THE SJEIBETT GAME

HISTORY - DIAGRAM - EQUIPMENT - GAME SET-UP - RULES

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 South
ern 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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The Sjeibett Field

Scheme of a typical Sjeibett field:
1. Starting Circle
2. Middle line
3. Field corners
4. Goal line - don not step over!
5. Measurement line (it's advised to prepare the throw when crossing it to avoid stepping over the goal line)
6. Goal
7. Field flanks
8. Field Centre
Image by Akorn and Artimidor.

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:

  1. Kick, punch, tickle or jump on anybody.
  2. Step over the corner lines 
  3. Insult the judge (if any). 
  4. Not wearing clothes is forbidden. 
  5. Take more than 4 steps with the disc in your possession.
  6. Stepping out of the field with the disc 
  7. Letting the disc touch the ground.

Penalties for these actions are as follows:

  1. Player is thrown out of the game.
  2. The opposing team gets one point and the disc.
  3. Player is thrown out of the game. 
  4. Player is sent away to get clothes.
  5. Opposing team gets the disc. 
  6. Opposing team gets the disc where the disc crossed the line, and the one to send it, must throw to a team member.
  7. Oposing team gets the disc.

Information provided by The Akorn View Profile