Vlachernai Garrison

ARCHERY COMPETITION RULES AND RESULT SHEETS.


COMPETITION RULES  EQUIPMENT   MARSHALING DUTIES    RECOMMENDATIONS  ARCHER CLASSES

CLOUT    FLIGHT  GOURD    POPINJAY  ROVING    SPEED  TARGET     TIMED FIELD    WAND



COMPETITION RULES

[1] The Marshal in charge of running the competition must be obeyed at all times without hesitation.
[2] Archers may only cross the line of firing after the marshal has called to put down bows and collect
 arrows.
[3] Archers must shoot from the line of firing and not from further back, where they might put another
 archer in danger.
[4] The call 'HOLD' is used if a dangerous situation arises.

EQUIPMENT

[1] ARROWS - Wooden shafts with period fletching material.
[2] BOWS; - Long bow, recurve or any other period design. No compound bows allowed.
   - Bare bow, e.g. no sights, markings on limbs, etc.
   - Poundage is unrestricted.

MARSHALING DUTIES

[1] To open the archery range for practice.
[2] To read out the rules of the competition to all the participants.
[3] To inspect equipment to see it complies with the above rules and does not represent a hazard.
[4] To organize the archers taking part.
[5] To call archer to the line.
[6] To call 'HOLD' if a dangerous situation arises.
[7] To start and stop the timed shoot.
[8] To score each round and tally the final scores.

RECOMMENDATIONS

[1] That archers use arrows with different fletching configurations, and if they do use arrows with the same  fletching configurations they should shoot in a different set of archers.
[2] That no more than four archers shoot at one target at one time.
[3] That a clear line be set at each distance.
[4] That archers be divided into classes to give all a chance of win or doing well amongst their peers. See ARCHER CLASSES

ARCHER CLASSES

Novice, new to archery, never won an archery competition.
Intermediate, some archery experience, may have won an archery competition.
Master, lots of archery experience, won archery competitions previously



CLOUT

[1] A target is placed on the ground some distance (e.g.. 80 - 100 paces), down wind of the archers. A flag may also be used to designate the target.
[2] Each archer is to loose six arrows at the target per round. More than one round of six arrows may be loosed at the target.
[3] The three closets arrows to the clout target are determined for the place getters. If more than one round is loosed then the three closest arrows are left in the ground (or target) while the next round is loosed. If arrows are found to be closer to the target are the three closest arrows changed.


FLIGHT

[1] Archers may either use there own equipment or elect to share bow and arrows (the arrows being marked) to loose one arrow to strive for greatest distance possible.
Note; a clear field of vision of the site must be able to be seen by the marshal and archers.


GOURD

[1] Archer loose six arrows per round at either natural or man-made targets.
[2] Scoring is one point for a nick and three for a lodgement of an arrow in the target, or only lodgements are scored.
[3] Distance to target can vary but about 20 to 30 paces is normal.



POPINJAY

[1] A target (usually a figurine of a bird) is place on the top of a tall pole (10 metres plus). The popinjay can be fixed by a hinge and reset by rope of pulley or the pole can be moved to reset the target.
[2] Archers stand at the base of the pole and loosed six arrows (projectile combat arrows recommended) per round at the target.
[3] An archer wins by upsetting the target the most.


ROVING

[1] Targets are selected from the area around the groups of archers (e.g.. in-animate items on the ground, grass, stick, etc.) at any distance.
[2] Then each archer tries to hit the target with one arrow from the same site.
[3] The next target is chosen by the archer with their arrow closest to the selected target.
[4] This game can be just for the hell of it or score can be kept of those with more targets chosen.

Note: It is recommended that safety is paramount in target selection and that archers should have different fletched arrows to avoid confusion.


SPEED

[1] TARGET FACE; - suggested FITA 110 cm face.
[2] SCORING:- From 1 to 10. NOTE: That if an arrow breaks one of the black lines the inner score is taken.
[3] At a distance 30 metres (distance may very depending on ARCHER CLASS) archers shot as many arrows as possible in 30 seconds.
[4] The number of arrows loosed is also taken into consideration in tied competition.
[5] The timed shoot - the marshal calls to the archer 'ARE YOU READY' and then on the call to 'LOOSE'  the marshal starts his time piece. When the last couple of seconds come up the marshal counts them out aloud. When the 30 seconds is finished the marshal calls 'HOLD'. Only arrows which have been nocked and drawn may be released. If archers release an arrow not in the previous situation when 'HOLD' is called the marshal may at their discretion deduct the score of the shot.



TARGET

[1] TARGET FACE; - suggested FITA 110 cm face.
[2] SCORING:- From 1 to 10. NOTE: That if an arrow breaks one of the black lines the inner score is taken.
[3] At each distance (50,40,30 & 20 metres) archers shot 6 arrows are used in their own time.
[4] Depending on time available for the competition the number arrows per distance may be increased.



TIMED FIELD

[1] Targets may vary in size and are place in different situations.
[2] Each target has a different loosing location indicated by a flag or peg.
[3] To move to the next target in order you must first hit the preceding target. Once all targets have been hit in the right order the archer must then move back to the starting point, where the clock is stopped.
[4] The full round is timed and the quickest archer wins.



WAND

[1] A wand (a stick or wooden board) is used as a target, the wand may be placed in front of screen (stramit, straw bale, etc.). Distance to target is usually between twenty and thirty paces.
[2] Archers loose six arrows per round at the target.
[3] Scoring can be either; one point per hit, or one point per nick and three points per hit.


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