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C3X Definitions - Part 3 of 5

Sue Curtis
26 Hammond Place
Woburn, MA 01801

Last Revised August 31, 1992

Head/Side Corners

This is a way of designating people in a square. Head Corners means Head Men and their corners, i.e., Head Men and Side Women. Side Corners means Side Men and Head Women.


This is another way of designating people in a square. Headliners means those people facing the Head walls, and Sideliners means those people facing the Side walls. The advantage of using this terminology over things likes Heads, Sides, Head Corners, etc., is that everyone can easily tell by looking at the square who is a Headliner and who is a Sideliner, without relying on people's memories.

Heads/Sides Step Right

This is a quick way to make lines facing in from a squared set. The designated couple does their part of Veer Right and Bend the Line, while the others just Press Right.

Sides (#3, 4, 7, 8) Step Right:

Several other wordings of this call are possible; Heads Step Right is sometimes called Heads Slide Right or Heads Step Right to a Line.

Hinge By

On Hinge By {fraction1} by {fraction2}, first ``Hinge {fraction1},'' then ``Hinge {fraction2}'' with the other hand (i.e., someone else). ``Hinge N/4'' means Hinge N times (either Partner Hinge or mini-wave-type Hinge, as appropriate). Sometimes more than two fractions are given.

Hinge By 1/2 by 1/4:

In/Out Roll to a Wave

Starting from diamonds, the points In/Out Roll Circulate, while the centers Hinge and slide over towards the designated end (the in/out-roller).

You can do Interlocked, Magic, and Magic Interlocked variations on this call. On an Interlocked In/Out Roll to a Wave, the centers of the wave work with the far end of the wave (effectively Slither first); the others do a normal In/Out Roll to a Wave. Here you end up moving towards the designated point of your Interlocked Diamond.

On a Magic In/Out Roll to a Wave, the diamond centers Hinge and then ``magically'' slide over towards the designated point of their Magic Diamond, ending in a Magic wave with each other (see diagram). The ends must remember to do their part of a Magic In or Out Roll Circulate.

Starting from (a) above:

In or Out Roll to a Wave can also be called from waves, where the rules are the same, but it is trickier. Remember that the centers must slide towards the designated end and Hinge with each other. In this case you will finish in a C1 phantom setup. Saying the phrase ``centers hang on'' may help you.

Increasing/Diminishing Diamonds

This concept specifies a pattern of diamonds to work in from setups where there are several diamonds of different sizes. If the concept is ``Increasing Diamonds'', start with the smallest diamond (usually in the center) and work upward (outward). If the concept is ``Diminishing Diamonds'', start with the largest diamond (usually around the outside) and work downward (inward). Usually the call is Circulate and the caller will specify how many Circulates to do in each diamond.

Increasing Diamond Circulate 1, 2, and 1:

In diagram (a), dancers #3, 4, 7, and 8 are in the smallest diamond, so first they Circulate 1. Then from diagram (b), dancers #2, 3, 6, and 7 are in the second diamond; they Circulate 2. From diagram (c), dancers #1, 7, 5, and 3 are in the outside diamond; they Circulate 1.

Interlocked Foursome/Parallelogram

Interlocked Foursome is used from a 12-matrix setup that is similar to a 1/4 tag, but the outsides are not next to each other. Everyone works in a box, much like the Jay concept. Here your box is not determined by your facing direction; it is defined to be the people you are exactly lined up with. In this diagram, the X's work together and the O's work together, doing a box-of-four call.

If Interlocked Parallelogram is called from here, you work with the people you are not lined up with.

The more common usage of Interlocked Parallelogram is from a 2x4 setup. Note that the shape of your distorted box is the same in both cases.

Interlocked Scoot Chain Thru

This is like Interlocked Scoot Back, only it is a Scoot Chain Thru. Start by Extending the way you do on Interlocked Scoot Back (``Interlocked Extend''), then Swing, Slip, Swing in these waves. Then finish the call the way you finish Interlocked Scoot Back (ending in a two-faced line in the center).

Invert Concept

The word Invert is used in several different ways, so you must first decide which meaning of Invert to apply. One usage is ``Invert the Column 1/2, then do the other call,'' such as Invert Back to a Wave (Invert 1/2 and Scoot Back), Invert Your Neighbor, and Invert Your Leader. This is used with tagging calls.

The other usage applies to calls with distinct centers' and ends' parts, such as Acey Deucey, Lickety Split, and Detour, among others. On these calls, Invert means for the centers to do the ends' part and the ends to do the centers' part. For example, Invert Acey Deucey means centers Circulate and ends Trade (with each other).

Here's another example: Invert Lickety Split:

Invert Detour means the ends Counter Rotate (around the outside) and the centers Reset 1/2, working in the center with each other.

Now let's think about some harder examples. Suppose someone called Invert Lines Detour Thru. If you are a center, you must do the ends' part of Lines Detour Thru, which is to Circulate. If you are an end, you are supposed to do the centers' part of Lines Detour Thru, which is a Detour. But do you do the centers' part of the Detour or the ends' part? In practice when people call this they want you to do your part of Detour, not the centers' part. If they want you to do the centers' part, they will call, e.g., Invert Lines Invert Detour Thru.

Another tough example is Invert Eight By {call}. The centers must do the ends' part of Eight By, and the ends must do {call}. Now do the centers pretend they are ends and do the ends' part of Grand Chain 8 and Roll, or do they just do their own part of Grand Chain 8 and Roll? If the difference is not clear, think what happens on a normal Grand Chain 8 and Roll from lines facing. The ends finish with their right hands towards the center, but the centers with their left hands towards the center. If the centers do the ends' part, they finish in a right-hand box instead of a left-hand box. Anyway, as far as I know, Dave Hodson is the only caller who uses Invert Eight By, and he wants the centers to pretend they are ends (ending in a right-hand box).

Invert Eight By Touch 1/4:

If these examples seem inconsistent to you, you're not alone.

Like a Squeeze

On ``{call} Like a Squeeze,'' do a Squeeze but replace the Trade with {call}. In other words, if you start far apart, slide together first, then do the call. If you start close together, do the call first, then slide apart.

Zoom like a Squeeze:

Linear Action but Cross It

This starts like a normal Linear Action, but you interrupt before the final Cast 3/4 to have the centers Slither, then finish.

Some callers call this ``Cross Linear Action'' but the name given here is recommended since the crossing action comes at the end of the call.

Linear Flow

Starting from lines or waves, Linear Flow is equivalent to Linear Cycle, With the Flow, Slip. However, this is not the official definition and will not get you through Cross Linear Flow and Criss Cross Linear Flow. The official definition says those people who came through the center on the Linear Cycle do only 2/3 of the Linear Cycle, then Invert the Column 1/2 (the others finish the Linear Cycle, With the Flow, Slip.) If the call is Cross or Criss Cross Linear Flow, the people coming through the center do a Cross Invert 1/2 instead (going to the far end). On a Criss Cross Linear Flow, not only do the centers go to the far end, but the ends go to the far center (i.e., Linear Cycle, Stretch With the Flow, then Slip).

The way some people think of Linear Flow is the following: 2/3 Recycle, Tandem Swing, normal Slip. Then Cross Linear Flow turns out to be 2/3 Recycle, Tandem Cross Roll to a Wave, normal Slip, and Criss Cross Linear Flow turns out to be 2/3 Recycle, Tandem Trade the Wave, normal Slip.

Finishing each of the 3 calls from (b) above:

If Linear Flow is called from two-faced lines, you must start with a Partner Hinge just as you do on Linear Cycle. This is a disadvantage of using the 2/3 Recycle definition, since that definition only applies from waves.

Some callers prefer to call ``Linear Flow but Cross It'' and ``Linear Flow but Criss Cross It'' instead of Cross or Criss Cross Linear Flow, since the crossing action comes near the end of the call. To them, the name ``Cross Linear Flow'' suggests that everyone starts like Cross Linear Cycle (from two-faced lines, start with a Once Removed Hinge instead of a normal Hinge) and finishes a normal Linear Flow.

The suffix ``er's Flow'' can be added to other tagging calls to get you to finish a Linear Flow after starting a different call. For example, Tagger's Flow means start a Tag the Line then finish as if you were in setup (b) in the middle of Linear Flow. Alternatively, you can think of this as replacing the 2/3 Recycle with 1/2 Tag. Flipper's Flow is the same as Linear Flow (since Flip the Line 1/2 is the same as 2/3 Recycle), but causes dancers to think much harder.

Linear to a Neighbor

Start Linear Cycle, then finish like Follow Your Neighbor. More precisely, Hinge, Split Circulate, Follow Your Neighbor. Starting from waves, this is the same as Flip Your Neighbor. It can also be called from two-faced lines, where you must start with a Partner Hinge just as you do on Linear Cycle.

The Lock The Hinge The Top

These words can be put together in various ways to form compound calls. Fortunately they are all exactly what they sound like. ``The Hinge'' means Hinge; ``The Lock'' means Lockit; ``The Top'' means Fan the Top. So ``Lock the Hinge'' means Lockit and Hinge, ``Hinge the Top'' means Hinge and Fan the Top, ``Beau Hop the Lock the Hinge the Top'' means Beau Hop, Lockit, Hinge, and Fan the Top.

Lock 'em Up

Everyone Lock the Hinge, then centers Hinge the Lock, ends Counter Rotate and Roll. This can be used from a tidal wave, where the ends are finishing the way they finish a Plenty. It can also be called from parallel waves, where the ends must hang on to each other when doing the Counter Rotate and then Roll to face.

Tidal Wave Example:

Parallel Waves Example:

Long Trip

Start with a Short Trip: the end facing out and the adjacent dancer Squeeze, while the others (All 8) Circulate, ending in a parallelogram. Then the centers Pass Thru while the ends Cross Fold to finish in an eight-chain setup.


Mesh is the same as ``Trailers Right,'' a variant on ``Centers In.'' People generally think of it as stepping to a left-hand setup, since moving to the right means taking left hands with someone. Starting from two people facing each other, Mesh is Left Touch. Reverse Mesh is the mirror image.


The ends Hinge then Trade, while the centers do your part of Leads Roll Right to a Wave (working in the center) and Fan the Top.

Nuclear Reaction

Starting from a quarter tag setup, those facing Pass Thru as in Chain Reaction. The center line or wave now does Cast 1/4, Roll, Counter Rotate around the outside (Cross Concentric, if you prefer). The outsides do a Vertical 1/2 Tag (always right) into the center, and Counter Rotate.

On a Cross Nuclear Reaction, start like Cross Chain Reaction and finish normally.

Phantom Offset Column Concept

This concept is used from a 16 matrix to identify offset column setups containing phantoms. You must figure out where your offset column is, not by looking at the other people in your square, but by looking at your position in a 16 matrix. In the following diagram, anyone on one of ``X'' spots works with the other ``X'' spots and anyone on one of the ``O'' spots works with the other ``O'' spots.

Once you have found your eight spots, do the call as if everyone was on your set of eight spots and the concept was just Offset Column. Here is Phantom Offset Column Circulate:

Open Up the Column

This call is like Transfer the Column, except the lead 2 do their part of Trail and Peel, then Face In, instead of Transfer. Note that the #1 dancer in each column starts in the same direction as on a Transfer, but does not go all the way down to the other end.

Open Up And {call} works just like Transfer And {call}; the lead 2 in the column do their part of Open Up the Column while the trailing 2 Circulate and then do {call}.


Starting from lines with one end facing out: 1/2 Out Roll Circulate, center six Trade, center four Ah So while the other four do 2 O-Circulates. Starting from lines with both ends facing out, the right end is preferred for the 1/2 Out Roll Circulate.

Pass and Roll the Axle

Pass and Roll, but replace the final Leads Roll Right with The Axle. The most common mistake on this call is to try replacing the first Leads Roll Right with The Axle.

If you use the Touch, Scoot Back, and Box Circulate definition of Pass and Roll, then Pass and Roll the Axle is Touch, Scoot Back, and Pass the Axle (from waves).

Phantom Tandem Concept

This concept is used from a 16 matrix. Everyone works in Tandem with someone, although some people may work in Tandem with a real person, and some people may work in Tandem with a phantom. Working in Tandem, do the specified call.

Phantom Tandem Link Up:

If you are in tandem with a phantom, I recommend that you place your hand in front of you or behind you, indicating where the phantom is. Then concentrate on doing the call normally. When you've finished the call, look at your hand to remember where the phantom was and stand on the appropriate 16 matrix spot.

Phantom Tandem is usually used from a 4x4 matrix, but other setups (such as a 2x8) are also possible. In general, you should assume a 4x4 matrix unless the real people are standing in a 2x8 or the caller specifies otherwise (e.g., ``Phantom Tandem, you have right hand columns''). This is obvious in the example above but may not be obvious when the real people are standing in a 2x4, and there are several places where the phantoms could be placed.

Variations of Phantom Tandem are possible, such as Phantom Tandem Twosome (just like Phantom Tandem, only you work Tandem Twosome instead of Tandem), Phantom As Couples, and Phantom Couples Twosome.

Phantom Couples Twosome left hand waves, Follow Your Leader:

The term ``Gruesome Twosome'' is shorthand for ``Phantom Couples Twosome, you have waves'', although I haven't heard this used below C4.

Pick and Choose

On ``Pick and Choose {call1} by {call2},'' first everyone does a Slim Down. Then the ends do {call1} and the centers Quarter In and do {call2}, usually in the center. Since the centers are usually working together in the center, the final part of this call is not the same as On Your Own.

Example: Pick and Choose Hocus Pocus By Square Thru 2