Equestrian:Appendix - Buzkashi rules and equipment

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Appendix - Buzkashi rules and equipment

Introduction

Buzkashi is a mounted game originating in central Asia where it has been played for centuries, and is still played today. The Qarajai form of the game involves players grabbing the carcass of a headless goat or calf, and then pitching it into a scoring pit. The Tudabarai form involves the players acquiring the goat and getting clear of other players.

In the SCA, a safer simulation version of the Qarajai form uses a stuffed animal and flat scoring circles, with limitations on corps-a-corps between horses and riders.

Team game

  1. This is a team game consisting of from two to four players per team with equal number on each side.
  2. The goal is for a player to carry the goat around the end flag and drop it in the scoring circle for his team.
  3. Successfully dropping the goat in the scoring circle counts as one point.
  4. The first team to score three points wins. There are no time limits.

Buzkashi pitch

  1. The pitch for Buzkashi is 300 feet by 150 feet.
  2. The borders should be marked in such a way as to be clearly visible but not interfere with a horse passing over it. Plastic/rubber cones or flour/chalk lines work well.
  3. The centerline should be marked at either end (it is not a physical barrier). The centerline divides the pitch into halves, one for each team.
  4. At the scoring end of the pitch are two scoring circles, one for each team. They are 6 feet in diameter and are centered 30 feet from their respective corners of the pitch.
  5. At the other end of the pitch is a flag or other easily visible marker on the centerline 30 feet from the end of the pitch (see diagram).
  6. At the start of play the goat will be placed on the ground centered between the scoring circles.
  7. Play begins with the players in line out 30 feet outside the scoring circle end of the pitch on the centerline of the pitch (see diagram). At the starting signal the players may ride for the goat and attempt a pick up.
  8. Once players have entered the pitch at the start of play, any player who leaves the pitch is out of play until the next line out.

Gameplay

Picking up the goat

  1. Once a player has reached the goat and is attempting to pick it up, other players must move at least 15 feet away from the goat and let the rider try to pick up the goat.
  2. The goat must be picked up without dismounting. The goat may be picked up with the horse standing or moving at any gait.
  3. The player picking up the goat must do so quickly. If the player fails to pick it up within 5 seconds, the player must move quickly away from the goat to a distance of at least 15 feet. At this point other players may move in and attempt a pick up.
  4. If a player drops the goat, the player must move at least 15 feet from the goat before attempting to pick it up again.
  5. Players may not interfere with the player who has picked up the goat in any way until they the player with the goat has resumed a normal riding position (which the rider should do immediately upon a successful pickup). Any interference before a normal riding position has been reached will result in a warning.
  6. Right of way for a pick-up goes to the player who is closest to the goat. If two players are at equal distance from the goat right of way goes to the player riding closest to a line from the goat to the flag end of the pitch.
  7. It is forbidden to tackle (see below) or to intimidate in any way a player who is attempting to pick up the goat, including forcing the player to change direction. Such action will result in a warning.

Tackling

  1. Tackling is the action of bringing one's horse into contact with the goat carrier's horse in order to slow it down or put it off course and to take the goat. A tackle can be effected by one or more players but only one player can take the goat.
  2. It is forbidden to tackle another player at an angle of greater than 45 degrees to that player's direction of movement. i.e. you can't "T-bone" someone by coming directly from the side, but must come from a front or rear angle. Such T-bone type action will be penalized by a warning.
  3. It is forbidden to tackle the player by pushing him anywhere or using the horse to hit the player.
  4. A player can only tackle a player using the weight of his body and speed of his horse with the shoulder if the arm is against the body.
  5. It is forbidden to:
    1. restrain a player
    2. push or restrain with the hands
    3. punch with a fist, the forearm, the elbow or head butt
  6. It is forbidden to stand across the line of travel of an opponent whether or not that player is carrying the goat. Such action will be penalized by a warning.

Marking

  1. It is forbidden to tackle a player that is not carrying the goat. Such action will be penalized by a warning.
  2. However, there are no restrictions on following the movements of a player not carrying the goat provided that the player's freedom of movement is not hindered.

Seizing the goat from an opponent

  1. A player may attempt to seize the goat from the player who is carrying the goat, but may do so with one hand only.
  2. Once an opposing player has seized the goat, the goat carrier may not transfer the goat to his other hand or attempt to hold the goat with both hands.
  3. Having seized the goat the player must regain his/her seat quickly.
  4. It is not permitted to hold the player or the horse or the tack.
  5. If either player loses their seat in the saddle during the struggle he or she must release the goat immediately.
  6. If any of the above rules is violated, a warning will be given against the offending player at the point where the offense occurred.
  7. During the struggle for possession, no other player may interfere.
  8. When a player successfully takes the goat, either by pick up or by tackling another player, the player must go back around the flag if the goat was taken on the opposing team's side of the pitch.
  9. If the goat was taken on the player's own side of the pitch, the player may proceed directly to the scoring circle.

Marshaling and holds

  1. At least one marshal, designated as marshal of the field, has complete authority over each game.
  2. The marshal of the field should be mounted and should remain in reasonable proximity to the goat carrier during play.
  3. The marshal of the field can designate additional marshals to help oversee the game.
  4. Only the marshal of the field can determine if a warning should be given.
  5. Any rider on the pitch can call a hold at any time a problem or unsafe situation arises.
  6. When a hold is called, all riders must come to a halt as quickly as possible and remain in position until the signal is given to resume play.
  7. Upon receiving two warnings, a player will be out of play until the next line out.
  8. Upon receiving three warnings, a player will be out of play for the remainder of the game.

Equipment

  1. The goat may be made of any strong fabric or leather and may be filled with any material that gives it weight while maintaining flexibility. (Beans, rice, deer corn or similar materials are suitable.)
  2. A weight of approximately fifteen pounds is recommended.
  3. The goat should be between 24 and 36 inches in length and should have at least four projections (legs) reinforced internally with stiff wire or flexible tubing for ease of pick up (garden hose with wire inside works well).
  4. The goat should have no sharp or pointed surfaces, and internal rigid components should be covered with tape or foam to prevent them from punching through.

Individual variant

The rules for a buzkashi individual (every person for themselves) game are virtually the same as for the team game. The only differences are:

  1. There must be a minimum of three players.
  2. There is only one scoring circle located on the centerline of the pitch opposite the flag.
  3. When the goat is taken during play either through tackling or by pick up, the player must always circle the flag before proceeding to the scoring circle.
  4. Any player who leaves the pitch is out of the game.
  5. The first player to score three points wins.