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Proposed rules for Pato - Duck Ball

by Ynesen Ongge Xong Kerij-e, aka crystal smithwick

These rules are proposed and NOT approved. They have been submitted to the SEO, after review from the KEO of An Tir, for a demonstration at Lionhearts.

  • update - June 11. The rules have been rejected as too complicated. Please send me feedback how you think

they could be simplified. For Lionhearts we will play a number of Pato training games to proof the individual elements are safe and easy to learn.

Send me any feedback!

This version of Pato is based on a description of a game played in Argentina in the early 1600's. It died out in the 1800's and has recently been resurrected as "Horse Ball" and played competively internationally as well as by school children on their ponies. Our version attempts to recreate the renaissance version.

"Two village of men on horseback get together and two far away destinations are indicated. Later on, they sew the leather where a live duck sticking its head out has been placed. This leather is made up of two or more handles from which the two strongest men in each team hold on to half way between the destinations that have been signalled. Enthusiastically, they pull strongly until the strongest team grabs the duck and carries it with them, thus making their rival fall down onto the floor if they do not let the duck go. The winning team starts running and the opponents race after them and surround them until reaching them through one of the handles. They pull strongly once again, and the team that manages to carry the duck to the stated destination wins”. Felix de Azara 1610
footnote:1

Goal of the activity

Two equal village teams of riders attempt to carry a duck in a basket to their goal with the opposing riders attempting to intercept them, steal the duck, and take it to their own goal. The goal is NOT to pull your opponants off their horses.

Equipment

The "duck" - a stuffed animal duck in an basket with a long, sturdy handle. Duck must be secured into the basket so that it can't be dislodged. Ideally, with the neck sticking out.

Note: This could be generizied to simpy be any object with handles to grab. The rules could then be extended to horse ball, bukashi, or any traditional keep away game.

The goal - a large upright ring on a standard. The goal is similar to a Berjas ring stand, but the ring should be at least 12" to 3' in diameter and at a reasonable height. The duck must be able to pass through it and the center of the ring.

No special armor is required for either horses or riders. Riding helmets are strongly recommended. Split reins are not recommended, due to likelihood of dropping reins.

Setup

A field with a goal at either end with the center point marked.

Authorizations

All competors must be authorized as general riders.

Marshalling duties

This game includes active marshalling. Recommended two marshals, one on horseback on the field and the other off-field with full view of the field. Marshals should be familiar with the rules. A copy of the rules should be on hand.

  • Marshals start the game with the tug.
  • Marshals may stop and restart a game, using the SCA conventions, "HOLD" and "LAY ON."
  • authorization of all riders
  • approval of goals and ducks
  • authorization of groundcrew
  • issuing penalities
  • keeping score (can be delegated to groundcrew)

Groundcrew

Someone to retrieve ducks off the ground is encouraged. Riders may attempt to retrieve the duck from the ground, but not required. Marshal must call "hold" and the area around the duck cleared, before the groundcrew can enter the field. See "Duck back into play" for putting duck back into play.

Gameplay

One rider from each village is in the center field with the marshal. Both riders stand in their stirrups. The duck is held between them with their non-rein hand on the marshal's "lay on", they tug on the duck, while their horses are stationary. The first one to lose hold or sit in the saddle loses the duck. The winning rider makes a dash to their goal with the other village's riders trying to block them. A designated rider can act as goalie, but there are no special qualifications or limiations on this rider.

The duck must be passed at least once from rider to rider before a goal can be made. Any rider can make a goal. A rider from the other village can intercept the toss or block the goal. A rider from the other village can "grab" the duck and take ownership of it. The current owner of the duck, should relinquish hold as soon as the duck as grabbed by the other rider.

 NOTE:  If another rider gets a hold of the duck or basket. The rider should let go.  Other than the initial tug, tugging is discouraged. Think "touch Pato."  Verbal "Got it!" is suggested to help the other rider know.

Comment to reviewers: Concern has been raised about the fact in period that this game was banned due to high injury, but I would suggest that as in many activites in the SCA, we have a different "intent" than our medieval and renaissance counterparts. Like heavy fighting and jousting, our intent is to have fun rather than kill the competition.

To approach another rider

  • Down to a trot within a horse length of the other horse.
  • No 90 degree approaches.
  • Riders may not intentionally run their horse into another horse.
  • No grabbing another rider's clothes.
  • No grabbing another horse's reins or other tack and barding.
  • No grabbing manes or tails!
  • No grappling.
  • Tug of Wars over ducks, except at the start of the game, are strongly discouraged.

A goal is made by the duck passing through the rider's village goal. 1 point per goal. See "Duck back into play"

Penalties

  • Knocking over the goal (first time) - warning
  • Knocking over the goal (second time) - warning
  • Knocking over the goal (third time) - removal from field. Village must play with one less rider until a new duck tug occurs.
  • Illegal approaches (first time) - warning
  • Illegal approaches (second time) warning
  • Illegal approaches (third time) removal from field. Village must play with one less rider until a new duck tug occurs.
  • Excessive pulling or grappling (first time) - warning
  • Grappling/excessive tugging - removal from field. Village must play with one less rider until a new duck tug occurs.

Time outs and replacement players

  • Each team may call for 2 time outs
  • Villages may make up to 2 subtitutions per game. They may substitute any rider who is not currently in possession of the duck or removed from field for penalty.
  • Game does not stop for substitutions unless time out is called.

Duck back into play

If the rider makes the goal. The team gets a point. Duck is returned to the center, and a new duck tug starts. If the rider misses the goal, the keeper gets to toss the duck from the goal box. Dropped duck. The opposite village gets ownership and can start from center.

End of game

The first village to reach 4 points wins! The game can also have a time limit with the village with the highest score wins!

Variations

Timed one-on-one variation

One goal and two riders. One rider attempts to make the most goals in 2 minutes with another rider blocking their attempts. The rider can either carry all their ducks with them or have a groundcrew a reasonable distance from the goal pass them the ducks. 1 point for each duck.

Note: This one on one variation is similiar to the version that was played by Mistress Arabella and other participants at Altavia Baronial in Caid. In their version, they goalie had a sword.

Larger teams

The more riders involved, the more passing should be required. This ensures a cooperative and inclusive game. A possible recommendation is 1 pass for every 2 players on a team. For example, a team of 4 players requires 2 passes before a goal. A team of 6 players requires 3 passes.

Resources

http://en.wikipedia.org/wiki/Horseball

http://www.fihb-horseball.org/

http://en.wikipedia.org/wiki/Pato

http://www.argentina.ar/sw_contenido.php?id=480&idioma_sel=en (Footnote 1)

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Page last modified on June 11, 2008, at 02:02 PM PST