1. Raid 233
1.1 The Raid 233 event shall consist of six runs, split between three disciplines: double shot, angled triple shot and triple shot.
1.2 The disciplines must be run in the order prescribed: two runs of double shot; then two runs of angled triple shot; then two runs of triple shot. These disciplines shall be run as set out below.
1.3 The competitor’s score for the event shall be the total of the scores for the competitor’s six runs.
1.4 Prior to starting their scored runs, competitors get 2 warm up canters, with or without shooting (depending on the competitor’s preferences / needs)
1.5 The track should be set up so that there is a minimum start/stop distance of 25m before and after the timing gates. It is not necessary for this to be straight but if curved it should not be tighter than a 20m diameter circle.
1.6 There should be an empty 5m buffer zone between the track and spectators. Judges, officials and 1 representative/helper per team are permitted within this area but should take care not to crowd the edge of the track.The only horses within the buffer zone should be those in the current group.
2. General Rules – Applicable to All Raid Disciplines
2.1 Arrows must be individually drawn from the belt or from a quiver or arrow case, which must be attached to the competitor’s hip, waist, thigh or back. It must not be attached to any other part of the body.
2.2 In the double shot discipline, competitors must not touch their arrows until they have passed the start line.
2.2.1 If the competitor touches the arrow before if they have passed the start line, they shall score no points for the first arrow loosed at a target on that run, although they may score with any subsequent arrows loosed on the same run.
2.3 For the purpose of deciding whether an arrow was drawn early in contravention of Rule 2.2:
2.3.1 The competitor shall be deemed to have crossed the start line when the rider’s body crosses the line, not when the horse does so;
2.3.2 A judge shall be positioned at the start line to judge whether a competitor has drawn early;
2.3.3 The benefit of the doubt shall be given to the competitor. If the judge is not sure whether the competitor drew early or not then no penalty shall be imposed.
2.4 In the angled triple and triple shot disciplines, competitors may start with an arrow nocked. The remaining arrow must be in the belt or quiver as set out in Rule 2.1 above.
2.5 Only one arrow may be loosed at each target. A competitor whose first arrow will score zero because they touched their arrows before the start line (see Rule 2.2) may still only loose as many arrows as there are targets in that discipline. Any arrows loosed beyond the allowed number for the run shall not count.
2.6 The targets shall be set so that their centre is 90cm +/- 10cm in height.
They shall be positioned at an angle so that the face is perpendicular to an archer in the saddle.
2.7 The targets shall be either:
2.7.1 A round target with a diameter of 80cm, divided into 5 concentric circular zones of diameters 16cm, 32cm, 48cm, 64cm and 80cm. The target zones shall score, from inner to outer: 5pts, 4pts, 3pts, 2pts and 1pt respectively. (A standard FITA target.)
2.7.2 A square target 80cm square, divided into 5 concentric circular zones of diameters 16cm, 32cm, 48cm, 64cm and 80cm. The target zones shall score, from inner to outer: 5pts, 4pts, 3pts, 2pts and 1pt respectively.
2.8 80cm round targets shall be set 7m from the edge of the track. 80cm square targets shall be set 8m from the edge of the track.
2.9 All runs must be completed at canter or gallop.
2.9.1 If a horse drops to a trot then the rider scores 0 for that run
2.9.2 The referee may choose to make an exception to 2.9.1 is if the drop in pace is for a short period between the last target and the finish line AND the rider is obviously trying to push the horse back up to canter
3. Time Allowed
3.1 The time allowed for each run is 14s. Subject to Rules 5.6 and 6.6 below, points shall be awarded or deducted for completing a run in less or more than this time. One point shall be awarded or deducted for each second, calculated to two decimal places (unless timing equipment does not allow for this level of accuracy).
3.2 Points are only awarded for time if the competitor hits at least one target. If no targets are hit then the run scores zero, regardless of time taken.
3.3 “Hits” means hits within the scoring zones of the target face. Arrows that hit the target boss but do not scores points are not “hits” for the purpose of these rules.
4. The Double Shot Discipline
4.1 The course shall be 90m long.
4.2 The first target shall be positioned 40m along the track and shall be angled to face the 30m point along the track.
4.3 The second target shall be positioned 50m along the track and shall be angled to face the 60m point along the track.
4.4 The time allowed is 14s (see rule 3).
4.5 Two bonus points shall be awarded for any run in which the competitor hits both targets.
5. The Angled Triple Shot Discipline
5.1 The course shall be 90m long.
5.2 Three targets shall be positioned as follows:
1 target at 25m along the track, angled for a forwards shot by an archer who is 15m along the track;
1 target at 45m along the track, angled for a sideways shot;
1 target at 65m along the track, angled for a backwards shot by an archer who is 75m along the track;
5.4 The time allowed is 14s (see rule 3).
5.5 Three bonus points shall be awarded for any run in which the competitor hits all three targets.
5.6 In order to collect their speed points for a run, a competitor must hit at least two targets during that run.
5.6.1 If a run is slower than the allowed time then time penalties shall be incurred, regardless of the number of targets hit.
6. The Triple Shot Discipline
6.1 The course shall be 90m long.
6.2 Five targets shall be positioned for sideways shots at distances of 15m, 45m and 75m along the track.
6.3 Competitors may start with an arrow nocked. The remaining arrows must be drawn from a belt or quiver as usual.
6.4 The allowed time is 14s (see rule 3).
6.5 Three bonus points shall be awarded for any run in which the competitor hits all three targets.
6.6 In order to collect their speed points for a run, a competitor must hit at least two targets during that run.
6.6.1 If a run is slower than the allowed time then time penalties shall be incurred, regardless of the number of targets hit.