Yangphel Open Archery Tournament
Rules & Regulations 2012 (For PDF version, click here)
General
- Scoring of points will be judged by the umpire as per the rules of the Bhutan Indigenous Games and Sports Association (BIGSA) as specified in Article 9 on page 22 of the BIGSA rule book.
- Each game will have 3 teams competing and one game will last for exactly 15 rounds.
- The qualifying league phase would be played in 11 different venues (reflecting different regions of Bhutan and would be considered like a equivalence of pools) and they are in Bumthang, Chirang, Monggar, Paro, Phuntsholing, Punakha, Thimphu (3 venues), Trashigang and Trongsa.
- Each team will play 3 games in the league phase of the tournament in their chosen regional venue.
Players and Substitutions
- Only one seeded archer would be allowed for any team
- If not all, there should be at least five names of players declared during the registrations, which will not be allowed to change. The name of the sixth player has to be given before the start of the first match and then no change in names or players would be allowed, even if the player being changed has not participated in any of the matches.
- A minimum of 5 playing members must be present no later than 5 minutes prior to the start of the game, failing which the team will be considered as having provided a “walk over”. A “walk over” will result in a Zero score.
- It is not necessary for the substitute to be present during the start of the game.
- After commencement of the game, a team will still be permitted to play with a minimum of 4 players. No players will be permitted to shoot (da-theb) more than a pair of arrows per round. There has to be all the 5 shooting players present for the first round.
- Substitution and withdrawal of players must be reported to the umpire. Any number of substitutions is permissible.
- Players will follow the rules of discipline as outlined in article 8 on page 20 of the BIGSA rule book.
Teams & Matches
- Each team will be required to wear a team color dha. This is solely to help spectators differentiate between the three teams that will be competing in every match. The colors will be chosen by drawing lots. (We request players not to use this to clean the dirt from their arrows).
- The tent shelter for respective teams will be marked in colors prior to the toss and the teams should use the tents for colors they win after the toss.
- If a team or all the playing members of a team is not present 5 minutes prior to a game, then the team would be given ‘walk over’ resulting in zero score. In such a case, the remaining two teams would continue the match with usual scoring. But in the event there are two teams that have walked over, then the lone team playing would receive higher team score of prior or later two matches while the kareys would be counted as per the performance in the game. Only the team scores (or kuus) would revert to the higher total of prior or later two matches.
Shooting Guidelines & Safety
- Batsham: All individual players are requested not to cross the last white flagpole at the shooting range while shooting.
- Any archer whose arrow is pointing towards waiting archers or spectators during the process of drawing the bow can be disqualified by the umpire. The archer can participate in later matches if his drawing style changes sufficiently to ensure that it does not compromise safety. In such cases substitution by a reserve team member will be permitted and called for by the umpire.
- The umpire at any given time has the right to disallow an archer from shooting if the umpire decides that the person due to intoxication or any other disabilities is not in a position to fire his arrows safely. In such cases substitution by a reserve team member will be permitted and called for by the umpire.
- During the process of the game any player that misfire his bow more than once causing concern for safety can be disallowed by the umpire to play any further for that particular game. In such cases substitution by a reserve team member will be permitted and called for by the umpire.
- The archer, while shooting, is allowed to draw or sight only after his team mates and other players have left the other side of the range and are behind the safety walls.
- All the archers are required to be behind the safety wall before the archer shooting from the other side draws. Any archer that does not abide by the rule and who goes near the range to distract the archer shooting from the other side will be penalized.
- Shooting sequences will be drawn on lots. This sequence will be maintained for both targets and will be continued until scoring begins. Once scores have been made the team with the highest score will lead the game from both shooting ends, followed by the second highest scoring team. In the case of a tie in scores the team with the new score will lead the game.
- The umpires will not be responsible for ensuring proper shooting sequence. This will have to be monitored by the teams that have lesser scores. In case of a dispute the umpire will arbitrate, but there will be no deduction of points.
General Code of Conduct
- Smoking & Drinking: No smoking and public drinking is allowed of any kind of beverages, soft drinks, juices, tea, coffee or alcoholic drinks.
- Players are requested not to call derogatory names to other players.
Umpires
- Besides maintaining the proper implementation of rules and regulation mentioned herein, the umpires will conduct score keeping of team scores and individual scores.
- Umpires will have the authority to fine players for misconduct by giving the players a yellow card, or a red card. If any player receives two yellow cards, then that player will not be able to play in the next match (one game penalty). If a player receives a red card then he will be dismissed immediately and disallowed from playing the rest of the ongoing game (substitution permitted). If a player receives two yellow cards in one game then the player will be dismissed immediately and disallowed from playing the rest of the ongoing game (substitution permitted) but will be permitted to play in the next match.
- The decisions of the umpire will be held final and binding, including any dispute.
Prizes – League Based
Every participating team will play three league matches in their respective venues.
- The best archer, best archer runners up, best archer second runner up would be decided from among the top 15 archers with their performance in the 15 rounds to be played in Thimphu (organized by Central Organizer). The top 15 archers would be found from among all the participating archers, despite regions.
- The Record for the Best 45 rounds would be from the regional qualifying league phase.
- The best one day league score, highest bull’s eye hits, and highest dobji; will be decided from only the league phase of the game.
- The Highest dobji baa-kor will be decided from the league phase through to the finals.
- The Most Valuable Player (MVP) will be only from the quarter finals through to the finals.
- The scores for the best archer, highest bull’s eye hits, and MVP will not include penalty phase. In the case of one player being eligible for more than one individual prize, the highest dobji, highest bull’s eye hits, or MVP prize will be awarded to the next best player.
League Scoring
- Each team will earn scores in 2 different categories from every game:
1. There will be a game set (kuu) for 7 points. As many sets in the 15 rounds can be completed. The team with the highest number of kuu completed will earn 3 points, the 2nd highest will earn 2 points, and the 3rd team will earn 1 point. In cases where 2 or all 3 teams have equal number of kuu, the total team score will be added and the team with the higher score will receive the higher points. In case of draw in kuu as well as total score, both or all 3 teams will receive the same points.
2. The total team Karey will be calculated at the end of the game. The team with the highest total will receive 3 points, the second 2 points, and the third 1 point. In case of a tie in Karey, (1st tie breaker) the team with less one pointer will receive the higher points. In case of a tie in one pointer the team with more bull’s eye hits (2nd tie breaker) will receive the higher points. In case of a tie in both categories then the teams will receive equal points.
3. In case, in both the categories, two teams tie for the first position then equal first position points would be calculated and given, but there would be no second position. The third team would be given the third position point.
4. In case, in the both the above mentioned categories, two teams tie for second position, then the 2nd position point would be given to both the teams and obviously there will be no third position.
5. The baseline of target which is at 82cm from the tip of the target is to be used as marker for saa-Karey; which if an arrow has touched the baseline, and then it would be counted as a full Karey
League Automatic Qualification to Knockout
- According to total number of teams participating in a region, a corresponding number of teams with the highest scores will qualify to the Knockout phase to be played in Changlimithang and to be organized by Central Organizer Yangphel. These are proportion:
| Team Total | Number of Teams Qualifying |
| 10 to 12 | 2 |
| 13 to 15 | 3 |
| 16 to 19 | 4 |
| 20 to 22 | 5 |
| 23 to 25 | 6 |
| 26 to 29 | 7 |
| 30 to 32 | 8 |
| 33 to 35 | 9 |
| 36 to 39 | 10 |
| 40 to 42 | 11 |
| 43 to 45 | 12 |
| 46 to 49 | 13 |
| 50 to 52 | 14 |
| 53 to 55 | 15 |
| 56 to 59 | 16 |
- To decide automatic qualification if there is a tie in team points, the total scores (1st tie breaker) of the teams will be calculated and the team with the higher scores will move to the knockout stage.
- After calculating the total score, if there is still a tie, then the total team Kareys will be calculated. The team with the higher Kareys will move to the quarter finals (2nd tie breaker). In 2nd tie breaker, the total of kareys along with sa-kareys and bull eye hits will be taken into account – if necessary. Only equaling in all division, would the next stage of tie break would be considered.
- In case of a tie in both score as well as total Karey count, a re-match will be decided between the 2, 3, or more teams.
Wild Card Entry to Knockout
- Any number of teams that is required to make next multiple of 3 from the total that received qualification from the league according to the proportion will receive qualification to the knockout phase via the Wild Card Slots.
- These wild card entrants would be chosen from among those teams that did not receive automatic qualification and these teams would be those with the highest Karey totals.
- If there is a tie (i.e. in karey total which has to tie also in number of sa-karey and bull’s eye hits) in deciding wild card slots, then the total scores (1st tie breaker) of the teams will be calculated and the team with the higher scores will advance. In case of a tie in both score as well as total Karey (including Sa-Karey & Bull’s Eye hits) count, a re-match will decide who is to advance between the 2, 3, or more teams.
Knock Out
- All scores will be set to zero.
- Only kuu will be counted and no totals of points or Karey will be taken into account for winning team decision.
- In case of a tie in kuu, or in case of tie by all 3 teams then the game will move into the penalty phase.
- In the penalty phase each team member gets to shoot one arrow. The team with the highest Karey (and corresponding score) in each penalty round will be declared the winner.
- If there are more than 2 teams in the penalty shoot out, any team that has the lowest Karey will be eliminated, even if there is a tie with the other 2 teams.
- If there are no Kareys in the penalty phase, no dayas will be counted, and a 2nd penalty round will commence.
- Penalty shoot out Kareys will not be counted in any scoring other than the penalty itself.
Automatic Qualification to Quarter finals:
- Phase I – the 14 winning team from each Knockout match will automatically progress to the Quarter Finals. Only kuu will be counted and no totals of points or Karey will be taken into account for winning team decision. In case of a tie in kuu, or in case of tie by all 3 teams then the game will move into the penalty phase.
Wild Card Entry to Quarter Finals
- Phase II – 10 of the 32 losing teams from the knockout matches will progress to the Quarter Finals based on the total team Karey. This means that irrespective of what positioned gained (2nd or 3rd) in their knockout II matches, a team can qualify for the quarter finals if they have a good Karey total
- In case of a tie in total team Karey (to tie in karey total, two teams or more has to tie in total saa-karey and bull’s eye hits) then the team with the higher kuu (game sets) will be declared the winner (1st tie breaker). In case of a tie in kuu then the team that has the higher total league Karey will be declared the winner (2nd tie breaker).
Quarter Finals
- All scores will be set to zero.
- Only kuu will be counted and no totals of points or Karey will be taken into account for winning team decision.
- In case of a tie in kuu, or in case of tie by all 3 teams then the game will move into the penalty phase.
- In the penalty phase each team member gets to shoot one arrow. The team with the highest Karey in each penalty round will be declared the winner.
- If there are more than 2 teams in the penalty shoot out, any team that has the lowest Karey will be eliminated, even if there is a tie with the other 2 teams.
- If there are no Kareys in the penalty phase, no dayas will be counted, and a 2nd penalty round will commence.
- Penalty shoot out Kareys will not be counted in any scoring other than the penalty itself.
Quarter Finals to Semi Finals
- In case of a tie in kuu, or in case of tie by all 3 teams then the game will move into the penalty phase.
- In the penalty phase each team member gets to shoot one arrow. The team with the highest Karey in each penalty round will be declared the winner.
- If there are more than 2 teams in the penalty shoot out, any team that has the lowest Karey will be eliminated, even if there is a tie with the other 2 teams.
- If there are no Kareys in the penalty phase, no dayas will be counted, and a 2nd penalty round will commence.
- There will be none or one “wild card” (joker) slot open for the 16 losing teams in the quarter finals. If there is, then the losing team with the highest total team Kareys will win the “wild card” (joker) slot. In case of a tie in total Kareys (after considering Bull’s eye hits and one pointer) then the team with the higher total overall team points (considering league, knockout and Quarter Final matches) will win the joker slot.
Semi-finals and finals:
- A total of 3 teams will progress to the finals.
- All scores for semi-finalists teams will be set to zero.
- In the semi-finals, and finals only kuu will be counted and no totals of points or Karey will be taken into account for winning team decision.
- The team with the maximum kuu won will be the winner of each semi-finals game.
- There will be 3 semi-final games and the winning team from each semi-final will move to the finals.
- All scores for finalist teams will be set to zero.
- In case of a tie for first place in the semi-finals and any tie in the finals in kuu, then the game will move into the penalty phase.
- In the penalty phase each team member gets to shoot one arrow. The team with the highest Karey in each penalty round will be declared the winner.
- If there are more than 2 teams in the penalty shoot out, any team that has the lowest Karey will be eliminated, even if there is a tie with the other 2 teams.
- If there are no Kareys in the penalty phase, no dayas will be counted, and a 2nd penalty round will commence

