Basic Gameplay:
* Two ropes: Two ropes are turned independently by two "turners" (usually one on each side of the rope). The ropes create a complex, continuous pattern.
* Jumpers: One or more "jumpers" attempt to jump over the turning ropes without tripping or hitting the ropes.
* Turns: The turners work together (often with a rhythm and coordination established beforehand) to create the turning pattern. This pattern can vary wildly in speed and complexity.
* Successful Jump: A successful jump is completed when the jumper successfully navigates the entire pattern without tripping or stopping.
* Failure: A failure occurs when a jumper:
* Trips on or hits a rope.
* Stops jumping.
* Misses a jump.
* Doesn't follow established rules of rotation within a team (if applicable)
Variations and Rulesets (often depend on the context):
* Teams and Rotation: Some Double Dutch games involve teams of jumpers rotating in and out. Rules will specify how many people are in a team, how many jumps each person must do, etc. There might be a set time limit per team.
* Advanced techniques: There are many advanced jumping techniques that are typically not required but enhance skill and score in competitions. This could include things like criss-crosses, high jumps, one-legged jumps etc.
* Speed & Style: In competition, speed and the complexity of the rope patterns are major factors. Judges score not just on successful jumps, but the sophistication of both turning and jumping.
* Callouts: In some instances, there might be callouts by the turners to signal the style or speed of the rope movement.
* Informal vs. Formal: Casual play is often more lenient, while competitions have very specific rules outlined by the organizing body.
Key Differences from Single Rope Jumping:
* Coordination: Double Dutch demands exceptional coordination between the turners and the jumper(s), unlike single rope jumping.
* Rope Pattern Complexity: The patterns are significantly more complex and varied than those in single rope jumping.
* Teamwork: Successful Double Dutch often involves cooperation and communication between the turners and the jumpers.
In short, while there isn't a single, universally accepted rulebook, the core principle is to jump over the two independently rotating ropes without making any mistakes. The specific rules regarding teams, turns, and judging depend entirely on the context in which the game is played.