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Save the Prince/Princess – Courtesy of ~ goldengatejoad.com

Each individual or group must shoot white, black, blue, red and gold in order. They must get a white before they can move on to shooting a blue. They must not shoot the X, which is the Prince or Princess. Shooting the X is a scratch and the individual or archer loses the game. The game can be played on the same or separate targets for each individual or team. For groups it can be a speed relay round where one team member has to shoot white before the next can shoot black and so on; it can be alternating archers speed relay round, where each archer gets to shoot once and has to hand the bow off to the next team member regardless; or instead of a speed round, it can be alternating turns with each individual or team alternating with the other.

Secret Envelopes – Courtesy of ~ ArcheryGB

This is a solo game that can be played for as long as you want.
The objective of the game is to shoot at random envelopes which the instructor has pinned onto the target.
Some of the envelopes will be empty, and some will contain a paper detailing which prize has been won.
There could be one envelope with a larger prize (e.g., a T-shirt or similar).

Shrinking Target – Courtesy of ~ goldengatejoad.com

Archers shoot the ends of three arrows at the same target or large blank piece of paper. Arrows that miss is eliminated and can’t be shot in the next end. The target is folded in half and archers shoot again, and so on. The last archer with an arrow wins.

Variation: “Master of the Target.

Same as above but using a standard 10 ring target. The target is shrunk by incrementally taking an outer ring (or outer colour) out of play at each end.

Shooting Gallery – Courtesy of ~ Summer Camp Programming

Set up targets at different ranges along with some coffee cans, balloons, stuffed animals, playing cards, pillows, apples and anything else you can think of. The archers will enjoy shooting at various objects. This is like the shooting galleries you see at amusement parks or large arcades.

Six pin Challenge – Courtesy of ~ Niall GHuiver & Richard Austin @ Indoor Archery Ltd

How to set up: You’ll need a blank target board and 6 target pins (preferably a contrasting colour), 3 pins go down the left side evenly apart, and 3 pins go down the right side.You and your opponent take turns to shoot 6 arrows in order from pin 1 to 6. The aim is to get as close to the pin as possible. Each Pin gains you one point. You can have as many rounds as you want, and all the points accumulated can be totalled up to name a winner.

Sniper – Courtesy of ~ Owen Eckley

Players are put in pairs. They act like the sniper and are told they are on a mission to kill enemies. The leader calls a target e.g., a red target or a blue. Player has two arrows to hit target. Must get in the area or no point. If the other player hits the target before you, they win the round. Then they have a second round with two arrows hitting a different colour target. There are 6 rounds with two arrows per player. At the end points added and players either have a winner or players draw have a final target to hit. Note that the game can be adapted to include balloons as targets.

Superheroes – Courtesy of ~ Natalie Jeffery

Turning archers into superheroes! Three arrows per archer.

If you hit blue, you have control over water,
Red, you have power over fire.
Yellow, you can manipulate Earth!
However, if you hit the black, you turn yourself into a super villain.
But white, even worse…. You’re a sidekick!
If you hit water, fire and earth, you’re the ultimate superhero.

Extension:
Without collecting the arrows, pair up archers to a similar ability. Give them one more arrow each and they have to hit the black on each others target, to turn their opponent into a villain. Give them one more arrow each, and they have to hit the black on each other’s target, to turn their opponent into a villain.

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Throwing arrows – Courtesy of ~ Danny Thomas

We’ve all heard, at some point, people commenting on targets at short distances, saying they could do better if they threw the arrow. I put this to the test with our juniors. Two events/games that worked well were
1. flight-based distance, see who could throw an arrow the furthest (21 yards), approximately. It’s surprisingly hard and heavy aluminium arrows with more mass did better than lighter, thinner arrows. Maybe use a standard set of beginner arrows for all to make it fairer
2. A scored round having a 122cm target face on the floor at 10 yards and throwing arrows to land and score on it, similar to a clout.
This should probably be an outdoor-only game. For both of these games, archers/spear-throwers, both feet must remain on the ground, and no run-ups allowed or discus-style throws; it’s all in the arm. Normal archery safety must be observed, and range controls, etc, must be safe to collect/throw calls. Clout rules on arrow collection must be followed as arrows in the ground can easily find shins/ankles, and pulling out of the ground needs to ensure nobody is behind you; also, no open-toe footwear.
You also need to be aware that some arrows have very sharp points; common sense also needs to be applied if you don’t feel someone can take part sensibly and don’t allow them, arrows can be the main source of injuries.

Toss the Dice – Courtesy of ~ ArcheryGB

Play as individuals or as a team.
Throw the dice and whatever number comes up you must shoot an arrow of that value.
Every time you do this, you get 10 points, and you roll again.
When you don’t achieve this, then the game passes over to the next person or team. The individual or team to score the most points after a given time (e.g., 10 minutes) wins.

Tough Targets – Courtesy of ~ Aim4sport

This is a great team game, as well as for individuals.
Fold each of the target faces over as shown in the images.
Each group shoot on each of the targets, and the individuals/Teams add up their totals for each target.
Once the first end is complete, we can set up a scoreboard.
Everyone shoots on each of the targets and tallies up their scores.
You only find out the winner/s at the end of the last rotation.

Treasure Island – Courtesy of ~ Kaitlyn Alice Grace

Set sail as a pirate, reach Treasure Island, and collect as much treasure as possible! Each player has 5 (or more) arrows per round. To complete a treasure run, you must hit the colours in the following order:

Black – Recruit your captain (Blackbeard) and gain your ship
Blue – Set sail
Red – Arrive at Treasure Island
Gold – Collect treasure

Be careful—certain hits will end your journey:

White – You surrender to the Royal Navy → Restart the game
Black (twice) – Your ship is hit by a cannonball and sinks → Restart the game
Blue (twice) – Your ship takes on too much water and sinks → Restart the game

If your ship sinks or you surrender at any point, you must start again from the beginning. If any player sees another player sink or surrender, they must shout “STOP!” All players must immediately stop shooting. The game is paused for everyone. The player who is out can safely collect their arrows.

Play will only resume once it is safe to continue.
You only need 4 successful hits (Black → Blue → Red → Gold) to complete a treasure run.
Your 5th arrow can be used to:
Recover from a mistake, or take a risk and try to hit Gold again for extra treasure.

Each time you hit Gold, you collect treasure. The player with the most treasure at the end of the game wins!

Twister – Courtesy of ~ Shelley Hurst

Requires a twister mat (or you can make your own) – if you make/get a “mega twister mat” more people can play at once. On the back of a 122cm target, face draws/paints out a twister spinner (I’ll post an example in the comments).
4 players (two pairs) unless you get a mega twister mat or don’t mind having more people on a small mat.
Players form pairs: One twister, one shooter. The shooter shoots at the spinner target – wherever the arrow lands, the opposite pair twister must follow the instructions. If the shooter is good, they can purposefully aim for colours/positions that are difficult for the twister! Keep alternating shooters until one of the twisters falls over. Then swap (the shooter twists and the twister shoots). The referee may need a pair of binoculars depending on how far the target is away (I’d usually spot and call the actions from the shooting line).
We have some members who do not want to twist, so they can just be a shooter – there will be someone who is happy just to twist

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