Highland games

Highland games (sunday)

Paalwerpen - Highland games - Schots WeekendAt a Scottish Weekend, the traditional Highland Games, Scottish popular games, must undoubtedly be on the agenda. 
We therefore hope that we may count your group in!  

For more information you can go to: regulations - registration - timetable - Results

Do you still have questions, ideas or remarks? Don’t hesitate to contact the Highland Games - coordinator.
 

Sincerely,

Coördinator Highland Games
vzw PBCB Schots Weekend - Holt 21
B-3740 Bilzen
Gsm : (0032) (0)486 029 795 (Robert Hermans)
E-mail: Highland Games
 

Regulations 

The team with the highest score in the following disciplines gets the title of “Overall Winner”(see allocation of marks - Overall Winner):


STONE PUT - WEIGHT FOR HEIGHT - CABER TOSS FARMER'S WALK - BARREL LIFTING - TUG-O-WAR - OVERALL WINNER - general regulations


A. STONE PUT: weight 13,2 kg (± 29,10 pounds) (max. 3 attempts per participant) Ladies: 7 kg (15,43 pounds)

The participant throws the stone from behind the starting line. He is allowed to launch himself with 3 steps. The participant needs to lift the stone to shoulder height on his own and needs to throw the stone from shoulder height. If he crosses the line, doesn't pick up the stone alone or doesn't put the stone from shoulder height, the attempt is invalid.

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B. WEIGHT FOR HEIGHT :weight 25 kg ( ±55,115 pound) (max. 3 attempts per participant)
 

The participants use a weight to which a ring is attached. The participant throws the weight over a rope which is attached between two vertical poles. Participant may use both hands. A throw is invalid when it doesn’t pass over the rope. After 3 invalid tries, regardless of the height, the participant is disqualified.

The judge decides on the opening height.  To define the height, the judge measures straight from the ground upwards to the lowest point of the rope. The participants choose whether they start from the opening height or from one the following heights. The vertical poles may not be moved during the competition, unless the judge allows it at the end of a round.
 

When there is a draw the participant with the most throws over the winning height, wins the game. If there is still no winner, the participant with the least invalid throws wins.
And if there is still no definitive winner, then the remaining participants need take turns throwing over the highest position, until one of them fails.

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C. CABER TOSS ; weight ±44,5kg (81,57 pound) length 4,0 meter (ladies 3 meter)(max. 3 attempts per participant) 


As soon as the participant receives the caber (in vertical) and the helpers are at a safe distance, the game starts.
The participant throws the caber so that the thinner end, after having passed the perpendicular phase, lands away from him.
Participants use the "Clock Face Method".
The participant has thrown a perfect toss if the tip of the pole falls precisely into 12 o’clock position, meaning: on an imaginary straight line drawn between the starting point and the landing point.
A toss is valid when the thinner end falls away from the pitcher, after having been in vertical position, and lands in an angle of 180° between 9 and 3 o’clock.. (Clock Face Method)



 
 

The athlete will be disqualified if:
·         he drops the caber, after it has been correctly given to him by the helpers
·         he lets the caber swing, without raising it to the vertical position (known as a fifer)
·         he badly controls the caber and as such endangers the public, the judge or the other competitors

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D. FARMER'S WALK (weight 80 kg each) (176,36 pound each) (max. 2 attempts per participant)   (ladies 40 kg - 88,18 pound)

The contester who travels the largest distance, carrying the two heavy trunks, is the winner.
The trunks may not touch the ground.

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E. BARREL LIFTING( maximum 2 efforts by the contester)

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F. TUG-O-WAR

A team consists of 8 members and 1 coach.
Floor marking: white lines, corresponding to the marks on the rope.
At the beginning of the game, the rope is laid out on the ground without loops or knots.

Teams wishing to participate in the tug-o-war need to register before September 5th.

 
Contest
The judge orders the teams to pick up the rope. The teams are on the left of the rope, with the rope at the waist.  The judge orders “Tighten the Rope”, he centers the rope until both teams are steady. At his command “pull” the war commences. Each contest consists of 2 games, after the first game the teams change ends. The judge decides on the length of the break between the games.

Winner :
When Team A pulls the white rope mark from Team B over their own white floor mark, team A is the winner and vice versa.


COMPETITION REGULATIONS: TUG-O-WAR
  

  • Teams wanting to participate need to register themselves before 11 AM on Sunday morning at the latest.
  • At 11.00 A.M. sharp , the teams, represented by there captain, will be divided in groups of maximum 5 teams; 
  • The classification of the groups is done by draw;
  • Teams have to be present on the competition grounds at 11:45 A.M.;
  • Each competing team will receive a timetable;
  • A contest between two teams consists of 2 pulls or games. If each team wins one game, then each team receives 1 point. If a team wins both games, they get 3 points;
  • Participants who show up late or don't show up at all aht the start of their pull, receive 2 penalty points;
  • Not following the regulations of the competition is penalized by 2 points;
  • Once the pull has started, replacements are not allowed;
  • Only the challenged teams, their coach/or attendants and the contest committee are allowed to be on the competition grounds;
  • During the contest, only the coach may give instructions to his team;
  • When there are more than 11 competing teams, quarter finals, semi finales and a small and big final will be organised;
  • If during the quarter finals, the teams reach a draw, the judge tosses a coin to determine the direction of the pull for the teams;
  • Shoes must be flat- a metal plate of maximum 6 mm on the heal is allowed, the plate must have the same size as the heal;
  • Loops, knots or other gripping tactics on the rope are not allowed;
  • The rope may not be locked between any body parts of the team members;
  • Each participants must hold the rope with bare hands in a normal grip, meaning that the palms of both hands must be facing upward and the rope must pass between the body and the upper part of the arm.
  • Any other kind of grip is considered a "lock" and therefore invalid;
  • Pullers must place their feet in front of their kness, crouching or leaning is not allowed;
  • The anchorman needs to take the rope under his armpit, then drape it over his back towards the opposite shoulder, then back under his armpit where he can hold it. The rest of the rope has to hang loose under the armpit;
  • No other body part but the feet may touch the ground;
  • Team members may not touch nor support eachother; 
  • Rowing or climbing the rope will not be allowed;
  • After a team has slipped or fallen, they must immediately resume their pulling position;
  • It is forbidden to lock the rope;
  • The rope has to be tightened at all times;
  • It is not allowed to let go of the rope before the judge has ended the pull by blowing his whistle.

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OVERALL WINNERS 

  • A team may participate with a maximum of 9 persons in the various disciplines;
  • Participants can be penalized at the judges' discretion;
  • The team that scores highest in one discipline gets the maximum score, depending on the number of participating teams in the discipline (e.g. if 12 teams participate it means 12 points);
  • The team that scores lowest in a discipline gets the minimal amount of points (1 point);
  • When not participating in a discipline the team scores 0 points;
  • Two teams with the same amount of points in a discipline are awarded with the same score (e.g. awarded score 8 points, next team gets 6 points;The team that collects the most points in the various disciplines is the “Overall Winner”.        

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GENERAL REGULATIONS

  • The participants need to comply with the rules of each discipline;
  • The judges are entitled to disqualify participants who disrespect the rules or who display unsporting behaviour;
  • In case of complaints by team members only the captain of the team is entitled to report them to the coordinator on the competition grounds (tent);
  • Participants under the influence of alcohol or drugs are banned;
  • In case of a high number of participants, the number of attempts per discipline can be limited.

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REGISTRATION: HIGHLAND GAMES 

You can register using this registration form.
Only for participation in the "Tug-O-War", a pre-payments of € 30 is requested via bank transfer onto the following account:   

Werkgroep P.B.C.B. vzw
Bankcode (BIC) : KRED BEBB
IBAN nr. : BE17 7450 6609 1021
Info : Higland Games + Name Club


Your team's registration for the Tug-o-War is only final after receipt of payment.
For the other disciplines it isn’t necessary to register in advance. You still can register on Sunday till 11:00 A.M.

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TIMETABLE 

PAY ATTENTION!!!: BEGINNING OF THE HIGHLAND GAMES : 11:00 !

There is a lot of interest in the Highland Games and hence the reason why we have to start at 11:00, noon, sharp!

The progress of the competition depends on the number of registered teams. When we have 12 participating teams, we organize quarter finals, semi finale, a small and a big finals. 

 
PRIZE DECLARATION HIGHLAND GAMES : 18:00 (6 P.M.)

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