A now starts as M, B as A, C as B, and M as C.

Toast

Toast is another common pattern worth learning and remembering, where the manipulator substitutes a pass to B on beat 1, then jumps across the pattern in front of C to intercept the pass to C, from where the old C now starts with a carry to the old manipulator, as in Roundabout.

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLSBeRzRICvRCCRzRA:→ BB:→ CC:→ AM:2|12|12|11|0AidanLocalVideoABCMA → B → C → M → A

Hints: The feeders first and second pass both go to the manipulator; it is really helpful to throw the second one lofty. The manipulator does not usually need to jump for the intercept, but it can be fun to exaggerate this part of the pattern.

The 27 Scrambles

There are a total of 27 manipulator patterns in the style of Scrambled V and Toast that each have the manipulator sequence carry-substitute-intercept on subsequent right-handed beats. Many passers know Scrambled V and maybe a few more like Toast, B, and 3 but, these days, it is more common to just pick a pattern from a list and try it from the notation. While some of them are a bit more difficult than others, they are all accessible when familiar with Scrambled V and Roundabout. In fact, learning the notation and trying to juggle a randomly assigned pattern is a common workshop format.

By convention, these patterns are simply notated with 6 letters describing the manipulator actions, such as "CBSBIC" for Scrambled V, whereas everything else is implied, including the actions and movement of the other passers in a two-count vs four-count rotating feed. To learn a pattern, it is usually useful to first track what the manipulator does in each step and where the manipulator switches with one of the other passers (at the intercept). The notation does not describe where the manipulator should stand, or how they should steal or place a club, or where the passers can help with pelfs -- many passers enjoy the challenge of identifying what works and finding solutions how how to navigate a tight spot, for example, performing a substitution with a chop (as in Chopabout) to avoid extra spinning or throwing a zap instead of properly placing a manipulated club to reduce the manipulator's walking. Alternatively feel free to look up videos of these patterns online.

Here is the full list, linked with the video from the aidanburnsproject (see below):

Clean and consistent recordings of all these 27 patterns can be found at passing.zone.

Combining Scrambles (5+ Persons)

It is possible have two or even more manipulators in a scrambled pattern that each do different manipulator sequences. The best known among these is Scrambled 3-V that has both a Scrambled V manipulator (CBSBIC) and a 3 manipulator (CCSAIB):

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLCBRzRSBRzRICRCCRzRSARzRIBeRA:→ BB:→ CC:→ AM:N:1|12|11|11|11|1AidanLocalVideoABCMNA → B → N → C → M → A

Other combinations of common patterns are B on Toast, 3 on Toast, and Scrambled V-B.

When adding even more manipulators, there is very little juggling remaining as many throws get manipulated and the number of objects equals or exceeds the number of hands in the pattern, such as in the 6-person pattern Scrambled 3-B on Toast combining CCSAIB, IBCBSA, and SBICCC.

Many, but not all patterns can be combined. An obvious conflict occurs when two manipulators would manipulate the same club on the same beat -- for example Scrambled V (CBSBIC) and Postman (CBSCIC) both try to intercept the same pass. Having two manipulator interact, for example because one intercepts the carry from the other, as in Scrambled V on Taost, is possible but unintutive. Without those there are still 162 combinations of two and 190 combinations of three Aidan patterns, most of which have probably never been juggled. Lukas Bonauer created a spreadsheet with all combinations. As a simple conservative heuristic, any two manipulators can be combined if their manipulator actions target distinct roles on each beats.

History and lore

Scrambled V (like Roundabout) predates any notation for manipulator pattern and the predates the terminology of carry, substitute, and intercept. As far as I know, Scrambled V was the first of these patterns, named for the V formation. The patterns B, 3, and IV were also very early and named for being the second, third, and fourth pattern in different numbering styles. Toast was named for the jump, like toast jumping in a toaster.

Aidan Burns' key insight was that all these patterns share the elements of what became known as carry, substitution, and intercept, and that these manipulator actions happen on every other beat. Around 2012, he suggested (a slightly earlier version) of the now common Aidan notation and identified that there are 27 different scrambled patterns that do the carry, substitute, and intercept actions on right-handed beats: 3 beats when the intercept can happen (first, third, or firth beat), 3 throws that can be intercepted on that beat (A, B, and C), and three passers that receive the substitution 4 beats after the intercept (A, B, and C), resulting in 333=27 combinations. Note, the recipient of the carry two beats after the intercept is decided by the intercept already: It is replaces the action that the intercepted passer would have done next with their right hand.

By the time of Aidan's untimely death in 2014, most of these 27 patterns had not been juggled or named. The community decided to embark on a distributed project to name and film two rounds of each pattern, which resulted in one video with all of them: aidanburnsproject and the names listed above. Since then, several groups have juggled all of them.

Aidan, when he introduced the notation, made many assumptions that were true for Roundabout and Scrambled V but that are not necessary, such as that all manipulator actions happen on right-handed beats and that they are always two beats apart. The next chapters introduce some of the more recent developments, that break with these assumptions.

Ambled Patterns

Prerequisites: Scrambled V; recommended: Extra Club Rotating Feed; Next: Zippy or Takeouts in Four-handed Siteswaps

Ambeled patterns are extra-club versions of scrambled patterns, juggled on double passes. They are all based on the extra-club rotating feed in two-count vs four-count. Since the extra club is distributed across three, not two passers, ambled patterns are more approachable than extra-club roundabout patterns.

Ambled V

Ambled V is the extra club version of Scrambled V. As described when introducing its base pattern the extra-club rotating feed, all passes are doubles and the feedes start left-handed. With the extra club, the pattern is one beat longer than and the feeder has one extra pass to C in their feed, and B needs to fill one extra beat when walking across the pattern (e.g., double self, juggling slow, or triple pass).

dBR ∥sLfLsLdAR ∥sRdCR ∥sLsLsLsRdAR ∥dBR ∥sLsLsLdAR ∥sRdCR ∥h*LsLCBRzRSBRICRA:→ BB:→ CC:→ AM:1|21|22|11|1AidanLocalABCMA → B → C → M → A

Hints: The carry has an extra beat to walk ("amble") across the pattern. The manipulator should look up immediately after the intercept to look for their next incoming pass. More than aiming for a specific placement, the feeder should try to throw the last two passes (caught by the previous manipulator) to the same place.

Several other scrambled patterns work with the same base pattern, for example Ambled Toast and Ambled B are a straightforward adaptation of Toast and B.

Ambled 3

The double passes, timing differences, and the extra beat create some challenges, so that not all patterns can be translated into ambled patterns easily, and some not at all. Ambled 3 is one of those patterns that needed a new solution.

A: 4pBx3 4pCx3 4pBx3 4pCx -- B B: !34pAx 3 3 34pAx 4x -- C C: !2 33 4pAx 3 3 3 -- A M: !. C z ! (SCAd 3) IABe --M! positions: V(A,B,C) move: Vmove(B,5.9,3)

Since the substitution of the pass on beat 4 is for a double pass, it takes an extra beat and would be placed just after beat 6, but the manipulator also needs to intercept the pass to B on beat 5, before they place the substitution! The common solution here is for the manipulator to first steal the substituted pass (late, on the handle) and then turn to face A and throw a self with that hand to catch the intercept (also late, on the handle), and only then handing in the substitution as a zap. That is, the manipulator briefly has three clubs. Ideally the manipulator has both clubs on the handle to do the self-zap combination, rather than flipped. This trick is commonly referred to as time travel.

This can be difficult to read this all in the Aidan notation. The problem is that it is not only relevant when clubs are thrown, but also how long they are in the air and when they land. Causal arrows can be helpful approximations for how long clubs are in the air (they land a little after the end of the arrow). So if a club is stolen while a substituted club has not landed yet, the manipulator will have more than two clubs. The local notation makes it clearer what actually happens.

Unicorn Charge (5 Persons)

Just as multiple scrambled manipulators can be combined in the same pattern, the same can be done for ambled patterns. The most common one is Unicorn Charge, which is the extra-club version of Scrambled 3-V, combining the manipulators of Ambled V and Ambled 3.

A: 4pBx3 4pCx3 4pBx3 4pCx -- B B: !34pAx 3 3 34pAx 4x -- C C: !2 33 4pAx 3 3 3 -- A M: CB↺ 1 !1x SB . IC↺ .. -- M! N: . C z (SCAd 3) IABe positions: V(A,B,C) move: Vmove(B,5.9,3)

Other Ambled Patterns and Combinations

Assuming always a sequence of carry-substitution-intercept on right-handed beats (but not necessarily every other beat), there are 45 ambled patterns, where many but not all roughly correspond to a scrambled pattern. For many of them videos can be found on passing.zone. Here is a spreadsheet with all possible combinations: https://passing.zone/lukas-ambled-sheet/ -- however, note the nonstandard notation with the manipulator action written on the beat the causal arrow arrives.

Many combinations of these work, including Ambled B on Toast.

Zippy and other advanced 4-5 person patterns

Prerequisites: Any basic synchronous takeouts like Scrambled V; Next: North-wall patterns or Takeouts in four-handed siteswaps

All standard scrambled and ambled patterns are right-handed and use four-count or two-count as the base pattern. Zippy is based on a rotating pass-pass-self feed is a good starting point to explore patterns with more interesting base patterns and even a left-handed takeout.

Zippy

pCR ∥sRpAR ∥pBL ∥pAL ∥sLsRsRsRpCL ∥sLpAL ∥pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLzRSAeRzfRIAvRCBRzRSBRzRA:→ BB:→ CC:→ AM:2|12|12|11|0AidanLocalVideoABCMA → M → B → C → A

Hints: Some find counting aloud 1 to 8 useful to keep the time and coordinate what to do. The first manipulation is left-handed. The manipulator should turn quickly out to the left of A after placing that substitution to make place for A's pass on beat 4. Then, the manipulator catches two clubs in a row, and B and C can make it easy by throwing them lofty. B starts walking after their pass on beat 5 (or even slightly earlier). The previous A is now the new manipulator, carries the pass, and then substitutes a pass, while B is walking, stepping quickly out to the left at the end to open B's passing lane. At the end, the manipulator has two zips (beat 8 and 1) that usually come naturally -- the first zip is often automatic and the second happens when realizing that the next substitution is left-handed. Canonically, one of those two zips should be behind the back.

When Zippy became popular, some in the community started exploring variations on the same base pattern, this site has a spreadsheet with 81 variations: https://passing.zone/zippy_1/. Of course, it is also possible to combine various combinations of those for a 5-person pattern, for example, Chippy-Zippy.

Beyond Zippy

After Zippy, some more patterns explored synchronous ambidextrous base patterns. They can be challenging and interesting, but they tend to be less well known.

Dumb ways to die. Dumb ways to die is a pattern based on what's called a civil war feed as the base pattern. There is no walking here in the base pattern, but positions rotate due to three manipulator switches within the sequence.

pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRpBL ∥pAL ∥sLpCR ∥sRpAR ∥sLsLsLpCR ∥sRpAR ∥pBL ∥pAL ∥sLsRsRsRpCL ∥sLpAL ∥pBR ∥pAR ∥sRsLsLsLzRICRCCRzRzRIBRCARzRIARCBRzRA:B:C:M:2|12|12|11|0AidanLocalVideoABCMA → M → C → B → A

BrunEd. BrunEd was an early attempt to have a 4-person pattern with the MinuEd manipulator sequence, using a pass-pass-self version of Bruno's nightmare as a base pattern. This one is very challenging for the feeder, who needs to pass around the manipulator to various different locations. It has not caught on.

pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRpBL ∥pAL ∥sLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRCBRSARSARSCRICRA:→ BB:→ CC:→ AM:1|12|12|11|1AidanLocalVideoABCMM → A → B → C → M

There is no equivalence of a north-wall pattern for 3 passers and a manipulator where everybody cycles to the pattern both left and right-handed. Even period patterns like Zippy and Dumb ways to die do not flip sides, and odd period patterns like BrunEd simply have two jugglers doing the right side of the pattern and two jugglers doing the left side, without ever swapping.

Brunickolf. Brunickolf is a 5-person takeout pattern on the standard Bruno's nightmare base pattern. It is composed of two 4-person patterns that have only one of the manipulators each.

pBR ∥pAR ∥sRsLsLsLsRsRsRpCL ∥sLpAL ∥sRsRsRsLsLsLpBR ∥pAR ∥sRsLsLsLsRsRsRSBRzRIBRCBRzRSBRzRzRSCRzRzRSCRzRICRCCRzRA:→ BB:→ CC:→ AM:N:2|12|12|11|01|0AidanLocalVideo 1Video 2ABCMNA → B → M → C → N → A

The 5-person pattern is a north-wall pattern with two sides, but the two 4-person patterns again have two passers do the right-handed sequence and two passers do the left-handed sequence.

MiniEd. MiniEd is another attempt of a 4-person pattern with a part of the MinuEd manipulator sequence, this one based on a very fast pass-pass-self feed with two passers walking clockwise on a three count (C on beat 2 and A on beat 4) as the base pattern.

pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRpBL ∥pAL ∥sLsRpCR ∥pBR ∥sLsLsLCBRSBeRSClRICRA:→ BB:→ CC:→ AM:1|12|12|11|1AidanLocalVideo 1Video 2ABCMM → A → B → C → M

Siteswap takeout patterns

Prerequisites: Beginner four-handed siteswap, recommended: Zaps, Doubles, and Heffs; Next: synchronous, ambidextrous takeouts described in North-wall patterns and Zippy

Manipulator patterns on four-handed siteswaps form a class of their own, similar to north-wall patterns. They are amendable to base patterns of different difficulty, from 5-club one-count to holy grail. Just like four-handed siteswaps, they are truly ambidextrous. Each passer cycles through all positions four times, right-handed with straight passes, right-handed crossing passes, left-handed with straight passes, and left-handed with crossing passes. As a consequence, even patterns with short sequences can take quite a while to repeat and it can be tricky to track which side to walk to and whether to throw a pass straight or crossing.

567-about

For passers with a stable 756 (on both sides, straight and crossing singles), 567-about is probably the best entry into siteswap takeouts. It is fairly easy to learn and a good foundation for many others. (Passers without stable zaps might find Catch the carrot described below more approachable.)

A: 7 6 5 7 6 -- B B:, 5 7 6 5 -- A M:, . IAb,Co

The manipulator starts behind A and catches the second pass from B over A's shoulder, starting 756 with a self afterward. A becomes the new manipulator after their first zap and carries their next single pass to the same hand of B where they just threw their zap. Afterward, they walk behind B to intercept the next pass on the opposite side of where they just placed their carry. For the carry, it is common to always carry with the inside hand (i.e. left hand when walking to the right and vice versa) independent of which hand would have thrown the pass, and it is common to only flip one club or no club at all.

567-about has easy visual cues that makes it much easier than many siteswap takeouts to remember where to go and where to throw things: (1) The carry always goes to the same hand as the previous zap, whether straight or crossing. (2) The intercept is always on the opposite site, so the manipulator always walks around B's back to the other side. (3) Rather than remembering crossing vs straight zaps and passes, throw the first zap after the intercept always to the opposite hand of where the manipulator just walked, then stack the single pass on the same side.

The easiest way to turn back is to turn back two positions at a time and simply switch from left to right-handed start for each role.

Other Takeouts of Period 3 Siteswaps

The exact same takeout sequence on single passes from 567-about can be straightforwardly applied to all other siteswaps of length 3 with at least one single pass, including 726, 786, 777, 972, 978, 975, a77 and aa7. The principle is always the same, with the exact same manipulator actions: Intercept the single pass behind one of the passers, who then becomes the manipulator carrying the next single pass.

Manège à trois. Is based on French three-count (786) and fairly challenging at first. After the manipulator intercepts the pass to A, they start with a self to catch A's heff. It feels like intercepting two throws in a row. [Video]

Guillotine. In this fairly manageable 972 version, the passer throws their first double to the side where the manipulator carries their single pass, so it is useful to keep that double pass somewhat short and prudent for B to try to catch it. [Video]

Holy-grail-about. Is an exceedingly difficult pattern that requires a very stable holy grail pattern on both the straight and the crossing side, with lots of experience to recover. [Video]

Easier patterns

Catch the carrot. Fairly easy and short pattern based on Jim’s three-count, async with useful color coding: One for the only club that gets passed (first throw of A) and two for the clubs that get intercepted with a pop ("the carrots"). The video is very helpful.

A: 7 4 6 6 -- B B:, 7 6 6 -- A M: C ,IB

Killer-bunny-about. Based on 564 (killer bunny), with an intercept on the flip: The intercepted passer flips the club over and gives it to the manipulator next to them. This pattern (like all patterns that intercept flips or zips) does not have a carry since the new manipulator is already down to a single club; instead the new manipulator directly walks across the pattern to stand next to the other passer to intercept the next flip. In one direction, the manipulator walks straight, in the other they walk through the pattern crossing. In practice, the passers effectively stand in 3 corners of a rectangle and the manipulator always walks to the empty corner next. Again, watching the video is very helpful.

A: 5 4 6 5 4 -- B B:, 6 5 4 6 -- A M: . IA

The same idea is possible with 78456 for a much faster pattern.

Why-Not Patterns

These patterns are long but fairly accessible for passers with a robust why-not pattern.

Dropbear. In this pattern, the crossing and the straight side are quite different: On the side with straight passes, the manipulator steps through the pattern in front of A between the carry and intercept (essentially following the club they just carried) and on the other side they simply remain on the same side and catch a crossing pass. The first action after the intercept is a pass that follows the last pass of the B before the intercept.

A: 7 6 7 8 2 7 6 7 -- B B:, 8 2 7 6 7 8 2 -- A M SB. IB,C **[TODO: need a video]**

What's that about. Probably the oldest siteswap takeout pattern (from 2014). The manipulator intercepts a heff, which is commonly thrown as a heffling (single spin). The pattern is fairly slow, with a long wait before the intercept.

A: 7 6 7 8 2 7 6 7 -- B B:, 8 2 7 6 7 8 2 -- A M , IB. C

Techno Patterns

While not actually four-handed siteswaps, takeout patterns based on techno behave like siteswap patterns in that they repeat only after 12 segments, after going through all combinations of right/left and straight/crossing.

Tech-Yea. A fairly slow pattern, with extra time on the carry (since the last self can be skipped) and a very slow start after the intercept (wait, self, self, pass+self)

A: (4p 4x)(4x 2)(4x 4p)(2 4x)(4p 4x) -- BX B: (4x 2)(4x 4px)(2 4x)(4px 4x)(4x 2) -- A⇆X M: CB . IB

Tech-No. A shorter and much more challenging version where the manipulator catches both a pass from A and a self from B at the same time, starting self-self-pass+self in response, with the first self from the hand catching the pass. The movement for carry and intercept is the same as for 567-about.

A: (4p 4x)(4x 2)(4x 4p) -- B⇆X B: (4x 2)(4x 4px)(2 4x) -- AX M: CAB . IB

Other patterns to try. The space of siteswap takeout patterns is still fairly new. There are several others based on 7-club three count, 5-count popcorn, parsnip, and less common siteswaps. I previously collected a longer list with some additional explanation here. Two more techno variations can be found on passing.zone. To the best of my knowledge, there are no 4 or 5 person patterns yet.

Other Ideas

Prerequisites: Roundabout, Scrambled V; Recommended: Many other takeout patterns; Next: Create your own patterns or find people at juggling festivals to teach you the latest.

The history of takeout patterns seems to be a continuous pushing beyond the boundaries. When Aidan's takeout notation was introduced, it was useful to discover many more patterns with a similar style. Then new ideas were introduced, sometimes beyond what the notation could express, sometimes intentionally so. The following is a loose list of ideas that people have explored for takeout patterns.

Different base patterns. After early patterns on 6-club four-count and a standard four-count vs two-count feed, many more base patterns were explored. First other synchronous patterns, like three-count for three-count roundabout and pass-pass-self for MinuEd, then unusual feeds (e.g., pass-pass-self and civil war feed for Zippy and Dumb ways to die), patterns with double passes like Ambled V and Ronjabout, and finally various siteswaps like 786 for Manège à trois.

Multiple manipulators. Many patterns combine multiple manipulators. There are many classic combinations of Aidan patterns like Scrambled 3-V, but also simple ideas like having two manipulators do the same action but in different directions like in Two Manipulator Roundabout and multiple manipulators doing the same action but offset like in Opernball.

Extreme versions of these are some Aidan patterns with three manipulators where all passes are manipulated, 567-about and similar takeouts with three manipulators resulting in a pattern where every pass is carried, and lazy patterns with 4 passers that use the same concept but only on one side of the pattern (the carry is placed but rather than going around, the manipulator queues back behind their previous position) so one passer remains stationary.

Interacting manipulators. In most patterns with multiple manipulators, the manipulators are entirely independent. However, some patterns have played with ideas of having manipulators exchange clubs with each other, like in a pattern called Kennedy.

The pop. The realization that manipulator actions do not always need to be two beats apart enabled many more patterns. For example, in MinuEd, the manipulator intercepts the self that is thrown to catch the placed club from the substitution on the previous beat, which is solved with the pop. This kind of action enabled many other patterns, including the very silly shortest takeout patterns (effectively just pass-pop and pass-pop-pop respectively):

Porting manipulator sequences to different base patterns. Using a familiar takeout sequence on a new base pattern can create an interesting challenge. In the simplest case, standard patterns can simply be juggled left-handed. For example, left-handed Roundabout is a substantial challenge for many experienced passers. More interestingly, many ambled patterns use the familiar takeout sequences from Aidan patterns; MinuEd has been ported for BrunEd and MiniEd. Also some Aidan patterns have been juggled by having B walk through the pattern to the other side of A, resulting in "crossed" patterns.

Another idea is to leave out the substitution beat in Aidan patterns, resulting in shorter Mini Scrambleds. By furthermore leaving out the unmanipulated self beats, this results in two-beat long Micro Scrambleds.

More intercepts. Usually the manipulator swaps with a passer once on a single intercept in the manipulator sequence, but it is easily possible to have multiple switches like in Dumb ways to die).

More walking. There is no reason why the base pattern needs to be a feed with a single walk. For example, in MiniEd has two passers walking in a manipulation pattern, similar to El Niño.

Minimal walking. With a little help, most manipulator patterns can be juggled stationary in a triangle or square. A pelf is already helping in a normal pattern, but can also be thrown a bit further, and the placement of a carry or substitution can be thrown as a zap.

Different takeout styles. While some patterns have a canonical form, passers can always just try different forms of manipulator actions, for example, catching a substitution early rather than late, inserting a German turn or pirouette, or intercepting a pass at a different location where it would usually go. Similar to minimal walking this can make patterns easier and avoid unnecessary walking (e.g., in Scrambled 3 the manipulator usually turns out at the location where B would have walked eventually, not where B actually would be at the time of the carry). It can also be used to make patterns intentionally harder, introducing chops or unnecessary pirouettes, like in the Aidan pattern Pirouettes go crazy, Tech-Yea, and Squirrl-Whirrl-Twirrl (TODO).

Extra flips and zips. Many patterns have gaps that can be filled with more zips and flips. For example, MinuEd has a two beat gap between two manipulator actions, where the manipulator can zip their club twice (usually once behind their back). Most standard patterns, including Roundabout and all Aidan patterns, have a one-beat gap between the intercept where the previous manipulator can flip a club. Opportunities are usually very visible in the local notation of a pattern.

Also some passers find it an interesting challenge to do all zips behind their back, for example, in Zippy.

Drinking patterns. Several patterns have one or multiple clubs that are never thrown, but only manipulated or zipped, like the substituted pass in Unscrambled B. Some patterns are specifically designed to have such a club. These clubs can be replaced with a bottle -- passing.zone has a collection.

On socks. A way to integrate more passers into a pattern is to add a manipulator who for a long time does not have any actions, but give them the task of running around the entire pattern. This is called "on socks". Again, passing.zone has a collection.

How many carries again? In almost every pattern, the manipulation sequence starts with a carry. This is because typically at every point, except the very start, each passer has two clubs and waits to throw one when they need to catch another. A manipulator starts with one club and now needs an intercept to get to two clubs, and only then the next incoming club (whether a pass or a carry) will start them juggling. Conversely, a passer who throws a club but does not get the incoming club because it gets intercepted is now a manipulator starting with two clubs and need to do a carry to get down to one. If the intercepted club is a flip or a zip, we are effectively stealing one of the passers two clubs so they are immediately down to one club and do not need a carry -- this is what we see in killer-bunny-about.

Moreover, it is conventional but not necessary for a manipulator to start with one club. If the manipulator starts without any clubs, they need to get two clubs after the intercept before they start juggling. Conversely, the intercepted passer needs to get rid of two clubs and therefore has two carries -- for example, in Roundabout they would carry two selfs to B. In contrast, if the manipulator starts with two clubs, substitutions become awkward because they now require a self (the manipulator briefly has three clubs between stealing and placing), but the manipulated passer does not need any carry because they already start with two clubs. Here is a video illustrating this. This is also effectively what is known as time travel in some ambled patterns like Ambled 3, where the manipulator briefly has an extra club.

Now the big question is, what would it mean to intercept an empty hand (i.e., siteswap 0)?

Multiple intercepts? Some patterns feel like they have multiple intercepts. For example, in Manège à trois, the manipulator catches a pass and a heff from different passers, in Tech-No they catch a pass and a self at the same time. Technically though, every pattern has only a single intercept and all other throws that were in the air on the way to the intercepted passer at the time the intercept is caught is redirected to the previous manipulator. (Weirdly, in Tech-No, either pass or self could be considered as the intercept). This distinction is really only necessary to ensure a consistent notation, in practice when juggling a pattern, it may still very well feel like two intercepts.

Appendix: List of Siteswaps

The following list contains all four-handed siteswaps with throws up to an a and a length of up to 7 throws (excluding 0s, 1s, 3s, and local 4-4 sequences). The patterns are grouped by length, compatibility interface (see compatible siteswaps), and number of clubs and are sorted by the highest throw. Note, the siteswaps here are normalized to start with the highest throw, which is not necessarily the best start for actually juggling the pattern (see siteswap theory).

The website https://www.cs.cmu.edu/~ckaestne/siteswaps.xhtml has a version of this list that can be filtered by throws.

$siteswapslist

Appendix: Bruno's Variations

For completeness, these are a list of less common Bruno's nightmare variations.

Five-beat Bruno's.

A longer version of Bruno's has the walking passer pass twice to the feeder while walking:

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRsLsLsLA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

Pass-pass-self Bruno's. There is sufficient time in standard three-count Bruno's too double up on all passes:

pBR ∥pAR ∥sRpBL ∥pAL ∥sLsRsRsRpCL ∥sLpAL ∥pCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRpBL ∥pAL ∥sLsRsRsRA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

A pattern on a more traditional pass-pass-self feed is substantially more challenging, and the walking passer has two passes during their walk across the pattern as in five-beat Bruno's:

pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRpBL ∥pAL ∥sLpCR ∥sRpAR ∥sLsLsLpBR ∥pAR ∥sRpCL ∥sLpAL ∥sRsRsRA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

Pass-pass-self-pass-self Bruno's.

A much faster version (though not as fast as Bruno's one-count) is a feed in pass-pass-self-pass-self:

pBR ∥pAR ∥sRsLsLsLpCR ∥sRpAR ∥pBL ∥pAL ∥sLsRsRsRA:→ BB:→ CC:→ A2|12|12|1ABCA → B → C → A

Magermix (one-count).

Magermix on one-count vs two-count is a very challenging pattern for six passers:

pBR ∥pAR ∥sRpER ∥pDR ∥sRpCL ∥sLpAL ∥pFL ∥sLpDL ∥pBR ∥pAR ∥sRpER ∥pDR ∥sRpCL ∥sLpAL ∥pFL ∥sLpDL ∥sRpFR ∥pER ∥sRpCR ∥pBR ∥pCL ∥sLpAL ∥pFL ∥sLpDL ∥A:→ CB:→ DC:→ BD:→ FE:→ AF:→ E2|12|12|12|12|12|1ABCDEFA → C → B → D → F → E → A

441 Bruno's.

Beyond the cascade, the passers can walk in the shape of any other juggling pattern -- here is an example of a pattern with walking based conceptually on the solo pattern 441:

pBR ∥pAR ∥sRsLsLsLsRsRsRpCL ∥sLpAL ∥sRsRsRsLsLsLpBR ∥pAR ∥sRsLsLsLsRsRsRpCL ∥sLpAL ∥sRsRsRsLsLsLsRpCR ∥pBR ∥sLsLsLsRsRsRpCL ∥sLpAL ∥sRsRsRsLsLsLA:→ CB:→ AC:→ B2|12|12|1ABCA → C → B → A

Babymix (441, one-count).

This 441-based pattern can also be passed in one-count vs. two-count:

pBR ∥pAR ∥sRpCL ∥sLpAL ∥pBR ∥pAR ∥sRpCL ∥sLpAL ∥sRpCR ∥pBR ∥pCL ∥sLpAL ∥A:→ CB:→ AC:→ B2|12|12|1ABCA → C → B → A

Appendix: 8-club one-counts

There are many ways to juggle 8-club one-count, scattered through several chapters. This tries to collect them in one place:

  • Singles vs doubles -- Four-handed siteswap 79, see compatible siteswaps
    • both straight or both crossing (i.e., swapping A and B positions)
  • Zaps vs triples -- Four handed siteswap 5b
  • Crossing doubles -- Synchronous pattern 4p, see 7-club and 8-club patterns
    • usually crossing, but straight also possible
  • Single, double, triple -- Synchronous pattern 3p4p5p
    • trick throw in crossing doubles or run continuously
  • Crossing singles -- Synchronous pattern 4p, thrown with singles, see beyond classic patterns
  • Straight singles -- Synchronous pattern 4p, thrown with singles, see beyond classic patterns
    • Alternating hands or throwing left and right synchronously
    • Various lanes, e.g., all inside vs all outside, inside-outside, inside-inside-outside-outside, both hands passing left/right of all incoming passes, ...
  • Blinky -- Synchronous left and right hand passes from passer B 9977997799779977A:B:R: 2L: 2R: 2L: 2
  • Blinky variations
    • Straight and crossing
    • Async passer can switch between straight and crossing at any time
    • Throw 8 to change sides in blinky

For Ian

5-count popcorn vs why not moving feed

(created by Maria, reconstructed from memory and changed directions)

A: 7B 6 7Cx 827Cx -- B B: , a67A67 -- C⇆ C: !, 66a67Ax -- A positions: V(A,B,C) move: Vmove(B, 7, 5)

Notes:

  • B walks on a five count, followed by a6/88
  • The "7" in the five-count is needed because we cross sides of the pattern and need to fudge by half a beat, but it is not really noticable and can just be thought of as a 5-count
  • A passes straight to B and crossing to C
  • B passes crossing, C passes straight
  • After B walks the new feeder (previous C) stays straight to the first feeder, but starts crossing to the new feedee (previously B, now C)
  • After walking, start passing crossing passes; when a feedee leaves, only straight passes remain
A: 7B 6 7Cx 827Cx -- B
B: , a67A67 -- C⇆
C: !, 66a67Ax -- A
positions: V(A,B,C)
move: Vmove(B, 7, 5)

Longer version

This longer version has a left and a right side (starting left handed and right handed) and is thus much longer.

A: !7B 6 7Cx 82 7B 6 7Cx 827Cx -- B⇆ B: !, 887A66887A67 -- C C: , 66887Ax66887Ax -- A⇆ positions: V(A,B,C) move: Vmove(B, 17, 1)

Same notes as for the shorter version above.

A: !7B 6 7Cx 82 7B 6 7Cx 827Cx -- B⇆
B: !, 887A66887A67 -- C
C: , 66887Ax66887Ax -- A⇆
positions: V(A,B,C)
move: Vmove(B, 17, 1)