ALL NONMEMBERS (SHOOTERS AND SPECTATORS ALIKE)
MUST COMPLETE AND SIGN A LIABILITY RELEASE FORM ON ENTERING THE CLUB.
OUR MATCHES ARE OPEN TO THE PUBLIC
We follow a CPFGC-specific set of MATCH RULES, based on IMA (International Multi-Gun Association) Rules.
WHO'S WELCOME
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.Shooters under 18 must be accompanied throughout the match by a parent or legal guardian.
MATCH REGISTRATION
Matches are currently limited to 42 shootersAdvance registrations will be accepted thru PractiScore, starting two weeks before each match, and a link will be posted on each match page.
MATCH SCHEDULE
- SATURDAY
- 1200 - 1330: SETUP
- 1400 - 1730: STAFF SHOOT
- SUNDAY
- 0800 - 0830 : RELAY #1 - REGISTERED SHOOTER CHECK IN
(Shooters registered but not checked in by 0830 may lose their place.) - 0830 - 0845 : RELAY #1 - MATCH DAY SHOOTER REGISTRATION (if space is available)
- 0845 - 0900 : RELAY #1 - MANDATORY SAFETY BRIEFING
(Anyone missing any part of the safety briefing will be disqualified from shooting) - 0900 - 1130 : RELAY #1 - MAIN MATCH
- 1030 - 1100 : RELAY #2 - REGISTERED SHOOTER CHECK IN
(Shooters registered but not checked in by 1100 may lose their place.) - 1100 - 1115 : RELAY #2 - MATCH DAY SHOOTER REGISTRATION (if space is available)
- 1115 - 1130 : RELAY #2 - MANDATORY SAFETY BRIEFING
(Anyone missing any part of the safety briefing will be disqualified from shooting) - 1130 - 1400 : RELAY #3 - MAIN MATCH
- 1300 - 1330 : RELAY #3 - REGISTERED SHOOTER CHECK IN
(Shooters registered but not checked in by 1330 may lose their place.) - 1330 - 1345 : RELAY #3 - MATCH DAY SHOOTER REGISTRATION (if space is available)
- 1345 - 1400 : RELAY #3 - MANDATORY SAFETY BRIEFING
(Anyone missing any part of the safety briefing will be disqualified from shooting) - 1400 - 1630 : RELAY #3 - MAIN MATCH
SOME RULES
- 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 holstered guns must be either (1) empty or (2) on safe.
(If it has a safety it MUST be engaged; if it’s a decocker it MUST be decocked.) - 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 never RE-HOLSTER a loaded gun.
- All guns must be cleared and long guns must be chamber flagged before leaving the Firing Line.
- All guns other than holstered pistols or revolvers shall have chamber flags inserted at all times, except when on the Firing Line.
- Squads will police all shotshells before moving to the next stage.
- Brass retrieval is not allowed until the match is over and all equipment is put away.
(Also see CPFGC-IMA Rules Section 2.)
THE MATCH
Our matches usually consist of three stages, and are shot in Squads of up to 10 shooters.Everyone shoots in the same category, class, and division, (probably because we don't recognize any of those).
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!".
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.
EQUIPMENT REQUIREMENTS
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, and must be carried in a holster designed for that particular gun.
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 CPFGC-IMA Rules, Sections 4 & 5.)
AMMO REQUIREMENTS
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!
- ARMOR PIERCING, STEEL CORE, OR STEEL TIP AMMUNITION IS STRICTLY PROHIBITED.
- RIFLE AMMO MUST NOT EXCEED 3,300 FPS.
- 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!
(Also see CPFGC-IMA Rules, Section 3.)
CONVENTIONS
UNLESS OTHERWISE SPECIFIED IN THE STAGE DESCRIPTION...
- Targets may be shot in any order.
- When shooting from a Shooting Box, both feet must be in the box.
- Reloads may be made only after the first round from that gun has been fired.
- 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. 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. - Shooters shall start each stage with a holstered pistol or revolver, loaded as desired, up to capacity, 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 as desired, up 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'.
RANGE COMMANDS
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. - "IF THE SHOOTER IS DONE, 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
We use a very simple system for scoring: Final Score = Raw Time (from buzzer to last shot fired) + Penalties
PENALTIES
UNLESS OTHERWISE SPECIFIED IN THE STAGE DESCRIPTION...
- Failure to Neutralize [FTN] = +5 seconds each target
- Procedural (i.e. Engaging targets in the wrong order) = +5 seconds (One Procedural per Gun Max)
- Miss = +10 seconds for each target engaged but missed
- Minor Safety (i.e., reholstering a loaded pistol) = +10 seconds
- Hitting a "No Shoot" target = +20 seconds for each hit
- Target Not Engaged [TNE] = +15 seconds each
(If a knockdown target has fallen, or if any target was previously struck with the wrong gun, the shooter must engage the target, or the space where it was, to avoid this penalty. If one shot takes out two targets of the appropriate type, that’s a “freebie”.) - Spinner Fault (Failure to cause spinner target to make one complete revolution) = +60 seconds
- Stage Not Fired [SNF] Failure to shoot a Stage = 15 seconds X number of targets on that stage
- Stage Disqualification [SDQ] = 300 seconds for that Stage
- Match Disqualification [MDQ] = NO SCORE for every Stage, and you're done shooting for the day
- Hitting a steel target less than 35yds away with a shotgun slug = MDQ + target repair/replacement cost
- 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. - Breaking the 180° plane with the muzzle of any gun = SDQ
- Abandoned gun either not on safe or not empty = SDQ
- A negligent discharge that does not impact any prop or within 10 feet of any person = SDQ
- Moving with gun in hand and either (1) manual safety not engaged or (2) finger inside the trigger guard = SDQ
(The above STAGE DQs would warrant a MATCH DQ at most venues.
If you do one of these things at one of our matches, make it a learning experience.) - Two Stage Disqualifications = Match Disqualification
- 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 (as determined by the Match Director or any Range Officer) = MDQ
(Also see CPFGC-IMA Rules, Section 6.)
RESPONSIBILITIES
We're a small group at CPFGC, 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.
RANGE OFFICER
The Range Officer keeps everything running on schedule... or at least tries to.
TIMER OPERATOR
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.
SCORE KEEPER
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!
TAPERS/SETTERS
This includes every match participant who is physically able to reset knockdown targets, police up spent shotshells, or paste paper targets between shooters.
The more people we have doing these things, the quicker the next shooter gets to the line.
SAFETY OFFICER
Everyone's a Safety Officer.
If you see someone do anything you think is unsafe, let the Range Officer or Match Director know immediately.
EVERYONE
Remember that we're doing this for FUN.
If you need to be a nitpicker or hard-ass about the rules, or scores, or helping out your fellow shooters, please find another venue.
We won't miss you.
MATCH COST
ADVANCE REGISTRATION (via PractiScore): $20
Juniors (under 17): FREE
MATCH DAY REGISTRATION (if space is available): $30
Juniors (under 17): $10
FOOD & DRINK
Food and drink may not be available at these matches. Both Shooters and Spectators are advised to bring their own.