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Chapter 7

Chapter Eight discusses the cultural horse riding game Feres Shert in Ethiopia, detailing its historical significance, rules, and regulations for competitions. It outlines the playing field specifications, player requirements, and the roles of referees and coaches. Chapter Nine introduces Feres Gugs, another cultural horse riding game, highlighting its origins and gameplay mechanics.
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0% found this document useful (0 votes)
44 views62 pages

Chapter 7

Chapter Eight discusses the cultural horse riding game Feres Shert in Ethiopia, detailing its historical significance, rules, and regulations for competitions. It outlines the playing field specifications, player requirements, and the roles of referees and coaches. Chapter Nine introduces Feres Gugs, another cultural horse riding game, highlighting its origins and gameplay mechanics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Chapter Eight

The cultural game of Feres Shert/ Horse riding like game/


The historical origin of Feres Shert/ Horse riding cultural game of
Ethiopia/
•Our forefathers have used horses as a means of transportation before the
emergence of modern water, air and road transportation for various purposes.
They were also defending foreign invaders using horses, javelin, shield and
sword to fight against them.
•Feres Shert/Horse riding/ was commonly used to send messages before the
emergence of telephone and radio. It was also used to escape from enemies.
•At the moment, the Ethiopian Cultural Sport Federation is expanding Feres
Shert as one of the cultural sports in Ethiopia by undertaking various
competitions.
Rule One
Article 1: Meaning:-
1.1 Feres Shert is a cultural horse riding race in which
one player rides in accordance with the rules of the game
from 400-600 meter distances in a bid to proceed or beat.
Rule Two
Article 2: The playing field and materials
2.1 The size of the riding field for Feres Shert/cultural
horse riding/
2.1.1 The length of the field is 400-600 meter, a width not
less than 48 meter and not more than 60 meter. The field
has a rectangular form.
2.1.2 The field should be prepared in a smooth surface
which is suitable for horse riding.
Article 3: Lanes of the playing track
3.1 There should exist 6 lanes in the playing field
of Feres Shert
3.2 Each lanes of the playing field should have a
minimum of 8 and a maximum of 10 meter breadth.
3.3 The lines should be made in its outer layer
with a breadth of 10cm with gypsum.
3.4 The inner lines are made together with a flag
having the length of 1 meter at each 10 meter
distances and a flag having a length of 2m at every
100 meter distances.
Article 4: The starting and finishing lines
4.1 It is possible to start and finish the race in both the two
lengths of the field as far as the field is smooth.
Article 5: The starting line of the race
5.1 The starting line of the race should have an identified line
with a special symbol that could be visible for everybody.
Article 6: The finishing lines of the field
6.1 The finishing line of the field is the last line area of the field
Article 7 Different materials used in the game
7.1 Saddle, Erkeb, fingers of Erkeb, Arkessa,Gilas, suitable key
made of metal, Falo, jewlerries of bridle, zeb,komo,wudella, the
collecting Fechefech, Afaro as well as zake.
7.2 Different jewelries that decorates the horse
7.3 70 meter length thin stick like object that awakens the horse
to move after being beaten by it.
Rule Three
Article 8: The types of the game and the way it is started
8.1 The types of the game
8.1.1 Feres Shert in an adult category is held in both male and female
categories.
8.1.2 The competitors in the game should be over 18 years of age and
below the age of 60.
Article 9: About starting the game
9.1 Competitors should exceed 6 in number at once
9.2 The players start the game by locating the front legs of their
horses
9.3 The referee gives either a visible symbol or a hearable sound to
start the game.
9.4 If the numbers of players in the game are large in number, the
players will be divided in to two. Whereas if the number of players is
small in number, they will play at one in a knock out situation in both
cases
Article 10: Ways by which a player may continue
the game after falling
10.1 A player and his/her horse may continue the race
after falling down on the ground if they are no out of
the race lines in the case of Feres Shert.
Rule Four
Article 11: Competitors, coaches and team leaders
11.1 A team may register two players though it is only
one of them to take part on the race at once.
11.2 The players should clearly know and obey the
rules of the game
11.3 Any player of Feres Shert may formally talk to
the referee with a disciplined communication.
Article 12: The dressing of the rider/the player/
12.1 He/she wears the cultural dressing of the locality
12.2 Players should have a helmet for their head
12.3 Players can wear shoes or can play merely with their
barefoot if they can stick their leg with the object under the main
body of the horse on which the leg of the player rests.
Article 13: Duties and responsibilities of the coach
13.1 The coach is the first responsible person for the general
discipline of his team
13.2 He /She is the first responsible person to make substitutes
13.3 The coach should register his/her team showing their cards
before 30 minutes of the start of the game
13.4 Responsible for coaching and designing programs for the
team
13.5 He/ She should obey the rules of the game
Article 14: Duties and responsibilities of the
team leader
14.1 He/ she should let the players of the team
to obey the rules of the game
14.2 He/she is the first responsible person for
any kind of misconduct
14.3 He/ She should attend all meetings when
invited
14.4 He/ She should obey the rules of the game
Rule Five
Article 15: Referees
15.1 Referees leading the game
15.1.1 The game is led by 13 referees
15.1.1.1 One starter/ main / refereeTwo One
referee that controls the starting line
15.1.1.2 Three Four referees that controls the
race at every 100 meter
15.1.1.3 Six finishing line referees to identify
the ranks of players at the finishing line
15.1.1.4 One point scorer referee
15.2 Duties and responsibilities of the main referee
15.2.1 Assign referees closely with the referees committee
15.2.2 Controls the general process of the game
15.2.3 Announces the result to the responsible body after
signing on the result list
15.2.4 Checks the identity cards of players with the starter
and the line referees in a bid check the appropriateness of players
15.2.5 Checks the horses with the starter and the line
referees in a bid check their appropriateness
15.2.6 He/ she stands in front of the horses at the right side
of the playing field
15.2.7 The main referee will start the game after looking at
the sign given for him by the starting line referee.
15.2.8 At the end he signs to approve that the points listed
on the sheet are accurate.
15.3 The starting line referee
15.3.1 Checks and approves the identity cards of
players and their number with the starter referees in a
bid check the appropriateness of players
15.3.2 Checks the appropriateness of horses with
the starter referee
15.3.3 Approves whether or not the playing
horses are at the right starting position.
15.3.4 Checks the positioning of the horses and
goes out of the left and shows his flag to the started
referee
15.3.5 At the end of the competition he/she signs
for the reliability of the result registered
15.4 Duties and responsibilities of the referees at the middle of
the 100 meter distance
15.4.1 Checks on the right riding of the horses on the given
line by standing at the middle of the 100 meter.
15.4.2 Signs for the approval of accuracy of the result at the
end of the game
15.5 Referees who takes the ranks of competitors at the end of
the race
15.5.1 Registers and takes the number of the competitors
that are assigned and their ranks
15.5.2 The referees who take 1st to 3rd rank will stand at
the right while those who identified in the 4th to 6th ranks will
stand at the left after the game
15.5.3 They also Sign for the accuracy of the result at the
end of the game
15.6 Duties and responsibilities of the point scorer
referee
15.6.1 Registers the competitors on the lists
prepared for the game
15.6.2 The starting line referees Shows the
readiness of players at the beginning of the game
15.6.3 Registers the scored points given from the
ranking registering referees at the final line of the field
15.6.4 Signs for the accuracy of the result at the
end of the game
Rule Six
Forbidden Acts and Penalties
Article 16: Forbidden Acts
16.1 A player in the game of Feres Shert should not compete
by being out of the lines
16.2 A player in the game of Feres Shert should not start the
game before the permission of the starter referee.
16.3 Attending on the game after using alcohols, Drugs and
illegal stimulating plants and/or used these for the horse.
16.4 Disgracing the referee and the decisions made by him/
her.
16.5 And abusing and insulting spectators, members of the
committee and opponent teams.
16.6 Insulting, fighting or trying to fight with referees,
spectators and members of the committee.
Article 17: Penalties:-
17.1 A player who violates the part under 16.1 on
Article 16 will get 0 points and will lose the game.
17.2 A player who violates the part on Article 16
mentioned under 16.2, 16.4 and 16.5 will get
yellow card if he violates for the first time while he
will be given a red and suspended if he/she
repeated that misconduct for the second time.
17.3 A player who violates the part on Article 16
that is mentioned under 16.3, 16.6 will get a red
and suspended if he/she violates the acts.
Rule Seven
Article 18: About point scoring, losing of the game due
to forfeit and end of the game
18.1 Point scoring
18.1.1 The player that comes first will get 7 points
18.1.2 The player that comes 2nd will get 5 points
18.1.3 The player that comes 3rd will get 4 points
18.1.4 The player that comes 4th will get 3 points
18.1.5 The player that comes 5th will get 2 points
18.1.6 The player that comes 6th will get 1 point
18.2 Losing due to becoming absent on the
game
18.2.1 A player will lose the game if He /she
get absent for over 10 minutes of the game time
18.2.2 If a player didn’t obey the rules of the
game and the orders given to the starting line
referee,
18.3 End of the Game
18.3.1 The game will be over if the
competitors’ finishes the 400 or 600 meter
distance of the race after passing through the
necessary qualifications.
Chapter Nine
Feres Gugs Cultural game of Ethiopia
Historical origin of Feres Gugs Cultural game
•The historical origin of the game of Feres Gugs is similar to
that of the game of Feres Shert and is started to be competent
in a horse race. A player will be selected as competent person
after showing different arts on a horse back without having a
stick to energize the horse in the regular exercise.
•According historical evidences, famous players of
the Feres Gugs were given a nick name in addition
to their common name in the old Feres Gugs Sport
of Ethiopia. For example: - the following names
were given as follows:-

•Emperor Tewodros Aba Tatek

•Emperor Minilik Aba Dagnew

•Emperor Yohannes Aba Bezbiz etc…


•The ancient Ethiopia was ruled by dictatorial feudalists and
the feudal kings were creating conflicts between nations and
nationalities. Traditional weapons such as javelin, arrow
and shield were used with a horse. And this results to the
emergence of the cultural game of Feres Gugs. Feres Gugs
sport was also used to fight against imperialist invaders of
foreign countries. It now is commonly played in the country
during holidays. The game is a typical Ethiopian sport
which is not mixed and similar in anyways with any sport in
the world.
Rule One
The game of Feres Gugs
Article 1: Meaning
1.1 Feres Gugs is a game by which one of the
players will act as a chaser and the other one will go
in front to escape both players sitting on a horse
back. The chaser will have an axis/shaft/ whereas the
escaper will hold a shield. While reaching in the
offense region, the chaser will either throw the shaft
or come close to the opponent player who is running
away to touch his shield to score a point. The player
who is escaping will score a point if he/she is not
approached or touched by the chaser.
Rule Two
The playing field and materials
Article 2: The playing field
2.1 The size of the playing field for Feres
Gugs/cultural horse riding/
2.1.1 The length of the field is 400-600 meter, a width
not less than 50 meter and a maximum of 60 meter.
The field has a rectangular form.
2.1.2 The field should be prepared in a smooth surface
which is suitable for horse riding (Feres Gugs).
2.1.3 The playing field of Feres Gugs has three major
lines:-These are:-the starting, the riding and the
offense region part of the field.
2.1.3.1 The starting region of the field: This region
is prepared in 20 meter length and a width of 10 meter.
This region is determinant for the start of the chase.
2.1.3.2 The riding region of the field: This area has
280-480 meter length and is important for both of the
players. The players use their maximum energy in this
region.
2.1.3.3 The offense region of the field: This area
has a 100 meter length where an offense and defense
activity is highly held. The chaser will strive to touch
the shield of the player who is running away in a bid
to score a point. And the one who is running away will
score a point if he can escape from the chaser.
2.1.4 The determinant lines of the playing field
The determinant lines of the field are underlined
with gypsum in 10 cm breadth as the major part of
the field.
2.1.5 The starting line of the chaser
The chaser player will start the game from the line
behind the field.
2.1.6 The starting line of the
escaper/blocker/player
The starting line of the escaper/blocker/player is
in front of the chaser at a 20 meter distance on the
underlined line.
Article 3: The Playing Materials of Feres Gugs
3.1 Feres/Horse/
3.1.1 The horses for Feres Gugs are selected by experts
3.1.2 The horses should be male
3.2 Horse materials
3.2.1 Saddle, left and right Erkebs, fingers of Erkeb, Arkessa,Gilas,
suitable key made of metal, Falo, bridle, Gegna, zeb,komo,wudella,
the collecting Fechefech, Afaro as well as zake as well as different
jewelries.
3.3 Alenga/an energizing stick/
3.3.1 A 70 cm strap made of leather that is used to initiate the horse
to start a move
3.4 Shield
3.4.1 The shield has one type/feature/ and able to be handled with
an arm, has a space at the left and right for fingers, weights 1kg and
6 grams, and it has a width of 90 cm.
3.5 Shaft
3.5.1 The chaser player will have two shafts
having 2 meter height each
3.5.2 The weight of the shaft is not less than 450
gm and not more than 500gm. And its thickness is
1.5 to 2 cm.
Article 4: Identity numbers of the horse riding
players
4.1 A player should stamp similar number for
him/her or his/her respective horses.
4.2 The number will be posted at the back of the
player and at the forehead, at the right and left
body parts of the horse.
Materials that the chaser and the player who will
escape should have
5.1 The chaser should have:-
5.1.1. One Alenga/an energizing stick/
5.1.2 Two shafts
5.2 The player who will escape should have:-
5.2.1 One Alenga/an energizing stick/
5.2.2 One shield
Rule Three: The starting process of the game and point
scoring
Article 6: The start of the game
6.1 A lottery chance will be held to identify who will start as
a chaser or a player to escape first
6.2 A lottery chance will also be held to identify and assign
the horses for the game
6.3 The chaser player is allowed to stand without crossing the
lines with the legs of the horse.
6.4 The Escaping player is also allowed to stand without
crossing the lines with the legs of the horse.
6.5 The game will be started with the flag signs of the starting
referee
6.6 The chaser horse will remain a chaser and the escaping
horse will remain as they are up to the end of the game though
the players change their roles during the game.
6.7 If either the chaser or the escaper couldn’t
move after the starter referee shows them the flag
and the sign to start the game, the player who
didn’t move will get 0 points and the game restarts.
6.8 The chaser should drop the shafts in the
offense regions when he/she goes out of the
finishing lines.
Article 7: Point scoring of the game
7.1 If the two players’ completes the round game
with an equalizer, one round will be added. If the
players are still not able to win each other, one of
them win with a random lottery chance.
7.1.1. Point scoring
7.1.1.1. The chaser will get 10 points if he/she exceeds
the escaping player who is in the riding region
7.1.1.2. The chaser will get 8 points if he/she exceeds the
escaping player who is in the offense region
7.1.1.3. If the chaser touches the shield of the escaping
player with two shafts in the offense region, he will get 8
points. If the chasing player touches the shield of the
escaping player only with one shaft on the other hand,
he/she will get 4 points.
7.1.1.4. If the chaser touches the shield of the escaping
player with two shafts in the offense region through
throwing, he will get 6 points. If he/she touches the shield of
the escaping player only with one shaft, he/she will get 3
points.
7.1.1.5. The escaping player will get 4 points if he/she
blocks the touches of the shafts or escapes from the touches.
7.1.1.6. If the chasing player throws one or two shafts out of
the offense region in the starting or riding areas or if he/she
drops the shaft, the player will get 0 points and continue the
next round of the game.
7.1.1.7. No point will be given if the player finishes first and
touches the offense lines with the two shafts and then drops.
7.1.1.8. If the chasing player completes the game by going
out of the finishing lines without dropping the shafts in the
offense line, the escaping player will get 2 points for each shaft.
7.1.1.9. The chasing player will get 0 points if he/she goes
out of the sidelines or the other lines not specified for the play
and start another round.
7.1.1.10. The escaping player will get 0 points if he/she
goes out of the sidelines or the other lines not specified for
the play and start another round.
7.1.1.11. If the escaping player couldn’t raise his/her shield
to block the chasing player, the following may happen:-
7.1.1.11.1 If the escaping player couldn’t raise his/her shield
at a closer distance that the chaser could score points, the
chaser will get 6 points for the two shafts.
7.1.1.11.2 The chaser will score 4 points for the two shafts if
the escaping player didn’t raise his shaft for a throw at a
distant area.
7.1.1.11.3 The chaser will be suspended from the game if he
touches, pierce or hit the escaping player at his body parts
instead of the shield. The escaping player will be the winner
in such occasions.
Article 8: The dressing of players of Feres Gugs
8.1 He/she wears the cultural dressing of the
locality
8.2 Players should have a helmet for their head
8.3 Players should have a cover that is rolled
around their waist to minimize injuries during the
throw of shafts
8.4 The cover should protect the areas from the
shoulder to the waist
8.5 Players can wear shoes or can play merely
with their barefoot if they can stick their leg with the
object under the main body of the horse called
Erkab on which the leg of the player rests.
Rule Four
Article 9: duties of referees
9.1 Referees leading the game
• The game is led by 13 referees
9.1.1 One starter/the main referee/
9.1.2 One referee that controls the starting line
9.1.3 Six referees that controls the riding region
9.1.4 Four offense region referees
9.1.5 One point scorer referee
9.2 Duties and responsibilities of the main referee
9.2.1 Checks the identity cards of players with the
starter referees in a bid check the appropriateness of
players
9.2.2 Checks the horses with the starter referees in a
bid check their appropriateness
9.2.3 He/ she stands in front of the horses at the right
side of the playing field
9.2.4 The main referee will start the game after
looking at the sign given to him by the starting line
referee.
9.2.5 At the end he signs to approve that the points
listed on the sheet are accurate.
9.3 The starting line referee
9.3.1 Checks and approves the identity cards of players and their
number with the other referees in a bid check the appropriateness
of players
9.3.2 Checks the appropriateness of horses with the starter referee
9.3.3 Approves whether or not the playing horses are at the right
starting position.
9.3.4 Checks the positioning of the horses and goes out of the left
and shows his flag to the main referee to show their readiness for
the game
9.3.5 At the end of the competition he/she signs for the reliability
of the result registered
9.4 Duties and responsibilities of the referees in the riding
region
9.4.1 Checks and controls about the right riding and positioning of
the horses on the given line.
9.5 Duties and responsibilities of the referees in
the offense region
9.5.1 Checks weather the shafts of the chaser hit the
shield or not
9.5.2 Checks weather the chaser touches the shield by
approaching the escaper or not
9.5.3 Checks if the chasing player completes the game
by going out of the finishing lines while dropping the
shafts in the offense line
9.5.4 Checks if the escaping player couldn’t raise
his/her shield to block the score of points by the
chaser in the offense region.
9.5.5 Facilitates the registration of points to the point
scoring referee.
9.6 Duties and responsibilities of the point
scorer referee
9.6.1 Registers the competitors on the lists
prepared for the game
9.6.2 Shows the readiness of offense region
referees with a trumpet or flag to the
main/starter/referee
9.6.3 Registers the scored points given by the
rank registering referees at the offense region of
the field
9.6.4 Signs for the accuracy of the result at the
end of the game
Rule Five
Article 10: Forbidden Acts and Penalties
10.1 Forbidden Acts
10.1.1 A player in the game of Feres Gugs should not engage in the
game using drugs or makings use of it for the animal
10.1.2 A player in the game of Feres Gugs should not start the game
before the permission of the starter referee.
10.1.3 A player in the game of Feres Gugs should not compete by being
out of the lines
10.1.4 playing without having helmet or similar head cover
10.1.5 Hitting the escaping player at his body parts instead of the shield.
10.1.6 Disgracing the referee and the decisions made by him/ her.
10.1.7 And abusing and insulting spectators, members of the committee
and opponent teams. Insulting, fighting or trying to fight with referees,
spectators and members of the committee.
10.1.8 Abusing verbally or non-verbally the competitors, coaches, team
leaders and members of the committee. And fighting or trying to fight with
them.
10.2 Penalties:-
10.2.1 A player who violates the part on Article 14
under 14.1.1 will be cancelled from the game.
10.2.2 A player who violates the part on Article 14
mentioned under 14.1.2 for the first time will get yellow
card while he will be given a red card and suspended if
he/she repeated that misconduct for the second time.
10.2.3 A player who violates the part on Article 14
which is mentioned under 14.1.1 will get 0
points and losses the game.
10.2.4 A player who violates the part on Article 14
that is mentioned under 14.1.4 will be given 5 minutes
to correct his/her mistakes
10.2.5 A player who violates the part on Article
14 under sub-article 14.1.5 will be given a red card
and suspended from the game.
10.2.6 A player who violates the parts from
14.1.6-14.1.7 for the first time will get yellow card
while he will be given a red card and suspended if
he/she repeated that misconduct for the second
time.
10.2.7 A player who violates the acts listed in
14.1.8 will be given a red card and suspended from
the game.
Rule Six
Article 11: Losing due to absence and End of the
game
11.1 A player will lose the game if He /she get
absent for over 10 minutes of the start of the game
11.2 If a player didn’t obey the rules of the game
and the orders given by the starting line referee,
11.3 End of the Game
11.3.1 The game will be over if the
competitors’ finishes the 400 or 600 meter distance
which is assigned to them.
Chapter Eleven
The cultural game of kest/archery/
Introduction
Origin and history of the cultural game of kest/Archery/
•Our country has various special cultural sports though not
researched and given the necessary value to them. One of these
cultural sports is Kest /Archery / cultural game.
•Concrete evidence is not available about the emergence of the
cultural game arrow. But human beings use the weapon to fulfill
their basic need in search of food, to survive in life and protect
wellbeing. Moreover, people started using arrow for recreation and
mental satisfaction in their advancement and modern life.
• Kest/ Archery / cultural sport is common in different
regions of the country within different nationalities of
the country. But it is widely practiced in the
Benishangul Gumuz Regional State with Gumuz
nationalities.
• A player who targets properly the arrow in the Gumuz
nationalities will get high position in the society and
his wife, mother and sisters will also get respect in the
society. The respect is also due to the fact that the
targeting person will bring meat by hunting animals to
the people in the locality. When he goes out for hunting
with his friends, He will get the first chance to shoot on
the targeted animal. And he will also get much of the
meat of the animal he targeted, shoot and kill.
Rules and regulations of the cultural game of
Kest/Archery/
Rule One
Article 1: Meaning
1.1 Archery is a cultural game on which
player’s targets, focus, develop confidence and
measures the estimation capacity so as to pierce
the board from a specified place. There are two
teams of which each team has two players. The
players try to score more points in their throw.
Rule Two
Article2: Types of Archery and their uses
2.1 Types of Archery/Kest/
• There are three types of kest/archery
2.1.1. Duba Banta/that having small size/
2.1.2. Silango/ that having Medium size/
2.1.3. Abostma/ that having large size/
2.2 Uses of Archery
2.1.1 Duba Banta/has small size/:-This is used to
kill small animals like snakes, rats, mouse and
bird families that flies.
2.1.2 Silango/ has Medium size/:- This is used to
kill medium animals such as antelopes, pigs, and
monkeys.
2.1.3 Abostma/ has large size/:- This is used to
kill large animals such as buffalos, elephants and
lions etc.
Rule Three
Article 3: Practice systems to hit the target in the game of
Archery/Kest/
3.1 A player who practice Archery/Kest/
• Should handle and touch the bow culturally named /called/
Degan
• Should practice stretching the bow with a left hand
• Should practice stretching the rope tied in the bow with a
right hand and release it in a bid to stretch it to the front with the
left hand.
• The player should repeatedly practice stretching the rope
tied in the bow with a right hand and release it in a bid to stretch
it to the front with the left hand.
• Practicing to handle the bow and the archery with fusion
• Practicing to handle the bow and the archery with the
pointing finger and the thumb
• Practicing to handle the bow and the archery with fusion
as well as piercing the land 2-3 meter away in front of the
thrower.
• Practicing shooting of the Archery from the stretcher bow
to 3-5, 5-7 and 7-9 meter distances of land from the throwers.
• Practicing shooting of the Archery higher from the
stretcher bow to 15-20, 20-40 and 40-50 meter distances of
land from the throwers.
• Practicing shooting of the Archery from short distances
by locating symbols/signs/.
• Practicing piercing the circular line on the ground by
throwing the Archery to 20-30 meter high above in the sky
when the Archery gets back to the ground.
• Piercing the targets located on 15-20 meter distance by
looking at them with two eyes.
Rule Four
Article 4: The playing field and the playing
materials
4.1 The playing field of Archery/Kest/
4.1.1 The size of the field
• The distance from the throwing spot of the
Archery to the target point is 15-20 meter for
men, 13-15 meter for women
• The throwing area is circular with 2.5m
diameter
• A 45 degree lines will be made towards the
target.
Figure : The field of kest/archery/

2.5 m

45o

13-20 M
4.1.2 The identifying flag of the playing region
• 6-8 flags are needed to identify the playing
region of the field
• The stand of the flag is 50-75cm height and
the sizes of the flags are 20x25 in the form of
triangles more preferably having red and yellow
colors
Figure ፡ The playing materials of Archery

A: Target B: The Bow and the arrows


4.2 The playing materials of Kest/Archery/
4.2.1 Arrow -is a material made of a strong thin shaft having a
sharp metal at its tip which is able to pierce the targeted spot.
4.2.2 The height of the Arrow-the height of the arrow is 1.10 meter;
the sharp Metal at the tip has a length not more than 15cm and not
less than 10cm.The thickness of the Archery 3-4cm.
4.2.3 The height of the Bow-is 1.50 meter that is made of rattan,
wood or plastic and has a circular thickness of about 6-8cm.The
string of the bow which is made of plastic rope or ligament of cattle
is tied at two tips having a thickness of 1cm. The bow should be
prepared in such a way that it should expel the Arrow.
4.2.4 The target-is made of Cardboard or a material which is easy to
be pierced with the Archery in a circular form. It has five different
sized circles in it which could be easily identified by the thrower of
the Archery. The target will have either 1 or 2 stands and the target
point will have a height not more than 1.75 meter.
Rule Five
Article 5: Rules and regulations of the game
5.1 Rules and regulations of the game
5.1.1 Each team will register 3 players and play
with 2 players
5.1.2 Each team could bring both men and
women team, women play only with women and
men with men only.
5.1.3 The players who are registered to play
should sit beside the point scorer referee
5.1.4 The player who gets his/her turn should
wait for the instructions of the referee to throw
to the target by locating to the throwing area.
5.1.5 Each player will be given two chances to
throw the Archery to the target spot
5.1.6 A player who shoots to the target should go
out of the lines.
5.1.7 A player is not allowed to go to the target
spot after throwing the Archery
5.1.8 The game will be completed with two
rounds
Rule Six
Article 6: Point Scoring
6.1 The target has five different sized circles and a
thrower:-
6.1.1 Will get 5 points if hits the middle 5th circle part
6.1.2 Will get 4 points if hits the middle 4th circle part
6.1.3 Will get 3 points if hits the middle 3rd circle part
6.1.4 Will get 2 points if hits the middle 2nd circle part
6.1.5 Will get 1 point if hits the middle 1st circle part
6.1.6 The winner player of the two teams of game will be
identified by adding the total points they register.
6.1.7 If the two teams complete the game with an equalizer,
one round will be added. If the players are still not able to
win each other, one of them will win with a random lottery
chance.
Rule Seven
Article 7: Duties and responsibilities of the referees
7.1 Archery/Kest/has four referees. These are:-
7.1.1 One referee that starts the throw to the target
7.1.2 Two referees that checks results of the throw
and
7.1.3 One Point scorer referee
7.2 Duties and responsibilities of the referee that
starts the throw in the target
7.2.1 Checks the appropriateness of the playing field
of Archery/Kest/
7.2.2 Checks the appropriateness and fulfillment of
the playing materials of Archery
7.2.3 Gives instructions for players to stand on the right
place
7.2.4 Checks the fact that the target thrower has exited
through the circular back lines of the field.
7.3 Duties and responsibilities of referees that checks
results of the throw
7.3.1 Checks the appropriateness of the shooting spot of
the players
7.3.2 Shows the results registered by critically looking at
the circle at which the Archery/Kest or arrow/ gets
through to the audiences and the referees with a board.
7.3.3 Gives back the Archery/Kest/ to the shooter after
checking the registration of results and shoots on target.
7.3.4 Sits 10 meters away from the target spot out of the
ray
7.4 Duties and responsibilities of the Point scorer
referee
7.4.1 Registers players with the help of the team
leader/coaches/
7.4.2 Checks the proper sitting place of players, coaches
and team leaders
7.4.3 Calls players turn by turn to go to the target throwing
spot
7.4.4 Registers points shown by referees that checks results
of the throw
7.4.5 Submits the result of the game to the game organizers
after adding, signing and facilitating the signing of other
referees
7.4.6 Registers complaints raised that are presented
properly during the game.
Rule Eight
Article 8: Duties and responsibilities of Team
leaders and Coaches
8.1 Duties and responsibilities of Team leaders

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