The rules for Kyykkä (kueuekae) The World Academic Kyykkä Games

§ 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 (2,9 megabytes) at 15 meters and continue after opening at 10 meters.

§ 2 THE PLAYING GEAR

a) Kyykkäs are made of wood, shaped as a cylinder. 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) Karttu is also made shaped as 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 better the throwing and sliding abilities of the karttu. In the game you need 8 for each throwing round.

§ 3 KYYKKÄ VOCABULARY

Throw square The square, that you throw karttu from.

Playing square The square, that you throw the kyykkäs out of. The kyykkäs are placed in the throw 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 has been thrown.

Akka (not a very pretty name for a woman) kyykkä, that has stayed in the throw square. The kyykkäs that are in the frontier line of the throw square are all akkas.

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

Kuokkavieras (party crasher) a kyykkä that has bounced between the playing squares.

Minus points tell the result of the game.

4 § STARTING THE GAME AND THE BUILDING THE GAME AREA

a) When playing as teams the players always build the game area themselves. On a team game the kyykkäs are put on the frontier line 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 kyykkä (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 make the area between the playing squares even.

c) If the kyykkä is thrown to 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 judge.

d) After the game the players must build the game area (unless the judge allows you not to).

5 § JUDGES

There are two kind of judges on the game. The supreme judge for the whole game and the game judge for each game. The supreme judge referees the games with the assistance of the game judges. The supreme judge solves the disagreements and disqualifications.

The game judge referees the actual games. He must be objective and rightess. He must referee honestly and discard the bribery. The game judge controls, referees and keeps 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 on 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 noughty player to throw all the remaining karttus from the back line.
  4. When the kyykkä is broken by the 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 part that has gone out of the square counts. The game judge has to chance the broken kyykkä to a solid one as soon as possible. If both parts stay inside the square the player decides the part of the kyykkä on which place the new kyykkä will be placed at.
  5. The player is not allowed to delay the game. If the game judge notices tactical delays, must he/she give a notice to the player. If there are tactical delays after the notice, will the game judge give the player a minimum time during ehich the remaining karttus must be thrown. The minimum time is the number of the remaining karttus times 30 seconds.
  6. The player throws the karttus of his/her playing turn (two (2) times) 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. 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 BEEN THROWN AT AND HAVE GONE OUTSIDE THE THROWING SQUARE, BACK TO THE STARTING POSITION (FRONTIER LINE). THOSE KYYKKÄS THAT HAVE 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 refereed to have been made.
  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 Kuokkavieras is worth 2 points.

6 § THE OPENING OF THE GAME AND THE RULES

a) The karttu is thrown to 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 tha 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 (2,1 megabytes).

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 woman 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 to the minut the results of the first half, orders the team 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 to the minut and adds up all the minus points adds possible plus points and declares the winner team. The winner team is the one that has less minus points.

7 § THE WINNER, POINTS AND BOOKKEEPING

a) The team gets 2 winning points (wp). The lost team doesnt get any points. If there has been a draw, both teams get 1 winning point.

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. To the first semifinals get all the winners of the first round and the less points got teams. On the first semifinals there are all together 32 teams against each other.

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

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 case of a draw in the finals the game is played again.

b) You are allowed to interrupt to a reasonable extent the player who is throwing at the moment.

c) The player isn’t allowed to move the karttu from the throwing square any another way but 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 assist with the other hand.

THE HONORABLE VAUL (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, all sexes and we honor those that have been defeated in this Great Game. Therefore we will be strong and will have good manors 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 greef of a bad throw.

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

World Academic Kueuekkae Federation (WACKF)

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