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THE
SJEIBETT
GAME |
The
name of this game
originates
from a barbarian
word meaning "Flying
Disc".
That peculiar word,
"Sjeibett", is not commonly
used in Tharian,
but still serves as name
for
this game. Another, more commonly used name
for Sjeibett
is simply "Disc".
It is more a nickname than an original name, but to most people, this is the
only name they know.
History.
Sjeibett came from the area around Carmalad
several hundred years ago, probably invented by commoner boys without too much
to do. The game was played in the streets, giving a large nuisance to passersby
or those living nearby as stray discs could crack windows, or strike the
unwary. In the worst cases, it might ruin one of the local dyer's
work. At a certain point, the
locals
were tired of all the playing
in the streets, and managed to
get the children to play it outside the city walls. By this time, a lot of
those who
had played Disc as a child had
grown up. Some of the adults started to frequent the playing fields to refresh
their knowledge in Disc. In time, adult men started to say that they
enjoyed to "refresh their
youth" by playing the game.
During the years, the knowledge, or as some say, the art of Sjeibett, spread
trough most of Southern
Sarvonia, and large chunks of North
Sarvonia. Most boys play this game frequently, and grown ups
are still seen playing it as well.
Soldiers in garrison duty often play Disc, both for their own amusement, and to
keep their shape.
In the latest century,
Santharian
Sjeibett teams put together of workers who rather enjoy
this game play games
against themselves. The most
common ways to arrange these teams are either between trades and guilds, or
neighbourhoods. The games
played between teams is on friendly basis, and is somewhat sponsored by
gambling. A lot of people gamble on who will win, and the score results. The
teams thus make enough money to give the players a light compensation for the
use of their time. This only concerns the more popular teams, like the South
Carmalad Dyers. Teams sometimes play tournaments on holidays, when people
usually don't have much to do except enjopy
themselves.
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Scheme
of a typical Sjeibett field: |
Diagram.
Disc is usually played in a square, with about 40 peds long sides each way. The
goal, where the disc is
supposed to be thrown trough, is at one of the corners,
and the other at the opposite corner.
In front of the goals, a line, often a spot where the earth is tumbled, or the
grass is dug away, 4 peds away from the 3 peds broad, and 2 peds high goal. To
step over that line is not allowed, and will get anyone who steps over its team
into penalty.
Another line is drawn at the middle, from one side-corner to another. That line
separates the two opposing team parts in the
field.
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Equipment.
The equipment for Sjeibett is
one flat disc dearly a fore in diameter, made of small twigs for the shape, and
covered with hay or other light organic material. The covering material is
prepared with a kind of glue that makes it stick together.
Among children and other who just play for fun, any number of players is
allowed, as long as the teams is as even as possible. But among more "serious"
players, 7 are the maximum number of players allowed on the field in one time.
It is of course possible to play with less if you want to
or don't have enough people to form two teams with 7 persons.
There is no specific rule about player placement, but it is common to have two
at the back, called defenders, and one right and one left flank players, 2 at
attack and one everywhere. One game lasts for about tree
quarters of an hour.
The usual markers are a line of soil on the grass, or a trench about a palmspan
wide, and a few nailsbreadth deep. Some usessmall stones in a line to mark it,
or sand.
The Sjeibett goals are 3
planks in a shape like a door,
the planks pointing up are
about 2 peds long, and the one in the middle
connecting the planks to the left and right is 3 peds
long. The point of the game is to get the disc trough the goal more times than
the opposite team.
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Game Set-Up.
It is common politeness to shake hands with the other team before and after the
match.
The two teams
flip a coin to figure out who will start with the disc.
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Rules.
To score, send the disc trough the goal. For each time you score, you get one
point. To win, you need to have more points than the opposing team when the
time runs out.
It is allowed to take a hold on players clothes, but only for a brief second.
Pushing with the shoulder when the disc is in the air is allowed.
Not allowed are the following actions:
Penalties for these actions are as follows:
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Information provided by
The Akorn
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