MINI RATINGS METHOD

PRIOR TO TSIA — ACADEMIC GPA
40 points: 20% of TSIA Score

GPA percentage translates over to a percentage possible out of the 40 points.

4.0 Scale Example:
3.5/4.0 gpa 87.5% = 35 Pts

5.0 Scale Example:
4.4/5.0 gpa 88% = 35 Pts

*No bonus points for being above a 4.0/4.0 or a 5.0/5.0, the max is 40 points for gpa.

ATHLETES PROVIDE GPA PRIOR TO THE EVENT!

STRENGTH TESTING

(GROUP STREAMED)

10 points: 5% of TSIA Score

2x Med Ball Chest Pass Broad Jump
*Points are based on the TOTAL distances traveled between the Jump and Med Ball Pass
Best test taken!

37’ and Further 10 Pts
36’3 – 36’11 9 Pts
35’6 – 36’2 8 Pts
34’9 – 35’5 7 Pts
34’0 – 34’8 6 Pts
33’3 – 33’11 5 Pts
32’6 – 33’2 4 Pts
31’9 – 32’5 3 Pts
31’0 – 31’8 2 Pts
30’3 – 30’11 1 Pt
30’2 and Shorter 0 Pts

SNAPPING CHART

(INDIVIDUALLY STREAMED)

70 points: 35% of TSIA Score

10x 15yd PUNT Snaps, 10x 8yd FG Snaps

2x Punt + No Post Snap
4x Punt + Blocking
2x Punt + Release
2x Punt + Release Shuttle
10x FG Snaps

Max PUNT Accuracy: 30 POINTS

Strike 3 Pts
Border 1 Pts
Ball 0 Pts
Wobble 0 Pts
Wrong Post Snap -1 Pts
Missed Post Snap -2 Pts

Max Avg. Snap Time: 10 POINTS

.700 & Faster 10 Pts
.701 – .720 9 Pts
.721 – .740 8 Pts
.741 – .760 7 Pts
.761 – .780 6 Pts
.781 – .800 5 Pts
.801 – .820 4 Pts
.821 – .840 3 Pts
.841 – .860 2 Pts
.861 – .880 1 Pts
.881 & Slower 0 Pts

Max Release Shuttle Time: 10 POINTS

6.29 & Faster 10 Pts
6.30 - 6.48 9 Pts
6.49 - 6.67 8 Pts
6.68 - 6.86 7 Pts
6.87 - 7.05 6 Pts
7.06 - 7.24 5 Pts
7.25 - 7.43 4 Pts
7.44 - 7.62 3 Pts
7.63 - 7.81 2 Pts
7.82 - 8.00 1 Pt
8.01 & Slower 0 Pts

Max PAT/FG Accuracy: 20 POINTS

Strike 2 Pts
Border 1 Pts
Ball 0 Pts
Wobble -1 Pts

COMPETITION

(GROUP STREAMED)

80 points: 40% of TSIA Score


— FIRST ROUND —

6x 15yd PUNT Snaps, 6x 8yd FG Snaps

2x Punt + Release
2x Punt + Blocking
2x Punt + Blocking Shuttle
6x FG Snaps

All Snappers execute the above list in a rotating fashion to contribute to their TSIA Score for the event. The FOUR Snappers who score the most points in the FIRST ROUND move on to the FINAL FOUR. *If there is a tie in competition points for FOURTH PLACE, the athlete who currently holds more EVENT points will advance.

Max PUNT Accuracy: 18 POINTS

Strike 3 Pts
Border 1 Pts
Ball 0 Pts
Wobble 0 Pts
Wrong Post Snap -1 Pts
Missed Post Snap -2 Pts

Max Avg. Snap Time: 10 POINTS

.700 & Faster 10 Pts
.701 - .720 9 Pts
.721 – .740 8 Pts
.741 – .760 7 Pts
.761 – .780 6 Pts
.781 – .800 5 Pts
.801 – .820 4 Pts
.821 – .840 3 Pts
.841 – .860 2 Pts
.861 – .880 1 Pts
.881 & Slower 0 Pts

Max Block Shuttle Time: 10 POINTS

7.99 & Faster 10 Pts
8.00 - 8.18 9 Pts
8.19 - 8.37 8 Pts
8.38 - 8.56 7 Pts
8.57 - 8.75 6 Pts
8.76 - 8.94 5 Pts
8.95 - 9.13 4 Pts
9.14 - 9.32 3 Pts
9.33 - 9.51 2 Pts
9.52 - 9.70 1 Pt
9.71 & Slower 0 Pt

Max PAT/FG Accuracy: 12 POINTS

Strike 2 Pts
Border 1 Pts
Ball 0 Pts
Wobble -1 Pts

— FINAL FOUR —

4x 15yd PUNT Snaps, 4x 8yd FG Snaps

2x Punt + Release
2x Punt + Blocking
4x FG Snaps

The FINAL FOUR Snappers execute the above list in a rotating fashion to contribute to their TSIA Score for the event. The Snapper who scores the most points in the FINAL FOUR wins the “Most Points Wins Competition”. *If there is a tie in points for winner of the Competition, a sudden death tie breaker of FG’s are executed until there is a definitive winner.

Max PUNT Accuracy: 12 POINTS

Strike 3 Pts
Border 1 Pts
Ball 0 Pts
Wobble 0 Pts
Wrong Post Snap -1 Pts
Missed Post Snap -2 Pts

Max PAT/FG Accuracy: 8 POINTS

Strike 2 Pts
Border 1 Pts
Ball 0 Pts
Wobble -1 Pts

COMP WINNER BONUS: 10 POINTS

REMINDER!
*Winning the Most Points Wins Competition DOES NOT GUARANTEE Winning the ENTIRE EVENT!

NAMING THE TSIA LIVE CHAMPION The athlete who finishes with the most TSIA points for the entire event is the TSIA Event Champion, regardless of how he fares in the Competition.

EVENT TIE BREAKER If in the event after the “Most Points Wins Competition” there is a tie in points for the TSIA Event Champion, the athletes tied will go into a 3 Snap Series (Punt, Punt, FG) Last Man Standing Competition to determine the Definitive Champion. Ties go to sudden death alternating between Punt and FG.