Dhanurveda · Reimagined

The Bullseye Rulebook

The complete official rules and regulations governing Bullseye Archery matches — player eligibility, equipment, scoring, appeals, and the spirit of the game.

21 Rules3 AnnexuresEdition · March 2026
Origins

Introduction to Bullseye Archery

Long before modern weapons reshaped warfare, the bow and arrow stood as one of ancient India’s most formidable tools of combat and character-building. Far more than a weapon, it demanded unwavering focus, steady hands, and inner discipline from its wielder. Ancient texts praised these virtues, teaching that mastery over the bow cultivated not just lethality on the battlefield but also timeless qualities such as trust, concentration, responsibility, authority, and confidence.

Central to this tradition was Dhanurveda, the ancient Vedic science of archery, regarded as an Upaveda linked to the Yajurveda. It served as a comprehensive guide to warfare and personal development, where archery training went beyond physical skill to shape ethical warriors. Dhanurveda outlined progressive challenges to build expertise, classifying archery scenarios into four categories based on movement:

01

Both the archer and the target remain stationary.

02

The archer moves while the target stays fixed.

03

The archer remains stationary while the target moves.

04

Both the archer and the target are in motion.

These categories represented escalating levels of difficulty, training archers to adapt to dynamic battlefield conditions while honing mental resilience and precision.

Archery continues to thrive today as a popular sport in India and globally, blending tradition with athletic excellence. Yet, to stay relevant in a fast-evolving world, the sport requires fresh innovation that respects its roots while embracing modern excitement. Drawing inspiration from Dhanurveda’s third category — where a steady archer engages a moving target — a new competitive format called Bullseye has been developed. This game fuses ancient principles of focus and adaptability with contemporary technology and team dynamics, creating an engaging experience that tests skill, strategy, and composure.

Bullseye is played between two teams, with players shooting arrows at a specially designed target board featuring a prominent bullseye at the center. The objective is straightforward yet demanding: accumulate the highest score by the end of the match to claim victory. To ensure fairness and excitement, the game follows a clear set of rules and regulations covering player eligibility, approved equipment, match format, detailed scoring system, procedures for appeals, and penalties for any violations. Modern technology enhances the experience, perhaps through automated scoring, real-time tracking, or dynamic elements that simulate a “moving” challenge while keeping the archer grounded and focused.

By reviving the discipline of a stationary archer facing dynamic challenges, Bullseye bridges India’s rich archery heritage with today’s demand for thrilling, technology-driven sports. It offers players a platform to develop sharp focus and quick decision-making while nurturing values of respect, safety, and teamwork. Ultimately, Bullseye is more than a game — it is a modern tribute to the timeless wisdom of Dhanurveda, where true mastery lies not just in hitting the target, but in doing so with honor and excellence.

This format promises to attract both traditional archery enthusiasts and a new generation of players, keeping the ancient art vibrant and relevant for years to come.

The Spirit of Bullseye

  • Playing strictly according to the laws and true spirit of the sport.
  • Shared responsibility for fair play among captains, players, referees, and coaches.
  • Implementing maximum safety measures with arrows to prevent any risk to lives.
  • Demonstrating respect toward captains, teammates, opponents, referees, and all authorities.
  • Competing to win while maintaining grace and dignity.
  • Accepting the referee’s decisions without dispute.
  • Fostering a positive, energetic, and competitive atmosphere.
  • Practicing self-discipline, especially when facing pressure or setbacks.
  • Congratulating opponents on their achievements and celebrating one’s own team’s successes.
  • Thanking officials and the opposing team at the conclusion of every match.
  • Supporting teammates and partners throughout the game.
  • Performing every assigned role or task to the best of one’s ability.
  • Avoiding arguments with captains, referees, or opponents on the field.
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Index of Rules

The Laws of the Game

Rules 1 – 21

1

Players, Captain

A

Number of Players: Each match is played between two teams, each team consisting of ten players, one of whom is the captain. The format for selecting players for the team is as per Annexure I.

B

Nominations: Each captain must select 10 players (including the captain and vice-captain) out of 13 players nominated for the match. The list of selected players must be submitted in writing to one of the field referees before the toss. A selected player can be changed with the consent of the opposing team captain. If the opposing team agrees, then the replacement player must be chosen from the three extra players who were nominated but not selected for the match.

C

Captain and Vice-Captain: If the captain is unavailable at any time, the vice-captain will act as the captain. If the captain is not available during the toss, then the vice-captain is responsible for selecting the players. After the toss, the vice-captain must be one of the selected players.

D

Responsibility of the Captain: The captain is responsible for ensuring that the team plays in the spirit and tradition of the sport and follows the rules.

E

Captain/Vice-Captain Replacement: The captain and vice-captain cannot be replaced by any player. If the captain or vice-captain is not playing, the team will consist of only nine players.

2

Substitute Player

A

If a player becomes injured or ill after being selected for the playing team, the referee may permit that player to have a substitute player.

B

The opposing captain cannot object to any player acting as a substitute, but the substitute player must be selected from the nominated players who were not selected for the playing team.

C

A substitute player is not allowed to shoot arrows and can only perform the substitute role of the challenge side.

D

The substitute player and the injured/ill player together cannot select more than three shield and two bullseye targets in a match.

3

Absent Player, Player Leaving Playing Field

A

If a player fails to arrive on the playing field with their team at the start of the match or at any point thereafter, or if they leave the playing field during the session of play, the referee must be informed of the reason for their absence.

B

The absent player cannot return to the playing field during the session of play without the consent of the referee, which shall be given as soon as possible.

C

Penalty for unauthorised return: If an absent player comes onto the playing field without the referee’s consent, the referee shall award 10 penalty points to the opposing team. The occurrence shall be reported to the respective team’s manager and the governing body responsible for the match as soon as possible.

D

Penalty for unauthorised leaving: If a player leaves the shooting square yard before the conclusion of the bullseye point or playing field, the referee shall award 10 penalty points to the opposing team for each instance. The occurrence shall be reported to the respective team’s manager and the governing body responsible for the match as soon as possible.

4

Referee, Referee Signals

A

Referee Appointment: Three referees shall be appointed before the match, including two on-field referees, one at each end, and one off-field referee to monitor the game. Referees must be impartial and report to the ground executive at least 45 minutes before the scheduled start of the match.

B

Referee Change: Referees should not be changed during the match, except in exceptional circumstances. If a change is necessary, the new referee assumes full responsibility.

C

Agreement with Captain: Before the toss, the referees shall agree with both captains on the number of bullseye points, shield to be used during the match, match time, duration of interval, and any other conditions affecting play.

D

Clock: Before the toss and during the match, the referees will agree on the clock to be used during the game and inform both captains and scorers/timekeepers.

E

Equipment and Rules: Referees will ensure that play is conducted strictly according to the rules and that no player uses equipment other than what is permitted/approved.

F

Judges of Play: The on-field referees are responsible for judging fair and unfair play. In case of conflicting opinions between referees, the third off-field referee/umpire will be consulted for the final decision.

G

Positioning: Referees will position themselves where they can best see any act upon which their decision will be taken.

H

Dispute Resolution: Referees will resolve all disputes and consult with each other whenever necessary.

Referee Signals

A
Arrow hits the bullseye target

The referee at the bullseye stand end points their index finger towards the bullseye stand.

B
Identify which player scored

The referee at the archer’s end raises fingers equal to the shooting square yard number (e.g., two fingers for SSY No. 2) above their head.

C
Arrow misses the bullseye point

The referee at the bullseye stand end nods their head horizontally.

D
Score of 2X

The referee at the archer’s end draws an “X” in the air, then raises index and middle fingers above their head.

E
Score of 3X

The referee at the archer’s end draws an “X” in the air, then raises index, middle, and ring fingers above their head.

F
Warning to a player

The referee at the archer’s end shows a yellow card and points to the player.

G
Player barred until match end

The referee at the archer’s end shows a red card and points to the player.

H
Extra point to the scoring side

The referee at the archer’s end places their right hand on their left shoulder.

I
Extra point to the challenging side

The referee at the archer’s end places their left hand on their right shoulder.

J
Referring to the third referee

They draw a square shape in the air.

K
Dead arrow

The referee at the archer’s end crosses their two hands in front of their legs.

L
Stop the watch

The referee at the archer’s end shows an open palm towards their watch at full length.

M
Start the watch

The referee at the archer’s end shows their palm towards their watch and swiftly moves it.

N
Bonus point — bounce arrow

The referee at the archer’s end raises open palms of both hands at full length and swiftly falls to the backside.

O
Bonus point — Robinhood shot

The referee at the archer’s end raises both hands fully and touches thumbs horizontally (other fingers bent).

P
Bonus point — Eklavya shot

The referee at the archer’s end raises both hands fully, touching the left thumb to the right index finger horizontally (other fingers bent).

5

Scorer

A

Two scorers will be assigned to keep track of all points scored, number of arrows used, number of times a player chooses to shield, number of times a player chooses the bullseye target, types of distraction items used, dead arrows, missed arrows, dot arrows, bonus points, extra points, and red/yellow cards shown to a player.

B

The scorers will frequently cross-check to ensure accuracy and will confirm with the referee the points scored during the interval and at the conclusion of the match, along with all recorded events.

C

One scorer will be responsible for recording the score of one team throughout the match.

D

The scorer will record the time when a player selects the bullseye target and the shield, and will inform the ground staff to replace the existing bullseye target and shield with the newly selected ones upon the conclusion of the current bullseye point.

6

Timekeeper

A

A match shall have a minimum of two timekeepers.

B

There shall be at least two clocks in a match.

C

The timekeeper shall be responsible for recording the time of the match.

D

The timekeeper shall check their records for accuracy frequently and consult with the referee during the interval and at the conclusion of the match.

7

Equipment

A

Players are required to bring their own bow and arrows, as well as necessary accessories in accordance with Annexure II.

B

The bullseye point is circular with a diameter of 16″ and features a point value.

C

The specifications for the bullseye point, bullseye target, and bullseye stand can be found in the “Bullseye Stand & Equipment Rules.”

D

The shield shall be designed as per the “Shield & Distraction Rule.”

E

To distract a player, distraction items are specified in the “Shield & Distraction Rule.”

8

Playing Field

A

The playing field is a rectangular area measuring 20 yards in width and 33 yards in length.

B

A specific portion of the playing field measuring 13 yards in width and 28 yards in length is designated as the “Shooting Field.”

C

The Shooting Field is divided into 7 squares of 1 square yard each, with the 1st and last squares being non-playing/safety squares. The remaining 5 squares are numbered 1 to 5.

D

Archers are required to stand and shoot from the Shooting Square Yard (SSY) numbered between 1 and 5.

E

The front line of the SSY towards the bullseye point is the shooting line; the remaining lines are the side lines.

F

A player must stand at the specified SSY and shoot an arrow. The player cannot change the SSY before the conclusion of the bullseye target.

G

The distance between the shooting line and the shield is 21 yards.

H

The distance between the shield and the bullseye target is 2 yards.

I

The bullseye stand referee may stand to the right or left side of the bullseye stand.

J

Tower/storm fans are placed at regular intervals — 3 and 9 yards from the left side of the bullseye stand, and 6 and 12 yards from the right side.

9

Scoring Point

A

Point: The number written on the bullseye point is the point value.

B

Scoring by points: A point is awarded when an arrow hits the bullseye point, provided it is not a missed arrow as defined in clause (E).

C

A point is also awarded when a penalty point is given.

D

No point shall be awarded for missed arrows.

E

Missed arrow (Missed Bullseye / Missed Point / Missed Shot) includes:

  • iAn arrow that hits the bullseye point but does not pass through the challenge, unless otherwise specified.
  • iiAn arrow that did not hit the bullseye point.
  • iiiAn arrow that falls from the player’s bow.
  • ivAn archer who steps over the shooting line or sideline while releasing an arrow.
F

Multiplying Bonus Points: When a player consecutively hits more than one arrow to the bullseye point, the second arrow’s points are multiplied by 2, the third by 3, and so on.

G

Bonus Point:

  • iBounce Bonus Point: A player who hits the bullseye point and has an arrow bounce back receives 20 bonus points.
  • iiRobinhood Bonus Point: A player who shoots an arrow that pierces another arrow already in the bullseye point — both belonging to the same archer — receives 50 Robinhood Bonus Points, provided at least one arrow hit the bullseye point as defined in (B). The missed-arrow clause (E)(i) is waived.
  • iiiEklavya Shot: An archer who shoots an arrow that pierces another arrow already in the bullseye point — belonging to a different archer — receives 30 Eklavya Bonus Points, provided at least one arrow hit the bullseye point as defined in (B). The missed-arrow clause (E)(i) is waived.
H

Extra Points: If an opponent’s arrow accidentally hits the bullseye point while attempting to distract a player, an extra point is awarded to the shooting team. Clause (E) does not apply to this point.

10

Arrow

A

Number of Arrows: Each player is permitted to shoot a maximum of 30 arrows during a match.

B

Unused Arrow: An arrow not released from the bow.

C

Used Arrow: An arrow that has been released from the bow.

D

Dead Arrow: An arrow released after the bullseye target has stopped moving, regardless of reason. No points are awarded, and it is counted as an unused arrow.

E

Distractor Arrow: Has a red-coloured shaft and can be used by the opposing team to distract an archer. Archers cannot use it; if hit with a distractor arrow, no points are awarded.

11

Shooting Team, Archer

A

The shooting team aims to hit the bullseye point and earn the maximum possible points. A player of the shooting team is also referred to as an “Archer” or “Shooter.”

B

A minimum of two qualified archers is required to hit the bullseye point.

C

To be a qualified archer, a player must have a minimum of five unused arrows. A player with fewer is disqualified from hitting the bullseye point.

D

An archer must shoot a minimum of five arrows while on SSY. If they fail to, five arrows will be considered as used arrows.

E

An archer can hold the bow in any way they prefer — horizontal, vertical, or diagonal.

F

An archer can shoot more than one arrow simultaneously (Free Style Shooting).

G

An archer must reach the SSY within sixty seconds from the completion of the previous bullseye point. The referee may increase this limit if needed, applicable throughout the match.

H

An archer must take their preferred SSY number and cannot change position for a given bullseye point.

I

If an opponent provides an external item on which an archer must stand and shoot, the archer must stand on it and shoot throughout that bullseye point.

12

Challenging Team / Challenger, Distractor

A

The challenging team gives challenge to the shooting team. A player from this team is known as a “Challenger.”

B

The captain shall nominate two players at the conclusion of the bullseye target — one selects the bullseye point, the other selects the shield.

C

The nominated player shall remain off the shooting field (not playing field) to perform their assigned task.

D

A single player cannot select both the bullseye point and the shield simultaneously.

E

A player cannot select the bullseye point more than two times in a match.

F

A player cannot select the shield more than three times in a match.

G

The bullseye point and shield selected by the nominated players are applied in the next bullseye point — selections made during one point are placed after its conclusion, and so on for each subsequent point.

H

The remaining eight players must be on the shooting field within sixty seconds; the referee may increase this limit if needed, applicable for the whole match.

I

Challengers (remaining eight players) can use an external item to distract a player, per the “Challenge & Distraction Rule.”

J

Any opposing player can use an external distraction item. Ethical sledging, comments, dialogues, and similar activities not requiring an external item are also allowed throughout the match.

K

Three of the fifteen bullseye targets will be played without an external distraction item; one of those three shall fall within the first five bullseye points.

L

In all bullseye points, an opposing player can sledge, comment, and cheer on missed arrows to distract a player.

M

In the last bullseye target, all opposing players shall be on the shooting field.

13

Bullseye Point

A

Each team will play with fifteen bullseye points.

B

Each bullseye point has a specific point value written on it.

C

The bullseye point will be moving for 180 seconds.

D

The bullseye point must meet the specifications outlined in the “Bullseye Stand and Equipment Rule.”

E

Within 150 seconds of the start of the current bullseye point, one player from the opposing team must choose a bullseye point from the remaining options.

F

If the nominated player fails to choose in time, the bullseye point with the highest value from the remaining options will be used.

G

Once the bullseye point is disclosed under 13(E) or 13(F), it cannot be changed.

H

If the referee determines the bullseye point is damaged and unsuitable for play, it will be replaced with an identical one.

14

Shield

A

A shield can have any shape or design, and must have an open space through which an arrow can pass.

B

The shield will be designed by a team according to the “Challenge & Distraction Rule” and placed before the bullseye point.

C

There is no limit to the number of shields a team can use in a match.

D

The shield will also be moving for 180 seconds.

E

One nominated player must choose a shield from the remaining options within 150 seconds from the start of the current bullseye point.

F

Free Hit: If the nominated player fails to choose in time, no shield will be placed before the bullseye point.

G

Once the shield is chosen, it cannot be changed.

H

If the referee decides the shield is damaged and unfit for use (naturally, not by the shooting team), an identical shield will be provided as replacement.

15

Distraction

A

An opposing player can use external items to distract another player during the match.

B

The external distraction items allowed for use are defined in the “Challenge & Distraction Rule.”

C

An opposing player can distract a particular player or group of players using these external items.

D

Ethical sledging, comments, dialogues, or cheering on a missed arrow is considered distraction, even without external items, and is allowed throughout the match.

E

A team cannot use more than 20 external distraction items in a match.

F

Counting is based on number of uses — e.g. an air brick/balancing board given to two archers counts as two uses; a whistle counts as one use regardless of how many players sound it; a tower/storm fan is counted by number of times used.

G

Once the bullseye point has started, an opposing player cannot use a distraction item that requires a call-off of play.

H

Once an opposing player informs the referee of their intention to use a distraction item, it is considered used for that bullseye point.

16

Inning

A

A match consists of one inning for each team. Each inning includes fifteen bullseye points.

B

If both teams agree, they can limit the number of bullseye points in an inning — applying equally to both teams.

C

Completed Inning: Considered complete when either (i) fewer than two qualified players remain to shoot, or (ii) the prescribed number of bullseye points has been completed.

D

Toss: The referee shall toss no earlier than 30 minutes before the scheduled or rescheduled match time.

E

Decision of Innings: The captain who wins the toss must inform the referee/opposing captain of their decision (shoot or challenge) no later than 10 minutes before the scheduled match time. Once made, the decision cannot be changed. If not notified in time, the default decision is the shooting side.

17

Intervals

A

The scheduled interval is the break between two sessions of the match. It is 15 minutes long, starting at the end of one session and ending when the next is scheduled to begin.

B

The time period before the interval is called a session of play.

18

Start of Play, Cessation of Play

A

Start of Play: At the beginning of the match, and after each interval or time stop, the referee at the archer’s end will call for the start of play.

B

Cessation of Play: The referee at the archer’s end will call for the cessation of play before any interval or interruption, or at the end of the match.

C

Start of Bullseye Point: Called at the beginning of each bullseye point, and after each interval or time stop.

D

End of Bullseye Point: Called before any interval or interruption, or at the end of the point.

E

After each bullseye point, the target and shield will be replaced with new ones.

F

Conclusion of Match: The match concludes either when a result is achieved as defined in Rule 20, or when the agreed number of bullseye points have been completed.

G

Conclusion of Bullseye Point: A bullseye point concludes after 180 seconds from the start, or when a result is achieved as defined in Rule 20.

19

Appeal

A

Any player on the SSY may appeal to the referee for a “Bullseye” if they believe an arrow hit the bullseye point and the referee did not award the point.

B

A valid appeal must be made before the player whose arrow is in question picks another arrow to shoot.

C

Any opposing player on the shooting field may appeal for a “Missed” if they believe an arrow missed (as defined under Rule 9(E)) but the referee awarded a point.

D

A valid appeal under 19(C) must be made before the player whose arrow is in question picks another arrow to shoot.

E

Appeals cannot be made after the conclusion of the bullseye point.

F

The referee at the archer’s end shall answer all appeals in consultation with the other referee, if required.

G

The referee may alter their decision, provided it is done promptly. Once a decision is made, it is final.

20

Match Result

A

Win: The team with the higher score will win the match.

B

The referee will award the match to one team if the other team concedes defeat or refuses to play.

C

Tie: If both teams have equal scores at the conclusion of the match, it results in a tie.

D

Extra Play: In case of a tie, an extra bullseye point with shield will be played. The team with the higher score wins the match.

E

If scores remain equal even after extra play, the match is declared a draw, and both teams receive equal points.

F

Statement of Result:

  • ·If the second innings team wins without completing all bullseye points — stated as a win by “number of bullseye remaining to be played or number of arrows balance or both.”
  • ·If the second innings team wins by completing all bullseye points — stated as a win by “number of arrows balance.”
  • ·If the second innings team fails to chase the first innings score — stated as a win by “number of points.”
  • ·If decided by concession or refusal to play — stated as “Match Conceded” or “Match Awarded,” as applicable.
G

Result Not to Be Altered: Once the referees have agreed with the scorers on the correctness of the scores at the conclusion of the match, the results cannot be altered.

21

Yellow & Red Card

A

Yellow Card: If a referee wants to warn a player, they can show a yellow card. A warning can be given for:

  • iUnsporting behaviour.
  • iiDissent by word or action toward the referee or other players.
  • iiiRepeatedly breaking the rules of the game.
  • ivFailure to maintain required distance while the game is in progress.
B

Red Card: If a referee shows a red card, the player is removed from the match. A red card may be given for:

  • iAny player, from either team, who brandishes an arrow in a threatening way or throws an arrow with dissent.
  • iiAfter a second warning, the player is shown a red card.
  • iiiA challenger physically touches the archer during the bullseye point in progress.
  • ivA player using offensive, insulting, or abusive language or gestures.
  • vViolent conduct by the player.
Reference

Annexures

Annexure I

Playing Team Combination

The team formation requirements for professional Bullseye archery tournaments:

  • For Man/Woman matches, players should be at least 18 years of age to participate.
  • For mixed teams, at least three of the participants should be women.
  • A team can have a maximum of four participants using a Compound bow (a modern bow using cables and pulleys for mechanical advantage), and a minimum of three participants using a wooden Indian bow (a traditional wooden bow).
  • A fully automatic bow — one that uses technology to automatically adjust draw weight and length — is not allowed in a match.

Annexure II

List of Equipment

The following equipment can be used:

Bow (Compound / Recurve / Indian) Arrows Quiver Finger Tab Arm Guard Chest Guard Sight Stabilizer Release Aid Bowstand Range Finder Bowstring Wax

Annexure III

List of Distractions

In Bullseye, distraction is permitted but must be done in an ethical and permissible way. Permissible distractions are designed to be non-harmful and non-intrusive, and may include noise-making devices, wind generators, or other visual distractions that do not interfere with the safety or performance of the players.

BULLSEYE ARCHERY · OFFICIAL RULEBOOK · EDITION MARCH 2026

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