|
|
After meeting up with a few cowboys on the trail you all sit down for a meal by the fire and start telling stories from past deeds, some good and some bad. The bad ones are coming from one very big man on the other side of the fire from you, and you come to realize that this guy is responsible for rustling several heads of steer from your ranch. Yes, it’s Thurston Bigelow Jackson himself! He doesn’t know you but you’re going to make him pay for the losses to your ranch, and your family’s livelihood.
 On the Trail
Targets:
2 Shotgun
2 Rifle
5 Pistol
Large cowboy target
1 Derringer setup
Ammo:
4 Shotgun
8 Rifle
5 Pistol, 10 for 2-gun
Up to 4 Derringer
Props: Fire circle, rifle and shotgun racks, small table.
Staging: Loaded rifle in rifle rack. Loaded optional derringer / pocket pistol on table, muzzle downrange. Unloaded shotgun in shotgun rack. Shooter standing between the fire circle and the table.
Start: Before the sound of the buzzer, shooter says, “You’re Goin’ Down Jackson!!” At the buzzer shooter engages large cowboy target with all 5 rounds, as a dump target. No special bonuses for hitting swing-targets. Hits on swinging arms count as Hits. Two gun shooters engage regular targets 1-2-2-2-3.
Shooter moves to rifle rack around fire circle and engages rifle targets 1-1-2-2-1-1-2-2. Shooter replaces empty, open rifle in rack.
Shooter steps around fire circle to table and engages derringer target with up to 4 rounds, with a 5 second bonus per hit.
Shooter moves to shotgun rack and engages shotgun targets 1-2 and repeat for a total of FOUR rounds. Shooters may load as many as the gun will safely hold, single load is OK. Misses CAN be made up IMMEDIATELY AFTER it is missed. Swinger must move to be scored a hit or be re-engaged until hit. Last shot stops the clock. Swinger must move to be scored a hit. Last shot stops clock
Scoring: Time plus misses less bonuses.
 Hanged Ghost
Targets:
3 Rifle
2 Shotgun
6 Pistol
Ammo:
9 Rifle
6 Shotgun
5 Pistol (10 for 2 guns)
Props:
Coffin swing target, shotgun rack, shovel, rifle rack.
Staging:
Shooter facing front with shovel in hand. Loaded rifle in rifle rack, unloaded shotgun in shotgun rack.
Start: Before the sound of the buzzer, shooter puts down the shovel and says ”I Ain’t ‘Fraid of no Ghost!” At the sound of the buzzer, shooter engages pistol targets 1-3-5-4-2, 2-gun repeats. If shooter desires shooter may engage the coffin swinger for a 5 second bonus, with the last shot from the first gun. If the bonus target is missed it’s just a miss, not a procedural. If first swinger is missed shooter can still use last shot from the first gun to engage for a bonus, but any other targets not engaged due to the swinger being missed are scored as misses.
Shooter moves to right and picks up rifle, and engages rifle targets 1-1-1-3-3-3-2-2-2 and places open, empty rifle back in rifle rack.
Shooter moves to right to shotgun rack and loads shotgun engaging targets 1-2-1-2-1-2 for a total of SIX rounds. Shooters may load as many as the gun will safely hold, single load is OK. Misses CAN be made up IMMEDIATELY AFTER it is missed. Swinger must move to be scored a hit or be re-engaged until hit. Last shot stops the clock.
Scoring: Time plus misses/penalties.
You’ve traveled a day and a half to select your family plot in the county cemetery, and as the sun sets you are beset by spirits from beyond the grave! As the floating white forms approach you remember that cemeteries are almost never haunted, and since you see that one of them is packing a pistol you spot the ambush for what it really is. Better defend yourself, quick, or it will be a short “fall” to your final resting place.
As you stack wood for the next season you hear faint rustling in the bushes, and spot a hairy tail, a pack of wild cats is coming closer! To flush one out you pick up a pumpkin and give it a roll, so you can see one of the will pounce. Better clear them out before they help themselves to your livestock.
Targets:
2 Shotgun
3 Rifle
4 Pistol
Ammo:
6 Shotgun
9 Rifle
5 Pistol, 10 for 2-gun
Props: Pumpkin, rifle and shotgun racks.
Staging: Loaded rifle in rifle rack. Unloaded shotgun in shotgun rack. Shooter standing at center of mat with pumpkin in hand(s).
Start: At the sound of the buzzer, shooter says, “Here, Kitty Kitty!!“ Shooter takes the pumpkin and “bowls” it out to the pistol targets. Timer instructs shooter whether to shoot at the pumpkin or not, then starts the timer once the pumpkin stops rolling.
If the pumpkin gets past the pistol targets, then the Shooter draws their first pistol and fires five shots at the pumpkin. If the pumpkin is less than five yards away, then the shooter must step to left and engage the pistol targets, 1-3-4-3-1. Holster pistol. Second gun always shoots 1-3-4-3-1. So, if the pumpkin rolls far enough, first gun is pumpkin, second is on steel. If the pumpkin is too close, both guns are on steel. DO NOT hit the STAR target- that’s your boy who just bolted out of the shed when he heard shots! Save him by dispatching the vermin! 10 second penalty if this target is hit.
Shooter then moves to right and engages rifle targets 1,3,2,1,3,2,1,3,2 then clears rifle and places open rifle back in rifle rack.
Shooter moves to shotgun rack and engages shotgun targets 1-1-2-2-1-1 for a total of SIX rounds. Shooters may load as many as the gun will safely hold, single load is OK. Misses CAN be made up IMMEDIATELY AFTER it is missed. Swinger must move to be scored a hit or be re-engaged until hit. Last shot stops the clock.
Scoring: Time plus misses / penalties.
Yes it’s time to set the table, and to fill it with some tasty and satisfying food! Time to show your skill with the rifle, and earn a “Turkey” for your efforts.
 Turkey Shoot Posse
Targets:
6 Rifle
Ammo:
10 Rifle per stage (Pistol Caliber Only).
Props: Chair, two rifle racks, shooting sticks, shooting mat if desired.
Staging: Shooter seated in chair, standing, prone or other safe position. Loaded rifle in shooter’s hands, in port arms position, prone position, or other position of choice when shooting begins.
Start: At the sound of the buzzer, shooter will engage closest targets in any sequence as long as the targets are Not double-tapped (ie targets must be shot one then another, not repeatedly for two or more consecutive shots).
Scoring: READ CAREFULLY! The shooting is done in three stages, with best shooters moving on to successive stages. Record both Hits and Time for each participating shooter. Best number of Hits wins for each shooting stage, with time to be used to break ties. All shooters proceed through the first stage of targets (closest targets). The best 50% will shoot the second stage of targets. Top 50% of these shooters then shoot the third target stage. Record winner of 50% that shot the second stage but did Not proceed to third stage- the Posse Runner Up, and winner of third stage- Posse Champ. THIS STAGE IS OPTIONAL!
Posse Leaders: workers keep their assigned jobs for this stage! If needed, shooters can rotate through work stations to relieve other posse members so they can shoot.
Targets:
10 total, set as 2 long range rifle caliber (longest range), 2 rifle caliber repeater, 2 pistol caliber, gallery .22 (if weather permits), 2 pistol and 2 shotgun.
Ammo:
10 Rifle per stage, caliber(s) of shooters’ choice (5 for pistol, 10 for shotgun).
Props: Chair, two rifle racks, shooting sticks, shooting mat if desired.
Staging: Shooter seated in chair, standing, prone or other safe position. Loaded rifle in shooter’s hands, in port arms position, prone position, or other position of choice when shooting begins.
POSSE MEMBERS: you will keep your same work assignments on this stage!
POSSE LEADERS: Keep the action moving- run this stage like any other. Try to accommodate two shooters at once, shooting different banks of targets. Position shooters so brass falls on mat.
PLEASE NOTE that there is a SEPARATE scoring sheet for this stage! Do NOT put scores for Long Range on the regular sheets.
Start: At the sound of the buzzer, shooter will engage targets for the caliber chosen in any sequence as long as the targets are not double-tapped (i.e. targets must be shot one then another, not repeatedly for two or more consecutive shots).
Scoring: Time is not the primary scoring method, hits are. For this stage, the shooter must announce his/her caliber choice to the scorer before the stage begins. .22 rifle shooters are scored in repeating or single shot rifle OPEN category, depending on action type. Shotgun Stampede is also scored separately.
Counters count Hits only, last shot stops the clock. Time breaks ties in number of hits only.
IF time allows, shooters may shot a second gun of a different caliber, but must wait until all shooters have completed their first gun.
***THIS STAGE IS OPTIONAL!***
Targets:
3 Shotgun
3 Rifle
5 Pistol
1 Derringer / PP
Ammo:
6 Shotgun
9 Rifle
5 Pistol, 10 for 2-gun
Up to 4 derringer / PP
Props:
Small table, chair, window wall and door wall, dummy in chair,deck of cards, poker chips, rifle and shotgun racks.
Staging:
Shooter sitting in chair, at table, and facing downrange. Dummy in chair directly opposite the shooter (downrange side). Loaded rifle in rifle rack, derringer staged on table, muzzle downrange, unloaded shotgun in shotgun rack. Pistols are staged on table, muzzles downrange.
Start: Before the sound of the buzzer, the shooter says ”Deal me in, pardner.” After the sound of the buzzer, shooter puts down cards and engages pistol targets around the dummy 1-2-2-3-3 and places pistol back on table. Two-gun shoots 3-4-4-5-5 and places pistol on table.
Shooter then stands up (brass picker – pull chair back) and engages derringer target through the window with up to 4 shots, 5 second bonus per hit. When done, derringer/PP is staged back on the table, muzzle downrange.
Shooter then steps to right and picks up rifle and engages targets through the window 1-3-2-1-3-2-1-3-2, and places empty rifle in rack.
Shooter then moves to shotgun rack and engages shotgun targets 1-2-3-1-2-3 for a total of six rounds, load any amount. Misses CAN be made up IMMEDIATELY AFTER it is missed. Swinger must move to be scored a hit or be re-engaged until hit. Last shot stops the clock. Shooter re-holsters pistols after the end of scenario.
Scoring: Time plus misses / penalties less bonuses.
Targets:
4 Pistol
3 Shotgun
3 Rifle
Ammo:
6 Shotgun
5 Pistol/10 for two gun
9 Rifle
Props:
Horse with rifle scabbard, tracks, dummy ties to tracks, knife, rifle and shotgun racks, rope for re-tying, 6×6 wood for side of horse.
Staging: Loaded rifle in rifle scabbard. Unloaded shotgun in shotgun rack. Shooter sitting on horse.
Start: Before the sound of the buzzer, shooter says, “I’ll Save You Nell!!” Shooter engages pistol targets 1-1-2-3-4, 2 gun shoots 4-4-3-2-1. Use the horse-holsters for cross-draw guns. Shooter then engages rifle targets 1-2-3-1-2-3-1-2-3, clears rifle and places open rifle back in scabbard.
Shooter dismounts and lifts dummy off the tracks after cutting the rope that binds “her”. Do not cross the safety line in this process! Shooter moves to shotgun rack and engages shotgun targets 3-2-1-3-2-1 for a total of six rounds. Swinger must move to be scored a hit. Pump or lever gunners may load as many as the shotgun will safely hold. Single round loading is OK. Misses CAN be made up IMMEDIATELY AFTER it is missed. Swinger must move to be scored a hit or be re-engaged until hit. Last shot stops the clock.
Scoring: Time plus misses / penalties.
Targets:
3 Shotgun
4 Rifle
6 Pistol
Derringer setup
Ammo:
6 Shotgun
10Rifle
5 Pistol, 10 for 2-gun
Up to 4 Derringer
Props:
Bed, dummy, table, rifle and shotgun racks, long window wall.
Staging:
Loaded rifle in rifle rack. Unloaded shotgun in shotgun rack. Shooter sitting on the bed with dummy beside shooter. Pistol(s) staged on table, muzzles downrange but gunbelt stays on the shooter.
Start: Before the sound of the buzzer, shooter says, “I Smell Smoke… I’ll Save you Honey!!” and tosses the dummy to safety (shooter’s choice).
At the buzzer, shooter then moves to table, and engages derringer target through the window with up to 4 shots, 5 second bonus per hit. When done, derringer/PP is staged back on the table, muzzle downrange.
Shooter retrieves one pistol at a time, moves left and engages the pistol targets POP-2-3-4-5, two gun shoots 5-4-3-2-1. Swinger MUST move to be scored a hit. Shooter re-holsters each pistol immediately after it is shot.
Shooter then moves to left of mat and engages rifle targets 1-2-2-3-3-3-4-4-4-4 then clears rifle and places open rifle back in rifle rack.
Shooter moves to shotgun rack and engages shotgun targets 3-2-1-3-2-1 for a total of six rounds. Pump or lever gunners may load as many as the shotgun will safely hold. Single round loading is OK. Misses CAN be made up IMMEDIATELY AFTER it is missed. Swinger must move to be scored a hit or be re-engaged until hit. Last shot stops the clock.
Scoring: Time plus misses / penalties, less bonuses.
Targets:
4 Rifle
2 Shotgun
5 Pistol
Ammo:
8 Rifle
4 Shotgun
5 Pistol (10 for 2 guns)
Props:
Bar, bartender, rifle and shotgun racks, rock prop, Ma Frickert, piano, cowboy cutout, small table.
Staging:
Loaded rifle in rifle rack, unloaded shotgun in shotgun rack. Shooter standing at bar with bottle in hand.
Start: Before the sound of the buzzer, a non-shooting posse member shouts “Look Out (insert shooter’s alias), It’s The Women’s Temperance League!!” and shooter puts down the bottle. At the buzzer shooter then engages pistol targets 1-3-3-3-5, 2 gun shoots 4-4-4-2-2.
Shooter then moves to right and engages rifle targets 4-3-2-1-4-3-2-1 then clears rifle and places open rifle back in rifle rack.
Shooter moves to shotgun rack and engages shotgun targets 2-1-2-1 for a total of four rounds. Pump or lever gunners may load as many as the shotgun will safely hold. Misses CAN be made up IMMEDIATELY AFTER it is missed. Swinger must move to be scored a hit or be re-engaged until hit. Last shot stops the clock.
Scoring: Time plus misses / penalties.
 Snidely, Dudley, Nell, and Horse
As you are riding your steed over the plains of Canada, you can hear screams of a woman off in the distance. Could this be Nell Fenwick, you wonder? You spur the big white stallion onward toward the shrill cries. Rising up hard and fast, you see your beautiful Nell tied across the train tracks. With a yell, you inform your sweetheart that you will save her. In the distance you see Snidely Whiplash and his henchmen riding off hard. Pulling your sidearms with the speed of lightning, you empty your six guns and rifle into the fleeing rabble. Dismounting the great white steed, you quickly untie your blonde beauty and pull her from the tracks …
After Billy The Kid and his Regulators spotted Buckshot Roberts entering the Blazer’s Mill Post Office they tried to get him to surrender rather than fight, Roberts refused and holed up in the mill while the Regulators attempted to talk him out. Eventually patience ran out and Roberts defended himself with his rifle, scoring multiple hits on targets including killing Dick Brewer instantly with a shot to the eye, and even knocking Billy senseless with his rifle barrel! Eventually Roberts was hit and died in agony 36 hours later despite attempts by a doctor to save him. Billy was later asked about the fight, to which he replied “Yes sir, he licked our crowd to a finish.” High praise indeed.
 Boy's Night Out
During a night of gambling and rowdy drink, you sit at a high-roller table, waiting for the cards to pile before you. There’s a crowd gathering around as the chips go down, and some of them are armed. They approach the table when you look down at your cards and one of them accuses you of having an ace up your sleeve. They go for their guns, and your “ace” better beat theirs. Make sure you don’t “trump” your friends at the table as you make your play.
 Smoke and Fire
It was supposed to be a nice, relaxing getaway to Bisbee, Arizona. After perusing the locks shops and settling in for the night, including a fine cigar from Abner’s Dry Goods, you tuck yourselves in for a blissful night’s sleep. But as luck would have it, a few ruffians have tossed a lit oil lamp through a window downstairs and a fire is spreading quickly. Save your partner and yourself – the bad guys are still in the street.
 Tee Totalers Terrorize
It seems that a cowboy can’t even have a drink in peace. The locals have had it with the drunkards, thieves, dregs and other crime-minded malcontents that have come through their township after saloon number 20 opened, to serve a population of under a thousand residents. As church opens and the worshipers leave, a mob of angry folk forms and heads toward your bar, the Busted Buzzard. You see rifles and pistols in their hands, so it seems that their attempts to motivate the drinkers to moderate have now become much less … moderate. Time to shoot your way out of town!
 Lakota Indians
As settlers moved westward, they frequently encountered tribes of indigenous peoples, including the westernmost of the Sioux groups – the Lakota. A tribe of Lakotas has welcomed you to stay with them for a few days to trade and water your horse. What you didn’t know is that this band participated in the Battle at the Greasy Grass (Little Big Horn), just two days ago! Over 50% of the U.S. 7th Cavalry were killed in the battle. Now, as you wake up from a good night’s sleep, you hear Lakota warriors calling out “Hokahe” (a “Let’s go” battle cry). General Sherman’s order of genocide in 1867 and the oncoming troops under those orders won’t tolerate a friend of their enemy.
 Snidely, Dudley, Nell, and Horse
As you are riding your steed over the plains of Canada, you can hear screams of a woman off in the distance. Could this be Nell Fenwick, you wonder? You spur the big white stallion onward toward the shrill cries. Rising up hard and fast, you see your beautiful Nell tied across the train tracks. With a yell, you inform your sweetheart that you will save her. In the distance you see Snidely Whiplash and his henchmen riding off hard. Pulling your sidearms with the speed of lightning, you empty your six guns and rifle into the fleeing rabble. Dismounting the great white steed, you quickly untie your blonde beauty and pull her from the tracks …
|
|