Masahee - IHAA version

Name: IHAA Masahee


Course diagram: 


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 eliminationmatch 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 Korean 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)

Historic 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




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