ROVENT

A Medieval Tourney
October
17- 19, 2008
Camp Opemikon
Medieval
Tourney Registration Form
October 17- 19, 2008 / Camp Opemikon
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Registration Committee Only
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Rules for the Siege
The activity is divided into two parts: The
competition for distance and accuracy, and the siege proper.
- No
catapult will contain bungee cords, surgical tubing, or
springs for safety reasons
- If a
team is discovered to be using unsafe ammunition during
the siege that group will be ejected from the
siege and will not be allowed to return to Rovent the
following two years.
Competition
- Catapults
will be judged on distance and accuracy, equally.
- The
Firing range will be marked out with a Firing
Location (approx. 15 feet x 15 feet) and a firing
range approx. 40 feet wide by 100 feet long. It will be
marked out in 10 foot increments.
- Catapults
will be registered (and will compete) in the order that
they arrive at the Orchard. (as near as can be
determined). Teams not ready when their turn comes up
will be moved to the end of the list. Multiple
catapults will be being tested at any given time to speed
up the process.
- Each
catapult will be moved into the pre-determined and marked
out firing location, and positioned to fire
down the firing range by its crew. Each team will
be given a maximum of 10 minutes to move, position and
fire their catapult.
- The team
captain will be given 3 tennis balls for ammunition.
The first shot will
be for distance. A Static Target (approx. 2 feet x 3
feet) will be set up at the point where the tennis ball
first touches ground, or at the point on the ground
closest to where the shot leaves the firing range, as
near as can be judged, by eye, by the marshal on the
field.
- Points
for distance will be awarded as follows:
- 5
points for every 10 feet or part thereof from the
firing line to the point where the shot first
touches ground or leaves the range, to a maximum
of 50 points.
- Teams
will be allowed one do-over at a
penalty of 5 points. The distance of this second
shot will be final (even if it is less than the
first shot).
- The
second and 3rd shots will be for accuracy. The
team must attempt to hit the target established by the
first shot.
- Points
for accuracy will be awarded as follows:
- 25
points for a direct hit, with the ball still in
the air
- 15
points for a direct hit from a bounce
- 10
points for a near miss where the ball
lands, flies or rolls within approx. 5 feet of
the target (as judged by eye by the marshal on
the field).
Siege
- Catapults
will be divided into 2 teams, based on their scores from
the competition.
- The field
will be divided into 2 zones of approximately equal size,
with a demilitarized zone approx. 10 feet
wide, separating them.
- There
will be cut-out targets attached to each catapult at
which the opposing team will aim. Each target will
be surrounded by a No Mans Land of 10
foot radius. Only the designated marshals may enter these
areas.
- These
targets are the only valid targets for flour bombs
no one should deliberately aim a catapult, or throw a
flour bomb, at any other object, creature, or person.
- Each team
will deploy their catapults along the back line of their
zone, with sufficient space about each for safety.
- Once the
siege begins, teams may fire and manoeuvre their
catapults within their own zone. No catapults may enter
the DMZ.
- Each
catapult crew must monitor the areas directly around
their catapult and control their fire, only firing when
it is safe to do so.
- No
participants may enter the DMZ.
- No
participants or catapults may enter the no mans
land surrounding either target.
- The Siege
will last for a predetermined length of time, or until
both teams have exhausted their usable ammunition,
whichever is less.
- Points
will be awarded for every hit on the target (regardless
of which team launched the shot) 10 points for a
direct hit, 5 points for a bounce/indirect hit.
- If the
target is knocked or blown over, the marshals will reset
it as quickly as possible. The siege will not be stopped
while this is occurring.
- In case
of injury, or suspected injury, or suspected dangerous
conduct, the siege will be stopped while the situation is
dealt with. The Marshals will signal a halt by blowing a
single whistle blast. All participants must stop whatever
they are doing immediately at this signal, until given
the all clear by the Grand Marshal.
- Any
participant observed by the marshals practicing dangerous
or un-chivalrous conduct will be cautioned or ejected, at
the Grand Marshals sole discretion. A penalty of 5+
points will be levied against the offenders team,
at the Grand Marshals discretion, for each such
infraction.
- The
marshals will do a cursory inspection of all ammunition
before the siege begins. Any ammunition that does not
meet the guidelines as laid out in the Rovent
registration package will be confiscated.
- The team
with the most points at the end of the Siege wins. There
will be a prize for the winning team.
- There
will also be an award for the team with the best designed
castle target.