Rules of Kyykkä

The rules for Kyykkä "kueuekkae"

§ 1 THE PLAYGROUND

The playground should be as even as possible. The area is 5 times 20 meters with 5 times 5 meters playing squares. The playing squares should be 10 meters apart from each other.

THROWING DISTANCES

Women start throwing at the distance of 10 meters. After the opening (explained in the kyykkä vocabulary), women continue throwing at 8 meters. Men start throwing at 15 meters and continue throwing after the opening at 10 meters.

§ 2 THE PLAYING GEAR

a) Kyykkäs are made of wood, shaped like cylinders. Kyykkäs radius is 7-7,5 cm and it is 10 cm high. You need 80 kyykkäs in a game, i.e. 20 pairs to place in front of both sides playing squares on the frontier line.

b) A karttu is also made in the shape of a cylinder. It has a handle for throwing. You are allowed to strengthen the handle if you like. The karttu cannot be more than 85 cm high and not more than 8 cm thick. You are allowed to paint, or otherwise improvethe throwing and sliding abilities of the karttu. In the game you need 8 for each throwing round.

§ 3 KYYKKÄ VOCABULARY

Throwing square The square from, which you throw the karttu.

Playing square The square out of, which you throw the kyykkäs. The kyykkäs are placed on the frontier line on the front edge of the throwing square in the beginning of the game.

The opening The first throw that gets at least one kyykkä out of the playing square.

Frontier line After the opening the player is allowed to move to their own throwing square’s frontier line.

Playing turn The playing team has four (4) karttus. During the playing turn you are not allowed to move the karttus that have been thrown.

Akka (not a very pretty name for a woman) kyykkä, that has stayed in the throwing square. The kyykkäs that are in the frontier line of the throwing square are all akkas. Akkas are worth -2 points.

Pappi (priest) is a kyykkä that has been thrown on the line of the throwing square. Gives you 1 minus point.

Kuokkavieras (party crasher) a kyykkä that has bounced between the playing squares. They're also worth -2 points.

(Minus) points tell the result of the game. The team with the least minus points is victorious.

4 § STARTING THE GAME AND BUILDING THE GAME AREA

a) The players of the teams always build the game area themselves. The kyykkäs are placed on the frontier lines of the playing squares. You must leave a free area of 10 cm on the both sides of the frontier line. There should be 20 pairs of kyykkäs (a pair means two kyykkäs on top of each other) on the frontier lines of both playing squares. Kyykkäpairs should be set as evenly as possible.

b) Before the playing starts the teams are allowed to even out the area between the playing squares. For example, if there is a huge pile of snow.

c) If the kyykkä is thrown into a hole or something like that, the players are allowed to get it back on the same level as the playing area. This has to be supervised by the referee.

d) After the game the players must rebuild the game area (unless the ref says otherwise).

5 § JUDGES or REFEREES

There are two kinds of judges in the game. Three supreme judges for the whole tournament and the game judges for each game. The supreme judges referees the games with the assistance of the game judges. The supreme judges solve disagreements and disqualifications.

The game judges referee the actual games. They must be objective and righteous. They must referee honestly and discard the bribery. The game judges control, referee and keep book of the events in the game according to the following rules:

  1. In order to avoid accidents and to make it easier to follow the playing turns the judge allows only one player at a time in the playing square.
  2. If the player throws and the throw moves the opponents kyykkäs the judge will set those kyykkäs back and referees the throw to have been made if the karttu left the hand of the player.
  3. You are not allowed to move the kyykkäs in the throwing square. If this happenes by accident, the judge sets them back and gives the player(s) a warning. After two warnings the gamejudge orders the naughty player to throw all the remaining karttus from the back line.
  4. If a kyykkä is broken by a throw, the game judge referees the kyykkäs place (is it outside or inside of the square) by the part of the kyykkä that is bigger. If the parts of the split kyykkä are of equal size, the throwing player decides. The game judge has to change the broken kyykkä to a solid one as soon as possible.
  5. Players(or their fans) are not allowed to delay the game. If the game judge notices tactical delays, he/she must give a notice to the player. If there are tactical delays after the notice, the game judge will give the player a maximal time during which the remaining karttus must be thrown. The maximal time is 30 seconds for each remaining karttu.
  6. The player throws the karttus(2) of his/her playing turn straight after each other. If the karttu stays in the playing square, you are not allowed to remove it before the playing turn is over. If the karttu you picked up is not to your liking, you can only change the karttu from the playing square, if the game judge gives you permission.
  7. When throwing the player is not allowed to cross the lines of the throwing square. The throwing starts from the time that karttu leaves the hand of the player and ends to the time that the player leaves the playing square through the side or the back line. IF THE PLAYER BREAKS THIS RULE, THE GAME JUDGE MUST PUT ALL THE KYYKKÄS, THAT HAVE BEEN THROWN AT AND HAVE GONE OUTSIDE THE THROWING SQUARE, BACK TO THE STARTING POSITION (FRONTIER LINE). THOSE KYYKKÄS THAT STAYED INSIDE THE PLAYING SQUARE, (AKKAS AND PAPPIS) STAY WHERE THEY ARE. THE KYYKKÄS THAT HAVE BEEN THROWN OUT OF THE SQUARE ARE PLACED BACK TO THE FRONTIER LINE STARTING FROM MIDDLE OF THE LINE GOING RIGHT OR LEFT. The throw is spent and cannot be thrown again.
  8. After all the playing turns the game judge checks the playing square and marks the points that are in the square and gives a permission to remove the karttus from the square.
  9. The judges are always RIGHT!

6 § THE OPENING OF THE GAME AND THE RULES

a) The karttu is thrown to the judge; the choice of the starting team is done so that one of each team puts a hand around the karttu (thumb up) above the judges hand and the winner is the one that has his/her hand at the handle of the karttu. The winner chooses who starts the throwing. This way of making the choice is called Hutunkeitto.

b) The men start throwing from the back line and the women from the frontier line. When the opening is made (at least one kyykkä is thrown outside the playing square) the players are allowed to move forward. Men can throw from the frontier line and women from the women's line (8m line).

c) When a team notices that the opponent has broken the rules, they can protest immediately and ask for the game judge or the supreme judge to referee the breaking of the rule.

d) After the playing turn (two (2) players - four (4) karttus) the game judge checks the playing square according to the rule §5:8. After checking this he gives the next player the right to throw according to the rule §6b. The players continue until all players have thrown all together 4 karttus towards one direction (2 karttus at a time).

e) If the team doesn’t need 4 karttus, the saved karttus are marked as one plus point per karttu.

f) The game judge marks the results of the first half, orders the teams to change sides and gives the other team the right to start the game. The game is continued according to these rules (b-e).

g) After the second half the game judge marks its result and adds up all the (minus) points and declares the winning team. The winning team is the one that has the least minus points.

7 § THE WINNER, POINTS AND BOOKKEEPING

a) Teams get 2 victory points (vp) for winning, 1 vp for a draw and 0 vp for losing.

b) Game points:

  • kyykkä at the front line -2 points
  • kyykkä at the throwing square -2 points
  • kyykkä at the middle of squares -2 points
  • kyykkä on the line of the square -1 point
  • kyykkä outside the square 0 points
  • saved karttu +1 point

c) The game is usually played as a cup.

e) If the whole team is not at the playing area within 10 minutes from the ordered start, the game judge declares that they forfeit the game.

f) During the Academic Kyykkä games it is allowed to change players between games. Although the team must be the same during one game.

8 § OTHER THINGS

a) In the case of a draw in the finals the game is played again, but with only half the karttus.

b) You are allowed to disturb the player, who is throwing, to a reasonable extent.

c) The player isn’t allowed to move the karttu(s) from the throwing square by any another way than throwing.

d) These rules have been made for these World Academic Kyykkä games.

e) If you don’t have enough strenght, you are allowed to use both hands.

THE HONORABLE VOW (VALA)

The Academic Kyykkä etiquette contains all the unspoken laws under, which we represent all students and young people all over the World. We follow with our Karttus high up in the air the traditional Kyykkä people of all sexes and we honor those that have been defeated in this Great Game. Therefore we will be strong and will have good manners during this Game.

We understand the joys of the winners and the sorrows of the looser’s and most of all we will understand the grief of a bad throw.

We will not interrupt the other players more than it is appropriate, we will thank the opponents and we will bribe the judges. We will be joyful and we will enjoy the aftergames and we will not celebrate under influence too much.

World Academic Kueuekkae Federation (WACKF)