King and Queens Champions Tourney Description
These are the archery shoots and accompanying rules that are to be used at the King and Queens archery champions tournament to be held within the confines of the Barony of Carillion on July 12-14th.
General rules:
- The current champions and the Crown reserve the right to change these rules and shoots at any moment prior to the start of the tournament and between tournament rounds. Archers will be informed of any changes prior to their application.
- The current champions and the Crown reserve the right to eject any archer showing grossly unsportsmanlike behavior.
- By Tradition: The archer who wins the tournament will become the Queens Champion. The archer who comes in second will become the Kings Champion.
- 30 second speed shoots shall be run in the same form as that for royal rounds in East kingdom.
- The shoot will consist of three rounds. Two elimination's followed by a final.
- All archers are assumed to be honorable unless proven otherwise.
- All multiple target speed shoots shall be run in the same style as an advancing warrior.
- All late or early arrows loosed during a timed shoot will result in the highest scoring arrow being deducted from the archers score on that shoot, or will result in 1 point being deducted from the archers score for that shoot. Whichever is worse.
- Archers who shoot more than the number of arrows allotted to a particular shoot will have their highest scoring arrow deducted from the archers score on that shoot, or will result in 1 point being deducted from the archers score for that shoot. Whichever is worse.
- A target is considered hit if the archers arrow lands in the target such that no space can be seen between the shaft and the line that indicates the scoring (positive or negitive) area of the target.
- If an arrow lands such that it would be in both a scoring and a penalty area of the target, the archer will be awarded the higher score.
- Arrows must be scored as they lie. No movement of the target or arrow is to be done during the interpretation of the arrows' score. This means any arrow should be scored prior to pulling any arrows that landed within the confines of the target.
- No spotting of targets allowed.
- Archers are not allowed to pass along information (directly or indirectly) concerning the range of unknown range targets to archers who have not shot those targets yet.
- Switch hitting (alternating between cross bow and hand bow) is allowed only between rounds.
- Each round must be started and completed with the same bow. Exceptions will be allowed in the case of equipment failure.
First Round
Max. Points ~60
The first round will be used to initially cut the field of archers by 45% to 50% (depending upon the attendance totals) . As each archer progresses through the stages, all points (and penalties) incurred will be accumulated. Using this point total the field will be cut. At least 40 archers need to pass into the second round to insure a rich competitive environment.
Clout (max. score 12 points):
A 30' diameter castle, constructed of hay bails, at 100 yards distance (measured to the center of the circle). The walls of the castle will be two rows of bails high, with a third row spaced along the top to represent crenalation. A flag and standing man target will be placed in the center to denote approximately 100 yards.
- Arrows landing inside the castle, striking the top of the front wall, striking the front face of the back wall, and sticking in the flag pole shall be scored and count for one point.
- Arrows that strike the front face of the front wall or the top of the back wall will not score.
- Arrows striking a scoring area of the man will count 2 points. The man will be drawn such that all of it will be considered scoring.
- This shoot may be shot in volley fire. If so each archer will be required to loose 6 arrows on command at the clout. The command sequence will consist of 10 readies, a five second count down followed by the command 'shoot'. Arrows must be loosed at the command of shoot and no later than the next count of ready signifying preparation for the next volley. Arrows loosed early or late will result in one point being deducted from the archers score on this stage.
Advancing Warrior Shoot (max. score ~12 points):
A timed shoot at life-sized warrior targets with realistic kill zones, spaced at 10 yard intervals, from 70 to 20 yards. Six warrior targets shall be placed at 70, 60, 50, 40, 30, and 20 yards. Five seconds will be allowed to shoot at each target. The count shall begin with a call of "Ready" five times, followed by "70", "60", "50", "40", "30", "20" called five times each, then a call of "Hold". Archers may only shoot at the target currently being called. Each warrior shall be marked with a realistic kill zone.
- All hits on the figure, with the exception of those that land completely within the weapon or shield, shall count for one point.
- All hits within the kill zone on the warrior targets will score two points.
- Each shot made a target that is currently not being called will deduct one point from the archers score.
Slot Shoot (max. score 12 points):
6 untimed arrows shot at a slot 8" wide and 3' high at a distance of 30 yards.
- Two points will be scored for each arrow hitting the window .
Friend/Foe Variant (max. score ~12 points):
A timed shoot at a target representing two armored warriors placed at a distance of about 30 yards. The two warriors will be drawn such that one will be choking and stabbing the other in the back. The fighter being stabbed is friendly and the object is to score hits on his attacker. Arrows that strike the friendly warrior will incur a penalty of -1 arrows striking the back stabbing warrior will score 1 point.
- Each archer will be allowed 30 seconds to score as many hits as possible on the back stabbing fighter.
- The back stabbing fighter will be drawn such that a window approximately three feet long and eight inches wide will be scoring target area.
- Any arrows which strike the attacking fighter in the chest, throat or face will score one point.
- Hits on the back stabbing fighters fighter's helm or weapon will not score.
- Arrows which strike the friendly fighter, on any part of his body or head, will cause one point to be deducted from the archers score.
'Unicorn' Shoot (max. score 12 points):
This is an 30 second timed shoot consisting of arrows loosed at seven enemy targets bracketing a friendly figure. The target will be at an unknown distance (no less than 30 yards).
- Each enemy target hit will score 2 points.
- Only 1 hit on any given enemy struck will count.
- Any arrow striking the friendly figure will deduct two points (-2) from the archers score.
Second Round
Max. Points ~60
Archers advancing into the second round will have their current point totals set to 0. In the second round stages they will. As each archer progresses through the stages, all points (and penalties) incurred will be accumulated. Using this point total the field will be cut to at least the top 12 archers. These archers will proceed into the finals with their second round point totals used to generate an advantage in the final round.
Walk Up Clout (max. score 12 points):
An untimed shoot at unmarked distances shot at the 'clout'. All scoring will be the same as the clout. All archers will be required to loose 1 arrow at the clout at each of six unmarked ranges from no more than 120 yards to no less than 40 yards.
Shape Shoot (max. score ~12 points):
A 30 second timed shoot at different shaped targets, spaced at least up to 10 yard intervals, at unknown ranges. Five targets shall be placed as follows: 2-6" wide 2' crosses at the closest two ranges, 2-2' square diamonds at the next two ranges out, and 1-2" diameter circle at the furthest range out. The count shall begin with a call of "Ready" five times, followed by one of the shapes being randomly called five times each, then a call of "Hold". Archers may only shoot at the target currently being called.
- All hits in the scoring area of the target shall be scored 1 point.
- Each target will be called at least once.
- Each shot made a target that is currently not being called will deduct one point from the archers score.
Hunters Shoot (max. score 12 points):
An untimed shoot, consisting of 2 arrows shot from each of 3 different stations at one or more 3D targets between 15 and 30 yards. The target may be partially obstructed from some stations. Each station will be marked by a single stake that the archer must be in physical contact with through the shot. Upon approach, each animal will be clearly marked with a vital zone and a kill zone. Each archer will file through (filling in as the previous archer clears a station) the stage taking a shot from each station. Once all of the archers have shot they will advance to the targets and tally scores .
- Arrows that land in the deer outside of the vital zone will add 1 to the archers score.
- Arrows that land in the deer inside the vitals but outside of the kill zone will add 1.5 points to the archers score.
- Arrows landing in the kill zone of the animals will add 2 points to the archers score.
- Bounce outs will count as one point unless witnessed as having bounced out of the kill zone.
- Arrows striking antlers, ears, and tails of the target do not score.
- Leg strikes below the leg line will not score.
- Grazes do not score.
Small Animal Range (max. score 12 points):
A 30 second timed shoot where the archer will be required to engage 12 targets representing small creatures varying in size from Squirrels to Foxes (note: the targets can be of a fantasy or mythical representation) placed at unknown ranges from 10 to 25 yards. Every unique hit on a target will add one point to the archers score. I.E.: only one hit will count for any one target.
Switched Target Shoot (max. score ~12 points):
30 second timed shoot. Two targets will be placed at unknown distances.
Each will have upon it a piece of artwork (heraldry on a shield) that can be inscribed in a circle no more than 1.5 feet in diameter.
Once the order to shoot is given the archers may shoot at the targets changing target with each shot (regardless of where the shot lands).
- No consecutive shooting allowed at any target.
- Each arrow that lands within the scoring area of a target will add one point to the archers score.
- The archer may start shooting at the target of his/her choice.
Final Round
The top 12+ archers in the second round will advance to the finals. Each archers' score will be compared to the score accumulated by the top archer(s), via a percentage. This percentage will indicate the total of a set pool of points that will be assigned to each archer as they advance into the finals. The pool tentatively will be set at 30 points. Archers should be able to accumulate at least this number of points in the final stages if they shoot well. The balance must be such that the person on the bottom of the stack will have a good chance of taking the lead if he/she shoot well and the leaders slack off.
- Example:
- After the second round the top three archers scored 50, 45, and 30 points. The top archer will be awarded (50/50)*100=100%
of the pool points. The next archer will be awarded (45/50)*100=90% of the pool points.
The third archer will be awarded (30/50)*100=60% of the pool points.
If 30 pool points are available archer 1,2,3 will get 30, 27, and 18 points respectively going into the finals.
Nicetas' Final (max. 14 points with a time factor):
This will be a timed scenario shoot involving movement, decision, speed, and action on the part of each archer so involved.
The archer is to begin the shoot in a 'no shoot' area set up to represent the area behind the throne during court.
It may or may not have physical obstructions and mock thrones. Outside of the 'no-shoot' will be located two shooting position boxes 3' square.
In the target area will be seven targets representing threats to the crown as well as several innocent bystander targets.
The archer is to assume a relaxed standing stance, in such a way as to suggest that the archer has been standing through most of
a marathon court. Minimal requirements of this posture:
- If the archer is using a hand bow, his/her bow hand must not be on the bow grip and one bow ear must be touching the ground or the archers foot.
- If the archer is using a crossbow the bow must be cradled in his/her arm.
- The hand the archer will use to draw his/her arrows must be at his/her side.
When the archer is ready, the marshal will call out Assassins! At that time the clock will be started and the archer may begin the shoot. The archer must move out of the no-shoot area into one of the two shooting locations and engage the enemy targets. When the archer has engaged the targets to his/her satisfaction, then he/she must shoot a 'stop-plate' target that when hit will signify that the archer is done and the time should stop. Details concerning the scoring will be available just prior to the stage.
Restrictions:
- The archer must be in the shoot box on the left when engaging the three targets on the left of the range.
- The archer must be in the shoot box on the right when engaging the three targets on the right of the range.
- The stop plate may be engaged from either shoot box.
- Each arrow loosed outside of a shoot box will result in a time penalty.
- Each arrow that strikes an innocent bystander will result in a score penalty.
- Each target must be engaged at least once. Each target not engaged will incur a score penalty.
- One of the targets when hit will start a swing target hiding behind a no-shoot target. The swing target must be engaged while in motion to be scored.
- Targets may be shot as many times as the archer wishes, but only 1 of the highest scoring arrows on the target will be counted.
- Each target will be marked with a kill zone. Arrows landing in the kill zone will score two points. Arrows landing in a target such that they land completely within a shield or weapon will not count. Arrows striking anywhere else on the scoring area of the target will score 1 point.
- At all times loaded weapons must be pointed down range and handled is a safe manner.
Li Kung Lo's Shoot (max points ??):
This shoot will be a retreating target shoot consisting of a single raven target, with a kill zone, placed upon a 40cm circle set at an unknown distance. Each archer will be given 1 shot to hit the raven target.
- If the archers arrow misses the target entirely (outside the 40cm circle) then he/she will be elimiated from the stage.
- If the arrow misses the raven but lands within the 40cm circle the archer will be allowed to continue to participate in the stage.
- If the arrow hits the raven the archer will be awarded 1 point and be allowed to continue to participate in the stage.
- If the arrow hits the kill zone on the raven the archer will be awarded 2 points and be allowed to continue to participate in the stage.
Once all of the archers have shot the raven will be moved back and the remaining archers will attempt another shot at the raven. This will continue until there are no archers left.
If you have any questions contact Nicetas.