Rules to play Caber Toss - 1 | SportShlok Mobile Web App | Shlok Consultants
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Rules to play Caber Toss
Rules to play Caber Toss
1. Cabers
The caber is similar to a wooden utility pole. They can range from 16 to 22 feet and weigh between 100 and 180 pounds, though the average caber checks in at 18 feet and 150 pounds. Cabers are tapered with one end usually around 9 inches and the other 5 inches in diameter. The smaller end is rounded off, which makes it easier for the thrower to grasp.
2. Technique
Two or three men stand the caber up with the larger end on top and bring it to the thrower. The thrower slowly hoists the caber off the ground, cradles the tapered end in both hands, and balances it against his shoulder. The thrower then runs forward a short distance to build up momentum. Just before the toss, he allows the caber to leave his shoulder, which causes the top end to fall forward. When tossed correctly, the tapered end lands away from the thrower.
3. Judging
One judge stands behind the thrower and one to the side. The back judge follows the thrower and reads the toss as it relates to an imaginary clock face on the ground. The thrower starts off at the imaginary 6 oclock position. The judge checks the direction of the run and then where the caber lands in the clock. The side judge determines if the caber turns correctly. He also judges the degrees of the angle the caber makes with the ground in relation to a 90-degree vertical position.
4. Scoring
Each thrower is allowed three attempts, but only the best score counts in the competition. The cabers larger end must land first, the tapered end must fall forward through a 90-degree vertical position and land between 9 oclock and 3 oclock, according to NASGA rules. The best scores go to the cabers closest to the 12 oclock position. If no thrower turns the caber, the thrower who tossed closest to 90 degrees vertical wins.
5. Miscellaneous Rules
If the thrower picks up the caber and has to set it back on the ground, this counts as one of his three tries. In official games, competitors must wear a kilt, hose and flashes. Flashes are worn around the top of the hose, inside the cuff, and help keep the hose in place. Scottish clothing can be waived by a games official for novice and first-time throwers.



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