Competition RULES

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Yangphel Archery Competition Rules (under revision)

BAF International Style Archery Competition – organized & sponsored by Yangphel

The following rules will govern the new format in Yangphel Archery Competition and is based on World Archery Federation rules:

Format:

  • Distance/ Range: 50 meters from shooting line to the target stand
  • There will be shooting line at the distance of exactly 50 m from the target stand, from where the archers will shoot during the competition. The archers will shoot from the shooting line when signaled but wait behind at ‘waiting line’ marked a meter behind the shooting line.
  • In front of the shooting line, there will be 3 meter line within which if the arrow falls, one maybe allowed to re-shoot the arrow
  • The compound target is 80cm in diameter with a 10 ring 8cm in diameter – marked with the yellow, red and blue rings.
  • A total of 72 arrows (720 points) will be shot during the qualification round, whereby each archer would be ranked individually. 72 arrows will be shot in ends/ rounds of 6 arrows each. There will be a break after 36 arrows (or after the 6th/ 6 rounds). This individual score will also apply to team qualifying score (total of 3 individual players’ score).
  • In eliminations/ knockout rounds, each player in individual matches will shoot 15 arrows (3 arrows in 2 minute end/ round) and in team matches, each team will shoot 24 arrows (6 arrows in 4 minutes by each team).

Proceedings:

  • Each archer shall shoot their arrows in ends of three or six arrows unless specified differently.
  • Qualification (equivalent to league rounds in earlier formats) Rounds with six arrows
  • Individual Matches with three arrows.
  • The maximum time permitted for an athlete to shoot an end of three arrows is two minutes.
  • The maximum time permitted for an athlete to shoot an end of six arrows is four minutes.

Scoring:

target_compound-marked

  •  Scoring shall take place after each end/set. Each end constitutes 6 arrows in qualification round and 3 arrows in eliminations individual and total of 6 arrows (2 for each archer) in team eliminations.
  • The arrows shot in center circle will earn 10 points and would be considered X and considered higher during tie-breaks than the 10 points earned from the 2nd ring from the center.
  • Subsequently arrow within third ring or touching the ring line will earn 9 points, 4 ring will get 8 points and so on going on to 5 after which it will be considered zero points or ‘miss’ on the white.
  • An arrow touching a line will be counted as the best score of the inner circle.

Equipment

  • Compound Bow with all accessories – provided no electric or electronic devices are incorporated
  • Poundage: below 60 pounds
  • It is not necessary to have mechanical releases

General Proceedings/ Conduct

  • An arrow shot before the start signal or after the stop signal, or out of sequence in alternating shooting, shall cause the athlete or team to lose the highest scoring arrow of that end which shall be scored as a miss.
  • If an athlete, while drawing the bow with an arrow on the competition field after the Director of Shooting has officially closed the practice session (which is after the pulling of the practice arrows); or before the shooting starts, or during the breaks between distances or rounds and releases the arrow, intentionally or otherwise, this shall cause the athlete to lose the highest scoring arrow of the next scoring end.
  • The scorer shall enter the values of all arrows of that end (three or six arrows as the case may be), but the highest scoring arrow shall be forfeited. This entry on the scorecard shall be initialled by a Judge and the athlete concerned.
  • In the event (during the qualification round) of an equipment failure, verified by a Judge, or a medical issue, verified by medical personnel, extra time may be given to make the necessary repairs, change the damaged equipment or for medical personnel to determine the problem and decide whether or not the athlete is fit to continue competing unassisted. However the maximum time for make up arrows to be shot is 15 minutes (following regular order of shooting and timing). The athlete shall make up the appropriate number of arrows at the earliest opportunity under the supervision of a Judge.
  • In the event of an equipment failure the athlete shall call a Judge while stepping back from the shooting line.
  • The order of shooting may be changed temporarily for the purpose of an equipment repair or for medical treatment.
  • No extra time shall be allowed for equipment failure or the treatment of medical problems, but the athlete concerned may leave the shooting line to resolve the issue and return to shoot any remaining arrow(s) if the time limit permits. In the Team Event other member(s) of the team may shoot in the meantime.
  • The arrows of individual athletes or teams with byes or forfeited matches shall not be scored and they shall advance to the next round. At International Events they may practise on the practice field or the unused portion of the competition field. For other competitions they may practise on the assigned targets unless another adjacent practice field is available.
  • Practice on the competition field during byes will be limited to three arrows per end and maximum of three sets for recurve and five ends for compound. If more than three arrows is shot by an athlete in an end after being warned by a judge, the athlete may be denied further practice on the competition field but any such violation shall not affect the next match.
  • Athletes may not raise the bow arm until the signal to start shooting is given.
  • Except for persons with disabilities, athletes shall shoot from a standing position and without support, with their body above the shooting line.
  • Under no circumstances may an arrow be re-shot.
  • An arrow may be considered not to have been shot if:
    • The arrow falls from the bow or is mis-shot and a part of the arrow shaft lies within the zone between the shooting line and the 3m line, and provided the arrow has not rebounded;
    • The target face or butt blows over. The Judges shall take whatever measures they deem necessary, and compensate adequate time for shooting the relevant number of arrows. If the butt only slides down, it shall be left to the Judges to decide what action to take, if any.
  • While an athlete is on the shooting line he may receive non-electronic coaching information from the team management, provided that this does not disturb the other athletes.
  • In the Team Event the athletes and the coach may assist each other verbally whether they are on the shooting line or not. During the shooting the coach may only coach from the coach’s box.
  • No athlete may touch the equipment of another without the latter’s consent. Serious cases may lead to penalties being applied.
  • No smoking, including use of electronic cigarettes, is allowed in or in front of the athletes’ area.
  • The Director of Shooting shall be advised if an athlete, when drawing back the string of his bow uses any technique which, in the opinion of the Judges, could allow the arrow, if accidentally released, to fly beyond a safety zone or safety arrangements (overshoot area, net, wall etc.). If an athlete persists in using such a technique, he shall, in the interest of safety, be asked by the Chairperson of the Tournament Judge Commission or the Director of Shooting to stop shooting immediately and to leave the field.
  • No athlete may draw his bow, with or without an arrow, except when standing on the shooting line. If an arrow is used, the athlete shall aim toward the target butts, but only after being satisfied that the range is clear both in front of and behind the target butts.

 

 

 

Yangphel Open Archery Tournament 1997 – 2015 (Yangphel Open Archery Tournament 1997 – 2015 PDF)

For Best of Bhutan Shootout Rules, please click here

For the Seeded Shootout Rules, please click here

 

 

General & Equipment

  • 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 rulebook.
  • Each game will have 3 teams competing and one game will last for exactly 15 rounds.
  • The qualifying league phase would be played in 14 different venues (reflecting different regions of Bhutan and would be considered like a equivalence of pools) and they are in Bumthang, Chukha, Gelegphu (Sarbang), Monggar, Paro, Phuntsholing, Punakha, Samdrupjongkhar, Thimphu (2 venues), Trashigang, Tsirang and Trongsa.
  • Each team will play 3 games in the league phase of the tournament in their chosen regional venue.
  • In terms of equipment, if the tournament participants are shooting on compound bow, then use of compound bow accessories like sights, scopes and mechanical releases is allowed. Interested archers can use the mechanical releases, after receiving a certified training that the Bhutan Archery Federation facilitates.  

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. 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.
  • One player will play in only one team and any player that has played (even a round) during the ongoing tournament will not be allowed play for another team, even if the second team has played no match till then.
  • 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 rulebook.
  • A player registered for the tournament agrees to produce identification document (citizenship ID Card or driving license) during the ongoing, onset or after the match on the request of the match/ tournament officials for proper verification of identify of registered player.

 

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.
  • If any team is disqualified due to disciplinary issues or other tournament related cases, if during ongoing tournament, then their scores would be set to zero and then the resulting differences (without their scores) would be given. If it is after the match, then their scores/ kuus (game sets) would be cancelled and the scores recalculated to give their scores/ qualification to the next best team.

Shooting Guidelines & Safety

  • Batsham: All individual players are requested not to cross the last white flagpole at the shooting range while shooting. The white flags are set exactly 19 feet from the target.
  • The umpire can disqualify any archer whose arrow is pointing towards waiting archers or spectators during the process of drawing the bow. 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 teammates 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.

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 be dismissed from ongoing match (but would be allowed in the next match). 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) and also for the subsequent match. So, 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. But straight red card will not only have the player dismissed from the ongoing match but also from next (one game penalty)
  • The decisions of the umpire will be held final and binding, including any dispute.

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 in the tournament venue/ range/ bachos during the ongoing matches.
  • Players are requested not to call derogatory names to other players.
  • The decision of umpires would be final and binding in terms of scoring and match proceedings but any dispute/ fights/ quarrels/ disciplinary issues that may or may not be connected to the match, would be dealt as per the laws of the Kingdom. And in regard to such disciplinary issues, the Executive Members of the Yangphel Archery Committee reserves the right to disallow player from continuing during the tournament or for specific number of future tournaments or all other future tournaments based on severity of the case.
  • Any player or team that registers with the Yangphel Open Archery Tournament (and their registration accepted by the organizing committee) is agreeing to abide by the rules herein and any regulations that the tournament maybe subject to, and to the decisions made by the match officials and Yangphel Archery Committee.
  • The decisions of penalties on disciplinary issues maybe issued in written format to the player at the fault and depending on severity of the case, announced through media, posters or other forms of public announcements (including website and social media).

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 quarterfinals 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.

To honour the 60th Birth Anniversary of Their Majesties the 4th Druk Gyalpo and Gyalyum Dorji Wangmo Wangchuck two new prize categories will be instituted for this year 2015.

1. Any number of teams that hit 60 kareys or more in a league match would be given a cash prize of Nu. 60, 000/- each. (One team is eligible to this prize only one time i.e. even if one team hits 60 kareys or more in 2 or 3 matches than one match, the team will be eligible for this prize only once). But the team can avail other regular tournament prizes on top of it.

2. The top archer from each regional venue would be invited to shootout for an individual cash prize of Nu. 60, 000/-. The new prize is in addition to the usual prizes awarded at the tournament each year. The participants to this shootout would be eligible to participate in other inset competitions (like TOP 15 shootout) and other regular tournament prizes. The winner to this shootout would be eligible to other regular tournament prizes.

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 quarterfinals (2nd tie breaker). In 2nd tiebreaker, 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 penalty shootout will decide the team to progress between the 2, 3, or more teams (tying only for the last position).
  • A total of 72 teams would be taken to Knockout/ elimination stage (to be made to the total with wild card entry).

Wild Card Entry to Knockout

  • The difference between the number of teams qualifying automatically and required number of 72 teams would be made up by providing wild card entries or ‘joker’ 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/ Eliminations

  • 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 Quarterfinals:

  • A total of 24 winning teams from each of 24 Knockout matches 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

  • A total of 3 losing teams from the knockout matches will progress to the Quarter Finals based on the total team Karey. From among the losing teams, the teams with top three karey total will receive this wild card entry or ‘joker’ slot. No game sets would be taken into account in such qualification.
  • 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 no “wild card” (joker) slot from quarterfinals to the semi-finals.

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