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C3X Definitions - Part 4 of 5

Sue Curtis
26 Hammond Place
Woburn, MA 01801

Last Revised August 31, 1992

Plus 1, 2

There is a general call suffix Plus as well as two specific usages that apply to Sets in Motion Plus 1, 2 and Square the Bases Plus 2. Let's get the two exceptions out of the way first.

On Square the Bases Plus 2, replace the Split Square Thru 2 with Split Square Thru 4.

On Sets in Motion Plus 1 or 2, 1 or 2 extra people coming down the center will go out to the outside, ending in between the first two people to come down the center. If it is Plus 2, then these people will use the rule ``first left, next right'' among themselves, just as the first 2 people did.

The general call suffix Plus 1 or Plus 2 means to slide 1/2 or 1 extra position in flowing direction. Many people think Plus 1 or 2 means slide 1 or 2 extra positions; this is not correct, it only looks this way when everyone is doing the call, because you do count 1 or 2 people as they go by. It is similar to doing Circulate 1/2 or 1 from a column---on Circulate 1/2, you move up to the next person, and on Circulate 1 you skip one person and move up to the next. You need to really understand the correct definition of Plus 1 or 2 when only some of the people are asked to do the Plus 1 or 2.

Recycle Plus 1, Plus 2:

Recycle, Heads Plus 1 or 2 (Assume #1, #2, #5, and #6 are heads):


Potpourri usually starts from lines, but can be done from columns or T-bone setups. On ``Potpourri {call1} by {call2},'' centers Phantom Column Circulate 2, do {call1} (if {call1} is a direction, it means Quarter this direction), and Counter Rotate. Ends Zing, Press Ahead and do {call2} in the center.

Normal Example: Potpourri Right by Touch 1/4

Always remember that the centers must Phantom Column Circulate 2. Sometimes Potpourri is called with both centers facing out; then their 2 Column Circulates feel like Press Ahead and Trade. Many people make the mistake of omitting the Trade here.

Here's an example where you really have to remember the definition. The ends start with their part of Zing and Press Ahead, and the centers start with 2 Phantom Column Circulates.

Potpourri Single Rotate 1/4 by nothing:

The ends must be careful to remember to Counter Rotate after doing the call they are given.

Progressive Triangle Concept

This concept specifies a pattern of triangles to work in from setups such as diamonds. A person is designated as the apex of the first triangle. After you have done the call in one triangle, find the next triangle by choosing the person who is clockwise from the current apex to be the new apex. Usually the call is Circulate and the caller will specify how many Circulates to do in each triangle.

Progressive Inpoint Triangle Circulate 1, 2, and 1:

In this example, first do Inpoint Triangle Circulate 1. Then notice that in each diamond, the very centers are clockwise from the inpoints. Thus, you next work in the Inside Triangle, doing 2 Circulates in this example. Then notice that the outpoints are clockwise from the very centers, so you work in the outpoint triangle for the last Circulate.

Starting from right-hand setups, the progression feels natural because the apex is always moving forward along the Circulate path. Starting from left-hand setups, the progression is tricky because the apex is always moving backward along the Circulate path.

If this concept is used from boxes instead of diamonds, the designated apex is always the apex of a tandem-based triangle, and the progression is clockwise around the box.

Quarter Cross

Starting from a right-hand box, Cast 1/4 by the right and the centers Cross Run.

3/4 Cross is Cast 3/4 by the Right, then centers Cross Run. Grand Quarter Cross is Cast 1/4 by the Right, and center six Cross Run.

Column of 6 Quarter Cross:

Quarter Wheel the Ocean/Sea

The word Quarter here indicates that you only turn 1/4 on the Wheel Around. (Do half of the Wheel Around, if you prefer to think of it that way.) Then finish like a normal Wheel the Ocean or Sea. This call works only from left-handed two-faced lines.

Starting from right-hand two-faced lines, you can do 3/4 Wheel the Ocean/Sea. On this call, you turn 3/4 on the Wheel Around (to end facing in), then finish as before. Here the 3/4 Wheel Around is the same as (push) Cast 3/4.

Quick Wrap

Starting from columns, #1 and #2 Split Counter Rotate, #3 and #4 Column Circulate and Reset 1/2 (in the center). This has nothing to do with Quick Step, Quick {anything}, Wrap, or Unwrap.

On a Magic Quick Wrap, #1 and #2 do a ``Magic Split Counter Rotate'' (#1 normal Split Counter Rotate, #2 Magic Circulate and Quarter In), and #3 and #4 Magic Circulate and normal Reset 1/2 (in the center).

On a column of 6 Quick Wrap, do the parts of the first 3 dancers in a normal column. If you are #3 in the column, you will not have anyone to Reset 1/2 with after you Circulate, so instead you should go through the same turning motions you would use for your part of Reset 1/2, but stay on the same spot. This feels like the leads part of Bingo. You will end up facing the bewildered person who was #3 in the other column.

Random Concept

On Random {concept} {call}, break the call into parts, and apply the concept to alternate parts: First do {concept} {part1}, then {part2}, then {concept} {part3}, etc., until you run out of parts. Since Random Tandem is used at C3A, here we will concentrate on other examples.

Random As Couples Mix:

Random Concentric Beau Hop:

Random Crazy Couple Up:

Sometimes callers use Random Siamese, even though you never feel like you are in a siamese setup. This just means that sometimes you are in tandem and sometimes you are as a couple, and it may be different on different parts.

On Reverse Random, apply the concept only to the even-numbered parts of the call, i.e., do {part1}, {concept} {part2}, {part3}, etc.

Reactivate to a Diamond

Reactivate, and then the new centers Hinge.

Reduce the Column

Starting from columns, Invert 3/4 and very centers Trade. Then the outside columns of 3 Invert 2/3 and the center four Trade. Then the outside columns of 2 Invert 1/2 (Reset 1/4) and the center six Trade.

On Cross Reduce the Column or Magic Reduce the Column, replace the first Invert 3/4 with a Cross or Magic Invert 3/4.

Reflected Concept

The Reflected concept applies to tagging calls and is similar to Revert. First do the call until you get to the 1/2 tag position, then do some size of Tandem Arm Turn 1/4, and then continue the tagging call. The number of people who are in tandem for the Arm Turn 1/4 depends on the size of the tagging call. On a Reflected Tag the Line (or Flip the Line, Vertical Tag, etc.), do a normal Tandem Arm Turn 1/4 (i.e. Tandems of 2 people). This is the most common usage. On a Line of 6 Reflected Tag, work in Tandems of 3 for the Arm Turn 1/4. On a Line of 8 Reflected Tag, work in Tandems of 4 for the Arm Turn 1/4. On a Reflected Partner Tag, work individually (``Tandems of 1,'' if you prefer) for the Arm Turn 1/4.

Reflected Flip Chain Thru:

Replace the Column

The definition I use for this call is first everyone Invert the Column 1/2. Then the original #1 and #2 in the column (who are now ends of waves) Counter Rotate. The others Reset 1/4 with each other, and 2/3 Recycle, ending in the center.

On Cross Replace the Column, #1 and #2 do a Cross Invert 1/2 instead of Invert 1/2, #3 must do a Cross Cast Back instead of Reset 1/4, and #3 and #4 must do a 2/3 Cross Cycle instead of 2/3 Recycle.

On Replace the Column But {call}, the centers do {call} instead of the 2/3 Recycle.

Some people define Replace the Column as starting with Invert 3/4, forcing the #3 dancer to follow the #2 dancer around the outside before doing the 2/3 Recycle. This simplifies the definition of Cross Replace the Column, since now #1, #2, and #3 in the column are all just doing a Cross Invert 3/4. However, I find that Replace the Column times out better if the #3 dancer works inside of the #2 dancer instead of following them.

Magic Replace the Column and Magic Cross Replace the Column are also used. These calls are easiest to understand if you use the Invert 3/4 definition. Here you just start with a Magic Invert 3/4 or Magic Cross Invert 3/4, then finish normally.

If you are the #4 dancer on any of these calls, make sure you wait for the #3 dancer before doing the 2/3 Recycle; otherwise the #3 dancer may get confused. This is especially important on Cross Replace the Column. If the #3 dancer goes inside of the #2 dancer as I recommend, then your wait will be shorter.

Reverse Explode (lines)

This call is taught from waves at lower levels, but many dancers are unsure of how to do it from one-faced lines. Unlike a normal Explode, the end steps forward, then everyone faces away from the center of the line.

Rigger Concept

In-Rigger and Out-Rigger are concepts which identify distorted setups, usually waves. The starting setup is shown in (a) below. The basic idea is for the ends (the ``riggers'') to adjust in such a way to make parallelograms, then everyone does the call in the parallelograms, and then the new ends adjust back. On In-Rigger, the very ends move backward (taking the adjacent dancers with them) so that they become ends facing in. On Out-Rigger, the very ends move forward so that they become ends facing out. You may think that you can do the calls without adjusting, but it is common practice to adjust anyway, and some calls are very difficult without the adjustment.

Normal Example: Out-Rigger Here Comes the Judge

Harder Example: Out-Rigger 1/4 Thru

If the ends were in a column-type setup (i.e. have the ends Quarter Right or Left from setup (a)), Right-Rigger or Left-Rigger can be called. This means the very ends slide toward their right or left to make parallelogram columns. Wouldn't it be easier if In-Rigger were named Back-Rigger, and Out-Rigger were named Front-Rigger?

Right and Left By

Right and Left Thru and a Quarter More and Slither. Here, ``and a Quarter More'' means turn 3/4 on the Courtesy Turn instead of 1/2.

Right and Left By By is Right and Left By and Slide. Right and Left By By By is Right and Left By By and Slither.

The suffix ``By'' (or ``By By'', or ...) can also be applied to other calls ending with a Courtesy Turn. For example, Grand Chain 8 By is Grand Chain 8 and a Quarter More and Slither.

Run the Top

On {someone} Run the Top, the designated people Run and the everyone does a Fan the Top. On a Cross Run the Top, the designated people do a Cross Run, but everyone still does a normal Fan the Top.

Run the Wheel

The definition often used for this call is: leads or designated people Run and Any Shoulder Wheel Thru; others Trade and Roll. Perhaps the rule ``Run and Curve in flow direction'' is better, particularly in the second example.

Normal Example: Leads Run the Wheel

Dave Hodson special: ``Do Your Part Trailers Run the Wheel''

Run Wild

Centers Cross Run and Run; ends Run and Cross Run. Some people think of this as Cross Roll to a Wave twice. I like to picture it as ``Exchange the Miniwaves,'' since the center of the wave is exchanging over to the other side, and the end is following (this works best from waves, the most common starting setup).

One thing to note about this call is that if you are a center and do the ends' part by mistake (or vice versa), you will still come out in the same spot (so do not panic).

Run Wild 3/4 is also fairly common (more common than you would expect for a call that really only has two parts). This means you do the first Cross Roll, then you go about 1/2 way down your path of the second Cross Roll.

Grand Run Wild (from a line of 8) is a hard call. You can do Grand Cross Roll to a Wave twice if you know how to do Grand Cross Roll to a Wave. Grand Cross Roll to a Wave is center six Cross Run while the end 2 Run. However, you cannot say ``I am one of the six centers therefore I am going to Cross Run and Run''; you have to do the first Cross Run, then look at your new position. If you are now a very end, you can do a Run, but otherwise you must do another Cross Run.

Line of 6 Run Wild:

{call} and Scatter

This can only be used with calls that contain a Scoot Back or Scoot Chain Thru. The ``and Scatter'' means replace the Scoot Back or Scoot Chain Thru with a Scatter Scoot or Scatter Scoot Chain Thru. For example, ``Tag Back and Scatter'' means 1/2 Tag, Scatter Scoot. ``Revert the Flip Chain Thru and Scatter'' means Flip the Line 1/2, Cast 3/4, Scatter Scoot Chain Thru. ``Flip Chain Thru and Scatter Cross Reactivate'' means Flip the Line 1/2, Scatter Scoot Chain Thru, but stop before the last Extend, and do a Cross Reactivate.

Shadow {setup} Concept

On a Shadow {setup} {call}, the ends start a Cast a Shadow but do not spread apart after the Cast 3/4. The centers, who are in a {setup}, do {call}, working in the center with each other. The most common usage, Shadow Box, means the centers should be in a box when this is used. If the centers are in some other setup, the caller should say, e.g., Shadow Line or Shadow Diamond.

Shadow Box Bingo:

Shadow to a Diamond

The ends Cast a Shadow, finishing as points of a diamond. The centers effectively do a Peel and Trail, finishing in a wave in the center, although the lead center walks in a wider arc, as if starting a Cast a Shadow.

On a Criss Cross Shadow to a Diamond, the trailing center does a Cross Extend, then Trade; the ends do a Criss Cross the Shadow.

Central Shadow to a Diamond is sometimes used; it's convenient to remember that this is the same as Peel and Trail.

Short Trip

On a Short Trip, the end facing out and the adjacent dancer Squeeze, while the others (All 8) Circulate. Yes, it ends in parallelograms.

I recommend that if you are one of the people doing the Squeeze, you make sure the other person knows it, too.