Archers Arena Toronto Tournament Format 

Format consists of round robin matches, with the top 4 teams advancing to playoffs. 

Teams 

  • Each team roster have a minimum of 6 players and can have a maximum of 8 players. 

  • Each team can have a maximum of 6 players on the field at any time. Up to 2 additional players (substitutes) can start on the sideline and rotate in as revivals occur. 

  • Each Team must include 1 youth or opposite gender player. This player may start on the sideline, but as the revivals occur, this player must rotate in before any of the starting lineup players.

Equipment 

Teams must use equipment supplied by Arches Arena.. No personal bows are permitted.
Personal masks and arm guards may be permitted but must be approved by Archers Arena staff.

  • Archers Arena bows specs:

    • 22lb

    • 110 fps at full draw

    • Available with and without finger tabs that can slide on the string.

    • Available with and without hand protection.

  • Players can pick any bow of their preference at the start and keep it for the whole tournament. 

Hand Guard shown in picture

Hand Guard shown in picture

Round Robin Format. 

  • Each team will play every other team at least once. 

  • Each match consists of 4 games. Each game runs until full elimination. If elimination is not achieved by 2:30 minutes, the game goes into INVADER mode. 

  • The Home team has priority to select bows and choose their starting side of the arena. 

  • Teams will switch sides after the second game of the match.

  • Each winning game is worth 1 point. Each match has a maximum value of 4 points. 

  • The top 4 teams are determined by the most wins during the round robin.
    If there is a tie for number of wins, the teams will face off with a best of 3 where the winner of the round-robin match when those teams faced each other will decide start with arrows or run and losing team of the match will choose court side.

Match Format 

Tournament Game Table

Rules 

Starting Whistle 

  • Players must start with their whole body behind the red line

Neutral Zone 

  • At the start of each match, arrows are placed in the neutral zone are in mirror setup with foams facing each other.. Referees will ensure all arrows are within the lines.

  • Players can be tagged while standing in the neutral zone, but are not permitted to shoot.

  • Players will be called OUT for: 

    • Shooting or throwing from within the Neutral Zone or with a foot on or over the line. 

    • Jumping shots that finish with a foot on or over the line. Jumping is 2 feet off the ground at the same time. 

  • At any time during a game, more than one player is allowed to cross to the enemy court to retrieve a single arrow at a time. Each player must clear that single arrow by carrying it back completely over to their own side of the neutral zone before being allowed to return to the enemy court to retrieve another arrow. Players are valid targets and may be shot and eliminated during this process..  

Sideline Zone 

  • The sideline area is out-of-bounds between the sniper towers. Players are not allowed to hide in or shoot from the sideline. 

  • If a player dodges into the sideline, they must quickly return to the playing area. 

  • If a player lingers in the sideline, any shots are invalid and the player will be called out 

Arrows 

  • A player may have more than one arrow in their possession at any time. 

  • There will be 20 arrows in play 

  • A player may retrieve an arrow from the opposing side but they will be vulnerable to elimination by their opponents.

  • If a player catches an arrow while crossed over on the opposing side, that catch will count as a revival for their team, but the player must proceed to ‘clear’ that arrow by carrying to across the neutral zone to their side - remaining vulnerable to elimination the entire time. 

  • A player is OUT if an arrow hits their body, anything on their body (clothing, hair), or anything they are carrying/holding (bow, arrow).. 

  • Ricochets are not valid kills. Maximum of one kill per shot - double kills are not permitted. 

  • A player can catch an incoming arrow, if they catch the arrow that hit them before that arrow contacts anything else, they are safe, and they get 1 revive for their team up to 6 players in play

  • If the arrow makes contact with any person, object or thing such as  including wall, bunker, other player before the catch the arrow is dead and the player is out. 

  • If hit while in possession of an arrow, a player must either drop the arrow in place, pass it to a teammate within an arm's length, or toss it towards the back wall before entering the sideline. 

  • A player can “steal” any arrow facing any direction from the ground in the neutral zone. If there is a dispute between two players who grab the same arrow from the neutral zone, the player with the head gets possession. 

  • Players are not allowed to grab arrows out of another players hand.

  • Arrows count as an extension of the body. If the arrow a player is holding is hit directly by an enemy arrow, or if it redirects the enemy arrow, it counts as a hit.

Bow

  • Each player must keep their bow in their possession at all times. You are not permitted to deliberately drop the bow on ground.  

  • The bow counts as an extension of a player’s body, If the bow is hit or otherwise redirects an enemy arrow, it counts as a hit.

Targets and Gong

  • Each fully knocked out target revives a single player from the sideline.

  • A gong will be placed 7 ft high on the red line. Directly hitting the gong with the head or shaft of the arrow (no ricochets or indirect hits) will jailbreak/revive the whole team. You can use the gong at any point in the game but only ONCE per game. 

  • Players are NOT ALLOWED TO BLOCK the targets or gong. a player who temporarily blocks the target while moving is forgivable, but crouching, sitting, or kneeling in front of the target or jumping to block the gong is not permitted and will be called out.. 

  • You will be called out if the referee judges that you are blocking the targets beyond reasonable play (i.e. standing with multiple players in front). This is solely at the referee’s discretion. Calls from other players are not accepted

  • The first incident of blocking results in being called out. Any subsequent incidents will result in a yellow card.

  • Hitting players in front of the target is not viewed as a “wasted shot” as you have still removed a player from the other team AND the shooter will be granted a revive.

Revivals 

  • Only a player who is standing in the sideline area can be revived. If a player is hit and has not reached the sideline when a revival occurs, they cannot be revived. *This rule aims to prevent players from lingering on the field. The referee has the discretion to allow a revival if they see an honest effort to reach the sideline. 

  • Players are revived in the order they reach the sideline. A player who deliberately jumps the line will be called out and the team will waste one revival. Any subsequent line jumping by any player on that team will result in a yellow card. 

  • When revivals occur, all players, including sidelined youth or opposite-gender players, must rotate back into play in the order in which they were knocked out. As long as the starting lineup included the youth/opposite gender player, they do not need to jump the line for revivals, but also cannot be permanently sidelined. 

  • If revived by a target or a catch, a player has 5 seconds to touch the back wall on their side before rejoining play. 

  • Hits to a player before they touch the back wall do not count. 

  • Any player who grabs an arrow or interferes with game play before touching the Revival Zone will be called out and may be penalized (carded). 

INVADER

If a game exceeds 2 minute 30 seconds, players will be able to shoot from the neutral zone, but not past the opponent Neutral Zone line. A player’s foot must be completely behind line.

Mercy 

The last person remaining on a team may raise their hand and call themselves out. Also, after 20 seconds of inactivity (hiding, not moving, not attempting to fire/catch or hit a target), the referee may call the player out. 

Stoppages of play 

Due to safety issues (dislodged mask, fallen player) or game issues (target knocked over), the referee may need to stop play mid-game. When the referee whistles, players are to return to their fence and drop their arrow. Play resumes when the referee next whistles. Players will be penalized if they attempt to gain an unfair advantage during these periods (gathering or moving arrows). 

Any player can call for stoppage of play by yelling “STOP! STOP! STOP!” if they notice a safety concern, such as a broken/unpadded arrow, dislodged mask, or injured player. All players are to repeat the stop call to bring it to the notice of the referee who can blow the whistle. If stoppage is called, all players should freeze until the reason for stoppage is addressed. Any hits, catches or targets hit after stop is called are not counted. Targets and arrows will be reset if needed. 

Discussion During the Match:

If at any point during the match, a team has an issue or concern they may have one representative from the team (preferably the team captain) speak to either the referee or tournament organizer or tournament supervisor. Please try to discuss with the referee or supervisor only between games in a calm tone. 

Noise & Safety 

Noise levels during tournament play must be kept at a reasonable volume so players can hear each other and the referee’s whistle. At any pause in play, the Referee can inform players and spectators that the Noise rule is in effect. 

Noise Rule: 

This rule ensures that each team will have two players who are allowed to call directions to their team. These players will be the team captain and the first player eligible for revival. If the referee deems that a team is being too loud they will receive a warning. If they do not correct their volume they will receive a team yellow card and will start the next game with one player on the sideline. 

Spectators will be asked to leave the area if they are unable to keep noise within appropriate levels this is determined by the referee, organizer, or supervisor. 

Infractions 

Verbal Warnings Issued for accidental/disputable rule infractions or smaller offences that do not have a major impact on game play..These are issued at the referee’s discretion. 

Note: Verbal warnings are NOT REQUIRED before being issued a card for below infractions. 

Yellow Card = Out for the rest of current game and sidelined for subsequent game** 

A referee will issue a Yellow Cards for the following offences: 

  • Retrieving more than one arrow from the Neutral Zone, or swiping multiple arrows onto your side. Players must clear the arrow by stepping out of the neutral zone onto their side.

  • Repeated or similar infraction despite receiving a previous verbal warning 

  • Unsportsmanlike behavior. (not leaving the field after being hit) 

  • Affecting play while tagged out (Firing an arrow, blocking targets or players, walking too slowly, etc) 

  • Continued complaining or arguing with referees; yelling at the opposing team 

  • Knocking over the targets on your side that the opposing team is shooting for revivals, or causing a major shift to the targets that affects play 

  • Blocking the gong for Jail Break.

  • Crossing over to retrieve and arrow and deliberately obstructing an opponent’s view of incoming shots. 

  • Two false starts

  • Excessive or unnecessary noise, including yelling, cheering, coaching, complaining, arguing, or heckling at other players or the ref. 

  • Any play deemed by the referee to be unsafe 

** For the game subsequent to the receipt of a Yellow Card, the yellow-carded player must start on the sideline, but can play the remainder of the match. As a result, the team must start the game with a 5-player lineup, but can use a revival to bring the team back to 6 players. 

Red Card = Out for the match 

A referee will issue a Red Card for the following offences: 

  • A second Yellow Card offence in the same match results in an automatic red card 

  • Aggressive behavior towards other players, the referee, or staff 

  • Any violent or physical contact with another player, the referee, or staff 

  • Continued complaining/arguing with refs; yelling over the field of play at the opposition 

A player who receives a Red Card is immediately dismissed from play for the remainder of the match. As a result, regardless of the number of subs, the team must play with a 5 - player lineup for the remainder of the match. 2 red carded players means team must play with 4 - player lineup. 

Cumulative Penalties 

A player who receives 2 Red Cards or 5 Yellow Cards through the course of the tournament will be dismissed from play for rest of tournament. This dismissal takes effect immediately upon receipt of the final card. The dismissed player’s team must play short by the number of dismissed players for the remainder of the tournament. (i.e. 2 dismissals means 4 on field rather than 6.) Dismissed players are not eligible for a refund. 

Note: Any player under the influence of drugs or alcohol, who is behaving in a manner that is disruptive or dangerous to play will receive 2 red cards, and will be dismissed from the tournament. The affected team will have to start with minus 1 player on the field for remainder of tournament. 

Playoff Details: TBA

Changes and Additional Updates will be Posted Below:

  • If your bow unstrings during a game, exchange your bow with one of the extra bows  available at the back of each court. Game play continues without interruption. If you are shot while your bow is unstrung, you are still out.

  • A player can only steal an enemy arrow Off the ground during run for arrows. You cannot take arrow off another player's hand. 

  • When crossing to enemy side to take arrow, you cannot block, or screen an opponent. Screening will result in yellow card.

  • When you are crossing, you cannot throw arrows back to your side, you must clear it by stepping back to your side past the neutral zone, then you can go in again.

  • If you catch an enemy arrow on their side, you get a revive for your team but you must go back to clear that extra arrow before you go in to grab another.

  • If you catch an arrow on your own side when multiple arrows hit you simultaneously, you are eliminated, but you will still get a revive for your team.Refs call if it is clearly one arrow after another.

  • Arrows are lined up with nock on the line and head facing directly towards the opponent.

  • Start of Game will be READY …. GO (go will be within 1-3)

  • False start/Early start will result in a warning, 2 early starts for the same game will result in a yellow card.

  • Accidentally or Intentionally swiping an opponent arrow in the neutral zone will result in a yellow card.

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