COURSES:

Course database

The IHAA’s course database is a shared resource for the whole horseback archery community. There is a huge amount of creativity going on at the moment regarding the development of new tracks; some of these are based on historical manoeuvres, others to simulate historical situations (battle, hunting, etc.), and others to test a particular skill. Here we have collected these different tracks and catalogued them in groups according to their type.

Many of these tracks are used in the IHAA postal matches and we hope that this will allow people to explore the database and to try out new tracks themselves for variety in their training.

We thank those who have allowed us to share their tracks here. Tracks can be submitted for inclusion by email (horsebackarchery.info@gmail.com) and will be considered by the committee biannually.

Courses:


STRAIGHT TRACKS

Name: Aussie course (advanced class - canter / gallop)


Scoresheet pdf


Track required: 90m track 2-4m wide
Equipment required: 3 targets with either FITA80 targets (ie 80cm diameter round, 5-zone), stopwatch or timing gates

Rules:
The rules are essentially as per the IHAA Raid rules other than a few details:
  • Arrows can be held in the hand or in a quiver
  • The track set up for the triple shot is different: comprising a forward first shot, a perpendicular 2nd shot, and backwards 3rd shot. The targets are set 7m from the edge of the track, and #1 and #3 are angled towards the track 10m away
  • The Aussie set used in grading and postal matches is 6 runs in total - 3 runs of double and 3 runs of 3-shot
Scoring:
As per the IHAA Raid:
  • 5 zone scoring: 1-5 pts
  • Par speed is 14s for 90m. Faster than this you gain points at 1pt/s up to a maximum of 5 points (ie no further point gain for covering 90m in less than 9s). Slower than 14s points are deducted at 1pt/s (or part thereof)
  • Speed points are only gained if a target is hit on that run
  • 3 bonus points awarded on the 3-shot if all targets are hit
Developed by: Katrina Kruse (Australia)
Historical aspect: none

Benefits: Easier to safely set up in an indoor school with several participants as all shooting is directed towards the middle of the 90m run. A good introduction to Hungarian for beginners.
Safety notes: None

Calculator

Added to database: March '14
Name: Mamluk 90

Approximate level:
Riding: medium
Archery: medium


Scoresheet pdf


Track required: 90 meters long, 2m wide
Equipment required: 4 FITA80 targets, and a timing gate or stopwatches.

Rules:
  • Canter or gallop must be maintained throughout the runs
  • The rider may start the run with an arrow nocked
  • All other arrows must be carried in the quiver or belt. They may be retrieved one or multiple arrows at a time
  • Arrows may only be released within the 90m track, ie they may not be shot before the start post or after the finish post
  • For target positioning see the diagram (7m away / next to track / 3m offside)
  • The event can be run with 3 to 6 runs, determined by the event organizer
Scoring:
  • Target points:
    • Standard scoring of 1 – 5 points
  • Speed points:
    • As long as 1 arrow hits, speed points are gained (or lost) at 1pt/s for riding the track in less (or more) than the par time of 14s for 90m
    • These speed points are added to (or subtracted from) the arrow score
    • There is a maximum gain of 5 speed points per run, ie going faster than 9s for 90m gains no more speed points
    • A score may not be less that 0 once speed penalties have been applied
  • Bonus points:
    • 5 bonus points are gained if all 4 targets are hit
    • The ground shot (target 2) may be shot Jarmaki style (ie behind the head) but there are no bonus points for using this technique over any other
  • In case of a tie the rider with more arrow points wins
Developed by:  Neil Payne, Dan and Claire Sawyer, Oisin Curtis, Simon Harding (BHAA, UK)
Historical aspect:  None

Benefits: Tests a variety of shots that come quickly one after the other, putting pressure on to nock quickly.
Safety notes: Ensure a safe area behind the offside target and that horses waiting after completion of the track are not at risk of missed offside shots

Added to database: Nov '15
Name: EOCHA Triple (IHAA modifications)

Approximate level:
Riding: easy
Archery: hard


Scoresheet pdf


Track required: 90m track, 2-4m diameter

Equipment required: 3 targets (either FITA80 or 71cm square five-zone faces ), timing gates / stopwatch

Rules:
This is a variation on the Raid triple shot discipline. Unless otherwise stated here, the rules for that discipline should be used for the EOCHA triple.
  • Unlike the standard triple shot discipline, prenocking is NOT allowed. The usual Raid rules applies that the competitor may not touch the arrow until they have passed the start line
  • Target 1: 5m from the track at 60m, angled for a shot taken from 25m along the track from the start line
  • Target 2: 7m from the track at 50m, perpendicular to the track
  • Target 3: On the ground or stood up on the opposite side of the track, adjacent to the 75m point. The angle of the target and distance from the track should be determined by the competition organiser. Target 3 may be shot across the body or by switching the bow to the non-dominant hand, according to the horsearcher's preference
Scoring:
  • Normal Raid scoring
  • No additional points for hitting all 3 targets
  • Time points gained as in the standard IHAA Raid event:
    • Par time down the course is 14s
    • Faster than 14s, speed bonus points are gained at 1pt/s, to a maxium of 5 pts (ie there is no further point gain for covering the 90m course in less than 9s)
    • Slower than 14s, there is a time penalty applied of 1pt/s. There is no disqualification time

Developed by: Abdul Majid (Germany), modified for IHAA by Claire Sawyer (UK)
Historical aspect: None

Benefits: Quicker nocking, longer distant shot and off-side shooting required
Safety notes: Ensure spectators are kept well away from the area behind target 3

Added to database: March '14
Name: Texas triple

Approximate level:
Riding: easy
Archery: medium


Track required: Regular track for 90m Korean event
Equipment required: 3 targets with FITA80 faces

Rules:
This course is essentially an alternative target set-up to the Raid 3-shot event. All rules pertaining to the Raid triple shot discipline apply.
  • The rider may start the run with an arrow nocked but must cross the start line before starting to shoot
  • The targets are placed 15m, 45m and 75m along the track as usual
  • The distances of the targets from the edge of the track are 9m, 7m and 15m
Scoring:
  • 5 zone scoring for arrow hits, as normal on a Raid event
  • Speed bonus points as normal in a Raid event:
    • Points are gained at 1pt/s for runs faster than the par time of 14 seconds up to a maximum speed of 10m/s (ie 9s or faster for the 90m run will gain 5pts)
    • points are lost for runs slower than 14s at 1pt/s
Developed by: Trey Schlichting (USA)
Historic aspect: none

Benefits: Practising shooting at greater and variable distances, compared to a normal Raid event
Safety notes: None

Added to database: March '14
Name: The Five Demons

Approximate level:
Riding: easy
Archery: hard

Scoresheet pdf


Track required: 90 meters 2-4m wide
Equipment required: 5 FITA80 targets, and a timing gate or stopwatches.

Rules:
  • You may start nocked
  • Canter down the track shooting a single arrow at each of the five 80cm front shot targets
  • Arrows my be held in your hand or drawn from a quiver
  • You may shoot before the start line and after the finish line, but arrows must be within the 0-90m area when they pass over the track boundary fence (ie. pass within the posts placed at 0 and 90m if you have these); as with the Hungarian discipline
  • May be either 3 or 6 runs determined by the event organizer
Scoring:
  • Normal Korean 5,4,3,2,1 on the 80cm targets
  • The time allowed is 14 seconds. Time bonuses 1 point per second, down to 9 seconds
  • Time penalties: one point per second for over the allotted time
  • 3 point bonus for hitting all five targets
Developed by: Darran Wardle (USA)
Historical aspect: None

Benefits: None
Safety notes: None

Added to database: March '14
Name: Devil's Qabaq

Approximate level:
Riding: easy
Archery: medium



Track required: 90 meters 2-4m wide
Equipment required: 4 FITA80 targets, one Qabaq 7-9 meters high with a 16” or 40cm disc, and a timing gate or stopwatches.

Rules:
  • You may start nocked
  • Canter down the track shooting a single arrow at each of the two 80cm front shot targets
  • Switch to a blunt Flu Flu, shoot the Qabaq
  • Finish by shooting at the last two 80cm back shots with a single arrow each
  • Arrows my be held in your hand or drawn from a quiver
  • You may shoot before the start line and after the finish line, but arrows must be within the 0-90m area when they pass over the track boundary fence (ie. pass within the posts placed at 0 and 90m if you have these); as with the Hungarian discipline
  • Shooting a sharp or a non Flu Flu arrow at the Qabaq will result in disqualification and a zero for all runs in this style
  • May be either 3 or 6 runs, as determined by the event organizer
Scoring:
  • Normal Korean 5,4,3,2,1 on the 80cm targets
  • The time allowed is 14 seconds
  • Time bonuses 1 point per second, down to 9 seconds
  • Time penalties, one point per second for over the allotted time
  • 3 point bonus for hitting all 5 targets
  • Qabaq hits are 5 points regardless of your body and track position
  • Failure to release an arrow at the Qabaq will result in a 5 point deduction
Developed by: Darran Wardle (USA)
Historical aspect: None

Benefits: None
Safety notes: Be very careful to not shoot a sharp arrow at the Qabaq.

Added to database: March '14
Name: Simplified Turkish Style

Approximate level:
Riding: hard
Archery: hard



Track required: 120m track 2m wide
Equipment required: 15cm and 30cm arrowstands, 9m qabaq pole with 50cm target or 7m qabaq pole with 40cm target, 40x40cm knock down target or circular 45cm diameter turning target with a 50cm stand. Flu-flu arrows with rubber blunt tips.
Stopwatch / timer.

Rules:
  • The rider starts with all arrows but one in quiver or belt
  • The last arrow is placed in an arrow stand 15m after the start line:
    • The arrow stand should be 15cm high (pony-sized horses, withers 148cm) or 30cm high (all others)
    • The stand should be placed between the centre of the track and the outside fence, 0.5m from the fence
  • 60m after the start line the qabaq pole is placed, 1m from the edge of the track. 2.5m before the pole and 2.5m after the pole
  • Shooting area markers like poles 50cm higher than the fence should be placed.
  • 105m from the startline the knock-down/turning target should be placed 5m from the edge of the track
  • Only flu-flu arrows with rubber blunt tips are allowed
  • The rider should do 4 runs
Scoring:
  • 5pts is scored if the rider picks up the arrow from the arrowstand IF the arrow is used for the rider’s next shot (even if that shot misses)
  • If the rider picks up the arrow, manages to nock it but fumbles the shot and then drops the arrow, he/she will score for the pick up
  • If the rider drops or throws away the arrow and uses another arrow for his/her next shot the score for picking up the arrow will be 0pts, but the rider still scores points for hitting the target
  • If the rider hits the qabaq target he/she scores as follows:
    • If the rider shoots before the first shooting area marker 2pts
    • If the rider shoots while all of his/her body is between the markers he/she scores 5pts
    • If the rider shoots after the last marker he/she scores 3pts
    • An additional bonus of 4pts is given if the rider hits the target and shoots in the traditional qabaq position. To get the bonus the rider’s lower should be on the level of or below the horse’s crest
  • 4pts is scored if the rider hits and knocks down / turns the last target
  • Gain 1pt/full second faster than a par time of 18s. Maximum time bonus is 6pts (i.e. faster than 12s incurs no further gain)
  • Points are deducted at 1pt/part or full second slower than 18s
  • If the time penalty is greater than points scored, the rider scores 0pts for the run
  • In case there is a tie the riders should be ranked as follows:
    • If one rider has more hits on the qabaq he/she is higher ranked
    • If this is equal the rider with the greater number of arrow pick ups is higher ranked. Any arrow picked up but scoring 0pts due to not being used for the next shot is not included
    • If the riders are still equal, the rider with the shortest total time for all 4 runs will be the winner. If the riders have exactly the same time, it is a draw
Developed by:Developed by: Hilmi Aric (Turkey), modified by Anders O Jönsson (Sweden)
Historical aspect: Based on original Ottoman course XVI-XVII Century, but modified to make it easier

Benefits: Particularly tests riding skills, flexibility and balance.
Safety notes: None

Added to database: March '14 (updated Jan'15)
Name: Texas Qabaq

Approximate level:
Riding: easy
Archery: medium



Track required: 90m track, 2-4m diameter
Equipment required: Qabaq pole (approx 25ft tall with a 16" diameter disc at the top. In metric this equals a 7.6m pole with a 40cm diameter disc), 2 metal gongs (of unspecified diameter). Blunts and Flu-Flu arrows

Rules:
  • Arrows (blunt & fluflu fletched) may be drawn from a quiver or held in the bow hand
  • You may start nocked but an arrow cannot be loosed till you have passed the start line
  • There is no par time but horse must stay in a canter or gallop
Scoring:
  • 3pts for hitting a gong (though only if a sound is made by the arrow hitting)
  • 5pts for a qabaq hit when shot before you reach the level of the pole, 7pts if the arrow is released underneath or after the pole
  • There is a judge at the Qabak pole who decides whether the rider shot a 5 or a 7. The judge's decision is final, though if in doubt the higher score is awarded
Developed by: Trey Schlichtling (USA)
Historical aspect: Mone

Benefits: None
Safety notes: Risk of arrow bouncing off the gongs back towards the track

VIDEO

Added to database: December '14
Name: IHAA Masahee

Approximate level:
Riding: easy
Archery: medium



Track required: 90m-180m track run plus run in/out
Equipment required: blunt arrows (with regular fletchings or fluflus), 3-5 stands, 3-5 sets of knockdown targets (60cm, 40cm, 20cm and sometimes 10cm square), ideally arrow nets behind the target to catch arrows that miss, paired timing gates or stopwatches

Basic rules: 

1. General
1.1  Masahee is a team event, the aim of which is to hit targets with blunt arrows, knocking them off their stands.
1.2  Masahee is based on the Korean Event. Where any dispute arises as to the rules of Masahee, the Korean rules should be used as a guide.

2. Equipment
2.1  The standard Korean rules apply with regard to equipment, save as varied below.
2.2  Blunt arrows must be used. 
2.3  Any fletchings may be used. Fluflus are not required.
2.4  Arrows may either be placed in a quiver as per Korean rules or may be held in the bow hand or draw hand.

3. Track
3.1  The track shall be 90m, 150m or 180m long and 2-4m wide. The General Rules for track marking etc shall apply.
3.2  A 90m track shall have 3 targets, set at 15m, 45m and 75m along the track.
3.3  A 150m track shall have 5 targets, set at 15m, 45m, 75m, 105m and 135m along the track.
3.4  A 180m track shall have 5 targets, set at 30m, 60m, 90m, 120m and 150m along the track.

4. Targets
4.1  Square targets are used. Targets of 60cm, 40cm and 20cm to a side shall be used. 10cm targets may also be used. The targets may have any target face or none.
4.2  The stands shall be approximately 1m in height and shall be placed 7m from the track edge.
4.3  The targets shall be set upon stands in such a way that a firm hit from an arrow will knock the target down or break it. Where targets are designed to break, there must be enough targets available to replace them for other competitors.
4.4  Any reference in these Rules to knocking a target down shall be interpreted as follows:
4.4.1 If the targets are designed to fall then any reference to knocking a target down shall be interpreted to refer to any shot that causes the target to fall over, whether or not it falls off the stand to the ground.
4.4.2 If the arrow hits the stand and causes the target to fall then that shall count as knocking the target down UNLESS it has been clearly stated in the rules of that event that arrows hitting the stand do not count, in which case there must be a judge stationed opposite each target to judge whether the arrow hit the target or the stand.
4.4.2  If the targets are designed to break rather than fall then any reference to knocking the target down shall be interpreted to refer to breaking the target;

5. Procedure
5.1  The competition maybe run in three ways: round robin elimination, match play or Masahee points accumulator.
5.2  Masahee is a team event. The standard team size is 3 but different competitions may use different sized teams. The size of the teams and the method of team selection shall be at the discretion of the Competition Organiser, who shall notify the competitors in good time in advance of the event.
5.3  A single team run shall consist of one run for each team member.
5.4  Targets knocked down by one team member shall remain down while the following team members take their runs (subject to Rule 5.6 below).
5.5  The allowed time shall be the same as for a Korean Event on the same length track (i.e. 14s for 90m, 23s for 150m and 28s for 180).
5.6  If a competitor exceeds the allowed time then one target shall be replaced for each half-second or part thereof that he exceeds the time (i.e. 1 target is replaced for 14.001-14.5s, 2 targets for 14.501-15s etc).
This applies to match variations #1 & #2, not to #3.
5.7  Only targets knocked down by that competitor shall be replaced under Rule 5.6. Targets knocked down by his teammates who have already completed their runs are not replaced.
5.8  When replacing targets under Rule 5.6, they shall be replaced in reverse order (i.e. the last target knocked down shall be the first to be replaced and so on).
5.9  Any targets replaced under Rule 5.6 shall not count as having been knocked down. Any reference in these Rules to knocking targets down shall not include any targets replaced under Rule 5.6.

6. Match variations #1: Round Robin Elimination
6.1  In the first round, the targets shall be 60cm squares.
6.2  In the first round each team shall have one team run (i.e. one run per team member).
6.3  In advance of the event, the Competition Organiser shall specify the required number of targets. This will usually be the same as the number of members in a team but this need not be the case (e.g. in elite events more targets may be required or fewer in beginners’ competitions).
6.4  If a team knocks down at least the required number of targets then it progresses to the next round. If a team fails to knock down the required number of targets then that team is eliminated and shall play no further role in the event.
6.5  Depending on the scoring system to be used (see below), further riders may or may not be permitted to ride if their team has already knocked down the required number of targets. Once a team has knocked down all the targets, any further team members shall not ride in that round.
6.6  In the second round the targets shall be 40cm squares.
6.7  In the second round any teams that progressed from the first round under Rule 6.4 shall each have one team run (i.e. one run per team member).
6.8  If a team knocks down the required number of targets in the second round then it progresses to the third round. If a team fails to knock down the required number of targets then that team is eliminated and shall play no further role in the event.
6.9  In the third round the targets shall be 20cm squares.
6.10  The third round may be the final round or there may be a fourth round. If there is a fourth round then the targets used in it shall be 10cm squares. The rules for progressing from the third round to the fourth round are the same as for the previous rounds.
6.11  Two scoring systems are available. The Competition Organiser shall specify in advance which system is to be used:
6.11.1  Total targets knocked down: in this system the winning team is the one that knocks down the most targets throughout all the rounds. If this system is being used then team members shall be allowed to take their runs even if the required number of targets have been knocked down, so as to allow them the opportunity of knocking down all the targets (subject to the usual limit of one run per team member per round).
6.11.2  Targets knocked down in the final round: in this system the winning team is the one that knocks down the most targets in the final round, regardless of the number of targets knocked down in the previous rounds. If this system is being used then in rounds other than the final round there is not need for team members to have their runs if their team-mates have already knocked down the required number of targets.
6.12  In the event of a tie at the end of the event, any of the tie-breakers in Rule 8 may be used (as specified in advance by the Competition Organiser).

7. Match variation #2: Match Play
7.1  The teams shall be arranged into a series of matches, each match consisting of 1 team versus another team. These matches are then played one after the other, in a knock-out system.  Each match is won by the team that knocks down the most targets.  Ties may be determined using any of the methods in Rule 8 (below).  Which tie-breaker will be used must be specified before the competition begins.
7.2  Unless otherwise specified in advance by the Competition Organiser, the loser of each match is eliminated and the winner progresses to the next round.
7.3  The smallest targets shall be used in the final. The next size up shall be used in the semi-finals and so on.
7.4  The winner is the team that wins the final match (i.e. the last team left undefeated).

8. Tie-Breakers for Match variants 1 & 2
8.1  In the event of a draw, there are several tie-break systems available. The Competition Organiser shall specify in advance which system is to be used:
8.1.1  Single target sudden death: one target (usually the middle one but this is subject to the discretion of the Competition Organiser, who shall specify the target in advance) is replaced. It should be the smallest target available. One team member from each team that is tied shall have one run. If any competitor knocks the target down then any teams whose member fails to knock the target down shall be eliminated. If no competitor or more than one competitor knocks the target down then the target shall be replaced and the next member of their teams shall repeat the procedure until one team is the winner.
8.1.2  Multiple target sudden death: all targets are replaced. The smallest targets should be used. One team member from each team that is tied shall have one run. The winner is the team whose member knocks down the most targets. If there is a further tie then the targets shall be replaced and the procedure repeated with the next team member from those teams that are still tied, until there is a clear winner.
8.1.3  Number of competitors required: the winner is the team that required the fewest runs to knock down the targets. The Competition Organiser shall specify in advance of the event whether the number of runs needed in the final round or throughout all the rounds.
8.1.4  Time taken: the winner is the team with the fastest average time across all its runs.

9. Match variation #3: Masahee points accumulator
9.1  The whole match consists of a predetermined number of team runs depending on the time available to run the competition. However, each team run is counted separately in terms of point earning, therefore if multiple team runs are made then their points can simply be added together.
9.2  The team members may ride in any order they choose. Each time a rider knocks down a target is is replaced by the next size down. Rider 1 faces all 60cm targets.
9.3  Targets knock-downs are scored at: 60cm = 3pts, 40cm = 6pts, 20cm = 12pts, 10cm = 24pts
9.4  Speed points are gained in the normal manner for each individual's run (as per IHAA Raid rules, 1pt/s up to a maximum gain at a speed of 10m/s)
9.4.1  To gain speed points at least one target must be knocked down
9.4.2  In the event of a rider exceeding the time limit, points will be lost at the normal rate (1pt/s) but knocked down targets remain down and are NOT replaced as described above in Rule 5.6
9.5  Points are only awarded for knocking down a target of a given size if, once all team members have been, the team have knocked down at least two targets of the next size up.  For example, if a team knocks down all the 60cm targets but only one 40cm target then no points shall be scored for any 20cm or 10cm targets knocked down.
9.6  The winning team is the one with the highest score

Developed by: WHAF, modified by Dan & Claire Sawyer (UK)
Historical aspect: Masahee originates from an ancient mural of Goguryeo around 350 A.D. In Masahee games, horseback archers attempt to consecutively shoot down targets featuring a wild boar, bear and tiger, which were the most popular games in the ancient days.

Benefits: A fun, team building event; some tactics are involved in selecting the order that team members ride in. A crowd pleaser for competitions.
Safety notes: Small risk of blunts bouncing back off the target or stand back towards the track

Added to database: March '14
Name: SlingShot 6 and SlingShot 5

Approximate level:
Riding: medium
Archery: hard



Track required: 90m straight track run plus 30m extra at one end and space for run in/out at other end
Equipment required: 3 FITA80 targets, a barrel or cone to ride around, a single timing gate or stopwatch

Rules:
  • Start in your non-dominant direction with a arrow nocked
  • Canter down the track shooting a single arrow per target drawing the arrows out of the hand or quiver
  • At the end of the track switch bow hands and go around the barrel or cone
  • Canter back shooting one arrow per target drawing all arrow from the quiver only
Scoring:
  • Normal IHAA scoring system FITA80 target:
    • 5 scoring zones
    • score 1-5pts
  • Multiple hit bonus:
    • 6pts for hitting all targets on non-dominant side, 3pts for hitting all targets on dominant side
  • Time bonus/penalty points:
    • Gain 1pt/second faster than a par time of 35.00 seconds for the whole course (up and back again) crossing through the same timing gate at 0m
    • Maximum time bonus of 9pts (ie faster than 26.00s incurs no further gain)
    • Points are deducted at 1pt/sec for riding slower than 35.00s
    • There is no disqualification for time taken
Developed by: Darran Wardle (Oregon, US)
Historical aspect:  “They were armed with bows and were able to shoot arrows or to sling stones right-handed or left-handed” 1 Chronicles 12:2

Benefits: Shooting with your non-dominant side builds your body equally and betters your archery skills.
Safety notes: None

Added to database: March '14
Name: Rain of arrows

Approximate level:
Riding: easy
Archery: hard



Track required: 120m track, 2-3m wide

Equipment required: 2 targets (120cm square; with 3 zones of 40cm, 80cm and 120cm width), poles (at least 1.5m tall), stopwatch or timing gates

Rules:
  • No warm up runs are allowed
  • Each competitor has 6 competition runs on the track
  • All arrows must be in the quiver until the rider passes through the start gate
  • Arrows may be drawn from a quiver individually or several may be drawn at once then held in the bow or shooting hand
  • Drawing arrows from the boot or belt is not allowed
  • The targets are placed 9 – 15 m from the edge of the track:
    • T1 is at 90m facing towards the 45m point
    • T2 is at 30m facing towards the 75m point
  • In the 1st zone (between posts 1 & 2 – 0m & 60m), only the 1st target (T1) may be shot
  • In the 2nd zone (between posts 2 & 3 – 60m & 120m), only the 2nd target (T2) may be shot
  • Any hits shot from the wrong zone for that target or from before the start or after the finish poles do not count
  • There is no limit to the number of arrows that may be shot
Scoring:
  • The total score is the sum of the arrow hits and speed points from each run
  • Target hits:
    • First target (T1): 5,4,3 pts
    • Second target (T2): 6,5,4 pts
  • Speed points:
    • Par speed is 20s for 120m
    • Faster than this you gain points at 1pt/s; slower than this points are deducted at 1pt/s (or part thereof)
    • Speed points are only gained if a target is hit on that run
Developed by: Mihai Cozmei (Romania)
Historical aspect: None

Benefits: Practise long range shots
Safety notes: None

Added to database: December '14
Name: Club 1 Korean (FFE)



Track required: 60 meters long, 1-2m wide
Equipment required: 3 targets with a 90cm square (WHAF size) 5 zone Korean target face, target centre 0.8-0.9m above the height of the track, 7m distant from track

Rules:
  • 6 scored runs at canter: 3 runs at single shot, 3 runs at triple shot
  • Arrows must be carried in the quiver or belt
  • You may shoot 1 arrow per target
  • On the single shot: the rider may not touch your arrow till you have passed the startline
  • On the triple shot: the rider may start the run with an arrow nocked
  • Arrows may only be shot within the 60m track
Scoring:
  • Target points:
    • 5 zones = 1-5
  • Speed points
    • the par time is ?s
    • gained/lost at 1pt/s for completing the track faster/slower than ?s, as long as at least 1 target has been hit
    • there is a maximum speed point gain of 3pts per run (ie. faster than ?s you gain no further speed points)
  • Bonus points:
    • none
  • Note: the minimum total for a run is 0, even if time losses exceed targets points
Developed by: The French
Historical aspect: None

Benefits: Good introduction to HBA
Safety notes: None

Added to database: Jul '17
Name: Club 2a (FFE)



Track required: 40 meters long, 2m wide
Equipment required: 4 Hungarian targets (round, 3-zone, 90cm diameter) target centre 0.8-0.9m above the height of the track, 7m distant from track, spaced 10m apart

Rules:
  • 3 scored runs at walk
  • then, 5 scored runs at canter
  • The rider may start the run with an arrow nocked
  • Arrows may be held in the hand or carried in the quiver or belt
  • You may shoot up to 3 arrows per target
  • Arrows may only be released within the 40m track, ie they may not be shot before the start post or after the finish post
Scoring:
  • Target points:
    • 3 zones = 2, 3, 4
  • Speed points:
    • no timing required for the walk runs
    • for the canter runs the par time is 8s: speed points are gained/lost at 1pt/s for completing the track faster/slower than 8s, as long as at least 1 target has been hit
  • Bonus points:
    • none
  • Note: the minimum total for a run is 0, even if time losses exceed targets points
Developed by: The French
Historical aspect: None

Benefits: Good introduction to hba
Safety notes: none

Added to database: Jul '17
Name: Club 1 Hungarian (FFE)



Track required: 60 meters long, 1-2m wide
Equipment required: Hungarian targets stack (with 3 round, 3-zone, 90cm diameter target faces) target centre 2m above the height of the track, 9m distant from track

Rules:
  • 1 scored run at walk
  • then, 5 scored runs at canter
  • The rider may start the run with an arrow nocked
  • Arrows may be held in the hand or carried in the quiver or belt
  • You may shoot as many arrows as you wish
  • Arrows may be released outside of the 60m track as long as they pass within the posts at the start or finish

Scoring:
  • Target points:
    • 3 zones = 2, 3, 4
  • Speed points:
    • no timing required for the walk runs
    • for the canter runs the par time is 12s (300m/min - normal hungarian speed restrictions): speed points are gained/lost at 1pt/s for completing the track faster/slower than 12s, as long as at least 1 target has been hit
    • There is no disqualification for exceeding a time of 12s
  • Bonus points:
    • none
  • Note: the minimum total for a run is 0, even if time losses exceed targets points
Developed by: The French
Historical aspect: None

Benefits: Good introduction to hba
Safety notes: none

Added to database: Jul '17
Name: Club 2b (FFE)



Track required: 60 meters long, 2m wide
Equipment required: 5 Hungarian targets (round, 3-zone, 90cm diameter) target centre 0.8-0.9m above the height of the track, 7m distant from track, spaced 12m apart

Rules:
  • 1 scored run at walk
  • then, 5 scored runs at canter
  • The rider may start the run with an arrow nocked
  • Arrows may be held in the hand or carried in the quiver or belt
  • You may shoot up to 3 arrows per target
  • Arrows may only be released within the 60m track, ie they may not be shot before the start post or after the finish post
Scoring:
  • Target points:
    • 3 zones = 2, 3, 4
  • Speed points:
    • no timing required for the walk runs
    • for the canter runs the par time is 12s: speed points are gained/lost at 1pt/s for completing the track faster/slower than 12s, as long as at least 1 target has been hit
  • Bonus points:
    • none
  • Note: the minimum total for a run is 0, even if time losses exceed targets points
Developed by: The French
Historical aspect: None

Benefits: Good introduction to hba
Safety notes: none

Added to database: Jul '17

CURVED TRACKS

Name: PHAA Polish Track

Track required: A 3-5m wide track, fenced along it's length, and several hundred metres long (encompassing a winding cross-country course with potential changes of direction, terrain and obstacles/jumps of up to 50cm in height).
Equipment required: 6 or more targets (either targets with FITA80 faces, 2D hunter targets or 3D targets), a stopwatch/timer.
Course set-up:
  • The track is a several hundred metres long cross country course.
  • The detailed plan of the track depends on terrain conditions of the venue.
  • The width of the track is 3–5m and may vary depending on terrain conditions. The track doesn’t have to be fenced along its full length, in places it may consist of open fields.
  • The track may be slightly uneven and may include small obstacles/jumps no higher than 50cm.
  • The 6 or more targets are set around the course. The height of the target above ground level and the shooting distance may vary.
  • At least one target is set flat on the ground, near the edge of a track (for a downward shot).
  • At least one target is set on the other side of the track than the rest (for a right-side shot for a right-handed archer).
  • It is possible to put a target over 30 m from the edge of the track (long distance shooting). The target is optional, it may consist of large one target, many targets or a flat demarkated area on the ground.
  • The distance between shots is 30 m. By “shot” is meant place on the track from which the competitor sees the target perpendicularly. (Targets itself may be closer, the place of proper shot counts.)
  • The first target must be 15 m or more from the starting line. The last target must be no more than 15 m before finishing line.
  • For left handed competitors the track should be comparable to right handed. Depending on terrain conditions, especially slope, left handed competitors can run in opposite direction (flat terrain) or in the same direction (aslope terrain). In this situation, targets must be replaced in that way, that the difficulty of shots must be the same as for right handed.
Rules:
  • The number of shots is unlimited.
  • Arrows may be drawn from a quiver or belt, or may be held in the bow or shooting hand.
  • Competitors are allowed to start with an arrow nocked which may only be shot after the starting line.
  • When crossing the start line all arrows, other than the one which is nocked, should be in a quiver, or belt. They may be moved to the bow or shooting hand after the start line.
  • Only those shots that are made whilst in canter or gallop count.
  • Each competitor has 2 or 3 competition runs on the track (depending on the length of the track).
  • Before the competition, the competitors will be granted the possibility of at least one test run on the track in walk, trot or gallop, although no shooting is allowed.
Scoring:
  • The score for a run is counted as a sum of points gained on targets, time and penalties deducted.
  • If the number of deducted points (time penalties and missed obstacles) is greater than the number of points gained from arrow hits, the competitor scores zero points for that run. A negative score may not be collected.
  • If two or more competitor have the same final result after all runs, the one who has more points from arrow hits wins.
  • Shooting score:
    • 80 cm round traditional targets / FITA80 target face: 5 concentrical rings counts 1 – 2 – 3 – 5 – 7 points.
    • Long distance shots (over 30 m): anywhere in the target = 10 points, each hit counts.
    • 2D hunter targets: hit target but miss the animal = 2 pts, hit anywhere on animal =3 pts, kill zone = 5 pts, inner kill zone = 7 pts.
    • 3D: scoring depends on the type of target.
    • The number of shots at each of the targets is unlimited, but only the best arrow hit in each targets counts (so if, for example, the competitor hits a particular target in the 3pt and 5pt rings, he receives 5 points).
    • For long distance shooting (over 30 m) the number of shots is unlimited, each hit counts.
Time bonus:
  • The par time is calculated for the speed of 350 m/min (so 350m track will have 60s time limit, 700m track 120s etc.). The main judge can change this par time due to the terrain / ground conditions.
  • Time bonuses are gained at 0.5pt/s for every second under the par time, or deducted at 0.5pt/s over this par time.
  • Time bonuses are only awarded if sufficient targets are hit:
    • On a course with 6-8 targets = 2 targets must be hit
    • On a course with 9-12 targets = 3 targets must be hit
    • On a course with 13 or more targets = 4 targets must be hit
    • Disqualification occurs if a run takes more than twice the par time (eg. a competitor's time exceeds 120s on a course with a 60s par time). Zero points will be scored for that run.
Penalties:
  • When obstacles/jumps are avoided 5pts are deducted.
Developed by: PHAA, submitted by Wojtek and Gabriela Osiecki
Historic aspect: Simulates versatility as would be used in hunting

Benefits: Tests riding skill, balance and the ability to shoot at different distances and angles.
Safety notes: None

Added to database: March '14
Updated: Feb '16
Name: Polish Postal Match Track



Track required: 50 x 90m area
The track is built on a 50 x 90m area. There are two loops forming a figure of 8 – bigger (inside edge 50 x 44 m) and smaller (30 x 44 m) – with space for the track. The track is 3 – 4 m wide, fenced on both sides with proper posts and lines (regular, safe fence). Total length of the track is 320 m, the time limit is 55 sec. (according to 350 m / sec. horse speed). Left handed competitors run in the opposite direction of the track. The only difference is the need to exchange the first target – ground target with the last target – off side, on the track (diagram). They need to be put on the same spot and angle, but on the opposite side of the track. In this way left handed competitors have exactly the same set and order of targets on the track, just their route is in the opposite direction.

Targets
Regular target faces are 80 cm FITA. Long distance target is 120 cm FITA. There are 7 targets placed according to the diagram. Targets are placed in correct distance from the edge of the track. Distance between targets is measured as that distance between the track positions where competitors are perpendicular to that target face.

  1. ground shot: 1 – 1,5 m from the edge of the track, 20 m after the starting line
  2. back shot: 6 m from the edge of the track, 50 m after the 1st shot (shot taken from the centre of the figure 8)
  3. side shot: 8 m from the edge of the track, 45 m after the 2nd shot
  4. long shot: 40 m from the edge of the track, 45 m after the 3rd shot (perpendicular line)
  5. side shot: 8 m from the edge of the track, 90 m after the 3rd shot
  6. front shot: 6 m from the edge of the track, 45 m after the 5th shot (shot taken from the centre of the figure 8)
  7. off side shot: 1 m from the edge of the track, 40 m after the 6th shot, 30 m before the finish line
The long distance target is 40 m from the edge of the track. Shots are unlimited, every hit to the paper (whole white square paper, no matter of zone) is worth 10 points. There is no extra zone for 5 points around long shot. Centre of long shot target is 100 – 150 cm above the ground. (Consider placing an arrow net behind the target to prevent missed arrows landing on the track.)

Rules:
  • There are two counted runs for the whole Postal Polish Track.
  • There is one warm up in canter on the track, NO shooting is allowed on this run.
  • Shots taken only in canter or gallop are counted for the score. It is not allowed to shoot before and after the start / finish line.
  • It is allowed to start with one (only one) arrow nocked or held in hand, before the start line.
  • All other arrows must be carried in a quiver.
  • Otherwise, the general rules are the same as in normal Polish style as in the IHAA Rulebook
Scoring:
  • Target Points:
    • Points from the regular targets are: 7 – 5 – 4 – 2 – 1. Points from the long shot target are 10 for each hit.
  • Time Bonus
    • Must hit a minimum of 3 different targets out of 7 targets (total number).
    • If fewer than 3 targets are hit, then only target points are scored.
    • Time bonuses are gained at 0,5 point / sec. for every second under the time limit or deducted at 0,5 point / sec. for every second over the time limit: + / - 0,5 point / sec.

Developed by:  Wojtek Osiecki
Historical aspect:  Simulates hunting scenarios and therein develops versatile skills that would have been required for hunting in history.

Benefits: Comparable results in Polish type track and thus suitable for postal matches
Safety notes: 

Added to database: Jul '20
Name: Furūsiya Track

Course diagram / Furūsiya Track

Track required: Four different size tracks are possible to set up, two smaller of which designed for training purposes only, and two larger ones for competition purposes. For the smaller two tracks, a 20m x 40m or 30m x 50m arena is suitable, and the two larger ones require an area of minimum 60m x 80m and 80m x 90m, though as noted in the diagrams, larger dimensions are more ideal for allowing a nicer curve at the end of the track for runout space.

Equipment required: 3x 90cm targets, a stopwatch/timer.

Course set-up: Beyond what is obvious in the diagram, the full track should have the following characteristics:
  • There should be an inside barrier of some sort (or just simple marked out track) all around the track (except at the two entry points to the curve) and an outside barrier only for the stretch of the track in front of the target, which should extend as shown in the diagram, with total length 70m for the 220m track, and 40m for the 150m track.
  • Such a barrier should be no higher than 50cm
  • Along the inside barrier near the target, normally there should be a solid barrier next to the inside barrier to prevent skidding arrows and low flying arrows from coming onto the track
  • The track should be minimum 2m wide at any given point where there are barriers on both sides, and should be 2m where the track is directly in front of the target, but at either end of the barrier in front of the target the track may be slightly wider as deemed safe by the chief judge
  • The target should be 10m from the outside barrier and will normally consist of three 90cm targets (5-zone), abutting side by side, facing the track and centred in the middle as shown in the diagram, with the centre of the target 1 meter from the ground
  • Traditional style target faces may be subsituted for championship competitions, but these will still be 5-zone faces
  • There should be 10m or more of straight track with inside barrier before the timing gates (except for the track in a 20m x 40m arena, which can be less).
  • Before this space (however long it is), there should be appropriate short curves to assist horse and rider in obtaining the correct canter lead when starting the track
Rules:
  • The number of shots is unlimited and each hit counts.
  • Arrows may be drawn from a quiver or belt, or may be held in the bow or draw hand.
  • Competitors are allowed to start with an arrow nocked which may only be shot after the starting line.
  • Any angle of shot is permitted
  • Dropping into trot is permitted since this is a technical curved track, but all shots must be at canter/gallop
  • Where there is both an inside and outside barrier, the horse must pass between them. If the horse happens to pass between the outside barrier and the target, no shots fired in this area will be counted.
  • Each competitor will normally have 6 competition runs on the track total; 3 in each direction. Each successive run must be done in a different direction.
  • The horses are permitted and encouraged to be ridden on the course on training day(s) to familiarise them with the particular track and their riders
  • 2 warm up runs are permitted immediately prior to starting scored runs, 1 run without shooting, 1 run where shooting is permitted
  • The rider must pick up the correct canter lead each direction
  • An official near the timing gates will raise a red flag if the horse picks up the incorrect canter lead, at which point the rider should curve away from the inside barrier, return to walk and start again
  • The track does not absolutely require switching hands, but switching hands enables the ability to shoot the maximum number of arrows at the target (this would normally be done twice per run, at two specific points in the track, shown by the blue and green tracks in the technical diagrams in the PDF–link above). However, this depends on the competitor’s strategy.
Scoring:
  • The score for a run is counted as a sum of points gained on targets, time and penalties deducted.
  • If two or more competitor have the same final result after all runs, the one who has more points from arrow hits wins.
  • Target points:
    • 90 cm round target face: 5 concentric rings count 1 – 2 – 3 – 4 – 5 points.
    • All three target faces are scored the same.
  • Speed points:
    • Time bonuses are gained at 1pt/s for every second under the par time, or deducted at 1pt/s over this par time.
    • Time bonuses are only awarded if two hits are acquired. In addition, for the 150m track, at least three arrows must be shot, and for the 220m track, at least four arrows must be shot.
  • The minimum total for a run is 0, even if time losses exceed targets points
Historical aspect:  The inspiration for the Furūsiya track lies in equestrian martial training exercises detailed in historical furūsiya manuals, as well as historical descriptions of the actual use of a specific kind of manoeuvre in battle. This kind of manoeuvre is the kind that is used to charge the enemy, then start turning while running broadside, constantly shooting, and then ‘retreat’ while continuing to shoot. This is described as being used by Mongols by Marco Polo, and by Seljuk Turks in Crusades period historical sources. The diagrams depicting this or similar manoeuvres appear in a 13th-century Persian military manuscript ( Adab-al-harab va Shojaat) and in a 14th-century Mamluk furūsiya treatise ( Nihayat al-su’l wa al-umniya fi ta‘allum ‘amal al-furusiyya).

Functional purpose: Many more manoeuvres were necessary in battle besides galloping in a straight line; quickly slowing down, changing direction or making other adjustments were naturally quite important. Currently in competitions most tracks are straight, and thus neglect the more advanced manoeuvres used in battle. While hunt tracks (partially) test the ability to ride in a hunting type situation, this is still quite far from requiring more advanced battle manoeuvres (and there have only been a few combined weapons events that have required turns at the end of the track). This track is aimed at starting to develop further various aspects of horsemanship (and horse training). The style is engineered to require similar archery skills to the current Kassai or Tower track (though the shots are generally more difficult), but requires slightly more from horse and rider, and as such the larger Furūsiya tracks would be more suitable for championship competitions than either of the other two.

Benefits: Tests versatility of both horse and archer, including riding skill, balanced position and the ability to shoot at different distances and angles while constantly changing direction. Depending on the competitor’s strategy, it may also test the ability to nock and shoot with both hands, the ability to switch hands, as well as reconciling nocking technique and type(s) of quiver to facilitate shots from both hands.

Safety notes: Audience and other competitors must be behind the starting line. At the discretion of the head judge, for efficiency arrow collectors may be to either side of the target, so long as they have a properly solid, three-sided barrier protecting them from any stray arrows.

Developed by:  Andrew Ó Donnghaile

Added to database: Aug '20
Name: Finnish style / SISU track


(Sisu is a word that cannot be directly translated into English, it embodies the Finnish national character of grit and determination in the face of adversity)

Approximate level: n/a

Track required: 1000m harness racing (trotting) track
  • A 400m length of track is measured out on the long side of the track and start/finish are marked
  • A 200m long demarcated channel is created either with cones or with fencing (running 100-300m from the start) with its inside barrier 8m from the inside track edge. The channel is approximately 3-5m wide.
Equipment required:
  • 6 targets with the 71cm square 5-zone Finnish lion target face (or FITA80 or 71cm square five-zone faces)
  • 2 targets with a round 90cm diameter 3-zones faces (or Hungarian target faces)
  • Arrow holder
  • Timing gates / stopwatch
Track set-up
  • 71cm square targets are set up at 30m intervals:
    • [T1, ground shot]  30m from the start / 6m from the inside track edge
    • [T2] 60m from the start / on the track edge, facing perpendicular across the track
    • [T3]  90m from the start / on the track edge, facing perpendicular across the track
    • [T6]  310m from the start / on the track edge, facing perpendicular across the track
    • [T7]  340m from the start / on the track edge, facing perpendicular across the track
    • [T8, ground shot]  370m from the start / 6m from the inside track edge
  • 90cm round targets are halfway down the channel, 200m from the start:
    • [T4]  facing towards the start (at 45 degrees) for forward shots
    • [T5]  facing towards the finish (at 45 degrees) for back shots
  • The arrow holder (X) is located 180m along the 200m roped off channel, on the inside edge, at a height of 1.5m
 Rules:
  • There is one warm up run and two competition runs.
  • Arrows can be carried in the quiver (or belt/boot) or in the hand (bow/string hand).
  • Competitor can start with an arrow nocked.
  • Multiple shots may be taken at all targets
  • T1 and T8 may be jarmaki or regular ground shots on your normal shooting side – they may not be taken as offside shots
  • A competitor must ride through the demarcated channel or they are score 0 on that run.
  • If you miss the channel you are allowed to turn and ride back.
  • Towards the end of the channel there is an arrow pickup opportunity – you are allowed to shoot T6 with the arrow you picked up or one from your quiver
  • Left-handers simply shoot the run in reverse
  • The par time for the course is 69 seconds
Scoring:
  • Target points:
    • 71cm square targets,  score 1-5pts
    • 90cm round targets,  score 3, 4 or 5 pts
  • Bonus points:
    • 4 bonus points for picking up the arrow (regardless of whether it hits the next target or not)
  • Time points are gained only if 3 targets have been hit:
    • Faster than 69s, speed bonus points are gained at 0.5pt/s
    • A time penalty of 0.5pt/s is applied if you complete the run slower than 69s (this is deducted regardless of the number of hits made)
    • There is no disqualification time.
Developed by: SRJL, Finnish Mounted Archery Association
Historic aspect: none

Benefits: Longer track, utilises the harness racing tracks with all-weather surfaces available in some countries. Entering the channel from the wider track requires steering and picking up the arrow requires speed control and the ability to move the horse within the track
Safety notes: none

Added to database: Nov '16

ARENA EVENTS

General rules: Applicable to all arena course matches

Setup:
1. The layout of the track is to be marked: e.g. with poles on the ground or with (preferably easily breakable) ropes and pylons. The edge off the white areas on the map is where these boundaries should be.
2. The track should be designed in such a way that both left and right canter of the horse are tested.
3. The track layout should be 'mirrorable', meaning the layout should still look the same if the track is mirrored at the BE-line, AC-line or one of the diagonals. This creates equal chances for lefthanded and righthanded horseback archers.
4. The layout of the targets should be in such a way that at least one of the sides of the arena is safe for spectators.
5. To reduce the chance of arrows flying out of the arena, the height of the targets can be anywhere between ground level and Korean height (centre 90cm +/- 10cm in height).
6. As targetface the standard FITA 80 will be used, scoring 1 – 5 points.
7. For calculating the par time we start out with the 9m every 2s rule. So a 180 m track has an advised time of 40s. Anywhere between +3,5 and -3,5s (rounded down to whole seconds) of this time is allowed (in this case the safe range is 36s – 43s). Times slower AND faster than the allowed time are punished with -1 point for every second. Runs 10,5s faster (rounded down) than the advised time (in this case runs of 29s or faster) or 7,5 seconds slower (rounded down) than the advised time (in this case 47s) will be disqualified (count as 0).
8. When using a timing device, it is advised to use a stopwatch as backup in case the horse takes a wrong turn and runs through the finishing gate too early.

Competition procedure:
1. Prior to the competition, all riders are allowed to get their horses warmed up and used to the arena at the same time. Shooting is not allowed during the warmup.
2. After entering the arena during the competition, the rider can have approximately one minute to get his horse ready to go (going through the track is allowed in this time). After this the judge gives a 'go' signal and the rider will have to start his run within 30 seconds.
3. It is allowed to start with an arrow nocked.
4. If horse and rider take a wrong turn or go out off the track, the rider should get back on track at the point where he left the course as soon as possible and finish within the allowed time. Arrows shot while outside or in the wrong track will not be counted.
5. It is not possible to score less than 0 points for a run.
6. All riders get 2 runs, of these 2 runs only the highest scoring one will count.
7. The rider gets 2 points for every time his horse is in the correct lead at the turns at A or C. In case of a wrong lead the rider will liose 3 points. It is allowed to take a turn in trot to prevent this, but shots fired from trot will not count.
8. Arrows are only counted if they are shot while the horse was cantering.
9. Unless stated otherwise, riders can only shoot one arrow at each target (unless a target is passed multiple times and the rider is required to shoot it again).
10. If there is a jump in the course, the rider can decide before starting if he wants to have the poles of the jump removed (ride the course without jump) or not.
Bonuspoints are awarded when a competitor jumps an obstacle:
a. 3 points if it is a simple jump - ie not associated with a target.
b. Where an obstacle is paired with a target; 5 points if the jump is taken AND the target is shot at (this bonus is in addition to the target score and is not dependent on hitting the target).
c. Where an obstacle is paired with a target; no points are awarded for the jump if the competitor did not attempt to shoot the target associated with that jump
There is no penalty for avoiding or refusing an obstacle.
11. Points for jumps and the correct lead will only be awarded if the rider has shot at least 30 percent of the targets.

General rules for arena course matches ridden in walk or trot
1. There is no par time, the rider has to load and shoot all his arrows from the chosen gate (walk or trot). If a trotting horse comes to a walk or a walking horse comes to a halt, the rider should focus solely on getting back to the intended gate and only then conitnue shooting the targets. Going back to walk or halt to load an arrow and then go on is not allowed.
2. The riders are allowed to shoot two arrows at each target they pass, where both arrows will count.
Name: Arena X track


Scoresheet pdf

The general rules for arena tracks apply

Setup
Total track length = 198m
  • Track width = 2m
  • Par time = 40-47s
  • Minimum time = 33s
  • Maximum time = 51s
  • Black numbers = Target numbers
  • White numbers = Order and position from where to shoot the targets with the corresponding number
Please setup the targets and borders of the track as explained in the drawing

Below is an explanation of the targets with behind it the coördinates of where their centre should be, it's defined as (x - y) like in a graph. Example: if you start out in the lower left corner of the map, target 1 is 9 metres to the right and 8 meters up. The drawing is made to scale and can be used as a guide when setting up the track.

Targets:
  1. side shot (9 - 8)
  2. back shot (20 - 4)
  3. side shot (25 – 10)
  4. side shot (see 3)
  5. front shot (20 - 6)
  6. front shot (2 - 19)
  7. back shot (20 - 14)
  8. side shot (see 3)
  9. side shot (see 3)
  10. side shot (20 - 16)
  11. side shot (9 - 12)
Left handers
  • Targets without numbers are to be used for left handers. Left handers use the same start and finish, but go through the startiing gate the other way around.
Track specific rules
  • Arrows may be shot from bowhand, from quiver or a combination of both
Scoring
  • Speed Points:
    • Par time = 40 – 47 seconds. For every second faster OR slower than this time one point will be deducted from the score. Runs faster than 33 seconds or slower than 51 seconds will be disqualified (counted as 0).
  • Target Points:
    • Standard scoring of 1 – 5 points
    • Correct lead points
    • The correctness of the lead is judged solely on the moment the horse passes the AC-line
    • For every turn at A and C in the correct lead the rider will get 2 points *
    • For every turn at A and C in the wrong lead the rider will lose 3 points
    • Turns taken in trot will have no effect on the score
  • Bonus Points:
    • If 3 or more arrows hit their target, the rider gets 1 point for each arrow hit
* Bonus points for correct lead are only awarded if the rider has hit at least 4 targets.

Safety notes
Judges should pay extra attention if the rider misses a target. These arrows could end up on the track while the rider still has to pass over them. Abort the run if there is danger. To reduce the chance of arrows landing on the track, arrow nets can be placed behind the targets.

Developed by: Arno Hendriks
Name: Danish Devil track


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Scoresheet pdf

The general rules for arena tracks apply

Setup
  • Total track length = 392m
  • Track width = 2m
  • Par time = 83-90s
  • Minimum time = 76s
  • Maximum time = 94s
  • Black numbers = Targetnumbers
  • White numbers = Order and position from where to shoot the targets with the corresponding number
Please setup the targets and borders of the track as explained in the drawing

Below is an explanation of the targets with behind it the coördinates of where their center should be, it's defined as (x - y) like in a graph. Example: if you start out in the lower left corner of the map, target 1 is 11 metres to the right and 10 meters up. The drawing is made to scale and can be used as a guide when setting up the track.

Targets:
  1. front shot (11 - 10)
  2. side shot (9 - 10)
  3. Offside shot (29-10)
  4. Ground shot (13 – 12)
  5. Jump shot (17-16) *
  6. Back shot (see 1)
  7. Front shot (see 1)
  8. long range side shot (see 3) **
* The jump should consist of two poles in a cross, where the top of the cross is 30 cm in height. Before commencing, the rider decides if he wants to have a jump in the course or not. If not, the poles are removed from the jump and shot 5 can be shot as a normal front shot.
** Shot 8 must be shot before the H to prevent firing in the direction of the safe zone and to make sure they are shot at long range. Shots fired at this target after the H will not count.

Left handers
  • Targets without numbers are to be used for left handers. Left handers use the same start and finish, but go through the startiing gate the other way around
Track specific rules
  • Arrows may be shot one by one from quiver. The rider may also retrieve more arrows at the same time from a quiver
Scoring
  • Speed Points:
    • Par time = 83 – 90 seconds. For every second faster OR slower than this time one point will be deducted from the score. Runs faster than 76 seconds or slower than 94 seconds will be disqualified (counted as 0)
  • Target Points:
    • Standard scoring of 1 – 5 points
  • Correct lead points:
    • The correctness of the lead is judged solely the moment the horse passes the AC-line
    • For every turn at A, C and shot 3 in the correct lead the rider will get 2 points *
    • For every turn at A, C and shot 3 in the wrong lead the rider will lose 3 points
    • Turns taken in trot will have no effect on the score
  • Jump Points:
    • The rider will get 5 points if the jump is taken AND target 5 is shot at (this bonus is in addition to the target score and is not dependent on hitting the target) *
  • Bonus Points:
    • If 3 or more arrows hit their target, the rider gets 1 bonuspoint for each arrow hit
* Bonus points are only awarded if the rider has hit at least 4 targets.

Safety notes
Judges should pay extra attention if missed arrowsend up on the track while the rider still has to pass over them. Abort the run if there is danger. To reduce the chance of arrows landing on the track, arrownets can be placed behind targets.
Also make sure the long range shot isn't shot too late because that arrow could end up in the designated safe zone.

Developed by: Futte Bueskytte
Name: Gorilla track


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Scoresheet pdf

The general rules for arena tracks apply

Setup
  • Total track length = 190m
  • Track width = 2m
  • Par time = 38-45s
  • Minimum time = 31s
  • Maximum time = 49s
  • Black numbers = Targetnumbers
  • White numbers = Order and position from where to shoot the targets with the corresponding number
Please setup the targets and borders of the track as explained in the drawing

Below is an explanation of the targets with behind it the coördinates of where their center should be, it's defined as (x - y) like in a graph. Example: if you start out in the lower left corner of the map, target 1 is 13 metres to the right and 10 meters up. The drawing is made to scale and can be used as a guide when setting up the track.

Targets:
  1. front shot (13 - 10)
  2. side shot (10 - 11)
  3. target flat on the ground (3,5 – 10)
  4. side shot (10 – 9)
  5. back shot (see 1)
  6. long range side shot (see 1)
  7. offside shot (see 1)
  8. back shot (20 – 15)
Left handers
  • Targets without numbers are to be used for lefthanders. Lefthanders use the same start and finish, but go through the startiing gate the other way around
Track specific rules
  • Arrows may only be shot one by one from quiver
Scoring
  • Speed Poimts:
    • Allotted time = 38 – 45 seconds. For every second faster OR slower than this time one point will be deducted from the score. Runs faster than 31 seconds or slower than 49 seconds will be disqualified (counted as 0)
  • Target Points:
    • Standard scoring of 1 – 5 points
  • Correct Lead Points:
    • The correctness of the lead is judged solely the moment the horse passes the AC-line
    • For every turn at A and C in the correct lead the rider will get 2 points *
    • For every turn at A and C in the wrong lead the rider will lose 3 points
    • Turns taken in trot will have no effect on the score
    • There is no bonus points or loss of points for the lead in the slight bend just before the finish
    • For every turn at A, C and shot 3 in the correct lead the rider will get 2 points *
    • For every turn at A, C and shot 3 in the wrong lead the rider will lose 3 points
    • Turns taken in trot will have no effect on the score
  • Jump Points:
    • The rider will get 5 points if the jump is taken AND target 5 is shot at (this bonus is in addition to the target score and is not dependent on hitting the target) *
  • Bonus Points:
    • If 3 or more arrows hit their target, the rider gets 1 point for each arrow hit
* Bonus points for correct lead are only awarded if the rider has hit at least 3 targets

Safety notes
Judges should pay extra attention if the rider misses targets 1, 2, 4 or 5. These arrows could end up on the track while the rider still has to pass over them. Abort the run if there is danger. To reduce the chance of arrows landing on the track, arrownets can be placed behind these targets.

Developed by: Arno Hendriks
Name: Save the North track


Scoresheet pdf

The general rules for arena tracks apply

Setup
  • Total track length = 185m
  • Track width = 2m
  • Par time = 37-44s
  • Minimum time = 30s
  • Maximum time = 48s
  • Black numbers = Targetnumbers
  • White numbers = Order and position from where to shoot the targets with the corresponding number
Please setup the targets and borders of the track as explained in the drawing

Below is and explanation of the targets with behind it the coördinates of where their center should be, it's defined as (x - y) like in a graph. Example: if you start out in the lower left corner of the map, target 2 is 8 metres to the right and 10 meters up. The drawing is made to scale and can be used as a guide when setting up the track.

Targets:
  1. front shot (10 - 10)
  2. side shot (8 - 10)
  3. side shot (see 1)
  4. long range side shot (30 – 10) *
  5. offside shot (see 4)
  6. front shot (38,5 – 1)
  7. side shot (see 1)
  8. long range side shot (see 4) *
* Shots 4 and 8 must be shot before the H to prevent firing in the direction of the safe zone and to make sure they are shot at long range. Shots fired at this target after the H will not count.

Left handers
  • Targets without numbers are to be used for lefthanders. Lefthanders use the same start and finish, but go through the startiing gate the other way around
Track specific rules
  • Arrows may only be shot one by one from quiver
Scoring
  • Speed Points:
    • Allotted time = 37 – 44 seconds. For every second faster OR slower than this time one point will be deducted from the score. Runs faster than 30 seconds or slower than 48 seconds will be disqualified (counted as 0)
  • Target Points:
    • Standard scoring of 1 – 5 points
  • Correct Lead Points:
    • The correctness of the lead is judged solely the moment the horse passes the AC-line
    • For every turn at A, C and shot 3 in the correct lead the rider will get 2 points *
    • For every turn at A, C and shot 3 in the wrong lead the rider will lose 3 points
    • Turns taken in trot will have no effect on the score
  • Bonus Points:
    • If 3 or more arrows hit their target, the rider gets 1 bonuspoint for each arrow hit
* Bonus Points for correct lead are only awarded if the rider has hit at least 3 targets.

Safety notes
Judges should pay extra attention if the rider misses targets 1, 2, 3, 4, 5 or 7. These arrows could end up on the track while the rider still has to pass over them. Abort the run if there is danger. To reduce the chance of arrows landing on the track, arrownets can be placed behind these targets.

Developed by: Futte Bueskytte and Arno Hendriks

OPEN FIELD COURSES

Name: Comanche Attack Course


Approximate level:
Riding: medium
Archery: medium

Track required: The course itself has no barriers, it is set in an open field.
Equipment required: 3 targets (the exact target depends on what people wish to use - suggestions are plain hay bales standing on their edge, hay bales with a shirt and hat on top, human target-faces on hay bales; these may be set up on a wagon/trailer if you wish); cones or other method of demarcating the no-entry zone, timing gates / stopwatch
Set up: The 3 targets should be set up inside the 12m square, in any location or arrangement that the organiser wishes

Rules:
  • Arrows may be drawn from a quiver or held in the bow hand. If arrows are held in hand then they must be held tips up Native American style
  • There is no limit to the number of arrows you may shoot
  • A rider may start to shoot from 5m before the startline as long as their horse is in motion
  • They must canter or gallop around the "wagon" where the targets are located, travelling in either a clockwise or anticlockwise direction, taking care not to enter the 12m square "kill zone" which has been demarcated with cones
  • As many arrows as possible may be shot into the targets on the wagon (there is not a limit on the number of arrows per target) but you may NOT shoot towards the start line
Penalties:
  • Crossing into the demarcated no-entry zone = elimination for that run, scoring zero
  • No arrows are to be shot toward the starting line
  • A 1st violation will disqualify the rider from that run. A 2nd violation will disqualify the rider from continuing the course
Scoring:
  • 5pts for each target hit
  • Time bonus points will be awarded (though time bonus cannot exceed the arrow score for any given run)
  • The par time for the course is 20 seconds (or 22 seconds for youth & seniors). Faster than this you gain 1pt/s (subject to the previous rule), slower than the par time you lose 1pt/s
  • If the time taken for the course exceeds 30 seconds (or 32 seconds for youth & seniors) then a rider is eliminated from that run only, scoring zero for that run
Developed by: Trey Schlichting (USA)
Historical aspect: This course was designed to be reminiscent of the past and represents 3 teamsters crossing into Indian Territory.

Benefits: Having no demarcated track or barriers, this course is a greater test of horse control and riding ability.
Safety notes: Risk of riding over missed arrows lying in the grass. Risk of riders not adhering to the rules and in the heat of the moment shooting towards the startline (where judges and other competitors are located)

Added to database: March '14
Name: Double Guard Attack

Approximate level:
Riding: hard
Archery: hard


Track required: The course itself has no barriers, it is set in an open field.
Equipment required: 2 targets (each made from 2 small hay bales lashed together and standing on end), or 2 back-to-back 3D zombie targets, or a tall target/bale with human figure shooting target-faces on - whatever you wish to use / have available. Also cones or another method of demarcating the no-entry zone, and timing gates / stopwatch

Rules:
  • Arrows may be drawn from a quiver or held in the bow hand
  • A rider passes through the start line then canters around the course in either of the patterns shown above; taking care not to enter the 10m square "kill zone" which has been demarcated with cones
  • A rider may start to shoot once they have crossed the startline. It is OK to start with an arrow prenocked
  • As many arrows as possible may be shot into the guards / targets (there is not a limit on the number of arrows per target)
  • You may NOT shoot towards the start line (ie. shooting prohibited in the area directly behind each 10m square no entry zone)
  • The course can be run as a set of 6 attempts; or fewer if that fits with the time available
Penalties:
  • Crossing into the demarcated no-entry zone = elimination for that run, scoring zero
  • No arrows are to be shot toward the starting line
  • A 1st violation will disqualify the rider from that run. A 2nd violation will disqualify the rider from continuing the course
Scoring:
  • 5pts for each target hit
    (If human figure shooting target-faces are being used then the scoring zones can be used if you wish)
  • 5 bonus points if you ride pattern #2 (ie. change direction / change leg across the middle of the course)
  • Time bonus points will be awarded
  • The par time for the course is 30 seconds
  • Faster than this you gain 1pt/s (to a maximum gain of 5pts), slower than the par time you lose 1pt/s
  • If the time taken for the course exceeds 45 seconds you are disqualified for that run and score zero
Developed by: Matt & Chanti Slade (Australia)
Historic aspect: None

Benefits: Riding ability and horse control is tested, particularly if pattern #2 is run. Tactics are involved in chosing the optimum speed of riding and route (ie pattern 2 is the shorter route thereby gaining you extra speed points and a 5pt bonus, but the riding and shooting involved are both more difficult).
Safety notes: Risk of riding over missed arrows lying in the grass. Risk of riders not adhering to the rules and in the heat of the moment shooting towards the startline (where judges and other competitors are located)

VIDEO

Added to database: March '14
Name: Texas Hunt Track

Approximate level:
Riding: hard
Archery: hard


Track required: The Texas hunt course is a course without barriers. It is meant to be flexible and fit in any available open space. The minimum distance is a loop of approx 80 meters, but it can be made as long as you like. Equipment required: At least 3 large 3D targets, but more can be used. Timer / stopwatch Set-up: The course is arranged in whichever distribution of targets the organiser prefers:
  • There must be at least 3 3D targets, but there may be more
  • Each target has a no-entry zone of 5-10m radius demarcated around it using cones. Riders may not ride through this zone or shoot from within it
  • The furthest target and associated no-go area are placed so that the rider must travel at least 40m to ride around this target before returning to the start/finish line
Rules:
  • Arrows can be held in a quiver or in the bow hand
  • Arrows that are held in the bow hand must be held tips up, Native American style
  • Riders can start nocked and start shooting 5 meters from the start line as long as the horse is cantering
  • A rider may shoot as many times entering and leaving the course as he or she can
  • The rider must go around the furthest target but otherwise may choose any route they wish
  • Cones surround each target creating a no-go area with a 5-10m radius. The horse and rider may neither pass through these demarcated zones, nor shoot from within them
Penalties:
  • There is a 3 point penalty every time a horse crosses inside the no-go area
  • Any target shot while in the no-go area will not count
  • No arrows may be shot towards the start line
  • If a rider shoots toward the start line they will be disqualified for that run
  • If a rider shoots toward the start line twice they will not be allowed to continue to ride the rest of their runs
Time:
  • 1.78 seconds of time is allowed for every 10 meters a horse travels. This par time is calculated by measuring the most likely route prior to the start of competition
  • Bonus points will be awarded to time finished under the par time but only equal target points earned
  • Any times over the finishing par will result in a penalty
  • No one will receive less than a zero and no one will be able to score higher in time bonus than they do in target earned points
  • Disqualification time can be anything over par at the discretion of the organizer
Scoring:
  • Arrow Points:
    • 3D targets score 7, 5, and 3 points according to the arrow hit withing the zones marked on that target
      (i.e. heart shot = 7pts, vital area = 5 pts, anywhere eslse on the target = 3pts)
    • Any target shot while in the no shoot area will not count
  • Time points:
    • The par time (in seconds) = 0.178 x distance (in metres) to and from the furthest extent of the course
    • Points are gained at 1pt/s faster than the part time. The time bonus gained may not exceed the arrow score for that run
    • Points are lost at 1pt/s slower than the par time. However if the time penalty exceeds the arrow score the score cannot drop below zero
    • A disqualification time may be set by the organiser. If this is exceeded, no points (time or arrow) are collected and the total score for that run is zero
Developed by: Trey Schlichting (USA)
Historical aspect: None

Benefits:
Increased riding difficulty in and open-field environment. Variety of shots required with variable distance, angle and possibly offside shooting. Allows some tactics for route taken to come into play.
A course that can be set up in any available space (of course taking into account safe distances incase of missed shots)
Safety notes: Ensure that spectators and other horses / riders stay well away from where any stray arrows may land.
Potential for arrows to miss and be lost in areas that later competitors may ride over

Added to database:  December '14

WALK / TROT EVENTS

Name: Raid course (walk and trot)

Scoresheet pdf


Track required: 90m track 2-4m wide
Track variation for WT grading: The track may be between 50 and 90m, with the spacing of targets appropriate for the length Equipment required: 3 targets with either FITA80 or 71cm square 5-zone Korean targets

Rules:
The rules are based on the IHAA Raid rules with a few variations
  • Arrows must be held in a quiver
  • The track set up for the triple shot is as shown in the diagram above (and is the same as the canter K3 track): 3 targets set back 7m from the edge of the track, and perpendicular to the track, at 15m, 45m and 75m
  • For runs 1-3 only 1 arrow may be shot at each target
  • For runs 4-6 multiple arrows may be shot at each target
  • The course may be done at either walk or at trot
  • It is permitted to ride at a faster pace by accident
  • It is not permitted to ride at a slower pace; ie, if a horse stops during a walk class, or if a horse slows to a walk or halt during a trot class, then no points can be scored on this particular run (even if no arrows were shot at this slower pace)
Scoring:
  • 5 zone scoring: 1-5 pts
  • No time constraints/points
  • No multi-hit bonus points
  • If a horse slows to walk (during a trot class) or stops (for a walk or trot class) then no points are scored for that run
  • If this happens there is no disqualification, scoring for all other runs is as normal

Developed by: Katrina Kruse (Australia)
Historical aspect: None

Benefits: Good introduction to the standard Korean canter class. Easy to set up.
Safety notes: None 
Name: Australian course (walk and trot)

Scoresheet pdf


Track required: 90m track 2-4m wide
Track variation for WT grading: The track may be between 50 and 90m, with the spacing of targets appropriate for the length
Equipment required: 3 targets with either FITA80 targets (ie. round 80cm diameter 5-zone)

Rules:
  • The rules are based on the IHAA Raid rules with a few variations
  • Arrows can be held in the hand or in a quiver
  • The track set up for the triple shot is as shown in the diagram above: a forward first shot, a perpendicular 2nd shot, and backwards 3rd shot. The targets are set 7m from the edge of the track, and #1 and #3 are angled to the track edge 10m away
  • For runs 1-3 only 1 arrow may be shot at each target
  • For runs 4-6 multiple arrows may be shot at each target
  • The course may be done at either walk or at trot
  • It is permitted to ride at a faster pace by accident
  • It is not permitted to ride at a slower pace; ie, if a horse stops during a walk class, or if a horse slows to a walk or halt during a trot class, then no points can be scored on this particular run (even if no arrows were shot when moving at this slower pace)
Scoring:
  • 5 zone scoring: 1-5 pts
  • No time constraints/points
  • No multi-hit bonus points
  • If a horse slows to walk (during a trot class) or stops (for a walk or trot class) then no points are scored for that run
  • If this happens there is no disqualification, scoring for all other runs is as normal
Developed by: Katrina Kruse (Australia)
Historical aspect: None

Benefits: Easier to safely set up in an indoor school with several participants as all shooting is directed towards the middle of the 90m run. A good introduction to Hungarian for beginners.
Safety notes: None 
Name: Arena 30 (walk course)

Scoresheet pdf


Track required: 30m track 2-4m wide, designed to fit in a 40m long arena
Equipment required: 3 targets with FITA80 target faces

Rules:
  • 6 runs in total: 3 runs of the straight-target track and 3 runs of the angled-target track
  • Targets are set back 7m from the edge of the demarcated run
  • FITA80 target faces. 5 zone scoring
  • Arrows may be carried in the hand or a quiver
  • A helper may walk with or lead the horse as required
  • No timing. Try to stay in walk, but no penalty for trotting by accident
  • On the straight-target track you may shoot 1 arrow at each target
  • On the angled-target track unlimited numbers of arrows may be shot, the best 2 hits on each target will score
Scoring:
  • 5 zone scoring: 1-5 pts
  • 3 bonus points are awarded if a rider scores on all 3 targets
  • No time constraints/points
Developed by: Claire & Dan Sawyer for HorseBack UK

Benefits: Possible to set up in a 40m arena. The 10m spacing between targets ensure that even at walk there is some urgency with nocking. The angulation of targets on the angled track variant is not severe so the course is possible for disabled riders with limited ability to turn in the saddle.
Safety notes: None
Name: Arena 50 (walk course)


Track required: 50m track 2-4m wide, designed to fit in a 60m long arena or be set up in an open field
Equipment required: 5 targets with FITA80 target faces

Rules:
  • 6 runs in total: 3 runs of the straight-target track and 3 runs of the angled-target track
  • Targets are set back 7m from the edge of the demarcated run
  • FITA80 target faces. 5 zone scoring
  • Arrows may be carried in the hand or a quiver
  • A helper may walk with or lead the horse as required
  • No timing. Try to stay in walk, but no penalty for trotting by accident
  • On the straight-target track you may shoot 1 arrow at each target
  • On the angled-target track unlimited numbers of arrows may be shot, the best 2 hits on each target will score
Scoring:
  • 5 zone scoring: 1-5 pts
  • 3 bonus points are awarded if a rider scores on 3 consecutive targets
  • 5 bonus points are awarded if a rider scores on all 5 targets
  • No time constraints/points
Developed by: Claire & Dan Sawyer for HorseBack UK

Benefits: Possible to set up in a 50m arena. The 10m spacing between targets ensure that even at walk there is some urgency with nocking. The angulation of targets on the angled track variant is not severe so the course is possible for disabled riders with limited ability to turn in the saddle.
Safety notes: None 
Name: Club 3 (FFE)


Scoresheet

Track required: 30 meters long, 2m wide Equipment required: 3 Hungarian targets (round, 3-zone, 90cm diameter) target centre 0.95m above the height of the track, 5m distant from track

Rules:
  • 3 scored runs at walk
  • The rider may start the run with an arrow nocked
  • Arrows may be held in the hand or carried in the quiver or belt
  • You may shoot up to 3 arrows per target
  • Arrows may only be released within the 30m track, ie they may not be shot before the start post or after the finish post
  • A 4th run is done at trot / canter (rider's choice) which is NOT SCORED, it is just for fun!
Scoring:
  • Target Points:
    • 3-zones = 2, 3, 4
  • Speed Points:
    • None
  • Bonus Points:
    • None
Developed by: The French
Historical aspect: None 

Benefits: Good introduction to HBA
Safety notes: None

Added to database: Jul '17
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