Rulebook

The rules of LIN3A

Everything a skater needs to know before a battle. If it isn't here, the judge decides at the spot.
tricks per line
3
tries to copy
2
letters and you're out
S·K·8
The rules in 20 seconds

Three tricks per line. Two tries to copy it. Three letters and you're out.

  1. Trick 1Kickflip
  2. Trick 250-50
  3. Trick 3Back tail

One line: anywhere in the park, at least one foot on the board. Both feet down and the line ends.

2 triesOpponent copies
Lands it: next lineS Misses: takes a letter
Last letter, last chance
One letter from losing? You get three tries instead of two to save the battle.
Incomplete lines don't count
If the line ends before all three tricks, it's not a line. Build it again.

The game

  1. 01.1

    LIN3A is a game of S.K.A.T.E between two skaters, but it is played with lines and has only three letters: S, K and 8.

  2. 01.2

    On every turn, the skater in control sets a line. If they land it, the opponent has to copy it.

  3. 01.3

    Every line the opponent fails to copy gives them a letter. Collect S, K and 8 and you lose the battle.

  4. 01.4

    The winner moves on in the bracket. The loser is out of the contest.

The line

  1. 02.1

    A line is exactly three tricks in a row, on any spot or obstacle in the skatepark.

  2. 02.2

    All three tricks have to be landed clean: roll away from the trick and continue to the next part of the line.

  3. 02.3

    While you build the line, at least one foot has to stay on the board. Pushing with one foot between tricks is allowed.

  4. 02.4

    If you put both feet on the ground, the line ends right there. If you didn't complete all three tricks, the line doesn't count.

  5. 02.5

    Stepping off the board during a trick, putting a hand down to save it or losing the board from under your feet counts as a fall.

  6. 02.6

    A line that was already set in the same battle can't be repeated. You can reuse a trick that already came up, in a different combination.

  7. 02.7

    A trick is any recognizable maneuver: flip, grind, slide, manual, grab or transition trick. The judge can reject a trick they consider insufficient, such as a flat-ground ollie.

Copying the line

  1. 03.1

    The opponent gets two tries to copy the full line: the same three tricks, in the same order, on the same spots.

  2. 03.2

    Every try starts from zero. If you miss the third trick, the next try starts again from the first.

  3. 03.3

    Once the opponent already has S and K, they get an extra try: three chances to save the last letter.

  4. 03.4

    Regular, switch, nollie and fakie are different tricks. The line is copied exactly as it was set.

  5. 03.5

    If the opponent copies the line, nobody takes a letter and the skater who set it sets another one.

Turns and control

  1. 04.1

    A coin toss is held before the battle starts. The winner decides whether to set the first line or let the opponent set it.

  2. 04.2

    The skater in control gets two tries to land their own line. If they miss both, they lose control and the opponent sets the next line. Nobody takes a letter.

  3. 04.3

    The skater in control keeps it as long as they keep landing their lines, whether the opponent copies them or not.

  4. 04.4

    There is a maximum of two minutes between lines to decide the next one. The judge can call for the line to be set.

The letters

  1. 05.1

    There are three letters and they are earned in order: first the S, then the K and finally the 8.

  2. 05.2

    Every line that is not copied adds a letter. With all three letters, the battle is over.

  3. 05.3

    There is no way to remove a letter. What is earned, stays.

  4. 05.4

    The last letter is always played with an extra try.

Battle and bracket

  1. 06.1

    Every contest is a single-elimination bracket. The number of skaters, usually eight or sixteen, is announced with the event.

  2. 06.2

    Matchups are set by a draw once every skater is confirmed. The bracket is published on the event page.

  3. 06.3

    Every battle in the contest is skated at the same skatepark or spot.

  4. 06.4

    Two battles are skated each week. Dates and times are confirmed with each skater by direct message.

  5. 06.5

    Every battle has a time limit set by the organizers. If time runs out, the skater with fewer letters wins.

  6. 06.6

    If time runs out in a tie, sudden death is played: a coin toss is held and the first line that is not copied decides the battle.

Attendance

  1. 07.1

    Arrive at the spot at least thirty minutes before your battle for check-in and the intro recording.

  2. 07.2

    If a skater doesn't show up, their opponent automatically moves on to the next round.

  3. 07.3

    Each skater can reschedule a battle once per contest, with at least forty-eight hours' notice.

  4. 07.4

    If a skater can't continue because of an injury, the battle goes to the opponent, unless the organizers decide to reschedule it.

Judge and video

  1. 08.1

    An SK8iT judge validates every trick, every line and every letter. Their decision is final.

  2. 08.2

    Since everything is filmed, the judge can review the footage on the spot if there is doubt about a trick.

  3. 08.3

    Each skater can request one video review per battle.

  4. 08.4

    By accepting the invitation, the skater agrees to be filmed and to have their battle published on LIN3A's channels and those of its sponsors.

Respect

  1. 09.1

    Respect the opponent, the judge, the spot and the audience. Disrespect or unsportsmanlike conduct can cost you the battle.

  2. 09.2

    The rules of the skatepark being used apply. Taking care of the spot is part of the game.

  3. 09.3

    The audience is welcome at every battle. Cheer all you want, but don't interfere.

Got the rules? Now watch how they play out.

Every event publishes its bracket, the lines from every battle and the letters that were earned. It is the best way to understand the game.