Everything about The Caber Toss totally explained
The
caber toss is a traditional
Scottish athletic event practiced at the
Scottish Highland Games involving the tossing of a large wooden pole called a caber, similar to a
telephone pole or
power pole.
Rules and technique
Highland Games event having their own set of cabers. Typically, a Highland Games event will have several cabers varying in length and weight, with the longer, heavier implements being used for the Professional or top class event and the shorter, lighter cabers being used for either qualifying for the top class or for the Amateur class. Others, shorter and lighter yet, might be used for the women's and junior classes if the Games event features such competitions. The first photograph in the gallery below shows a group of cabers from the 2005
Bellingham Highland Games.
A traditional caber is around 5–6 m (16–20 feet) long and weighs around 35–60 kg (80–130 pounds) with the largest caber throw on record being 127kg (280lbs). The size, and particularly the length, of the caber means that enormous strength is required simply to balance it vertically, and even more is required to toss it. For competitions involving less skilled athletes a shorter and/or lighter caber is used. It isn't unusual for a caber to break in the course of a competition.
Tossing the caber consists of several steps:
- The 'pick' where the competitor lifts the caber off the group
- The 'approach' where the athlete gets momentum going by running forward
- The 'plant' when both feet take root to provide a good throwing platform
- The 'toss' where the caber is actually flipped end over end (or at least attempted)
Pick
Typical throw consists of the previous athlete raising the caber for the current contestant (some games have helpers which allows the athlete to conserve energy). Once the caber is standing on the small end it's up to the competitor to take control while everyone else runs away before it drops on someone's head. The athlete will squat down with the caber resting on either shoulder (right handers typically on their right shoulder etc) and place their hands at the juncture of the caber with the ground.
Approach
Once the caber is up in the air the athlete wants to make sure he's control of it. Typical mistakes are made by letting the arms go forward which pushes the big end backwards, momentum and gravity will cause a scratch at that point. Once he's got the caber balancing comfortably on his shoulder, he should start a gentle run forward in the appropriate direction (as given by the judge).
Plant
After about 4 metres (or what works for you, shorter or longer) you'll want to plant both feet square to the direction of the run. Then the momentum in the caber will start to lift it off your shoulder to be fully supported by your hands. Some people might think to have a bit of extra padding on the shoulder but this is where it'll do a disservice as you need to feel the caber with your shoulder to judge the speed it's falling and when to start the toss. If you watch the professionals throw you'll see that once they plant that'll squat quite deeply to allow their legs to power the first part of the toss.
Toss
When the caber reaches that perfect angle away from the competitor the small-end of the caber needs to be lifted and pulled at the same time. When demonstrating this for people I show them that bringing your hands over your head naturally lets the follow-through carry the small end backwards. The caber has to rotate so the circle that the small-end will inscribe in the air first has it going back over your head as the bigger end goes forward and down. Pulling too early, before the caber's angle to the ground is small enough means you just launched a large javelin that won't turn and pulling too late means a great chance to break the caber as the big end rebounds off the ground. Timing the toss is a matter of practice.
Scoring
The object isn't the distance of the throw, but rather to have the caber fall directly away from the thrower after landing. A perfect throw ends with the 'top' end nearest to the thrower and the 'bottom' end pointing exactly away. If the throw isn't perfect, it's scored by viewing the caber as though it were the hour hand on a clock. A perfect toss is 12:00. A caber pointing to 11:00 would yield a better score than one pointing to 10:30 but would be the equivalent of 1:00. If the caber lands on its end and falls back towards the thrower, the score is lower than for any throw that falls away from the thrower but will be based upon the maximum vertical angle that the caber achieved (side-judging may involve a second judge.) An angle of 87° is better than 75°. Scoring depends on accuracy, if it didn't completely turn once then it's based on the degree that it rose away from the ground.
Photo gallery
Image:Cabers_05Bel_001.jpg|A selection of cabers of various lengths and weights
Image:Caber toss-2004 highland games.jpg|The run-up
Image:Caber_05SV_001.jpg|Moment of release
Image:Caber_05PNW_001.jpg|The caber in mid-flight
Image:Caber_05Tac_001.jpg|The caber strikes the ground
Image:Caber Toss.jpg|Getting ready to lift
Further Information
Get more info on 'Caber Toss'.
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