passing patterns compendium
passing patterns compendium
Edition May 07
Acknowledgements
These patterns come from many sources, though the largest is the passingdb.com website as of 2005/6, by JiBe Hurteaux.
In compiling these patterns I've made the editorial decision to not include attributions and credits, partially because in many
cases a pattern/rhythm is “folklore”, invented by many people independently, or of unknown origin; and partially to save
space. The vast number of patterns out there for 2 or more people bear witness to the efforts of many people, too many to
list here, but some contributors I've noticed are: JiBe Hurteaux, Martin Frost, NeilFred Picciotto, Rick Rubenstein, Ed
Carstens, Dave Davis, Madison Area Jugglers, Tarim, Aidan Burns, Ed Pultar and Dave Alaya, Christoph Schumacher, and
I myself have even contributed a few patterns. Apologies to anyone I've not mentioned who reads this and finds a pattern
they invented; take comfort in the fact that I don't intend to publish this and if I do in fact publish it I'll do my best to credit
things.
This collection is not intended to supplant or negate the forthcoming tome by Martin Frost which I've heard is entitled
Passing Madness. For all that he has done for the passing community, when he finally publishes the thing the least you can
do is get rid of this and buy his book.
Please contribute!!
If you know of a pattern/rhythm that you are sure is not in here, please contact me and tell me about it! If you have any
other suggestions, comments, about the content or layout , I'd love to hear them.
Email me at mweston at uvic dot ca.
Rhythm Notation
We refer to the two jugglers in a rhythm as J1 and J2; J1 is always the top line in a causal diagram, and their hands as RH (right hand) and
LH (left hand). A pass is crossing if it goes LH to LH (or RH to RH), straight (or tramline) if it goes RH to LH (or vice versa).
A sequence of throws for a single juggler can be written as a series of numbers in siteswap notation: 1 = zip (or hand-across), 2 = hold, 3
= single spin, 3.5 = floaty single, 4 = double, 5= triple, etc. A p means the number is a pass; generally a pass is a straight or tramline
(R->L or L->R) unless it ends in .5, in which case it crosses (R->R or L->L); exceptions can be noted with an 'x'. A non-passing throw
returns to the same hand if it is even, otherwise it crosses; thus a 3 is the (crossing) self single you throw in a 3-club cascade. Sometimes
a * is used to denote a hurry (two throws in a row from the same hand). Two throws at the same time for one juggler are written (x,x).
< xxx | xxx > denotes a synchronous sequence of throws for the two jugglers; the first sequence of xs is J1's, the second is J2's.
Sequences are often written in shorthand using P=pass, S=self, H=hold, Z=zip, D=double (usually a self double), T=triple.
Multihand notation is a compact way to represent asynchronous patterns (J1 and J2 do not throw at the same time). An MHN sequence
xxx represents a siteswap sequence for all four hands involved, going in order J1RH J2RH J1LH J1LH. To quickly find the sequence of
throws for each juggler, take every second number (cyclically) in the sequence and divide each digit by 2. 2=zip, 4=hold, 6=single,
7=3.5p, a=10, b=11, etc.
Causal diagrams are very powerful and easy-to-use tools for describing a rhythm. Each diagram has a horizontal row of hands for each
juggler, with R and L for throws from each hand. Arrows are throws: passes go between lines and selfs stay on the same line, and time
progresses from left to right.
Holds (2s) are represented by a small loop coming back to the same hand:
Zips (1s) are selfs that are so fast they go vertically or backwards: they cause the previous
throw to be made, in order to empty the hand to receive the zip:
An empty hand is represented by an arrow moving 2 beats backwards into that hand:
A single (3) goes one place forward, a 3.5p moves 1½ places (so the rhythm of the jugglers must be staggered by ½ a beat), a 4 two
places, etc. A pattern has one club for each path moving down the diagram, plus one club held in each hand to start. To start a pattern,
each hand holds a club to start, plus one extra for each arrow coming into that hand from the left-hand side of the diagram.
Feed Notation
FF is the "feeder", who passes to F1 and F2, who are the "feedees". F1 is always the top line of the causal diagrams shown and FF is the
middle line.
An extension of a 2-person notation can be used:
< xxx | xxx | xxx > denotes a synchronous sequence of throws; the first series of xs is FF's sequence, the second is F1's and the third F2's.
Throw heights are given by siteswap as i n rhythms; a p means the number is a pass; for FF the p can be subscripted (p1 or p2) to indicate
the receiver if it is not easy to deduce. Sometimes we use the terms outsides/insides: from FF's perspective, these are throws to the outside
or inside of the pattern (i.e. FF's LH to the right-hand feedee is an inside).
Pattern Notation
Jugglers in a pattern are shown by letters ( A, B, C...). In causal diagrams, A is the top line, B the second, etc.
In diagrams, passes are shown by black arrows, self throws are usually not shown. Optional passes are shown as blue arrows;
movement of jugglers is shown by red arrows
Tables are used to show the sequence of passes for all jugglers for patterns for 4+; selfs may or may not be included; and the pattern can
be easily changed by adding extra selfs, changing which hand makes which pass, etc. Entries in the table show the recipient of the pass at
each beat; selfs are shown by “s”.
Table of Contents
Rhythms........................................................................................................................................................................ 4
3-5 Clubs.................................................................................................................................................................. 4
6 clubs...................................................................................................................................................................... 6
7 clubs.................................................................................................................................................................... 17
8-9 clubs................................................................................................................................................................. 30
Fun Ideas................................................................................................................................................................ 33
Feeds........................................................................................................................................................................... 34
2-count Feeds......................................................................................................................................................... 34
PPS Feeds............................................................................................................................................................... 35
1-count Feeds......................................................................................................................................................... 36
Mixed Count Feeds................................................................................................................................................ 37
Popcorn Feeds........................................................................................................................................................ 39
Slow-Fast Feeds .................................................................................................................................................... 41
Martin's Madness....................................................................................................................................................42
Asymmetric Feeds..................................................................................................................................................45
3-person Patterns.........................................................................................................................................................46
Triangles.................................................................................................................................................................46
Lines....................................................................................................................................................................... 51
Runarounds.............................................................................................................................................................53
4-person Patterns.........................................................................................................................................................56
Large Feeds............................................................................................................................................................ 56
Square.....................................................................................................................................................................60
Feast....................................................................................................................................................................... 61
The Y......................................................................................................................................................................65
Speed Weave.......................................................................................................................................................... 67
Moving Patterns..................................................................................................................................................... 72
5+ -person Patterns..................................................................................................................................................... 76
Fun Ideas and Passing Games................................................................................................................................ 94
Rhythms
Rhythms
These are passing rhythms for two jugglers.
Here is an example in 2-count: J1 has the hole but they don't pass it 441: Double, double, zip. 531: Triple, single, zip.
to J2 until it is in their RH when they are supposed to pass; then J2
gets it for a while.
Also try 34512: double, triple, zip, or 63141: quad, zip, double,
zip.
4
Rhythms
5 clubs: 772626
J1 does PZZ, J2 does PSS,
These patterns are good warm-ups for the 6-club versions.
starting ½ a beat later; all
passes are floaty singles.
5 clubs: Ultimate-zip
Variation: J2 can “steal” one of the zips by passing to J1 instead of The rhythm is RH pass, LH pass, RH pass, LH pass, see normal
their first self; then both jugglers are doing PSZ (762). Then either ultimates (1-count) for the base pattern.
juggler can steal a second self by throwing 2 passes in a row again.
For each incoming pass, what happens is:
1 - a club is coming to your RH
5 Clubs: U Pass 2 - in order to catch it, do a right to left zip
3 - in order to catch the zipped club in your LH, pass from the LH.
One club goes back and forth on one side
of the pattern; each juggler does half of a In fact, 2 and 3 are happening simultaneously.
box to receive it and send it back out. (This Note also that if the right hand throw is crossed in the normal
is the double-zip move from WhyNot?: ultimates, then the pass made from the left hand (step 3) is straight in
double-zip in one direction caused by the ultimate-zip (and conversely).
pass, and then pass-zip in the other You can have only one of the jugglers doing the ultimate-zip; the
direction caused by the first double). other one does the normal version. If J1 does it and J2 doesn't, both
Variation: for more symmetric versions, one or both jugglers passing straight, you get the 5-club Box.
crosses their passes, to get a WhyNot? Variation. To start the rhythm, it's better to start from a normal 1-count, and,
passing twice from the same hand, begin to do the zips.
Try making floaty
passes, one or both
jugglers can do
doubles.
5
Rhythms
Variations: use any valid 4-club siteswap you like: 7441, 55613,
6 clubs: 1-count (Ultimates, Thundershower) 3p
566151, etc.
Here there is no selfs, only passes. It's as if you were juggling 3 Transition from Sync to Async
clubs on each side of the pattern. You both start at the same time There are several different methods:
doing RH pass, LH pass, RH pass, LH pass...
- one hand throws a double pass
- one hand does a single or floaty double self
- do a hurry by throwing twice quickly with one hand
Variations: Try starting with J1 with 4 clubs passing both at once: a - collect on one side and throw a multiplex (from async to sync)
nice synchronous pattern.
Also see Jim's 1-Count, Martin's 1-Count, Brendan's Folly, Simul 6 clubs: Brendan's Folly<3px 3px 3p 3p | 3p 3px* 3px 3p*>
Squirrel,Ultimate-zip, etc.
Brendan's Folly is a 1-count rhythm for 6 clubs. The two jugglers
Syncopations (Siteswaps)
have different roles:
An easy way to add siteswap syncopations is to think of your side of
the pattern as just a 4-club fountain; the other person is acting as • J1 (top line) does "R-L-R-L" as "crossing-crossing-
gravity to send the clubs back to you. Now you can throw any valid straight-straight"
siteswap you like.
- all 3s are selfs, 5s are crossing doubles, 6s straight triples, etc. • J2 does "R-R-L-L" as "straight-crossing-crossing-
- J1 simply sends back normal passes whenever they can. straight" and gets the hurried throws (in green)
Variation: both doing RRLL in sync (each starting with the first R),
each juggler does cross-straight-cross-straight.
633: triple, self, self
All Collisions: J1 does RRLL, J2 does LLRR, both do cross-
straight-cross-straight.
(6x,4)(4,2x): (crossing triple, (6x,4x)(4,2): (crossing triple, Hurried passes are shown in green.
pass) (pass, zip) crossing pass) (pass, hold)
6
Rhythms
6 clubs: Ultimate-zip
The rhythm is RH pass, LH pass, RH pass, LH pass, see 6 club 1-
count for the base pattern. See 5 club Ultimate-zip for the theory. 4512: LHearly crossing double, RH early straight triple, zip, hold.
For 6 clubs, if you do an “ultimate-zip” the pass mus then cross.
You can have only one of the jugglers doing the ultimate-zip; the
other one does the normal version.
Try making floaty passes, one or both jugglers can do doubles.
Variation: late double, early double, triple (quad, quin, etc).
6-club Ultimate-zip (J1 only) 6-club Ultimate-zip (J1 & J2):
collisions !
7
Rhythms
6 clubs: 3-count (PSS, Waltz, Tic-Tac) 3p33 6 clubs: Jim's 3-count <3p3*33p33 | 3p333p3*3>
This pattern is gaining in popularity as the “default” passing pattern The original “random” pattern: this rhythm is very similar to regular
for 6 clubs, since it is not hard and is ambidextrous. 3-count, and is not really harder.
In 3 count, passes are made alternately by both hands: if a pass is The difference to regular 3-count is that a juggler crosses his passes
made from the right hand, the following pass will be done from the (for every throw). Hence it creates a hurry, but as long as you
left hand. It's always the same 2 clubs that are being passed back and remember that you have to throw the club you just received, it
forth. should present no particular problem. Each juggler regularly throws
twice in a row with the same hand.
8
Rhythms
There are two ways of thinking about this rhythm: one is just
Variations: any period 4 siteswap can be done at either end: PPSPS, the other is PSPSP, and both ways feel different to juggle!
3p5313p, 3p4413p, etc. Syncopations: late double (4p333), early
double (3p334p2), late triple (5p333), early triple (3p35p22). 6 clubs: Chocolate Bar
(PPSS, Two-two, Desmond Tu-Tu) 3p3p33
9
Rhythms
6 clubs: WhyNot? 3.5p 3 3.5p 4 1 86277 6 clubs: NotWhy? 4 3.5p 1 3 3.5p 86772
One juggler does crossing passes, while the other one does straight J1 crosses and J2 throws straights. The passes are lofty singles.
passes. All passes are floaty singles (3.5). See 5-club WhyNot? for See 5-club NotWhy? for a warm-up.
a warm-up.
Here, in order to catch a pass, you throw just one double (from the
The double-zip: when a pass is coming to your RH, instead of same hand), followed by a pass from the other hand and a zip. It's
freeing it with a usual self (3), you have to do a LH double (4), a little easier to get used to than the double zip in WhyNot?. The
followed by a right to left zip (1). The full cycle is: DZPSP full cycle is double, pass, zip, self, pass.
(double zip pass self pass).
Maybe a Little Faster: make the passes faster (2.5p in fact) and
Variation: throw more selfs: each new self after your triple must remove the 31: the sequence is double pass pass, J1 crosses and
correspond to a new self for your partner before their triple. starts with a double, J2 throws straights and starts ½ a beat later.
Another symmetric extended version is 7786266: pass, double, zip,
self, pass, self, self.. J1 starts with their first RH straight pass, J2
starts with pass self self ½ beat later.
6 clubs: 7867266
6 clubs: 79662 3.5p 31 4.5p 3 This is like an extended Maybe pattern. The sequence is pass self
Each person does pass, self, zip, double, self. One person throws zip self double pass self and it repeats on the other side. J1 starts
straight singles and crossing doubles, the other the reverse. J1 starts with a R->L pass and J2 starts ½ a beat later with RH double, LH
with a single pass, J2 starts ½ a beat later with a floaty double. All pass.
passes are floaty.
For a one-sided version try 6679662: each person does a self at the
beginning of the sequence.
10
Rhythms
Archibald 5-Count
A Martin's/Jim's Bookends (PPSPS) pattern: J1 (the easy side) does
straight straight self cross self, J2 (the hard side) does cross cross
zip self straight self. J2 gets 3 hurries per round (!).
6 clubs: Expanded Moose 4p4p4p4p023p3p
A six-club pattern with a 0 in it! J1 starts with 4 clubs, J2 starts with
2. All doubles are diagonals, all singles straights.
Stover Conservatory
This pattern mixes straight and crossing passes: you both do straight
diagonal self self, the first self is hurried by the diagonal.
Other Patterns:
Other 6-club rhythms can be "Jim's"ed just by having one juggler
6 clubs: Zap Opus #1 (567) cross all their passes, PPSPS, PPSS, PPSSS, PPPSS, etc. A few
nice patterns from this idea: both jugglers do straight, straight,
The sequence is zap (2.5p), diagonal, (hurry) self, diagonal and the sequence repeats from the
floaty single, self. Stand close other side.
together and make the singles
Reading Romp: both jugglers do diagonal, (hurry) straight,
floaty. For J1, the zaps cross and
straight, straight.
singles don't, vice versa for J2; so
for each person they pass twice Hammy 5-count
(zap, single) to the same hand. This is an unbalanced Sdnekoob (reverse bookends) pattern: J1 has
two hurries and J2 has none. J1 does cross self straight self self,
starting with the LH, and J2 does straight self diagonal self self,
J2 starts with 2 clubs in their LH and starts a beat later with a zap. starting with RH.
6 clubs: 774
Both passers do 3.5p 3.5p 2
(floaty single, floaty single, Compact Hammy
pause), so the rhythm is LR, RL, This is the Hammy 5-count with the two ending selfs removed: J1
LR... J1 crosses and J2 throws does RH straight, RH cross, RH self and repeats with the LH, J2
straights. does cross straight self starting with RH.
Variation: throw the 2!
11
Rhythms
Note also that one person should throw their simuls inside to avoid
collisions.
12
Rhythms
13
Rhythms
14
Rhythms
If J1 and J2 switch roles after each pass you get Rushed Hammy.
1-count/2-count
The classical “slow-
On the same principle, you can try out what the 3-count has to offer, fast” pattern.
especially if you juggle a box instead of normal selfs. In fact, you
can try on any rhythm to replace the selfs by some synchronous self-
PPS/2-count: A strange rhythm. J1 does PPS to J2's LH, J2
zips.
passes to J1's hands in the order RH LH LH RH ...
A strange rhythm in which the jugglers do different patterns but
both have a "hop" (single to same hand) at the same time:
PPS/1-count:
15
Rhythms
Jezebel Fast/Slow
This is a 5-count/6-count with some extra complications. J1 (slow)
does straight straight diagonal self self starting with RH; J2 (fast)
does cross cross zip self cross self self starting with LH.
Variation: add one "self" beat after each cycle to make things easier,
and ambidextrous. For example, for the Turlock 2-count/1-count
J1 does PSPSS while J2 does PPS; both jugglers cross their second
pass in the cycle.
Variation: "Jim's" a pattern by changing straight throws to crossing,
and vice versa.
16
Rhythms
17
Rhythms
18
Rhythms
For a speedy but easier variation (because the passes are usually J2 can “steal” the holds by throwing three RH triples back instead of
better), throw doubles instead of triples: a good pattern that helps to two:
master the 11 clubs 2-count feed.
7 clubs: 4 vs 3 4-counts
These patterns involve one person (J2) doing 3 clubs in a standard 4- In this way J1 and J2 can constantly try to steal the extra clubs back
count pattern; thus they are good for passers of different abilities. J2 and forth. At any point either person with the holds can switch back
can even throw tricks (syncopations, trick throws) to J1 ! to 4-count by only returning one triple.
53p53 vs 4-count <53p53|33p33> This is a great exercise in peripheral vision since you need to keep an
J1 throws LH self triples, all other eye on what your partner is throwing you while watching their
throws are singles (selfs and passes). incoming triples.
19
Rhythms
Variation: PPPZPPZ, all passes are crossing doubles, I think! An asynch variation (966777) allows the juggler doing tramline
doubles to get away with singles.
7 clubs: 7-count PPPSPPZ (9797926) One juggler can do 6-club PPS and the other do 6-club PPS with
The sequence is double, double, double, self, single, single, zip. J1 double selfs: 777786 <3.5p3.5p3 | 3.5p3.5p4>.
starts with 4 clubs at the beginning of the sequence, J2 starts with 2
in RH ½ beat later with their first single pass. J1 crosses their 7 clubs: PPPSPPZ 9797926
doubles but not their singles, J2 does the opposite. Make sense? The sequence is double double double self single single zip, where
The sequence is symmetric; only one side is shown below:
all passes are floaty; J1's doubles cross and singles are straight, and
J2's are the other way around. J1 starts with 4 clubs with the
doubles, J2 starts with 3 with their first crossing single ½ a beat later
from the RH.
20
Rhythms
P: floaty single
P: floaty double
S: single
P: floaty single
S: single
Funky Bookends 86777
An even weirder bookends. J1 has 4 clubs, and J2 starts half a beat
later with PS (then PPSPS) on the LH.
P: floaty single
P: floaty single
S: single
P: floaty single
S: self double
21
Rhythms
Sdnekoob
For a 'reverse' bookends (SSPSP or PSPSS) try this one - it even has
7 clubs: Compressed Mesopotamia <4p4p4p1|
a triple in it. J1 starts with 4 clubs with PSS (at the same time as J2 4p4p4p3>
who starts with SSP). The passes don't need to be floaty, and you A hardcore rhythm, highly collision prone. Both jugglers are
can try making the crossing passes straight and vice versa. passing straight doubles (perhaps even singles!?). J1 does PPPZ and
P: straight triple for J1 J2 does PPPS. To avoid collisions, try to keep the passes in
/ crossing double for J2 corridors.
S: single
S: single
P: crossing double
S: single
Bookends with a hold 97647 Variation: J1 makes triple passes while J2 makes single passes.
J1 starts with 4 clubs with cross double, self, straight single, Even better would be floaty doubles and floaty singles.
double, hold; J2 waits ½ a beat and does straight double, hold, Also, see the 6-club (easier) and 8-club (harder) versions.
straight double, self, cross single.
7 clubs: Copenhagen Countdown (PSSP SPPS)
To warm up: do the 6 club version. Think of it as one round of a 3-
count (PSSP) followed immediately by the reverse (that is SPPS):
22
Rhythms
NotWhy? 9962968
7 clubs: Oslo Countdown When the third pass comes in, do the double to receive it, and then
This one is a real bastard as the sequence is 15 beats long (from zip to the other side. The full cycle is pass self pass double pass
each side, that is), and furthermore because of collision danger. If zip; J1 starts with the passes throwing crosses, J2 starts at the same
you are planning on just a little bit of success with this pattern, time with a fast double zip.
learn the 6-club version (countdown from 4). Just do one round of
4-count, one of 3-count, one of 2-count, a 1-count, a 2 count, a 3-
count, and then all over starting with the other hand. The throwing
sequence is PSSSPSSPSPPSPSSP. The original version of the
Oslo Countdown is a synchronous pattern where both jugglers do
straight (!) passes - either on triples or doubles. Especially around
the one-count the pattern gets a bit weird for J1 as the sequence
goes (starting from throw number 8) … P, hold, P, P, Z, P, empty 7 clubs: Oddz Godz <4p 3* | 3* 4p>
hand, Z, P, hold … Good luck. J1 starts with 4 clubs.
One of the juggler makes tramline passes on doubles. The other one
makes diagonal passes on doubles. The rhythm for each juggler is:
RH pass, RH self, LH pass, LH self. Each hand throws twice in a
row: all of the hurries make it very difficult. Throw very floaty
doubles to start (even triples). See Jim's 2-count and variations with
When we tried it in doubles we found that making the four-count
hurries for practise throwing hurried 2-counts.
very fast (try to do a 7-club four-count in doubles instead of triples
to warm up) helps. The one-count, on the other hand, should be At the beginning, J1 (on top) starts with 3 clubs in the RH and one in
nice and slooooow. LH. He goes like this : RH pass, RH self, ... J2 starts with 2 clubs in
the RH and one in LH. He starts at the same time as J1 and juggles:
RH self, LH pass, LH self, ...
Asynchronous Oslo countdown
This version is (possibly) a bit easier. There is an asynchronous
version that might be a bit easier, as all the passes are floaty doubles
(definitely doubles!), and it contains no holds or empty hands.
However there is a self double. J1 starts with 4 clubs, and J2 starts Staggered Godz:
one and a half beats later: J1 has no hurries, they just alternate cross/straight for their passes.
The full sequence for J2 is L-R Self, R-L Double, R-L Self, L-L
Double, L-R Self, R-L Double, ...
You throw a pass when you receive one, and only then.
23
Rhythms
The 4-count (non-ambidextrous) popcorn, is useful as a mean to J1 juggling 551 and J2 juggling 42:
boost the difficulty of some feeds (see popcorn feeds).
The sequence is : RH triple, LH self, RH single pass, LH self. J1
starts with 4 clubs and begins with the pass, J2 starts at the same
time with the triple. Since the sequence is short because of the
single passes, it can be difficult to find the correct tempo. Try to You can also throw an early double followed by a hold - something
concentrate on making your triples high enough and your passes that opens new possibilities since there's now the hold and the 2 selfs
low and fast. (ie : 233) to have fun with. (if you're doing 443.5p the early double
gives you a 333 to play with). Try 530 for example, 440 or 413, 512
(throwing the 2 or not, you decide).
The 5-count popcorn with all early doubles is 4 4.5p333:
24
Rhythms
88685: a 5-count popcorn with a fast (2.5p) pass: each juggler does
double, double, double, pass, self. J1 starts with 3 clubs with their
7 clubs : 6-count 3-pass Popcorn <4p533p3p3>
first double, J2 starts with 4 clubs ½ a beat later with pass self. Here is a difficult popcorn, created from taking the 6-count popcorn
and adding extra passes. The sequence is triple, self, single pass,
single pass, self, double pass. J1 starts with their triple and J2 starts
with 4 clubs with their pass, self. Double passes are crossing,
singles are not.
Note that there are two places where both jugglers are doing selfs,
and thus two more single passes could be added in, to get
PPPPPT !
Variation: J2 can pass their third double and then do a siteswap 7 clubs : 7-count Popcorn 966a666
afterwards: DD double pass SS.
Take the 6-count popcorn, and apply these modifications :
7 clubs : 6-count Popcorn (3-2-1) - add a self (we now have an ambidextrous pattern)
- make the passes floaty (4.5p)
<333534p | 534p333>
- one juggler makes diagonal passes.
The right hand sequence (the left hand throws only singles) for each
7 clubs 7-count popcorn with triple-single
juggler is :
• triple-self (thrown to the left hand) (“3”)
• tramline double pass (“2”)
• self (“1”)
If we break it down, we have:
It's just a round of solo triple-single (the triple is a self) when the - triple-self (or double-double; "twin towers")
double (the pass) comes in. - pass as a floaty double (tramline for you, diagonal for your partner)
- 4 normal selfs
- ... (same thing on the other side of the pattern)
Variations: Try the same variations as in the 6-count. You can
choose to throw a 441 or the 531 at different times because of the 4
selfs that you have to play with. Or you can do any 3 club siteswap
Variation: replace the triple-selfs by double-selfs and the passes on of length 4, like the superfunky 5340. If you juggle it continously,
doubles by passes on singles (JiffyPop). It's faster, but lower and add another club and make the pass a floaty single, you have the 8
thus easier to master. clubs 7-count popcorn of Jon and Dani.
Try replacing the triple-singles (siteswap 53) by self doubles (44, With continuous 5340:
called "Twin Towers"). As a matter of fact, you can switch between
the two at any moment. Also, since each juggler gets 3 normal selfs
after the pass, you can get into 441 or 531 (leading to their own
variations). A final variation can be juggled by throwing a right
hand double self instead of the pass followed by a diagonal single By replacing the pass on the double by a right self double (a normal
pass (5343p33). 4), followed by a floaty single pass (diagonal if you were throwing
Variations: - J1 juggles triple-singles tramline doubles and vice-versa), we obtain a fantastic rhythm
with a bit of 441 then (a666867). It's easier if you can both juggle 534 solo, because what
throws the diagonal pass you're doing here is a 534 followed by a floaty single pass then 3
with single spin. normal selfs before starting again on the other side.
- J2 does the "twin Also try triple triple zip pass (9a6a626) instead of self triple self
towers" beginning with pass..
531.
25
Rhythms
26
Rhythms
27
Rhythms
28
Rhythms
5+2 Ultimates
29
Rhythms
8 clubs synchronous
A much easier solution is to have a juggler throwing floating doubles The trick is to have your own self and your single pass thrown at the
and the other one throwing floating singles, just under the doubles. same time; both hands throw at the same time.
Both jugglers starts with 4 clubs each.
On doubles, it is like doing 4 clubs synchronous; here 1 hand throws
8 clubs ultimate, "easier" version: <4.5p | 3.5p> crossing self doubles and the other passes, all at the same time.
Variation: for a symmetric pattern, throw LH self / RH pass (both
doubles), then RH self / LH pass (4xp,4x)(4x,4xp). It also works,
though is harder, to make the selfs non-crossing and the passes
crossing (though watch for collisions) (4p,4)(4,4p).
Note : In the following, I show desynchronized rhythms (LH, then 2-count on singles:
RH, LH...). Since in 8 ultimate you juggle 4 clubs separately on each
side of the pattern (red lines & orange lines on one side, blue lines &
black lines on the other), you can have the matching synchronized
version, with RH and LH throws at the same time, in which it's
easier to see what's going on in the pattern (even if it's harder to
achieve). With a lot more practice, one can go from 8 clubs 2-count triples to
There is also a last version, completely different from the previous. It doubles, and then to singles, and back.
consists in crossing every pass (RH->RH and LH->LH); you'll have
to be desynchronized. The height of the passes is doubles' height, but 8 clubs 3-count <6p 3 3 | 6p 3 3 >
you can also throw higher singles. Obviously it's much harder with Passes are floaty triples, both jugglers throw straights.
singles.
8 clubs, crossed ultimate : <4p | 4p>
30
Rhythms
Variations: pass the 3s, or the 4s. These are technically symmetric
synchronous patterns like the above, but with different siteswaps.
4-Count (PPPS) < 4p444 | 4p444 > Try 552, 633, etc.
31
Rhythms
8 clubs : Jon & Dani 7-count Popcorn aa66897 8 clubs: PPSSS < 5.5p5.5p333 | 3335.5p5.5p>
Warning : crazy rhythm that will challenge your physical and One person throws crossing triples, the other straights. With 4 clubs
mental abilities each, J1 starts with PSSS, J2 waits two beats before passing. More
This rhythm comes from a complicated variation of 7-count 7 triples and selfs can be added, in pairs.
clubs popcorn in which you uses the 4 selfs to throw 5340. To get
the 8 clubs version, you 'just' have to replace 0's by single floating 8 clubs: PSPSSS
passes (3.5p).
I suggest triples and speed up the tempo. J2 starts with PSSS, J1
starts with PSP 1 beat later; all passes are tramline.
Here is the pattern for J1 (for J2 you'll have to switch crossed and
straight passes): triple self, single self, double floating crossed
pass, triple self, single self, double self over the same hand, single 8 clubs: Compressed Mesopotamia PPPZ/PPPD
floating straight pass.
J1 throws PPPZ; J2 starts ½ a beat later and does PPPD; J1 throws
J2 starts with a triple left hand self, immediately followed by a straights and J2 crosses. All passes are floaty doubles (4.5p).
triple right hand self by J1. Each juggler throws a69a687.
Another start is J1starts with 5 clubs (3 in RH) throwing PPS. J2 Variation; for those superstar passers; try “stealing” the selfs and
starts with 3 clubs (2 in RH) and throws SPP. zips back and forth, as in 7 club PSPPS/PPZPZ (Dash 3).
Variation: 978 If that was still too easy, replace the first pass with a 8 clubs: 6789a
floaty single and the self with a double (to the same hand). J1
throws straight single, cross double, self double and J2 throws Good luck with this one. The sequence is self, self double, self
cross single, straight double, self double (all passes are floaty). triple, floaty single, floaty double. J1 starts with their self and J2
starts with 5 clubs and their floaty single. One person throws
crossing singles and straight doubles, the other does the other way
around.
32
Rhythms
33
Feeds
Feeds
Feeds are the most commonly seen 3-person pattern. One juggler, the “feeder” (FF) alternately passes to two other jugglers, the “feedees”
(F1 and F2), who do not exchange passes between each other.Generally FF should be the better passer of the three of you, though there
are many feeds where the feedees have as hard a job as FF!
10 Clubs: On singles
2-count Feeds This is similar to juggling 7 clubs 2-count on floaty singles. The
Feeds where the feeder is juggling a 2-count while the feedees are collision risk is less important than with doubles.
passing a 4-count.
9 clubs
All the passes are made on singles. Both feedees are juggling a 4-
count. While F1 is passing, F2 is making a RH self.
FF is juggling a 2-count and alternately feeds F1 and F2.
F1 and F2 can throw any 4-count syncopations (doubles, triples,
...) except they must be careful if they throw “late” throws, as they
may collide with the other feedee's passes. 10 Club Sync Shower Feed
FF can throw any 2-count syncopations (provided he makes sure This pattern is really advanced for FF. Essentially, he does one side
they arrive to the right feedee) of 8-clubs 2-count in singles, passing a lofty single with the right
A good feeder can compensate for the errors made by 2 novice hand while simultaneously throwing a same height single self from
feedees. the left hand.
Both feedees juggle a right-handed 2-count pattern with throws as
high as the feeder's (they should try to juggle as sloooow as
possible ...).
10 clubs
The 10 club feed isn't much harder if the feeder is solid on 7 clubs
2-count. All passes are made on doubles. FF starts with 4 clubs;
both feedees with 3 each. 11 clubs
The feedees "reply" to the passes of the feeder : they wait to see The 11 club feed isn't too hard if both F1 and F2 are familiar with
that a pass is coming their way before answering. It means that the the 7 clubs 4-count pattern. Theory says that all passes should be
pass from F1 to FF is thrown a beat after the pass from FF to F1. made on triples but I suggest you use floaty doubles instead (much
There's a risk of collision between the passes from F2 to FF and easier).
those from FF to F1 (see diagram at the top). To avoid this, F2
must aim a bit outside, on the left of FF. FF starts with 4 clubs, F2 with 4, F1 with 3
FF starts with a pass to F1, F1 starts with 2 selfs, F2 starts with a
pass (the start is synchronous).
34
Feeds
35
Feeds
Mangoes
1-count Feeds Two-fisted Feeds
Though really a triangle pattern, this pattern belongs to the feeds
Feeds where the feeder is passing on 1-count (ultimates) while section in spirit. FF feeds a regular 1-count feed with outside
both feedees juggle a 2-count. Using ultimates for the feeder is a passes; with their inside hands, F1 and F2 juggle a cascade. It is
good way to go for large numbers of clubs. essentially a 1-count triangle pattern in the position of a feed.
Variation (Inside Mangoes): have FF feed the feedee's inside
8-club Gorilla hands, and F1 and F2 juggle a cascade with their outside hands.
In this pattern, the feeder (A) is juggling 4 clubs Surprisingly collisions aren't a problem.
with B on the left and 4 clubs with C on the right.
A starts with a club in each hand and the feedees 10 clubs Gorilla
start with 3 clubs and initiate things by passing to A 5 clubs on each side of the pattern: 5 for F1 and FF's LH; 5 for F2
(at different times, or at the same time to make it and FF's RH. The siteswap for each pass is 3.5p so they will be
more challenging). easier to make on floaty singles. F1 might prefer passing with his
Patterns of this type are called gorillas. right hand (theoretically he should use his left), in this case FF just
needs to pass to his left hand.
Variation: FF can feed either inside passes or outside passes (or
one hand inside, one hand outside). The 3,3,3-count is when FF
does 3 rounds (6 passes) of insides, then 3 of outsides, then 3 of
insides, before finishing. The transitions between insides and
outsides (and vice versa) for the feedees is quick – they just miss a
self.
9 club 1-count Feed
FF passes to F1 with his right and and to F2 with his left. F1 and The diagram shows a non-synchronous version; for a synch
version, FF needs to make their passes from both hands at the
F2 are juggling a 2-count. The main difficulty of this pattern comes
from the fact that F2 passes with his left hand and receives with his same time.
Variation: for the async version, FF can cross their passes: i.e.
right (left-handed 2-count). All passes are tramline.
(referring to the diagram) A's LH passes with C and RH passes
9 clubs feed with the with B.
feeder on 1-count:
Asynchronous 10-club 1-count feeds: in this series of feeds FF
does 1-count while F1 does PSS and F2 does PPS.
<FF: 4p24p23p1 | F1: < 4p14p24p2 | 33p3 | < 3p13p23p2 | 4p33 |
334p | F2: 33p3p > 3p33p > 34p4p >
Variation: throw more than once to each feedee before switching.
For two throws to each feedee, feedees do PPSS (Chocolate Bar
Feed).
Dissociated 9 clubs (The Schizoid Man)
See the diagram for the 8-club gorilla above: in the 9-club version,
the feeder (A) is juggling 4 clubs with B on the left and 5 clubs
with C on the right. A starts with 2 clubs in each hand, B with 2 in < 4p13p23p2 | 33p3 | < 4p13p24p2 | 33p3 | < 3p24p13p2 | 333p |
the RH and one in the LH, C with 1 in each hand. B and C must 34p4p > 3p4p3 > 4p33p >
start a bit after their first incoming pass from A. A must
disassociate their LH from their RH as their RH will maintain a
faster rhythm.
An 11-club dissociated feed can be done as well; 5 clubs on one
side of the pattern, 6 on the other. Passing doubles is pretty much
required.
Variations: shift doubles/singles exchanges by ½ a beat so that FF
and feedees exchange floaty singles. One or both feedees can be
shifted ½ a beat.
36
Feeds
12 clubs
Same idea as 10 clubs but you need 6 clubs on each side of the
pattern (left and right hand sides of the feeder). Using doubles
sounds like the best solution. F1 starts at the same time as FF's first
pass to him, F2 does the same, one beat later. The diagram shows a
little staggering but the feedees will easily get back into the right
tempo; the feeder has enough problems to deal with.
37
Feeds
Note that this is gorilla feed (though it doesn't feel like it).
Theory dictates that FF's self throws are triples, or some of the
passes are doubles (or floaty singles), but it seems to work as the
Variation: turn it into an async pattern by staggering the initial version above, which is a slow-fast.
passes. This pattern can be thought of as a 2-stage popcorn for the
feedees (lifting from 2 into 4 and then dropping to 2). 9 club Split Moose
There is also a very fast 12-club version in which FF sends two Here, before FF throws the simul they have to receive a simul
pairs of passes to each feedee; the feedee throws a pair of self (lumis?), by catching two throws at once. The feedees are doing
doubles and then two pairs of passes back. PSPSPS hop (or replace the self hop by self crossing double, or
slow single). FF starts with the simul (straight passes) followed
by 4 outside passes. F1 (to FF's left) starts with LH pass self hop
Simul Feeds cross self pass self, F2 does pass self pass self cross self hop.
A simul is when the feeder passes to both feedees simultaneously; F1 tends to bear the brunt of keeping the pattern in time.
generally one of the passes is hurried. Remember: backwards
arrows in the diagrams are when the feeder has an empty hand
after throwing the simul.
4-Count Simul Feed
F1 passes to FF's RH, F2 to
the LH. On the pass beat
FF hurries two passes out to
make room for the two
coming in. In practise it is 9 club Raccoon Feed
easier for FF to make only FF's sequence is inside simul, RH tramline, inside simul, LH
two (floaty) selves (3.5s)... tramline. All of FF's passes go to the feedees' inside hands, i.e.
3-Count Simul Feed the lefthand person's LH and the righthand person's RH. The
J1 passes to FF's RH, J2 to lefthand feedee (from FF's perspective) does PSPSSS righthanded,
the LH. On the pass beat and the other person does PSPSSS lefthanded, starting with their
FF hurries two passes out to second pass.
make room for the two The sequence of passes looks like this:
coming in.
38
Feeds
Feedees in popcorn
Feeder in 3-count, feedees in 6-count popcorn
10 clubs
10 clubs
Feeder in 2-count, feedees in 4-count popcorn Feeder in 4-count popcorn , feedees in 8-count popcorn 5551
39
Feeds
40
Feeds
Slow-Fast Feeds
In these feeds the feeder and feedees are juggling different
rhythms. Typically the feedees should adjust their speed as the
feeder's job is harder.
8 clubs: FF 1-count / Feedees in 4-count Alan's Anguish
The backwards arrows just mean the feeder's hand remains empty
for a beat after the pass. This feed can be stretched into a straight Theses rhythms are slow-fasts with both feeder and feedees on 1-
line with the feeder in the middle, throwing under the arm, behind count. Therefore, the feedees have to juggle slowly.
the back, etc. Alan's Anguish, 8 clubs
The feeder's sequence is : diagonal, diagonal, tramline, tramline or
- to say it differently - outside, outside, inside, inside. For both
feedees it's relatively easy ; each is always aiming toward the same
hand (in order to have 4 clubs on each side).
Feeder throws
floaty singles and
feedees doubles, or
the other way
around.
Variation: a nice simul feed results if the feeder starts with 4 clubs
and throws both initial passes at the same time.
10 clubs: Feeder 1-count / Feedees in PPS
Feedee throws floaty singles to RH RH LH LH of each feedee
(out of phase, i.e. RRLL and RLLR), feedees throw self single
double. This feed is a gorilla (the two halves are separate, each
feedee feeds FF's hand on their side).
41
Feeds
The Fredness
An expanded version of Compact Madness by adding some
straights for the feeder. FF does cross cross zip straight straight
(tramline outsides) cross cross zip straight straight (tramline
insides). Feedees do a hurried 2-count alternating crossing and
Martin's Mildness
straight passes: F1 (recipient of FF's first pass) does cross (hurry)
For a (slightly) easier version, the Mildness is the same except FF
self straight self while F2 does self cross (hurry) self straight;
does tramline passes and the feedees do diagonal passes.
and both repeat from the other hand.
Fire
Here the feedees are doing Chocolate Bar (PPSS), throwing At beats 5 and 14 the “psychosis” occurs, which is 2 passes in a
tramline passes and starting left-handed, and FF is doing Ultimate- row from the same hand.
zip (PZ) starting right-handed, with crossing passes - i.e. every
pass is accompanied by a zip, with one club just zipping back and Martin's Neurosis is like the Psychosis except the feeder passes
forth between FF's hands. Everyone starts with 2 in their LH. FF straights and the feedees diagonals. The Mob Psychosis and
may find it easier with 2 clubs and leave out the zipped club. Neurosis is the respective extensions to feeding 3 people, the
feeder is on 1-count.
42
Feeds
Splattered Sunshine
FF (top) does 1-count with a zip every six beats. The feedees on
the left and right ends, F1 and F3, do standard Jim's 3-count with
straight passes. F2, the middle feedee, does a modified Jim's 3-
count alternating straight and diagonal passes. One way to
visualize this pattern is to take the Martin's Madness feed and
insert a third feedee in place of FF's self.
All jugglers do zips. FF does 1-count with a zip every six beats,
and throws diagonal passes. F1 and F2 each do PPSS with a zip,
and throw straight passes to the feeder. An interesting feature of
this pattern is the irregular zip period of the feedees, which toggles
between four and eight beats.
43
Feeds
Whynot Feeds
Feedees are doing WhyNot (77862), the feeder is doing PPPPZ.
Feedees could also do NotWhy. Feedees passing on singles: an asynchronous pattern.
44
Feeds
Many variations can be created by changing one feedee's duration Most of the PPS feeds for 10+ clubs are asymmetric feeds.
of passes and altering the feeder's passes accordingly. Some
possibilities (FF passes to F1 first): FF 3p3.5p, F1 4p, F2 4.5p;
FF 4p 4.5p, F1 3p, F2 3.5p; FF 3p 4.5p, F1 3p, F2 4.5p; FF 3p LCM (4,3) Feed
4.5p, F1 4p, F2 3.5p; FF4p 3.5p, F1 3p F2 4.5p. FF can dictate J1 (on top) does a 3-count, the other a 4-count. At beat 12 the
whether they throw crossing or straights and feedees adjust feeder must throw 2 passes at once (one is hurried). One of the
accordingly. feedees (here J1) must make a crossing throw every 12 beats so the
feeder can catch 2 at once.
11 Clubs PPS Feed
All passes are floaty doubles; feedees start ½ a beat after FF.
45
3-person Patterns
3-person Patterns
These include patterns other than feeds.
Triangle (3)
This is the classical triangle pattern, showing a rhythm with passes made from the right hand. Using such a
rhythm, you can do outside passes (as in the diagram) or inside passes (a pass from A's right hand to C's left),
or you can alternate.
3-count may be the best rhythm for this pattern and the most comfortable (for A: right hand passes to B, left hand passes to C).
But you can choose any rhythm (1-count, PPS, PPSPS...). Playing with PPS and alternating inside and outside passes is great fun.
PPS Patterns:
Bermuda Triangle Hovey's Nightmare
PPS Out of Phase:
All three jugglers pass: outside The idea is that everyone passes to every other hand
A: outside outside self inside inside self
outside self inside inside self. in the pattern in the cycle of 6 throws..
B: inside self outside outside self inside
A: inside, inside, outside, outside, self, self.
C: self inside inside self outside outside
Variation: outside inside self B: self, outside, inside, self, outside, inside.
inside outside self. C: outside, self, self, inside, inside, outside.
Mild Madness Triangle: 10 clubs 4-count < 4.3p 333 > 11 clubs 2-count <4.3p 3>
Everyone is doing Mild Madness and alternating who they pass to. Pass the extra club around as a Pass the two extra clubs
A does straight self cross cross floaty double. Each person starts around as floaty doubles; A
zip self cross; starting with RH. when the incoming club is halfway and C start at the same time
B does cross straight zip self to them. and B starts ½ a beat later.
cross cross zip self; starting
with LH.
C does self straight straight
self straight cross zip, starting
with LH.
You can change the sequence of cross/straight throws by starting in
different hands (e.g. everyone start with RH,...). Try both inside and outside passes.
10 club Popcorns: each juggler gets two extra selfs in the base pattern if passes are a bit lower than usual. For odd period patterns,
generally one person crosses and the other two throws straights. The 7 club 6-count popcorn 534p333 becomes an 8-count: 53 3.6p 33333
or 44 3.6p 33333. Low throws only allow one extra self: 53 3.3p 3333 or 44 3.3p 3333. There are three extra selfs if passes are higher:
534p333 becomes 53 4p 333333, and then 53 4.3p 3333333. Also 443p333, or 44p3333.
443p333, similar to 44p3333. 44 3.6p 33333 44 4.5p 333333: pattern repeats from L side.
11 club Popcorns:; each juggler gets extra time in the lifted pattern; how much time depends on the height of passes. For an odd count,
try 44 4.3p 33, 444 4.6p 333, 4444 5p 3333 is like a 2-person popcorn except the throws are triples. For an even count try 444 4p 33 or
44443p3, 4444 4.3p 333 or 44444 3.3p 33.
If two passes (into each juggler and out) are allowed, try: 53.6p3.6p33 , 53p3p, 553p3p33.
For 11 club 3-counts, try 443p, 44p3 (French 3-count), 5p33 (TSS).
12 clubs: 2-count passing triples (5p3) works. Good luck on more complex patterns...
46
3-person Patterns
47
3-person Patterns
Triangle 1-counts
9-club 1-counts: Experiment with throwing in different directions. Good patterns: outside/outside/inside/inside, all outsides, all
insides. Outside/inside is nice; all the clubs move in the same direction around the circle.
A 10-club asynchronous pattern where each juggler A 10-club asynchronous pattern where jugglers pass to the others in a 2/1 ratio:
alternates who they pass to: 2 passes to one person, 1 to the other, etc.
A and C pass straights, B passes crossing passes and Again B crosses and the other two throw straights; so all passes to and from B
starts ½ a beat late, so all passes to and from B must must be floaty (3.5p). A passes to CCBCCB, C passes to BBABBA, and B
be floaty (3.5p). A passes to CBCB, C passes to passes to ACAACA.
BABA, and B passes to CACA.
48
3-person Patterns
Triangle 2 (3): A does 4-count, B does SPPP, C does 2-count. Triangle 3 (3): Half of Triangle 2.
A does 4-count, B & C do 2-count
(or 2 and 1-count, respectively):
Similar to Triangle 2, but you swap roles every 2 counts (change of feedee):
RRLL Triangle (3): Each person does RH cross, RH straight, LH cross, LH straight, with the 1st and 4th passes to their RH neighbour,
and the 2nd and 3rd to their left.:
Triangle 4 (3). A does PPS with B, B does PPS feed to A and C, C does 3-count with A.
On the next round passes go the same places but with the other hand.
49
3-person Patterns
The three rows in the causal diagram correspond to the three jugglers in CCW order. This pattern is in 3-count but other rhythms would
work, you just have to figure out where to throw to. Odd-period rhythms tend to work better as you get fewer hurries.
Pulsar (3)
Jugglers take turns being feeder.
50
3-person Patterns
Lines are probably the best way to go for high numbers with 3 people, since there are no collision issues and the sitelines are all good.
10 clubs in 2-count:
• As B is doing doubles, we can consider there is enough room for a tenth club without varying the height of one pass (it it's too
fast then have C doing doubles)
• B begins with 4 clubs and throws the first double to C; C starts a beat later, as if passing 7 clubs
• A starts just slightly after C since the pass from C is a long single.
11 clubs in 2-count:
• C now throws doubles
• B and C start together with 4 clubs each, but C can try to anticipate slightly on the start.
• A starts a beat later with 3 clubs.
12 clubs in 2-count:
• A, B and C throw doubles (being able to pass 8 in 2-count will help)
• All 3 jugglers start at the same time but A can start just slightly after.
• A should pay attention that his doubles to B are short enough, since B will struggle more with too long passes.
Variation: do the line as a feed: that is, A passes alternately to B and C, who do not exchange with each other. It may be easier to do
doubles to C.
51
3-person Patterns
Variations with double-returns: Double returns can help handling the gap created by B's double pass (dropback).
Double-returns in the middle
Double-returns at the back
• A throws doubles in 4-count
• A throws singles in 4-count
• B still throws doubles dropbacks but in a 2-count with 2
• B throws doubles dropbacks in 4-count
holds (3 4p 2 2).
• C throws doubles but in a 2-count with 2 holds (3 4p 2 2).
• C throws singles in 4-count
• C starts first, then A and B a beat later.
• B starts first, then A and C a beat later.
Pirouette
B can make a half-pirouette, thus changing the direction of the line. B can do this by turning under a self double if they have at least 2
selfs in the middle of the pattern.
Variation: A more tricky way of doing it, in a 4-count: looking at the diagram at the top, A, at any moment, can throw a triple to C (in a
2-count). B immediately sends a crossing left-handed double to A and turns around just in time to receive C's pass.
As you can see, B has little time to react, so
preferably, A should give a warning when he decides
to throw the triple.
In a 4-count line, B can also turn while juggling
(during the 3 selfs) without warning.
Variation: a 3-person variation on the Irvine Pinwheel has B doing 4-count and turning after every pass; A and C pass with B and pass
triples with each other on 2-count.
You'll notice that when you are B you have a long time with just one club in your RH; use the opportunity to flourish it !
Variation: there is a 4-person version with 7 clubs (2 satellites): the throwing sequence for the zaps is across/right/left.
52
3-person Patterns
Runarounds (3)
Runarounds are passing patterns where a juggler gets rid of all their clubs and takes up another position where they will start juggling
again by receiving clubs from their partners.
The basic maneuver: Consider the diagram to the left: A and B have 3 clubs each and C has none. A & B are passing together
in 2-count until B decides to throw all his passes to C. Now, after 3 passes A no longer has clubs, so B & C are left passing. A
can now move next to B and wait until C decides to pass with him (As in the beginning between C and B).
It is possible to perform the maneuver described here without anyone stopping. To achieve this, we must not pass to the person from
whom we received our clubs. B starts passing directly with C. After 3 passes C will be ready to throw to A, who no longer has any clubs,
and who will have quickly moved next to B.
Variations: there are many different positions that can be taken by the jugglers when they move; adding more clubs ; or adding different
rhythms (descriptions here are given for a 2-count).
See Shooting Star (4) to add more jugglers.
Jugglers' Movement: there are three main possibilities for where the jugglers place go when they move:
The third juggler (C) starts with one club (instead of none). He are thus ready to throw his first club at the same time as the
7 singles: person who is about to move throws his last (A). There are two possibilities:
• A (and the others will do the same when their turn comes) only throws 2 passes to B. He then arrives at his new
position with the last club. He still has 2 beats to move, which gives him the opportunity for a flourish, thumb-
twirl etc... while he moves.
• A throws his 3 clubs to B. Keeping in mind that he throws B his first club at the same time that he gets rid of his
last, it is essential to anticipate the move. After his second throw, A should approach B and throw him his last
pass while moving to catch the one thrown by C.
The feeling is exactly the same as with 6 clubs except that the base rhythm is a 7-club 2-count. We can therefore add an
7 doubles
eighth club as we did when going from "6" to "7 singles".
53
3-person Patterns
The diagrams show B's movement, passing through the pattern to the other side. The feeder's position then changes from C to A. It's the
feeder (C in this case) who counts (if there is a need to count) the 6 passes it takes to change positions. As soon as C makes the sixth pass,
it's his turn to begin moving to the other side, passing in 4-count (every other). A is left as feeder, (switching to 2-count) and counts his
first pass at the same time as C's sixth. B does three passes while moving: the first from the starting point (facing the current feeder), the
second while crossing through the middle of the other two jugglers, and the third beside the feeder (which is also his last pass as feeder).
During B's movement, A should also move slightly (see figures 2, 3, and 4), otherwise B might get knocked in the head.
Rhythms:
4-count (every other) and 2-count (solids) as in a normal feed.
Rhythms: Three-count (waltz) and 6-count (one person passing with the right hand, the other with the left).
The table below illustrates a full cycle: (corresponding with the diagrams above).
1st rotation 2nd rotation 3rd rotation 4th rotation
A 6-count L 3-count 6-count R 6-count R
B 6-count R 6-count R 3-count 6-count L
C 3-count 6-count L 6-count L 3-count
Variation: There is also a PPS version of Bruno's Nightmare.
Turbo (3)
Turbo is somewhat like Bruno's nightmare but it uses fewer steps to change posts, making it significantly harder. The juggler who moves
(A in drawing 2) must begin turning right away to prepare for the next pass (drawing 4).
Rhythms :
2-count for the feeder and 4-count for the feedees (the problem is knowing when to start feeding and when to stop).
Variation: a 10-club turbo can be done. C starts with 10 clubs and throws a triple to B. B throws triples to C until they are not the feeder
anymore. The idea is that the current feeder throws triples, and the person not about to be the feeder also throws triples.
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3-person Patterns
Tornado (3)
What we want here is to have A and B turning around each other. The feeling for starting the pattern (diagram 1 for B and 5 for A) is
similar to the one in Bruno's nightmare. The feeder should try his best to anticipate the movements of the feedees.
.Rhythms: 4-count for A&B, 2-count for C
Variations: Try also Hans Tornado, so that everybody gets to move. Should be doable with C on a 3-count.
B & C are doing a LH A & B pass. This is A's B & C are doing a LH self. C now has 3 clubs (unless you Back to the beginning,
self. To free his RH, C last pass. He can start to started with less than 6). A is now moving and drinking at the but the roles are
must now have given drink, but he also has to same time if he can manage that. This is also the moment where different.
the glass to A. move to B's side. a fourth can come and replace the empty glass with a full one.
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4-person Patterns
4-person Patterns
These patterns are for 4 (or more, in some cases) participants, with indications as to how to generalize them to larger numbers.
Large Feeds (4+) These are feeds with 3 or more jugglers as feedees.
The first 3 passes in a normal
feed with the feeder juggling a 2-
count:
For more feedees, everyone just
lines up across from D.
Feeder on 2-count
Normal Feed (Sweep Feed)
D feeds the clubs from left to right then from right to left, i.e. C, B, A, B, C, B, A... A & C are juggling an 8-count and B a 4-count. Note
that it's also possible for D to make his passes in front of him while A, B, C are moving laterally on the line (all at the same time) to
receive their clubs. All jugglers not on the ends will get twice as many passes as the two ends, unless FF passes twice in a row to the
ends.
Feed with Carriage Return (Typewriter feed)
With a normal feed, A and C can get the impression of not passing often enough. In this version, A, B and C all pass a 6-count. D now
feeds the clubs from left to right only (C, B, A, C, B, A...). When the feeder reaches the end of the line (A) he turns back to face the first
feedee (carriage return). If you want a more dynamic version, try the speed-weave.
Adding some more passes
With any of the two versions above, D and A (for example) can agree to make an additional pass. When he's about to pass with A, D will
make his right hand pass (normal) followed immediately (instead of the self) by a left hand pass. The rhythm - for the typewriter variation
- is now PPPSPS for D and PPSSSS for A.
It's a nice way to add difficulty for the jugglers who feel at ease with the pattern while keeping it simple for the others. If all (A, B and C)
want to pass this way, D will find himself juggling ultimate (see 1-count feeds) as in the "feed 2" variation.
Simul Feed
The feeder is actually on a 4-count for this one, but passes simuls. D passes two clubs at once every 4 counts, and the previous self to the
simul is then hurried. D passes A+B, s, s, s, B+C, s, s, s, etc. A, B and C alternate passing 4-count with 8-count: P SSS P SSS SSSS. A
passes to D's RH, C passes to D's LH, and B must alternate which hand of D they pass to. D always passes to left hands.
To make it less boring for the feedees, try the Simul Speed Weave.
Circle Feeds
With enough feedees (around 8 for a competent feeder on 2-count) the feedees can arrange themselves into a circle around FF. With fewer
feedees, or more feeders in the centre, the feeders can rotate faster and the feedees can themselves rotate around the feeders. See the
patterns Catherine Wheel and Ball Bearing.
With 4 on the inside and 4 on the outside, both rotating, feeders can make every pass to a new feedee.
Complete Feed
In a complete feed everyone feeds everyone else in the same direction, and to make it work there are “phantom” feeders on each end. If
there are two rows of X and Y feeders each, the row with X has Y-1 “phantoms” on each end, and vice versa for the row with Y.
In this example there is one row of two feeders and one of three; thus the row of two has 3-1=2 phantoms on EITHER end.
Everyone starts on the RH end; A passes to C and B moves to Sweeping left, C passes to their Finally C passes to their second
A, D and E pass to a phantoms. D. E moves left and passes to first phantom. phantom. Then everyone sweeps
Everyone sweeps to the left. their second phantom. right in a similar fashion...
It helps to visualize the phantoms you are passing to, so you don't lose count.
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4-person Patterns
13+ Clubs
7-club Passing Feed
This feed is based on the 10 clubs 2-count feed. You just need to add an extra club (and only one, even if there's more jugglers on the
line).
The feeder passes on the same rhythm as in the 7 clubs 2-count for 2 people and can choose to feed whoever he wants. He doesn't even
need to decide beforehand the order of the passes because the jugglers in front of him always have the time (one beat) to react and pass a
club back when they see a double coming their way.
Popcorn Line Feed
The feeder does a 2-count typewriter feed along the line, and feedees do 7-club popcorns out of phase with each other. The feedees must
wait until a pass is incoming and then lift into 4 clubs and pass back.
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4-person Patterns
Feeder on 1-count
4-person Feed 1
The right and left hands are feeding in the same direction
and two consecutive passes can't be sent to the same
person.
4-person Feed 2
The right and left hands are feeding together the same juggler in front of the feeder. Each LH pass is sent to the person who received the
previous RH pass.
Crossing feed
The right and left hand are feeding in different directions.
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4-person Patterns
N- or W-Feeds
These are feeds in which there are multiple feeders, but each feeder only feeds two other people.
You can use the traditional W-feed positions for these patterns, but all of them can also be done
with the jugglers arranged as in the diagram on the right.
All of these feeds can be arbitrarily extended by adding more people at either end.
Traditional W-feed
The feeders alternating which person opposite them they pass to: the two end
people are feedees and everyone else is a normal feeder.
Rhythms: almost any of the 3-person feeds can be done in such a pattern.
Rhythms: A & B : PPS, C : SPPSSP (SP-PS), D : SPSSPS (SSP), E : PSSPPS (harder to remember)
Martin's Madness: the different versions of Martin's Madness can be extended by having all of the feeders do the feed part; all of the
feeders on one side will be doing the Mildness (straight passes) and the others the Madness (crossing passes).
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4-person Patterns
13+ Clubs
Adding a fourth (or fifth!) feedee to a standard 10-club feed to make an N or W doesn't work in quite the usual way; the extra feedee has
to do 34p22 (double return), or (more interestingly) popcorn: 444p3.
Square (4) Four jugglers stand at the corner of a box and each person passes with at least 2 others.
Ordinary square patterns are generalizations of triangles: each person passes with their neighbours on either side.
Thus most triangle patterns can be done in a square if each juggler ignores the person across from them. Rhythms:
Ultimates, PPS, Bermuda Triangle work well. See Triangle (3) for more variations.
See the diagram: Observe the clubs as they pass through the
middle. It helps a lot if each opposite pair passes a bit to the
outside.
14 clubs: When this works it's a huge deal, and one may well wonder why. A&B and E&F do 7 clubs in doubles. To avoid collisions,
each must be sure that he makes each of his throws just after the juggler to his right. If A starts first, F follows half a beat later, then B,
and then E.
Variation: do 4-count on triple passes. If A starts with a triple (to B), F starts next, on A's LH self, with a triple to E. This variation is
easier as there is less collision potential.
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4-person Patterns
Spiderweb (4) This pattern combines the Square and the Cross.
E and F do LH selfs, B passes A and B do LH selfs, E passes
With 15 clubs: the four of you stand in a square and do a 14 club cross a double and A a triple: a double and F a triple:
by doing 4-count on triples. Instead of your RH self throws, however,
you throw a RH double to the person to your right (the person who
threw the triple following you). Thus each person is doing Triple
across, self, double to the side, self, out of sync.
Etc.
The start is the same as for a 14 club cross on 4-count triples: if A starts, the next triple comes from F and A passes their doubles to F;
simultaneously with A's first throw, B throws a double to E.
Variation: to make the doubles inside throws, switch the position of E and F.
Variations: Feed back in the opposite direction so each person is doing a sweep feed R and L; thus for 4, add in a second across pass.
Veteran's Star is a 5-person sweep feed on 3-count, starting with a RH pass to the second person to your right.
Speed Star is the same thing except on 1-count (!!).
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4-person Patterns
Aidan's Feasts
These are a type of selfless feasts in which the two opposing pairs (AC and BD) juggle different counts so that their crossing passes don't
collide in the middle (note that this shouldn't be a problem anyways if everyone is very good about keeping to time). Each juggler passes
several times across the middle, one pass to each extreme (right and left).
Variations: for each pattern, at the end of a cycle each opposing pair switches their pattern to the other.
A and C: 4-count; B and D: 3-count. Since each beat is shown, an s stands for a self. B and D pass to each other 3 times, A and C pass
to each other twice.
A D s s s C s s s C s s s B s s s C s s s C s s s
B C s s D s s D s s D s s A s s D s s D s s D s s
C B s s s A s s s A s s s D s s s A s s s A s s s
D A s s B s s B s s B s s C s s B s s B s s B s s
A and C: 3-count; B and D: 2-count w/ triples.
A and C: 2-count; B and D: 3-count. B and D pass to each
Here B and D avoid collisions by throwing triples to each other. TX
other once, A and C pass to each other twice.
means a triple pass to X and h means a hold.
A D s C s C s B s C s C s A D s C s C s B s TC h h s
B C s s D s s A s s D s s B C s TD h h s A s D s D s
C B s A s A s D s A s A s C B s A s A s D s TA h h s
D A s s B s s C s s B s s D A s TB h h s C s B s B s
A and C: 2-count; B and D: PPS. B and D pass to each A and C: 2-count; B and D: PPS. This version is a typewriter: L ,
other twice, A and C once. middle, R but not returning through the middle again.
A D s C s B s B s C s D s A D s C s B s
B C D s D A s A D s D C s B C D s D A s
C B s A s D s D s A s B s C B s A s D s
D A B s B C s C B s B A s D A B s B C s
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4-person Patterns
Variation: slow things down by adding in extra selfs, if you must, so everyone juggles (shudder) one-sided.
Jim's 3-count Accomodation: cross throws so that A is doing Jim's 3-count; C and D will be doing Jim's 2-count, and B will be doing ...
some sort of Madness pattern.
Variation: every four counts A and B switch roles (and thus D and C switch who they are passing to). This is clearly easier to do if D and
C are not doing dropbacks.
13-club Interlocking Triangles: B, instead of doing a self, throws a triple across to D, then when D is doing their self, they throw the
triple back.
Variation: do both switches of the feeder and rotate the feeders position. Tough!!
Variations: augment the passes so that every other pass is straight. The throws are no longer PPS but it's conceptually easier to follow.
This can work in ultimates or 2-count (though you sometimes don't pass when you're supposed to).
Variation: everyone does Martin's Mildness: A and D do diagonal passes (R to R, L to L) and B and C straights (or vice versa).
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4-person Patterns
Trapeze (4)
The Trapeze solves the interesting question of how to have 4 people all feeding while
avoiding collisions when the clubs cross. Normally, if everyone's passes are dead on
time, step 2 works without a hitch. Otherwise, it may be necessary to play with the
distances (such as increasing the distance between A and B).
Rhythms: 2-count or 4-count
Variation: Other interesting solutions include forming a square and putting two people (A&C or B&D) on chairs or to play with precision
in timing in a true cross.
13+ clubs: with 14 clubs, each person passes triples in a 4-count with one person and singles in a 4-count with the other person on the
opposite side. Think of this as two sets of 7 club 4-count triples, but replace all right selves with passes exchanged with the person on the
other side who is in phase with you. You can do this with either the triples or the singles all thrown corner to corner and the others thrown
to the person straight in front of you. Note that in this pattern, both the people on the opposite site from you pass to you at the same time
every time, one with a single and one with a triple.
This involves moving forwards or backwards every other pass. Thus, jugglers always find themselves in the trapeze formation to make
crossing passes, thus avoiding collisions. Each person moves immediately after each crossing pass so as to be in position for the next.
Lines (4+)
These are just some possible positions for 4 jugglers standing in a line. Some of them may not be interesting on their own. However, they
can be used as a transition between 2 others. You can try (using a few half-pirouettes for the jugglers in the middle) to go from each
position to the others.
These two go together. The principle is the same as
in the cross .
A and D can do their passes in doubles, and can even use 7 clubs.
The concept is simple: arrange two or more lines with at least 2 jugglers each, and the front
person of each line is merged to be the feeder.
With the minimum of 4 people, one of the lines can consist of only one person.
The diagram shows a dropback line feed for 5, with a 2-count feed.
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4-person Patterns
Slingshot: a 14-club pattern in which A and B feed C and D, and vice versa. B and D start with 4; all passes to and from D are triples.
The pattern for passes is: A: C, D, B: D, C, C and D: A, B.
Popcorn Y
15 clubs: Every juggler does 4-count popcorn (444p3 ): < 4 4 4p 3 | 4 4p 3 4 | 4p 3 4 4 | 3 4 4 4p >. The first juggler starts with their
pass, and it cascades the passes around the Y.
16 clubs 4 clubs per person. Everyone starts at the same time and passes doubles.
Rhythms: a 5-count can be used to work both hands equally. A 6-count vs 3-count would also work.
Rhythms: Any count will work, though in a count with even period all the passes will be from one side.
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4-person Patterns
Y2K (4)
In this pattern B is the corner of two simultaneous triangles. B can either throw dropbacks to A, or B can face A
and receive drop-forwards from C and D. B starts with 4 and throws 2 simultaneous passes, A starts with 2. C and
D juggle a right-handed and left-handed 2-count to B.
Variation: stagger the start so that B and A are doing a normal 1-count.
Rhythms:
4-count (every other) or 6-count at first if it's too fast. You can
also move only on every 2 passes (or 3, or 4...).
... etc.
Unicycle (4)
A is the seat, B the fork, and C and D make the wheel with the circular
path they follow. Passes from B to A are backdrops.
Rhythms: 3-count
Variation: Along the same lines, see the two-seated unicycle (6 jugglers).
Dart (4)
Darts are just 12-club Y patterns on Ultimates (1-count). Since the back person (A) has no selfs they
can stand very close to B, which makes it easier for C and D.
They can also be done in sync ultimates or async.
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4-person Patterns
The feedees are always moving. They can make a very short pause each time they're throwing (and receiving) a club, i.e. each time they're
in the center or on the outside (where B & D are in diagram 1). One always moves backward when on the outside after passing. When in
the center, you move forward and to the side (and you'd better hurry because somebody is waiting to pass behind you).
The feeder passes Right-Center-Left-Center-Right-Center-Left... He should try to anticipate his fellow jugglers' movements (i.e. short
on the center, and long on the outside).
Rhythms: With the classical version, the feedees are juggling a 6-count, which give them plenty of time to move (and to pick up should
they need it), the feeder is doing 2-count.
13 clubs: in rhythms with the feeder doing 4-count (see Twister Weave, with an extra feeder), the feeder can start with 4 clubs and throw
triples, as in 7 club 4-count. The feeder must anticipate the feedee's locations; the feedees return a triple as normal.
1-count Speed Weave: if the feeder just tries to feed 1-count in the same rhythm problems will occur. One solution is to pass twice in
succession to each feedee.
Split 1-count Speed Weave: a more interesting solution is for the feeder to pass middle middle left right middle middle right left. The
feedees do the sequence PPS PSS PSS PSSSSS, or 1-count, 2-count, 3-count, 3-count, 6-count. The PPS happens as they are moving
forward through the middle, the 6-count is as they are moving around behind approaching the middle.
Siteswaps (see Gandini's Siteswap Weaves (5+) for more ideas). If the feeder (A) only passes to the ouside positions, then the three
feedees (B,C,D) can, instead of moving in a regular cascade (333...), do other 3-object siteswaps: for example 441, 531, 423.
Rhythms: In the usual version, the feeder is doing a 2-count and the feedees are doing a 6-count.
In an easy version with passes only to and from the middle (see Speed Weave), feeder in 4-count and feedees in 12-count.
In a hectic version, feeder in 1-count and feedees in 3-count.
Variation: after the feedees return to their initial positions, switch to a Speed Weave, and then back again.
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4-person Patterns
4-Person Triangles (4) These patterns are expansions of the 3-person versions., formed by adding a 4th person into the middle.
Triangle 2:
Rhythms:
A : 2-count
B : SS PS PS PS
C : 2-count
D : 4-count
Triangle 3:
Rhythms:
A B and C: 2-count
D: 4-count
Variation: don't do the "triangle" passes and have D turn faster to pass with each person in turn.
The cycle repeats from the last position, everyone has moved around a spot.
Variation: this pattern is similar to the Clover, which has a cycle of 8 passes.
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4-person Patterns
A is the first feeder and passes R, Middle. B passes L and then R. C passes Middle, L.
Transition 1:
After a right hand pass, D catches the
incoming pass and moves to the next
position, ready for PPS with a RH start
and starting outside, self, inside,
inside...
PPS cross
Transition 2:
A moves after a RH pass to B. Before that, he has taken
care to say "now" to C on their previous RH pass (so
that C goes back to 3-count).
A goes to his new position with a RH pass to D 4 beats
later. D, who has seen A moving, starts passing to him
instead of doing selfs; he now is doing 1-count.
Ultimate line feed: Now you are back to the beginning, with different roles: D is the new feeder.
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4-person Patterns
Variation: The Wanderer: Sort of a reduced version: one juggler (W) moves around the circle, passing with the next person anti-
clockwise around the circle before trading places with them. See also the 6-person Wanderer.
... and then we are back at the start, except that everyone has moved one place around the circle. To continue, A or C becomes the next
wanderer and then you start up again.
Rhythms: 4-count, or even 3-count if you are fast! 6-count for a nice gentle version or just do 6-count while you are changing positions.
Karamazov Shuffle (4) This pattern feels similar to the Double Rotation.
Each pair of passers rotates around each other and passes with the other pair.
Rhythms: 4-count, a 3-count or even 2-count would be faster but could be done. Each person gets a self instead of a pass as they move
around the back.
The outside pairs pass. Everyone moves CW ¼ of the A and D pass. Everyone moves CW again, and
way around the circle. the cycle continues.
Variation: when everyone is in a line (third diagram), everyone can pass as in a Line pattern (B with D, and A with C).
Variation: if only one side rotates at a time, you can move into and out of Y formations.
Rotation (4)
Rhythms: 4-count in both cases (it can be done in 6-count to simplify things in the version without the blue passes). Jugglers gone mad
may try other, faster rhythms.
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4-person Patterns
Benzene Ring (4) The benzene ring is in fact a double unicycle without the seats.
Rhythms:
3-count (waltz): A & B have only 2 selfs for
moving or turning (but the diagrams show a 4-
count).
In the diagrams, A is the post at the beginning. He feeds the others in order, and the feeder changes with A's pass at the end of the line
(here E). Everyone then repositions themselves (cf. diagrams 4 and 5) and E continues as post. The next feeder will be D, etc.
Rhythms: the classical version is 2-count for the post and 4-count for the others, now it's up to you to use your imagination.
Variations: Try this with a smaller or greater number of jugglers.
Amoeba: sweep back along the line before changing feeders: thus A passes BCDEDCB and then E passes to B to start their feed.
...etc.
After the last step the configuration is the same as at the beginning except everyone has moved 2 places CCW.
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4-person Patterns
Shooting Star (4) This pattern is a star from which a juggler has been removed.
You should be familiar with the star (5) before trying this. C will starts with no clubs; all the others get 3 clubs. Meanwhile, B does not
receive any passes from the others, so when 3 passes have been made, he won't have any clubs left. At that moment, C will have 3 clubs,
and will be about to throw a club in the hole. B now has to go through the pattern and be ready to catch C's pass (see diagrams). Once B
is there, you start again from the beginning, but B now has C's role and D has B's.
Now, there are a few different ways to cross the pattern (running and hoping you won't get hit by a club is one of them): here is another
one that works on a 2-count: B only does 2 passes in diagram 1. Before making his third pass, B steps in the middle of the pattern so that
A's pass will travel just behind his neck (diagram 2). He now has to turn to be ready to catch C's first pass (diagram 3) while D's pass to A
flies behind his back. By moving backward, he reaches his new position and can breathe again (diagram 4).
See also the other runarounds. For a bigger version, see Shooting Star for 5+.
Variation: B starts with 1 (or 2) clubs, then D runs when he has 1 (or 2) clubs, etc. Much faster!
Rhythms and number of clubs: The above version uses a 2-count and 9 clubs. But you can also play with the rhythm (between 2 and
4-count) and on the number of clubs (you can add 1 or 2 clubs--though I don't know exactly how--with the 4-count). The more clubs, the
faster it gets.
Pistons (4)
Two more diagrams would show the rest of the complete cycle. Each pair
(AD, and BC) move in the same direction around a square, moving from
corner to corner after each pass. Passes are made alternately to each of the
two passers in the opposite square.
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4-person Patterns
Shifty Ferret (4) Shifty Ferret builds on the sweep feed and the box in order to create a dynamic pattern.
Here are the details of the pattern for just the first two parts:
- in the first one, A&C pass first, then B&D pass and start moving to position 2.
- A&C pass again (between position 1 and 2).
- A, after his passes to C, becomes feeder in a 2-count and feed D, C & B once.
- A comes back to a 4-count after a last pass to C (between position 2 and 3).
A and C
pass again A and C pass A and C pass
A and C
after this, as again after again after
pass again.
B and D are this. this.
moving.
B and D
pass as A B and D pass B and D pass B and D
and C are again. again. pass again.
moving.
Jugglers alternate in fact between 2-count, 4-count and 8-count. But it's easier to try watch what's happening and pass accordingly than to
remember the whole counting cycle.
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4-person Patterns
Rhythms: you will need a self or two to turn around as you go into and out of the middle, since A will pass with D,
C, D and then B on their way into and out of the middle. So 3-count or above should work.
Four-leaf Clover: add a fourth leaf and fifth juggler, the passing sequence is similar: every other pass starting from the first does not
involve the center juggler (the two outside pairs pass), on the 2nd, 4th, etc passes .the center juggler passes with the person they are
facing.
After each pass, everyone moves 1 step to the left, so their next pass will be with
a new partner (the person next to their last partner). In the diagrams, J7 passes with
J4, then J3, then J2, ...
After passing at the left end of each line (J5 and J10 in diagram 1), a juggler has 7
beats to change sides: 3 selfs, a pass to himself (!) and 3 more selfs. Some people
might prefer to gather their clubs and start again on the other side.
Adding jugglers to the pattern is fairly simple: you just join the end of a line.
Rhythms: 4-count or 2-count is common, but anything possible in a feast works, which is pretty much anything. 6-count is slow and
easy.
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4-person Patterns
Slalom
This is a nice variation adding more movement to the Skinny Moving Feast.
After each pass each juggler changes lines; you change places in front of the
person you just passed with.
The start is like the Skinny Moving Feast.
After the pass everyone changes lines to the opposite side. Be careful at this
point that you keep the two lines close together.
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5+ -person Patterns
5+ -person Patterns
These patterns are generally presented in increasing order of the number of participants, though since many of these patterns can have
variable numbers of participants this order is necessarily quite fluid.
Variation: The star concept becomes interesting starting with 5 jugglers but more can be added: with an
even number, you get Overlapping Triangles (for 6) or two disjoint patterns overlapping; with an odd
number everyone passes to person across from them to the right. To make it more collision-prone, try
passing (right-handed) to the person across from you on the left (i.e. A passes to D, who passes to B, etc).
See Shooting Star for a dangerous version with 4 people. See Overlapping Triangles and Nonagon for 6- and 9-person stars.
Rhythms: Um, all of them (I think; in the end it depends on whether you can avoid collisions). 3-count is nice, 1-count is very nice: work
up to it with all the “in-between” rhythms: PPSSS, Chocolate Bar (PPSS), PPS.
16-20 clubs: with more clubs, one or more jugglers must start with 4 and start early, and passes should be doubles (singles is harder to
avoid collisions as it is faster). Generally if the others just wait until they have an incoming club to pass, the rhythm will sort itself out.
18 clubs: C, D, and E start with 4 and everyone starts in the order E, C & D, B & A, though in reality that rhythm is slightly fudged.
20 clubs: everyone starts with 4 and starts simultaneously, just passing an 8 club 2-count.
Variation: put another juggler in the centre and have them participate in some way: takeouts, dropbacks, etc. The centre juggler can
rotate, receiving a pass from whoever they are facing and pass a dropback to the person behind them.
Star for 7
Note that each person can pass to either the first, second or the third person to their right: i.e. A can pass to
either G, F or E. When passing to E (as shown), the passes are longer but collisions are less likely with G or
F's pattern; when passing to F the pass is shorter but the pass is more likely to hit G's pattern.
Rhythms: any in which you can make the passes long enough.
Star Fruit (5) Topologically, the Star Fruit is a compressed 1-count Star with two reversed polarity passes.
This pattern is like a 1-count W On the first pass, A and C make RH passes and
feed with a twist: the outside pair the others make LH passes. A makes a RH pass
of feedees, here A and C, to C's LH.
exchange passes between their
outside hands (A's RH and C's
LH). On the second (and subsequent passes),
everyone returns the first passes to where they
came from:
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Extra club: add a club (on a rhythm with A in 2-count). A starts with 4 clubs; E, B, & D start one count later, and C starts one beat after
A's second pass (which is coming to him). E is unchanged.
Variation: E and C can exchange triples passes on E's self and C's self.
Oogles & Klingons (5-7) A few variations on the Y (Oogle) in which 1, 2 or 3 jugglers can be added to the pattern.
Klingon with shield
Double Oogle Klingon (Oogle with wings)
(Klingon with full shield if you add the blue passes)
Add a juggler (H)
and D passes
dropbacks to
them.
Overlapping Ys (6)
This pattern consists of two Ys merged side-by-side.
The passes from A to E alternate which pattern they
are in.
Pyramids (6+) Viewed from the side, the clubs make a pyramid in the air.
A and B start things off by passing a low, fast, 6 club 2-count. C and D do 7 clubs 2-count so that
their pattern clears the lower one. E and F then do a 7 club 4-count on triples to pass over the
other patterns.
Anyone else showing up can then pass overtop: see how high you can get. The next pair could do
7 clubs on a slow 4-count on quad spins... or perhaps 8.
Then someone lies on the ground in the middle and takes a picture!
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Y Knot (6) Three different Y patterns stacked on top of each other. Now we're getting serious.
Everyone stands like this: First, ADEF pass in a standard Y. Then ABCF, then BCDE, then ADEF, then ABCF, then BCDE
before the cycle repeats. Each juggler is doing PPS (or variants thereof, with extra selfs thrown in).
A: E C s D B s
B: s A E s F D
C: s F D s A E
D: A s B F s C
E: F s C A s B
F: D B s E C s
Variations: real Einsteins can find 6 different Y patterns here, which you could cycle between.
Variation: try it with 6 people, only missing one person out of the 7. Then it takes a long time to do a complete cycle.
Variation: E starts with 1 (or 2) clubs, then A runs when he has 1 (or 2) clubs, etc. Much faster!
Variations: all of the Star for 7 variations have Shooting Star versions, which you deduce easily by forming the pattern (minus one or
more jugglers), and seeing who runs out of clubs and when. A nice version is passing two to the right with 5 people; this is like the 4-
person Shooting Star as you have to run across the pattern when you run out of clubs.
Variations: Shooting Stars are good ways of making larger and larger circles while missing more and more jugglers; while the practical
limits of the Star top out at about 7 or 9, a Shooting Star can be done with, say, an 11-pointed star and 7 passers.
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Long Lines (6+) These are a few of the common larger Line patterns (that do not involve Dropbacks).
Serial Line: for 2n jugglers, everyone simultaneously exchanges passes with the person n places away; e.g for 6 people, the first and
fourth exchange, second and fifth, and third and sixth. The visual effect is lovely as all the passes travel in the same direction at once.
As more people participate, the passes involved get longer.
Rhythms: for anything over 4 people, 7 club 4-count (on triples) works well and
looks great.
The Chain A slightly different arrangement works well as it can be arbitrarily extended without
lengthening the passes. C and D stand back-to-back and pass to their partners outside.
The visual effect is the same as the Serial Line but this is generally easier.
Rhythms: again, 7 club 4-count works well.
To extend the Chain, the next pair (G and H) will have G standing back-to-back with
E, and H on the other side of F, etc.
Joining Lines: by adding a feeder at one or both ends, or having complementary people receiving from one line and passing to the other,
lines can be joined in many ways.
e.g: This is a four-person dropback line attached to a 3-person line by having the two
front people (A and E) receive from one line and pass to the other.
Variations: If the basic pattern is a 4 count, it is possible to pass separately in the 2 triangles ( inside
and outside) on the beat of the self.
Dropback Square: the four inner persons can stand exactly halfway between the outside people; this
is just a square with four Dropback Lines on the sides.
Rotating Dropback Square: on the self beats, B,D,F and H walk ¼ turn around their inner circle to
move to the next position. You will want to do 6-count at least for this.
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Interlocking Triangles (6) Two or more triangles can be combined in various ways. Here are some of the simplest.
Argyled Triangles: Argyled Sock:
A and D face each other and pass double 3-count (PPS) alternating Everyone passes double 3-count (PPS).
passing with each other and the other people. B,C,E,F do 3-count, A B D s C D s
alternating with each other and A and D.
B C C s A C s
A B D s C D s
C A B s B B s
B C s s A s s
D s A E s E F
C A s s B s s
E s F F s F D
D s A E s A F
F s E D s E E
E s s F s s D
F s s D s s E
Overlapping Triangles (6) Jugglers in either triangle do not exchange with the other.
In patterns of this type; any triangle pattern can be used as long as collisions can be avoided.
Rhythms: try any triangle pattern for 9+ clubs in either triangle, and try having different patterns in each
triangle.
Diamond (6)
A E D B D
B F s A s
C D s E s
D C A F A
E A s C s
F B s D s
Rhythms: any, I think.
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Gandini's Siteswap Weaves (4+) You should be familiar with Weaves before trying this.
The principle is to use a feeder that will represent the brain of a giant juggler. The balls are represented by other jugglers (the feedees)
who go back and forth between 2 positions (the Xs on the diagrams) where they pass with the feeder; these positions are the giant juggler's
hands. We're also going to use a bit of siteswap theory.
The feeder passes alternately to both positions (and usually in a 2-count). A feedee will be either in one of the hands, or queuing behind if
there is already someone there. When a feedee is in the hand, the feeder (at the same time as the pass is made) will yell to him a number
(corresponding to a siteswap throw). The feedee then moves according to this number (let's call it n) and we have:
the number of right hand selfs before the next pass = n-1 2: 3: 1:
if n is even, the feedee will queue again for the same
position (hand)
if n is odd, the feedee will change hands.
Weave with Two Feeders (5) (Mr. Inside Mr. Outside Weave)
You just take the speed-weave, but you give the feeder position to 2 people (A & E) who are then doing a 4-count. E makes the outside
passes, while A passes to the juggler in the middle position. You can also try it with E standing on A's shoulders, or behind A.
Twister Weave: put the second feeder on the other side of the weavers (opposite A). Then B,C, and D turn around (180°) while they
rotate and pass to E from the same position.
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5,4,5,10 Trapezoid (5) A line feed in which the line constantly rotates.
A (the feeder) does PPS to the positions E, D, self, C, B, self (L to R, from A's perspective). The feedees
do 5-count, 4-count, 5-count as they walk across from L to R, and then 10-count as they move around the
back. A's first pass is to E who then starts their 10-count and moves to B's position. D's first pass starts
their second 5-count, C starts with their 4-count, and B their 5-count (note that either E and B or C and D
start with LH passes).
Variation: E moves around behind A to B's position.
Equidistant: DEF do a reverse weave, moving forwards on the outside and backwards on the inside,
so that pairs remain the same distance from each other at all times.
Dresser Drawers: weavers move in lines parallel to each other; see Dresser Drawer Weave for an
Asynchronous Double Weave:
indication of how the weavers move.
A D s s
B s E s Side Switching: after A and D pass at the end, they switch sides, and similarly the other pairs.
C s s F Synchronous: each pair of opposing jugglers passes every 4 (or 3, 2...) beats, basically whenever
D A s s everybody is aligned. Positions A and B switch while E and F switch, and then positions B and C
switch while D and E switch.
E s B s
F s s C Siteswap Weaves: instead of moving in a regular cascade (333...), each trio of weavers can do other 3-
object siteswaps: for example 441, 531, 423. (see Gandini's Siteswap Weaves)
Variations (7+): add a feeder on one side (or both) and convert the weave on that side to a Twister Weave.
Five Person Weave (6) The standard Weave pattern is generalized to have five weavers.
Here is the starting pattern and movement:
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The Blast (7) This pattern is a 5-person weave with two feeders.
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E and F are feeding "typewriter" style to the positions in front of them: left, middle right, left, middle, right, etc
(there are as many positions in front of the feeders as ½+2 the number of jugglers in the middle: 4 positions for 6
feedees, etc).
Feeders (E and F) are juggling 2-count while feedees are on a 4-count.
Variation: Spiral Weave (6+):
Instead of following a simple loop pattern,
the central jugglers move in a weave
pattern. See the picture for movement
pattern; the passing sequence can be
deduced from the sequence for the Benzene
Ring: each feedee alternates which feeder
they pass to.
This is similar to the Twister Weave.
Variations (10+): I'm sure you can figure out crazy ways to add a feeder
(in front of A,B,C) or extra weaves (to make longer dropback lines).
Nonagon (9)
This pattern is just three Overlapping Triangles. All passers must be very accurate to avoid hitting other people's
patterns. Passes will need to be quite long, doubles may be useful.
Rhythms: any Star or Overlapping Triangle rhythm will work, which is pretty much all of them; also try having
different triangles do different rhythms.
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5+ -person Patterns
Hinges (7+) Hinged patterns are feeds that are combined by one person (the hinge) who takes part in both feeds
The pictures show all of the passes in grey lines to indicate who is passing to who. To start: have the hinge(s) initiate the feeds by
passing to their left and then their right, and the feeds go outwards from there.
Ball Bearing (6,8,+) Two jugglers stand inside a box and circle around inside it.
First pass: Then E and F rotate ¼ turn. Second pass: And continue around the circle...
Rhythms: 4-count, 3-count. 2-count is probably a bit fast, especially since the long passes through the middle will take a long time. To
help adjust for this, E and F can make two passes with D and B while A and C make one pass (or E and F make three passses to A and C's
two).
Variation (8): make the outer formation a hexagon. The middle two circle around passing with the jugglers facing them, and the other
four pass in two lines, on either side of the middle pair.
First pass: Second pass:
etc.
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5+ -person Patterns
Star of David (6) This is a self-less feast in which not everyone's passes move around in the same direction.
... and then the cycle repeats. To adjust for the long passes through the middle, at the stages where passes go through the middle the
outside two pairs can do two (or three) passes while the middle pair can do one (or two).
Torture Chamber (5) M (for Masochist) stands in the middle of a 4-person box.
C and D do 4-count. These should normally be the
easiest positions, but they must be able to catch M's
potentially hazardous passes. A,B, and M all do 2-
count. M faces A and B.
Variation: Try 3-count: C and D do 3-count, everyone else does PPS. You could try 2-count/1-count too. If you want to add more
people, see Torture Chamber for 7.
Rhythms: 2-count for A, SSPS PSSP for the others (PSPP PSPS for the others with the blue passes).
Handle in the Batter: with all passes the same, A instead stands below C and D on the diagram above.
Double-handled Egg Beater: add an extra "handle" (feeder) in the opposite position to A: in every second diagram above, when A
passes, they pass to the near person instead of the far one, and the extra feeder passes to the far one in the same manner.
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5+ -person Patterns
1. 2.
3. 4.
Rhythms: 3-count (very hard), 4-count or 6-count
Rhythms : 4-count
Quad Razor (8): make four circles of two jugglers each, arranged in a square. Each person passes twice with the same person in the
circle adjacent on one side, and then twice with the same person adjacent on the other side.
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Double unicycle (6) Recommended that you are familiar with the Unicycle (4).
Magermix (6)
I've never tried this pattern, since I'm even not sure how it goes. Please
contact me if you know. On the right is a representation of Bruno's
Nightmare (diagrams being slightly different than usual).
Hourglass (6)
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5+ -person Patterns
Pistons (6)
This is a nice generalization of the 4-person pistons. The pattern repeats after the following two sets of passes, with each juggler moved
around in the positions.
... now A moves to C's
position, etc.
Variation: 2 jugglers swap sides in the pattern every 3 passes by having the middle triangle of 3 rotate.
Imagine the jugglers have done the first 2 passes (see the first 2 diagrams above).
Now replace the third diagram above by the first one on the left. The passes are
the same, but the movement that follows is going to be different :
- A, B, and E are going to swap position in the middle triangle, and A&E also have
to turn 180° while moving.
When this is done, A & E have swapped sides, and the normal pattern resumes for
3 more passes.
In this pattern, B never changes sides.
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...etc.
The other jugglers, until it's their turn to pass with W, pass with their neighbours and then their opposite.
Rhythms: 4-count, or 3-count.
Variation (Even Less Possible): You can add 3 jugglers to the pattern by adding one in the middle, which will make it easier for the
first 6 (3 more since if you add somebody in the middle, then you need 2 more on the outside circle).
On the outside circle, you then have 2 triangles (ACE and BDF) that are doing a 4-count with a gap between them. If you take each
triangle individually, it's not possible (due to the amount of stuff and jugglers in the middle) for the jugglers in one triangle to add passes
among themselves instead of their selfs. But some early or late doubles could work?!?
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If E and F get bored (since they're only doing a 4-count), they can add another club to the pattern, and replace their RH selfs with some
triple passes to each other. Then it's as if they're juggling a 7-club 4-count in triples, but making passes to C and D instead of their RH
selfs (in red in the above diagram).
Also see more people in torture chambers.
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The 6 people in the middle do normal Weaves. When they are at the positions of C or F they pass to
their appropriate feeders, and when they are at the ends (B + E, D + G) they pass to the other line.
- This entails the weavers constantly turning around as they weave; watch out for collisions!
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The Clove (9) Six feedees move through a Clover formation, but instead of passing with each other they pass with three feeders.
This pattern has three feeders (A,B,C) who stay in the same place, and 6 “clovers” (feedees) who walk
through the clover formation. The clovers do 10-count, alternating passing between the feeder to their
right as they stand at the outside of the pattern, and the feeder to their front as they pass through the
middle of the pattern. Feeders do a 6-count, alternating passing to the feedee to their left, and the
feedee coming towards them through the middle.
- To start, A makes their first pass to D as they come through the middle, then C will make a pass to
their left to E on the next RH throw beat, then F comes into the middle and passes to B on the next RH
throw beat, then A makes a pass to their left to G, then C passes to H through the middle, etc.
- It helps to have one person keep count aloud by announcing the sequence of passes: “A and C and B
and A...”.
- It may help to have the feeders stand on chairs to make it easier for the feedees to find their way.
Quad Clove (11): add an extra feeder, to make a four-leaf clover, and one extra feedee.
More people in Torture Chambers (10+) The idea is to connect several Torture chambers.
The first technique is to use one of the jugglers in a 4 counts ( C or D but here the pivot is D/C who is
actually only one person) as a link between two chambers in which he is participating simultaneously.
This principle can then be continued (linking D to another chamber) until one circle is closed ( 3
chambers may be enough with 12 very good jugglers).
The other technique is to align two chambers alongside each other. The passes are the same at every
moment in the two chambers. The two jugglers D and D are not then in 4-counts anymore, but in 2-
counts, making passes between each other instead of selfs.
With this technique, you can align as many chambers as the number of jugglers allows since C can also
be used as a link.
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Randomize (Jim's) the Receivers: In any pattern in which there are 3 clubs per person, if all passers are good with Jim's 3-count and its
relatives, then it doesn't matter which hand the passes arrive to. Everyone needs to watch for collisions, though.
Intersecting Patterns (generalizing Feeds): put two of the same (or different!) patterns beside each other, with one or more people
common to both. Then do both patterns and figure out what the people in common have to do (probably pass twice as often, for starters: it
is easier if you arrange it so that they don't have to pass in both patterns at the same time!). Even more fun with moving patterns. A
(possibly) easier version is...
Sharing Patterns: put two patterns side by side and figure out how jugglers can move from one to the other (i.e. swap with someone in
the other pattern).
Chaser: in a large circle, everyone starts with 2 clubs, except 2 differently-coloured clubs (the leader and chaser). Start by passing the
leader randomly followed by the chaser, continue passing them around randomly... add extra chasers for more fun.
Mingling: passers wander around randomly; a pass is only made when eye contact is made. Ideally verbal communication is disallowed;
to make it easier agree on a rhythm (RHed 4-count, 6-count, etc).
Takeouts and Other Interactions: fix a pattern and rhythm and then have extra people figure out how to do takeouts and steals.
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