Regulations
Prize Pool (RUB)
1. 14 000 000
2. 7 000 000
General Information
Two teams take part in the Channel One Cup 2026, Team Moscow and Team St Petersburg.
Skaters representing other regions of the Russian Federation are distributed among both teams.
Every team consists of:
- 2 pairs
- 2 ice dance couples
- 10 single skaters
Entries are determined by the Russian Figure Skating Federation and Channel One.
If one of the skaters is unable to participate in the competition, a substitute skater or dance couple is invited to participate.
Starting order is determined by the draw.
The following restrictions on required jumping elements in the short program are removed:
• Quadruple jumps, including quadruple jumps in combination, are allowed in women's singles.
• Quadruple throws and twist are allowed in pair skating.
Pairs perform short programs. Ice dancers perform free dances. Pairs and ice dancers also compete in the Ice Skills Contest and Team Relay.
In single skating, one athlete from each team perform both short and free programs. Two other single skaters from each team perform one program but also participate in the Jumping Battle or in the Ice Skills Contest.
Each team chooses its own сaptain from among its members.
The composition of participants from each team for each event of the competition is determined by the members of each team together with a team captain.
Team captains submit the application to the Russian Figure Skating Federation no later than 18.00 on March 20, 2026.
The organizers reserve the right to make changes and/or clarifications to this regulations until 18.00 on March 20, 2026
If any of the participants is unable to finish their performance, the worst performance of the second team in that event will also not be counted.
In a case of tie, the team whose captain earned the most points wins.
Ice Skills Contest
Pairs
1. Death Spiral (forward inside)
All four pairs compete (sequentially). Every pair executes forward inside death spiral. The pair that performs elements with the most revolutions wins. The number of revolutions is counted by the technical panel since the beginning of the element (using 1/4 steps). The end of the element execution or violation of the rules of execution of the element is indicated by the sound signal.
Every 1/4 revolution = 1 point.
2. Lift
All four pairs compete (two pairs at a time, one from each team). Every pair executes rotationary lift on one hand. The pair that performs the longest element wins. The technical panel is running time since the transition to one hand. The end of the element execution or violation of the rules of execution of the element is indicated by the sound signal that symbolises stopping the stopwatch.
1 rotation = 1 point.
Ice Dance
1. Twizzles
All four teams compete (sequentially). Every couple executes twizzles (any). Change of foot is not allowed. The couples that performs the longest element wins. The technical panel is running time since the first revolution. The end of the element execution or violation of the rules of execution of the element is indicated by the sound signal that symbolises stopping the stopwatch.
1 second = 1 point.
2. Curve Lift
All four teams compete (sequentially). Every couple executes curve lift. Change of position is not allowed. The couples that performs the longest element wins. The technical panel is running time since the beginning of the lift. The end of the element execution or violation of the rules of execution of the element is indicated by the sound signal that symbolises stopping the stopwatch.
1 second = 1 point.
Single Skating
1. Spins
Single skaters who don't take part in the short program compete (2 skaters from each team).
• One skater from each team performs sit spin on the left foot. Change of foot in not allowed.
• One skater from each team performs camel spin on the left foot. Change of foot in not allowed.
The skater that performs element with the most revolutions wins.
The number of revolutions is counted by the technical panel since the beginning of the element.
1 revolution = 1 point.
2. Combos
Single skaters who don't take part in the short program compete (4 skaters from each team).
Each skater performs one combo or sequence of no more than three jumps (Euler is not a jump). No more than one attempt for each skater allowed.
Elements are scored according to the ISU Judging System.
3. Jumping duel
Single skaters who don't take part in the short program compete (2 skaters from each team).
In the first pair of skaters, a skater from one team performs any solo jump of at least three revolutions. A skater from the other team performs this jump. The first skater to make a mistake is eliminated (mistakes are two-feet landing, touching ice with hand(s), stepping out, or falling).
If skaters make no mistakes, the duel continues until each skater completes five jumps. All jumps must be different. The base value of each subsequent jumps must be higher than the previous one. In the second pair, a skater from the other team begins.
Elements are scored according to the ISU Judging System.
Jumping Battle
1. Side-by-side Jumps
Single skaters who don't take part in the free skate compete (4 skaters from each team).
Teams compete sequentially.
Every team has to perform:
• Two different side-by-side solo jumps
• Two different side-by-side combos or sequences of two jumps (Euler is not a jump).
One skater may perform any number of jumping elements, but all four athletes from each team must participate in the contest. Each element is given one attempt and no more than 30 seconds. The team that scores the most points for the jumping elements wins.
Elements are scored according to the ISU Judging System.
2. Jumping Relay
Each team must perform jump relay in the following order: 3T, 3S, 3Lo, 3F, 3Lz, 3A, 4T, 4S, 4Lo, 4F, 4Lz. Each jumps performed by one skater who passes the baton to another skater after each jump. One skater may perform any number of jumps, but all four skater from each team must participate in the contest. The same skater can't perform two jumps in a row. The team that completes the jumps in the shortest amount of time wins. Skaters must pass the baton (touch each other) between jumps. If a jump is performed with a mistake, the skater must repeat it (mistakes are two-feet landing, touching ice with hand(s), stepping out, or falling). No more than two attempts are allowed for each jump, after which, if the element is not performed, the team is penalized 10 points.
Points are awarded according to the following principle: for every second behind the winning team, the losing team receives a minus point.
Team Relays
1. Obstacle Course
Two single skaters (any), two pairs, and two ice dance couples from each team compete. The team that completes the obstacle course in the shortest amount of time wins. Skaters must pass the baton (touch each other). The team that crosses the finish line first wins. Teams perform simultaneously.
Points are awarded according to the following principle: for every second behind the winning team, the losing team receives a minus point.
2. Steps Relay
Two single skaters (any), two pairs, and two ice dance couples from each team compete. Ice dance couples and pairs have their stage together, holding hands.
Relay stages:
1. Wiggles (forwards)
2. Wiggles (backwards)
3. Swizzles (forwards)
4. Swizzles (backwards)
5. Change of edge series (forwards)
6. Change of edge series (backwards)
Skaters must pass the baton (touch each other). The team that crosses the finish line first wins. Teams perform simultaneously.
Points are awarded according to the following principle: for every second behind the winning team, the losing team receives a minus point.
3. Rain of plushies
Four skaters from each team compete. Assistance from any other team members is prohibited. Each team must collect the maximum number of plushies from the ice within 60 seconds. Teams compete simultaneously. The start and end of the contest are indicated by a sound signal. Plushies must be collected by hand and delivered to the team box by each team members in skates. Throwing plushies, kicking plushies toward the team box, or collecting them in any containers or bags is prohibited. The team that collects the maximum number of plushies within the allotted time wins.
1 plushie = 1 point.