MUST COMPLETE AND SIGN A LIABILITY RELEASE FORM ON ENTERING THE CLUB.
Except where otherwise specified, we follow IMA (International Multi-Gun Association) Rules.Setup: 06:30 - 08:00 (Help is always welcome.)
Shooter Registration: 08:00 - 08:45
Mandatory Safety Meeting: 08:50
ANYONE MISSING ANY PART OF THE SAFETY MEETING WILL BE DISQUALIFIED FROM SHOOTING
Match Start: 09:00
Anyone and everyone who's interested, regardless of experience, to shoot or just to watch. We actively recruit new shooters, but... a 3-Gun Match is an action style venue; it's NOT the place to learn to shoot. We insist that you have SOME shooting experience... just not necessarily 3-Gun experience.
If you're not comfortable with the idea of action shooting, contact us at firstname.lastname@example.org and we'll be glad to set up a short, informal orientation session ahead of time.
Shooters under 18 must be accompanied throughout the match by a parent or legal guardian.
MATCHES ARE CURRENTLY LIMITED TO 42 SHOOTERS - FIRST COME, FIRST SERVED
Advance registration by mail will be accepted, and a link to the Advance Registration form will be posted on the match page, but there will be a cutoff date for match registration. Any registrations received prior to that date will be returned unprocessed. Registrations will be processed on a first come, first served basis, and must include a check to cover match fees. Advance registrations are not refundable.
CPF&G Club Members may register four weeks in advance; non-members may register three weeks in advance.
(Also see IMA Rules, Section 2.)
- All shooters and spectators on the range are required to wear eye and ear protection, anytime the range is "hot".
- Guns may only be loaded at the stage Loading Table or on the Firing Line.
- All guns must remain "on safe" until the start signal is given.
- No one shall leave the immediate vicinity of the Loading Table with a loaded gun, except to proceed directly to the Firing Line.
- When moving between static shooting positions with a loaded long gun, the bolt must be open or the safety must be engaged. Cowboy long guns may also be moved with the hammer down on an expired cartridge.
- All abandoned guns must be either (1) open and empty or (2) on safe.
(If it has a safety it MUST be engaged; if it’s a decocker it MUST be decocked.)
- Shooters may not REHOLSTER a loaded gun.
- All guns must be cleared before leaving the Firing Line.
- All guns other than holstered pistols or revolvers shall have chambers open at all times, except when at the Loading Table or on the Firing Line.
Our matches USUALLY consist of three stages, and are shot in Squads of up to 14 shooters.
If, for example, we are having a three stage match, three shooters will stage their guns, each at their respective stage, then two shooters will step back and one will shoot. Once the first shooter finishes, the next shooter will shoot their stage. Once all three stages are shot and all guns cleared, targets on all three stages will be reset and taped, and the process will begin again.
Everyone shoots in the same category regardless of their gun choices. (Basically, you're only competing against yourself.)
At Country Pond, we definitely stress the "fun" rather than the "competition". We're structuring these matches so people can learn about 3-Gun Shooting without a lot of pressure. No stress (except what you put on yourself) -- just nice people, a good time, and lots of "Attaboys!".
Par Times are enforced on each stage.
Par Times = (# of Guns X 5 secs) + (# of mandated reloads X 5 secs) + (# of targets X 4 secs) + 4 secs for each Long Range target.
Those ae all added together, then multiplied by 1.1 to give a 10% margin, then that number is rounded UP to the nearest 10 seconds, up to a maximum of 180 seconds.
So a stage using three guns, with one required reload, and 25 targets (one of which is at 100 yds) would have a Par Time of:
((3 guns X 5 secs) + (1 reload X 5 secs) + ( 25 targets X 4 secs) + (1 Long Range target X 4 secs)) X 1.1 = 124 seconds, which would be rounded up to 130 seconds.
The Range Officer will stop you if your stage time exceeds the Par Time.
We do tally the results for those who are interested in such things. They'll be posted on this website a day or two later.
(Also see IMA Rules, Sections 4 & 5.)
Shooters need a pistol or revolver, a rifle, and a shotgun. Semi-autos are preferred by most shooters, but if you want to shoot something else, you're more than welcome to do so. Pump action shotguns are not unusual at all.
Any firearm used for pistol targets must be chambered in a typical PISTOL round. i.e. 9x19mm, 45ACP, etc.
Any firearm used for rifle targets must be a rifle, carbine, or SBR (Short Barreled Rifle) only, but may be chambered for either rifle or pistol rounds. No AR style pistols may be used to engage rifle targets.
You'll need a holster that will hold the handgun securely while moving. Holsters must cover the trigger. You'll also need some means of holding shotshells on your person, at least one extra rifle magazine, and at least one extra pistol magazine or speed loader, as reloads may be required. Unless otherwise specified in the stage description, all reloads must be from the shooter's body.
(Also see IMA Rules, Section 3.)
You can look at the Match stages ahead of time on our website and make your own determination as to what will work for you. Bring extra ammo! 6.5 Creedmore, 7.62x51 (.308 Winchester) or more powerful rifle cartridges are prohibited. While they are acceptable at many 3-Gun matches, we'd rather not subject our targets to that much punishment. 7.62x39, .300 Blackout, .30-30 Winchester, or similar cartridges are the strongest rifle calibers allowed.
SHOTGUN SHELLS MUST BE #7-1/2 OR SMALLER LEAD SHOT ONLY.
SHOTGUN SLUGS MUST BE LEAD ONLY - NO SABOTS.
ABSOLUTELY NO STEEL OR PLATED SHOT ALLOWED!
UNLESS OTHERWISE SPECIFIED IN THE STAGE DESCRIPTION...
- Shooters shall start each stage with a holstered pistol or revolver, fully loaded, including one in the chamber. Shooters using Cowboy gear may start with two single-action revolvers, but each must have an empty chamber under the hammer.
- All staged guns shall be staged and restaged safely. How you stage 'em is up to you as long as they're safe. If it falls after you stage it, and it's not a prop failure, tough. That's a Stage DQ if it's empty, a Match DQ if it's loaded; be more careful next time. Unless otherwise specified in the Stage directions, staged guns may be loaded to their full magazine capacity. A round may be chambered only at the direction of the Range Officer.
- Regardless of capacity restrictions, magazine fed guns must start with a magazine fully inserted and locked in place.
- If no starting position is given, the shooter may stand any way they damn well please. Our way probably ain't your way, but that doesn't make either way wrong. You can start crouched down, standing upright, kneeling, slouched over, sitting, hands on guns, hand on ammo, face down in the dirt, finger up your nose... whatever.
- PORT ARMS is defined as: standing upright with the butt of the gun at or below the waist of the shooter and with the muzzle at or above the shoulder, pointed downrange. The gun must be held with one hand on the wrist or grip area of the gun and one hand on the forearm area. When starting with a gun at Port Arms, it should be loaded 'hot': with a round in the chamber.
- RELAXED READY: standing upright with the rifle or shotgun held in both hands, no higher than the navel, level and pointed downrange. A gun held at Relaxed Ready is loaded 'hot'.
- LOW READY with a rifle or shotgun: the butt of the gun is mounted on the shoulder and the muzzle is at or below the waist, pointed downrange.
- LOW READY with a handgun: the pistol is held in one or both hands and the muzzle is at or below the waist, pointed downrange. Guns held at Low Ready are also loaded 'hot'.
Commands that you will hear at our matches:
- "THE LINE IS HOT; SHOOTERS STAGE GUNS"
The next shooters shall stage their guns and finish loading, according to the Stage description.
Following shooters may move to the Loading Tables at this time.
- "SHOOTER READY?" "STAND BY"
If the Shooter is ready, they need not respond.
After "STAND BY" is given there will be a short delay before the start signal sounds to begin firing.
- "SHOW CLEAR", "SLIDE FORWARD", "HAMMER DOWN", & "HOLSTER"
Commands given at the end of the stage course of fire.
- "THE LINE IS CLEAR.", "RESET AND TAPE TARGETS."
Any Shooters at the Loading Tables shall step away, leaving any loaded guns on the table. Spotters will reset and tape targets as required. No one shall approach the Loading Tables or handle any firearms anywhere on the range until "THE LINE IS HOT" is sounded.
SCORING & PENALTIES (Also see IMA Rules, Section 6.)
We use a very simple system for scoring: Final Score = Raw Time (from buzzer to last shot fired) + Penalties UNLESS OTHERWISE SPECIFIED IN THE STAGE INSTRUCTIONS:
- Knockdown targets must fall to count as hit.
(All knockdown targets may be reengaged until down.)
- Aerial targets must be hit before reaching the ground. Aerial targets that break on launch are considered hit, but must still be engaged.
- All paper/cardboard targets must receive one hit in the "A" zone or two hits anywhere on the target to count as Neutralized.
Only one hit, outside the "A" zone = Failure to Neutralize. No Hits = Miss. (Extra hits incur no penalty.)
NOTE: Cowboy Division shooters require only one hit anywhere on the target to count as Neutralized.
- Failure to Neutralize (FTN): +5 seconds each
- Procedural (i.e. Engaging targets in the wrong order): +5 seconds (One Procedural per Gun Max)
- Hitting a "No Shoot" target: +20 seconds for each hit
- Miss: +10 seconds each
- Target Not Engaged (TNE): +15 seconds each
- Stage Not Fired (SNF) Failure to shoot a Stage: Target Count X 15 seconds
- Exceeding the Par Time for a Stage: Stage Par Time plus any misses, procedurals, etc.
- Stage Disqualification (SDQ): 990 seconds for that Stage
- Match Disqualification (MDQ): 999 seconds for every Stage, and you're done shooting for the day
- Dropping or losing control of an UNLOADED gun = SDQ
A gun is deemed loaded if there is a round in the chamber, cylinder, or inserted magazine.
- Two SDQs = MDQ
- Breaking the 180° plane with the muzzle of any gun = MDQ
- Abandoned gun either not on safe or not empty = MDQ
- Dropping or losing control of a LOADED gun = MDQ
- Sweeping anyone (other than yourself) with the muzzle of a gun (loaded or not) = MDQ
- Any rifle or pistol round fired over the berm = MDQ
- A negligent discharge that impacts any prop (other than fencing) or impacts within 10 feet of any person = MDQ
- Unsportsmanlike Conduct = MDQ
We're a small group at CPF&G, so everyone who participates in one of our 3-Gun Matches needs to pitch in and do their part in helping out wherever they can. Don't be shy if you've never done this before, we're a friendly bunch, and we'll be glad to help you out by showing you what to do! Anyone who'd like to show up early to help set up targets, props, etc. is VERY welcome! Same if you'd like to hang around after and help us tear down and put stuff away.
The Range Officer keeps everything running on schedule... or at least tries to.
The Timer Operator ensures that each shooter is ready to participate, times each stage, and assists the shooter to make sure that everything goes well.
The Score Keeper enters the elapsed time and any bonuses, misses, or procedurals on each scorecard. Don't be afraid to keep score! It ain't rocket science!
The Spotter/Setters count misses (paying particular attention to any flying targets), reset knockdown targets, police up spent shotshells, and paste paper targets between shooters. The more people we have doing these things, the quicker the next shooter gets to the line.
Everyone's a Safety Officer.
If you see someone do anything you think is unsafe, let the Range Officer or Match Director know immediately.
ADVANCE REGISTRATION: CPF&G Club Members: $15 Nonmembers: $20
MATCH DAY REGISTRATION (if space is available): CPF&G Club Members: $25 Nonmembers: $30
FOOD & DRINK
Unfortuntely, food and drink will NOT be available.