The question of when it is appropriate to have people "collide and
take right hands" (sometimes called the "same position rule")
is a controversial one. Opinions vary, from
those who don't believe collisions should ever be used,
to those who believe Lockit is legal from inverted lines. Most people
accept the historically common usage in various types of "ends move
up" actions in Chain Reaction, Motivate, Tally Ho, etc., and the very
similar action of coming to the same point or end spot on Diamond
Circulate, Flip or Cut the Diamond, or 6x2 Acey Deucey.
A thing to be very clear about is that "collide and take right
hands" applies only when a call finishes with two people sent
to the same spot as a result of the complete execution. There is a
similar-appearing situation when a call is stopped prematurely,
because of an interruption or fractionalization. When this happens,
the definition of the call must have had them passing right or left
shoulders. In such a case, they stop during the pass, forming a
miniwave of corresponding handedness.
\phfour{b2n,g2n,g3s,b3s}
\pvBBBB{.+.,b3w,.+.,g3e,g2w,.+.,b2e,.+.}
before 3/4 Run Wild
finished; people doing the Cross Run take the outside track
This sometimes requires paying careful attention to the paths that
people take. When the paths coincide exactly, the right shoulder rule
applies, and people take right hands if they stop at that point. If
the paths do not coincide exactly, they follow the appropriate traffic
rule.
\syhlines{b3w,g4n,b4w,g1n}
\svthreebyonedmd{g1w,g4e,b4w,b1n}
before 1/2 Circulate
finished; there were no actual collisions
In all cases the people who come to the same spot must be facing opposite
directions. The rule is that they take right hands even if the call had the word
"Left" in it, as in Left Chain Reaction. (Left Chain Reaction calls for a left Hinge.)
However, if the "Mirror" concept is in force, everything is Mirror, including
collisions.
When collisions occur at the end of a call, people's resultant
positions aren't the usual ones, and it becomes necessary to figure
out where the "extra" people go. The general rule is that they
slide "outwards". People not involved in collisions are not
supposed to move from their natural positions unless absolutely
necessary. In the simple case of a collision on a "move up", the
result is therefore typically a parallelogram.
\syhDBDs{b4e,b1e,g1w,g2e}
\syvBBBs{b2e,.+.,g2w,.+.,b1w,g3e}
before Chain Reaction, Turn the Star 1/2
after
\sxhlines{b2s,g1n,g2s,b1s}
\syvBBBs{.+.,b4e,.+.,b3w,g1w,g4w}
before Lockit
after
Sometimes the people not involved in the collision have to move,
but this is really just "breathing".
\syhlines{g3s,b3n,g2s,b2s}
\syvlines{b3e,g2w,g3e,b2w}
before unesthetic Lockit
after
Sometimes people might be tempted to "leave space for the phantoms",
or "maintain symmetry" but this is often wrong.
\sxvlines{g3e,b3e,g2w,b2e}
\sxhLLLs{g3s,b2n,b3s,g2n,.+.,.+.}
before Lockit
after doing it wrong; there are no phantoms going into the center spots; result should be a 1x8
For some calls, collisions occur in multiple places. Everyone moves outward
from the center of the overall formation.
\syhlines{g3n,b3n,g2s,b2s}
\sxhBBBBs{b2s,.+.,b1n,.+.,g2s,.+.,g1n,.+.}
before Split Circulate
after
\syhlines{g3n,b3s,g2n,b2s}
\sxhBBBBs{b2s,.+.,g4n,.+.,b3s,.+.,g1n,.+.}
before Scatter Circulate
after
Here is a rather peculiar situation that seems to be accepted in common practice.
\syhlines{g3n,b3n,g2s,b2s}
\sxhBBBBs{b2s,.+.,b1n,.+.,.+.,g3s,.+.,g4n}
before Go First Class
after
The boys moved out farther than necessary, presumably to make the
resultant setup nicer.
The subject of collisions is not completely logical, consistent, or free of
controversy.
In addition to controversy over what collisions are appropriate, there
is controversy over whether one should "re-evaluate" and continue
from the new formation after a collision arising in part of a compound
call. There are those who consider Split Motivate legal from a
starting DPT, and those who do not.