The Successful Cowboy Action Shooting Club

Prepared By Chuckaroo, SASS #13080
WildlifeRangers@aol.com

What it takes to develop a successful shooting club.

From the initial organization to management, recruitment and beyond.

Although it ain't "Brain Surgery," there's more than meets the eye in every successful club.

www.damascusiwla.org/DWR/SASSClasses/SuccessfulClub/successfulclub.html


SITE MENU

THE SUCCESSFUL
CAS CLUB

NEW SHOOTER
CLINIC OUTLINE

STAGE
WRITING

SAMPLE
WAIVER



Successful Cowboy Action Shooting Clubs first off, must have good matches. They can also have social activities
outside of the regular shooting program.

Successful is a relative term. In the case of a Cowboy Action Shooting club, successful is what works for you,
the vision you have for your club, and what your members and fellow shooters want.

It is important to understand that BIGGER is NOT always BETTER. The size of your operation can effect the level of
success that you will obtain. If more shooters creates problems, like parking food and delays, then your overall success
will be effected and broadcast by people that had a less then expected experience.

Ultimately, your success will be determined by your club members and guest that come to your matches.
You are in the entertainment business and you need to satisfy your members and customers with your production.
Every match, no matter what size, is a production on some level.
If money in your clubs treasury is your main motivation,
it will show and eventually effect your overall success.
In the eyes of the shooter, success is value for their entry
fee and it is measured on their FUN meter. Here, perception becomes reality.


VOLUNTEERS
are the cornerstone of any successful match. Without them, you are destined to fail or burn out
the few that you do have. Whenever possible, volunteers should be recognized. That can be done in a variety of ways.
Most volunteers will not look for recognition but failure to give them thanks, should not be an option.

NECESSITIES
 
 Range, Insurance, Targets, Volunteers and Shooters
  Range
     * Required permits for a shooting range
     * Sufficient backstops and drop zones

     * Parking for expected number of participants
     * Insurance (required for SASS affiliation)
     * Safety and emergency plans
     * Ideally, separate berm areas are best.
     * Liability release forms for participants
             Include shooters information, club liability statement, signature and E-mail address SAMPLE WAIVER

     Once a range has been secured
     *
Establish financial arrangements with the host range (In writing)
       
Develop initial start up cost     
     * Become SASS affiliated

     * Advertise your shoots
            SASS Chronicle Listing
            Local Gun Stores
            SASS Wire

            E-Mail campaign
     * Establish a club board or sufficient committees to establish by laws, run a match, set schedule,
        make decisions on club functions. (The size of the board is relevant to the size of your club.
        Not all offices need to be filled.)
            President
            Vice President
            Treasurer
            Secretary
            Safety Officer
            Territorial Governor
            Additional Positions
                 Web Master
                 Newsletter Editor
                 Communications
                 Host Club Liaison
               

       * Good Shoot On a Budget
          Forward Movement using the same targets for rifle and pistol
          Household items for props
          Clay birds, balloons for targets 

WHAT ELSE YOU WILL NEED
     * Targets, target bases
            Rifle, pistol and shotgun (plus target paint)
                 Can use balloons, paper, clay birds, plate racks, dueling trees, bowling pins (not for shotgun) flat steel etc.

     
     * Gun Rests
            Can use straw, tables, special long gun rests.

     * Props
 
          Simple everyday items can make excellent props. They also provide a place for the hands to be prior
            to the start of the stage.

            Consider yard tools as farm tools. Rakes, wheel barrel, shovels, pitchforks, spades, saws, picks,
            rope, buckets, lanterns and hammers make great props and something that is readily available.

            Additional household items are equally attractive for props. Pots, pans, plates, barrels, boxes,
            straw bales, cards, poker chips, dice, card table, chair, wash pan, musical instruments,
            whiskey bottle, shotglass, dinner bell, fake dynamite, money and money bags, saddlebags, coffeepot
            and water bucket are all easy to obtain and inexpensive.

            As your club grows, it can make or purchase additional props like, store fronts, portable split
            rail fence sections, saddle for horse etc..

            When constructing a permanent store front, consider the safety of the building. Also consider visibility
            for the spotters and RO.

            Do not use props that are real heavy, very sharp, will get in the way when dropped or make the shooters
            hands wet.
     
     *
Loading and unloading tables

     * Timers

     * Scoring program and computer, scorecards, pens, clipboards

     * Safety Plan
          Prepare ahead of time for an emergency.   

     * Budget
          Should include all projected income and expenses.

          Determine match entry fees. Generally somewhere from $5 to $15, can offer discounts to members.

          Sources of income
               Match fees
               50/50's
               Special shoots
               Side match events
               Annual match
               Charity events
               Raffles
               New Cowboy Shooter clinic's
               SASS RO Courses
               Buy a bonus (Not allowed at State Level and above shoots)
               Sponsors
               Local Gun Stores etc.


        * BE ORGANIZED
            A Cowboy Match is a "Production." It requires a lot of timing, organization and advanced planning.
            Even a monthly match requires a sufficient amount of work prior to the match. Successful matches
            will have a strong leader for a Match Director. Their job is to keep things organized and to bring the
            different phases of putting on a match, together.


            BE ORGANIZED! If you are not organized, it will show.
You will need a sufficient number of volunteers
            to prepare stages, set up events and handle the associated paperwork and business responsibilities.


            It is important to have dependable people in key positions. This includes the match director, stage writer,
            set up and tear down crew, registration and scorekeepers and club help with trash, food and water.

            Each of these tasks must be coordinated and on time. Delays, at some positions, could throw the whole
            match off schedule. Remember, the perception of the shooter is reality, no matter how good your
            match really was.


THE MATCH  ITSELF

          *Registration
            Have a location suitable to accept money, make scoring cards and answer shooters questions.
           
            "I believe every shooter should be required to run registration at least twice in their lifetime. This is
            by far, one of the toughest jobs in the match. During a short period of time, you have to get waivers for
            new shooters, you must take money, posse friends up with each other, keep the posse sizes equal,
            respond to some of the dumbest questions known to man, and do it all with a smile on your face!"

                "I want to shoot with a guy from work, I don't know his name, is he here yet?"
                "Is my friend coming?"
                "Is it going to rain?"
                "This is my first time, do I need to do anything?"
                "I have to shoot with Lefty, we are sharing ammo!"

           
            Posses need a minimum of 13 members to run smoothly and have enough people to cover all of the
            work assignments.

            I use a chart for our monthly matches that has increments of 13.
            (1 = 13, 2 = 26, 3 = 39, 4 = 52, 5 = 65 and 6 = 78). I then number the shooters cards for about
            how many shooters I expect. That way I know how many shooters we have at any given time. It really
            helps with posse building.

          *Stages
               Shooting stages is the primary reason that shooters come to a match. Poor stage writing can
            ruin the most well run match. Many shoots have obtained an unfavorable reputation based on poorly
            thought out stage design. Although it may not be your cup of tea, the big and close target set ups are
            the most popular.  SEE STAGE WRITING
         
            Have an experienced stage writer prepare the stages or have someone go over the stages for final approval.
            Stages should have a smooth flow, be equal in length (as compared to the other stages), and they do
            not cause a safety problem for the shooter, posse workers or the public.

     
            Shooter expectation is different across the country and sometimes within the same state.
            You do need to customize your stages for the shooters you want to attract.
            That means communicating with your shooters and asking for their input. Generally speaking, shooters
            like movement but not a marathon, lines off of the clock, action like throwing an object or
            performing a task but, before the buzzer, all four guns on every stage, no more than 4 to 6 shotgun
,
            an even number of shotgun rounds, targets closer rather than farther away, big targets, reactive targets,
            variety in shooting sequences, the same sequence for the rifle as the pistol, props that allow optional
            long gun placement for right and left hand shooters, sturdy long gun rests, level footing and easy to
            understand shooting sequences. 

          *Posse Leaders
         
Have trained posse leaders that are also good with people. 
      
          *Scoring
            Results available at the match and whenever possible, on the Internet soon after.

              To speed things up, have a runner take scores up to the scorekeeper half way through the last stage
            of the day. This will result in the scores being half done when the posses finish up the last stage.

            *Vendors
             Give vendors free space during monthly matches. Visit other shoots and let the vendors know who you are.

           


BEYOND THE BASICS OF A MATCH
          Besides the nuts an bolts of a successful match are the intangible things that can make the difference between a
          good match and a great match.


         * ATTITUDE
            The friendly attitude of match officials can go a long way with the shooters. Do not take criticism personally
          but use it to improve your match. Choose your match director, posse leaders and RO's carefully.


          Remember that this is a fantasy game we play for fun. When it comes down to making tough decisions,
          follow the rules and if necessary "Do The Right Thing" to resolve an issue. Doing so will advance
          the Cowboy Way.


         * SHOOTERS ALSO LIKE TO HAVE 
            Besides the match itself, shooters like good food, vendors, camping, side matches, scores available on
          the Internet, value for their money, ice water on the stages when it is hot outside, trash cans,
          brass pick up tools, recognition to clean shooters, door prizes (sorry we ever started it but some folks like them)
          stage design on the Internet prior to the match, club badges, social hour after the match, specialty matches
          on fifth weekends, ribbons or other monthly match awards, porta potties, awards (no matter how simple),
          and lots of FUN.

 
          * CULTIVATE NEW SHOOTERS
             Establish a program, like a "New Shooters Clinic" to get new shooters involved. Teach potential shooters
          all about Cowboy Action Shooting from start to finish. Advertise your clinic at local gun ranges, gun stores,
          gun shows, the SASS wire, club website and at local matches. This has proven to be very instrumental in
          getting potential new shooters beyond the line of comfort and taking the steps toward participating in
          the sport. CLINIC OUTLINE

       
* SOCIALIZING BEYOND THE SHOOTING
            The all around club will include social activities outside of their regular shooting matches.
           Group dinners, dances, trips and special events in costume can generate a solid club atmosphere.
           It also helps generate longtime friendships that reach beyond the sport.
     
     


STAGE WRITING

  Writing Stages
     For SASS Cowboy Action Shooting        

Prepared By Chuckaroo SASS #13080

Top Menu Preface Outline Do's/Don'ts Tricks
Of The Trade
Props Stage Examples
One  Two Three Four  Five 


Writing Stages Preface

Stages can be prepared with a graphics program, a word processor or written by hand.
No matter how you produce them, they all will need the same attention.

Stage design is one of the most important aspects of a Cowboy Action Shooting match.
It is, after all, the initial reason we go to the match. Poor stages can make or break a shoot, create safety issues,
will delay a match or cause a backup, and complicated designs can frustrate shooters because they
become "Procedural Traps." Properly written stages are a lot more than just picking targets, making up a shooting
order and choosing a prop or two.

Stages can have a wide variety of activity and shooting. The more complex the stage, the longer it will take to shoot.
An annual or large match (150 plus) would suffer if stages were too lengthy. Complicated stage directions make it more
likely there will be a high number of procedural penalties.

Clear, easy stage directions are a must. All potential questions must be anticipated and addressed in the stage description.
Be precise. Where to start, what position to be in, where the hands are, shooting and firearm order, where to place
the empty firearm, any motion, all verbals and when to speak. Also include if make up shots for shotgun are permitted
and any local special rules. Remind shooters, in the description, if there are safety items to be aware of.

The format of the stage directions should be uniform from stage to stage and flow from beginning to end.
We will review a proven format and explain why it works.

SAFETY is number one, fun is second. Do not compromise safety for any reason. We will cover the do's
and don'ts later. If at all possible, have your club safety officer check the stages for potential safety issues.
What looks good on paper might not be safe after it has been set up in real life.

Participants will be from 12 years old to 80 plus. Some are short and others are tall.
Many are seniors and cannot participate in an all day marathon of running and climbing.
Keep the stages fun for all potential shooters.
Good stage design also balances the stages, as much as possible, for all shooting categories.

For annual and large matches, keep the shooting and movement equal between all of the stages.
A big backup on one stage can really mess up a great match.

The stage writer must be familiar with the club rules, targets available, props on hand, range layout,
safety
issues of the range and the amount of help available for set up and tear down.
Some ranges must use a common firing line and cannot have any movement downrange.


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Writing Stages Outline

Preparation of the stages

     Graphics program

     Word Processor

     Hand written

Stage writer

     Must be familiar with local club safety rules

     Know the range layout for each stage

     Have a target and prop list

     Helpful if RO I and RO II proficient and has a copy of the SASS Match Directors Guide

     Writer should have the ability to be creative

     Must be able to accept creative criticism

Elements of a good stage design and format

     Round count

     Story line

     Stage location of each forearm

     Starting position (hands included)

     I'm ready signal

     Not complicated

     Balanced for all shooting categories

     Is generally the same length as the other stages

     Does not hinder shooter for being short, tall, young, old, male or female.

     Consistent format of design for all stages

     Target placement close

Safety

     Make sure the stage does not create a safety problem for the shooter.

     Make sure the stage does not create a safety problem for posse workers, RO or the public

     Always be alert for potential safety problems.

     See Do's and Don'ts

Stage Review

     Review stages with club safety officer or match director

     If possible, perform a walk through of the stages after set up

     Have posse walk through review of the stages for consistency and safety issues


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Stage Writing Do's & Don'ts

* Do not have shooter movement up range. It is to easy to break the 170 when coming back toward your posse.

* If your range has uneven or poor footing, have limited or no movement.

* Do not stage a shotgun loaded.

* Do not design a stage where the shooter must use a "House Gun" as part of the shooting scenario.

* Do not design a stage where the shooter must go up or down a flight of stairs as part of the stage movement.

* Never permit drawing or holstering a cross draw holster while seated.

* Never move with a cocked gun. Some movement with a rifle (with the hammer on a spent round),
is OK but discouraged. It is a safety in the making. You will answer 20 posse questions about how they are
supposed to do that properly.

* Do not design a stage where the shooter is firing from an unstable platform, moving bridge or any prop that is
not stable enough to support any shooter during the course of shooting.

* Limit kneeling and do not have a shooter start laying down. Never have a shooter lying down with holstered guns.

* Never design a stage that can jeopardize a spotter or posse worker. Everyone should be visible to the RO.
This is a challenge on some building fronts. If there is no way around it, specific safety warnings should be
included in the stage description.

* Do not put targets at harsh angles from the shooter.
If necessary, have a different shooting position so the shooter can be directly in front of the targets being shot.

*
When you do have movement, be specific about drawing, loading or handling firearms before they get to the
shooting position.

* Anticipate potential questions. If your description of a stage generates questions from the posse,
it will add time to the stage. So, address items in detail. Where, when, which direction, how and how many.

* Keep shotgun rounds no more than 6 and do not do that on more than half of the stages.
Four is ideal but a few 6 shot shotgun stages are OK.
This is easier on young folks, seniors and the ladies as well as a BIG time saver.

* Do not have a five shot pistol reload. At the most, load one more rifle round.

* Keep movement laterally, toward the unloading table.

* As a writer, you must put your "intentions for the stage" into words so that everyone will understand
your intentions. Writing must be very concise. It should include the exact staging location of all firearms.
If it is the intent of the writer to have the rifle on the right side of the buckboard, then is should say that.
If it says "In the buckboard," then it can actually go anywhere in the buckboard.
If you do not want the shooter to start with a hand on their pistols, you must be specific as to where they go.
"Both hands flat on the table" will do that.

If the writer starts a stage off by saying "Shooter starts behind the buckboard by their rifle.
At the buzzer, pick up your rifle." If you don't want the shooter to hover over the rifle like a vulture with their
claws out you need to be more specific. Have the shooter hold something with both hands or have their hands
on their hips, touching their hat or resting on the pistols.

* Balance shotgun targets for 97 Vs double barreled shotguns.
Have some shotgun target next to each other for the double folks and some separated for the pump users.

* Have most stages (but not all) with the pistols back to back.
This makes a stage fun for the Gunfighters and easier on the memory for the rest of the folks.
An occasional split handgun stage is great for variety only.

* Be specific on gun staging. Be equally specific as to where they go when you finish with them.
This is important when pistols are staged outside of the holsters.
If the intent is to holster the pistol when finished, say "Holster the pistol and....."

* Do not make the stage a marathon run. Movement is part of the game however, short distances are better
on the shooter, RO and spotters.

* Do not design complicated shooting sequences. It will cause procedurals, and lots of questions.
As each shooter comes to the line, they will ask the RO over and over what the sequence is.
This can really slow down a big match. It has the potential to double the time the posse takes to shoot the stage.

* On a stage with a building front, design the stage so that spotters can see the targets.

* Do not end a stage with the rifle. Especially if you are shooting it through a store window or doorway.
Many timers will not accurately pick up the shots from rifles with our lighter loads.

* Do not design a stage where "Luck" will have an effect on the time it takes to shoot the stage or change the
difficulty of the stage. For example, drawing an Ace from the deck should not allow the shooter to skip a target
or to shoot an easier target.

* Consider right and left handed shooters. Have duel gun rest, whenever possible, so the shooter has a choice.


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Tricks of the trade

* After you complete the stage writing, review each stage for round counts, placement of all firearms, starting
position (including the hands), where to put empty firearms, spelling, grammar, props needed, target placement,
safety
concerns and flow through the course of the action.

* Whenever possible, mirror the pistol sequence with the rifle sequence. If the rifle is a double tap sweep left to
right, then make the pistols a double tap sweep left to right. This tip alone will make your shooters come back
next month. Target sequences, that are symmetrical in some way, are easier to remember.
Try not to call everything some sort of sweep. Out of town folks may not understand.

A stage that has the rifle left to right, one pistol right to left, another pistol Nevada sweep and the shotgun
center - center - outside - outside is NOT fun. It will result in procedural after procedural.
It can make many shooters decide to stay home next month.

* Have the shooter say a short line before the buzzer to indicate when they are ready.
This is a real time saver! At a big shoot, have the line posted at the actual starting position for the stage.

* Avoid lines and lines after the buzzer.

* Have stage movement go toward the unloading table. It will speed things up.

* If you can go downrange to reset poppers or clay birds, it takes a little extra time.
Use of reset cables can speed things up.

* Things that add time are reloads, more than four shotgun rounds, movement, complicated stage instructions,
having to get up from a kneeling or sitting position on a horse and getting free from ropes or handcuffs, to
name a few.
Individually they are doable but when you combine several together, you are going to have a backup on that stage.

* Format the stage instructions with the round count at the top, along with the stage title.
Next have a drawn layout of the stage with the targets and major prop placement along with the location of staged guns.
Below that, have the story line (keep it fun but brief). Next, write the round count and staging location for each firearm.
Next paragraph should tell where the shooter begins and the starting position for their hands.
Remember, if you don't say where the hands start, they can put them anywhere, including on the first gun.
Next have the ready to shoot line. Finally, the shooting sequence. Show the shot placement under each target when
there is a specific order.

* Whenever possible, have long gun staging that is flexible for left hand and right handed shooters.

* After your stages are written, go over them for safety. Then go over them for clarity and description of your intent.
Then try to anticipate what another shooter might have a question on.
Whenever possible, have someone else check them over as well. After looking at them for a long time, it is real easy
to miss some items that are actually very obvious to new eyes. The three most often asked questions on the stage
are "What is the round count?", "What am I supposed to say?" (Put the phrase, in italic bold letters to make it easy to find)
and coming in a close third is "Where can my hands be?"

* If your club is short on targets, you can design a stage with forward movement between the pistol and rifle rounds.
You can shoot distant targets with the rifle, then move forward and shoot the same targets with the pistols.


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Props

* Simple everyday items can make excellent props.
They also provide a place for the hands to be prior to the start of the stage.

* Consider yard tools as farm tools. Rakes, wheel barrel, shovels, pitchforks, spades, saws, picks, rope, buckets,
lanterns and hammers make great props and they are readily available.

* Additional household items are equally attractive for props. Pots, pans, plates, barrels, boxes, straw bales, cards,
poker chips, dice, card table, chair, wash pan, musical instruments, whiskey bottle, shotglass, basket, dinner bell,
fake dynamite, money and money bags, saddlebags, coffeepot and water bucket are all easy to obtain and inexpensive.

* As your club grows, it can make or purchase additional props like, store fronts, portable split rail fence sections,
saddle for horse etc..

* When constructing a permanent store front, consider the safety of the building.
Also consider visibility for the spotters and RO.

* Do not use props that are heavy, sharp, will get in the way when dropped or make the shooters hands wet.


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Wanted, "Lazy Rod"

Stage Number   1
Field Number   1
# Rifle 10
# Pistol 10
# Shotgun   4

                                                                 Square                            Square                             Square

                                                 Pest  Pest                                                                                        Pest  Pest

                                                                                   Cowboy       Cowboy         Cowboy

                                                                                                    Table, Poster
                                                                                                Rifle Shotgun Pistols

There has been a territorial warrant issued for the arrest of one of your townsfolk, and you want the reward money. It seems Lazy Rod, has an unknown past. Lazy Rod gave the thumbs up to hang Chuckaroo, and that is a no no. He won't go easy, his gang of hangman are there to protect him. Yet another, Chuckaroo true story.

Pistols loaded with 5 rounds each and staged on the table with hammers resting on empty chambers.
Rifle staged on the table, loaded with 10 rounds, hammer down on an empty chamber.
Shotgun also staged on the table, open and empty. At least four shotgun rounds to be loaded from your person, extras in case you miss.

Shooter starts standing at the table with the warrant chest high, in both hands.

When ready, say "Lazy Rod", I'm taking you in!"

At the buzzer, set the poster down. Shooter picks up their rifle and shoots the three rifle targets with ten rounds, in any order, except no more than a double tap is allowed. Put the empty rifle back on the table, action open and cleared.

Draw your pistols, per your shooting category, and shoot the three cowboys with ten rounds, in any order, except no more than a double tap is allowed. Either holster or put the sixguns back on the table.

Pick up your shotgun and shoot the pests until down or off of the stand, in any order. Make ups are shooters option, in any order.

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Time Has Run Out

Stage Number

  2

Field Number

  2

# Rifle

10

# Pistol

10

# Shotgun

  4

Square
R 1, 2

Square
R 3, 4, 5

Square
R 6, 7, 8

Square
R 9, 10

Clay
S 1

Clay
S 2

                 

Clay
 S 3

Clay
 S 4

Cowboy
P 1, 2

Cowboy
P 3, 4, 5

Cowboy
 P 6, 7, 8

Cowboy
P 9, 10

 

Rest
Rifle Shotgun
1

 

Marker

After chasing the desperados for three weeks, you have finally run them down.

Pistols loaded with 5 rounds each and holstered with hammer resting on an empty chamber.
Rifle held, loaded with 10 rounds, hammer down on an empty chamber.
Shotgun is staged on the rest, action open and four rounds on your person.

Shooter starts standing behind the rest with their rifle mounted on their shoulder, not cocked, but ready to.

When ready, shooter says "Look out for the sun in your eyes!"

At the buzzer, shoot the left square twice, the next two squares three times each and then two rounds in the far right square. Place the empty rifle back on the rest, action open and cleared.

Draw your pistols, per your shooting category, and shoot the left cowboy twice, the next two cowboys three times each and then place two rounds in the far right cowboy. Holster and pick up your shotgun.

Shoot the left two clays from left to right. After the action is open and cleared, move to position two. After stopping, load and shoot the remaining two clays, from left to right. Make ups are the shooters option but must be shot in order left to right.

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Chicken Choker

Stage Number   3
Field Number   3
# Rifle 10
# Pistol 10
# Shotgun   4

Square
R 3, 4, 5

Square  Square
 R 1, 2        R 6, 7

Square
R 8, 9, 10

                   

 Swinger
S 1, 3

 Swinger
S 2, 4

Cowboy
P 3, 4, 5

Cowboy
P 1, 2

Cowboy
P 6, 7

Cowboy
P 8, 9, 10

Chicken, Box
1

Rest
Rifle Shotgun
2

Turkeys have been a little scarce so you choke the chicken hoping it will turn into a turkey? I don't think so.

Pistols holstered with 5 rounds each, hammer resting on an empty chamber.
Rifle loaded with 10 rounds, hammer on an empty chamber and staged on the rest.
Shotgun staged open and empty on the rest, 4 rounds to be loaded from your person.

Shooter starts at position one, holding the chicken around the neck, with both hands.

When ready, say "You are a turkey, dag nab it!"

At the buzzer, set the chicken down on the box. Draw your pistols, per your shooting category, and shoot the inner left cowboy twice, the far left cowboy three times, then the inner right cowboy twice and then the far right cowboy three times. Holster, then move to position two.

Pick up your rifle and shoot the inner left square twice, the far left square three times, then the inner right square twice and then the far right square three times. Put the rifle back on the rest, action open and cleared.

Pick up your shotgun and sweep the swingers left to right twice.

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It's Just An Old Pig

Stage Number   4
Field Number   4
# Rifle 10
# Pistol 10
# Shotgun   4

Pig
R 10 (Bonus)

Square

Square

Popper
S 1

Popper
S 4

Square

 Cowboy
P 6 thru 10
4

Popper
  S 2

Popper
S 3

   

Fence

*****************************************

Shotgun
 2

Rifle
 3

Cowboy
P 1 thru 5
1

Why would anyone be afraid of an old pig?

Pistols loaded with 5 rounds each, holstered with hammers on empty chambers.
Rifle is loaded with 10 rounds and staged against the far right side of the fence with hammer on an empty chamber.
Shotgun is staged against the left hand side of the fence, open and empty, 4 rounds on your person.

Shooter starts at position one with their one pistol drawn (not cocked) and pointed at the cowboy.

When ready, say "I ain't afraid of no pig!"

At the buzzer, shoot the left cowboy five times and holster.

Move to position two, pick up your shotgun and shoot the poppers from left to right (make ups, shooters choice, in order). Set the shotgun back against the fence, action open and cleared.

Move to position three and pick up your rifle. Shoot the squares three times each, in any order, and put the tenth round in the pig (This is a 5 second bonus if you wiggle the pigs tail). Put the rifle back against the fence, action open and cleared.

Move to position four, after stopping draw your last pistol and shoot the cowboy five times.

CAUTION: HOLSTER BEFORE TURNING AROUND AT POSITION 4

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Hey, Where Is The Food?

Stage Number   5
Field Number   5
# Rifle 10
# Pistol 10
# Shotgun   2

Square
R 2, 3, 4, 7, 8, 9

Square
R 1, 6

Square
R 5, 10

Popper
S 1

Circle
P 2, 3, 4, 7, 8, 9

Popper
S 2

Circle
P 1, 6

Circle
P 5, 10

Cookie,
Chuck Wagon, Pan

 Rifle Shotgun

 

Little Cookie is missing and so is all of the food.

Pistols loaded with 5 rounds each and holstered with hammers resting on empty chambers.
Rifle staged fully in the wagon, loaded with 10 rounds, hammer down on an empty chamber.
Shotgun is staged fully in the wagon, open and empty. 2 shotgun rounds to be loaded from your person.
Fully staged means the receiver is flat on the wagon floor, only the wood is allowed to hang over.

Shooter starts standing at the rear of the wagon holding the pan in one hand and their other hand scratching the back of their neck.

When ready, shooter says "Has anybody seen Little Cookie?"

At the buzzer, put the pan in the wagon. Draw your pistols, per your shooting category, and shoot the left circle once, the middle circle three times and the right circle once, then repeat the same sequence. Holster and pick up your rifle.

Shoot the left square once, the middle square three times and the right square once, then repeat the same sequence. Put the rifle back in the wagon, action open and empty. Pick up your shotgun.

Shoot the poppers from left to right. Make ups are shooters choice but must be made up in order.

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                                                                                                                 POSTER





NEW COWBOY CLINIC OUTLINE

            The Damascus Wildlife Rangers                
New Cowboy Shooter Clinic Class Outline

Last Updated  11-14-06
Prepared By Chuckaroo 13080  =}:-)


TOP MENU

Origin Of SASS

SASS Organization

CAS Competition

Firearms

Ammunition

Targets

Clothing

Accessories & Leather

Match Director

Match Components

Scoring

Clean Up

Match Types

Safety

SASS RO Courses

Shooting Categories

Glossary

Shooting Portion

Classroom Set Up

Thanks


Preface: We have had great success with our New Cowboy Shooters classes. Using our web site, referrals from current shooters, flyers in local gun shops and shooting club newsletters, we are able to get a steady stream of new pardners. The net result is we reach a group of shooters that may not have ever tried the sport without the clinic. Their appreciation for the class is very rewarding. As first time shooters, they are more prepared and very safe. Consequently, their first match experience is almost always a great one!

This is a sample outline, used for the New Cowboy Shooter Clinics, at the Damascus Wildlife Rangers home range, at the Wildlife Achievement Chapter of the Izaak Walton League of America, Inc. It certainly does not include everything. However, when used as a guide, it can assist in covering most of the sport in a short period of time. Adding your own touches and your local rules will customize the class for your club.


ORIGIN Of SASS
*1982 Wild Bunch
*California

SASS ORGANIZATION
*Wild Bunch
*Staff
*Membership
*SASS Numbers
*Badge
*Your persona
*Alias's
*Chronicle (Hand out copies, available from SASS)
*Club affiliations
*Territorial Governors
     
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COWBOY ACTION SHOOTING COMPETITION
*There are no prizes for winning, just bragging rights until the next match.
*Cowboy Action Shooting is shooting scenarios using firearms that are all of 1899 or earlier in design or manufacture.
  This includes rifles, pistols and shotguns.
*Matches are not quick draw contest.
*Cowboy Action Shooting is NOT the place to learn how to shoot. It is where experienced shooters go to play
  the fantasy of Cowboy Action Shooting.
*The "Spirit Of The Game" is a term we use to describe the honor of the old west, a handshake was your bond and
  honesty was the rule of the day. It also means the shooter fully participates in what the stage requires.
   (Common-sense exceptions are made for those shooters with physical disabilities that hinder participation in certain
   activities. For example, a wheelchair-bound shooter is not expected to mount the "horse" in the middle of a stage).
*If in doubt, just remember "WWJWD" (What would John Wayne do?)     
*Remember, No target is to close or to big, that it can't be missed.
  And remember, It ain't how good you shoot, it's how good you look shooting!
FIREARMS
*Rifles - Pre 1900 Design or Manufacture - 1873 or older for Classic Cowboy Category.
 *Lever/Pump Action. Have an exposed hammer and be tubular fed, open or iron sights.
 *25 caliber and up, pistol caliber only.
 *Henry, Yellow Boy, 1873 Winchester, 1892 Winchester, 1894 Marlin, Colt Lightning.
 *.22 Caliber rimfire, (standard velocity) permitted for Buckaroo Category (optional)
*Pistols - Pre 1900 Design or Manufacture
 *32 caliber and up.
 *Single action only.
 *Two are required for competition.
 *Cap and ball are used in the Frontiersman Category.
 *.22 Caliber rimfire, (standard velocity) permitted for Buckaroo Category (optional)
*Shotgun - Pre 1900 Design or Manufacture
 * Shot size # 4 or smaller.
 *Pump action must be an 1897 Winchester or replica only, in 12 or 16 gauge.
 *Side by Side shotgun in 12, 20, 16 or 10 gauge.
  *With or without hammer. Hammer required for Classic Cowboy Category.
  *No automatic ejectors.
  *Lever Action
  *Buckaroo's have the option to use .410 caliber shotguns
*Side Match
 *There are another set of rules and additional guns used for "Side Matches."
   We will not cover these firearms during this class.

*General
 *Firearms have a very limited number of SASS approved external modifications.
   Basically, you cannot alter the outside configuration of a firearm if it creates a competitive advantage.
   Internal modifications (action jobs) are allowed. See the SASS Handbook for additional details.

 

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AMMUNITION
*All ammunition must be centerfire, all lead. No copper jacketed, copper wash or gas checks allowed.
*Speed of ammo, Rifle 1,400 FPS maximum. Pistol 1,000 FPS maximum.
*Many clubs have a minimum speed or 650 FPS or similar.
*Round Nosed, Flat Point bullets should be used in the rifles tubular magazine.
*Black powder or black powder substitutes are used in some shooting categories.
*Buckaroo's and Buckeretes have the option of using .22 caliber rimfire (standard velocity) rifle and pistol
  ammunition and a .410 shotgun.

TARGETS
*Typically, steel, cardboard, balloons, clay birds, reactive targets, tin cans. (Have several on display). Interactive poppers,
  clay throwers and swingers are used.


CLOTHING
*Minimum, long pants, long sleeve shirt, Indian or military dress, Cowboy hat, boots, long sleeve shirts.
*No, shorts, tennis shoes, designer jeans, ball caps or sponsoring logos permitted.
*Additional items, (extras needed for Classic Cowboy Category).
*Spurs, chaps, cuffs, bandanna, tie, pocket watch with chain, vest. For Ladies, Split riding skirt, bustle, hoops, corset,
  Victorian hat, period jewelry, hair ornaments, snood, period handbag, period lace up shoes, camisole, bloomers, fishnet
  stockings, feather boa and cape.


ACCESSORIES
*Holsters and Belt
.
 *Must be of period design and material, no Velcro, nylon or modern materials.
 *Need two holsters, can be one strong side and one cross draw or two strong side.
   Gunfighter Category requires two strong side holsters.
 *Gun belt. Recommended with bullet loops. Of period materials, no Velcro, nylon or modern materials.
   Drop or buscadero holsters not allowed in Classic Cowboy category.
 *Cross draw holster must be at no more than a 30 degree angle.
*Cart (Not required but highly recommended)
  *For carrying long guns securely, gear, ammunition, water, rain gear, tools.
  *A place to sit. 
*Cartridge Carrier
 *Belt loops on holster belt.
 *Ammo slide over belt, must be of period materials.
 *Shotshell belt, slide or separate belt for holding shotshells. .
   *Shotshell belt cannot have metal sleeves. Must be worn at or below belly button.
   *Bandoleers OK.
   *Bandoleer cannot be attached to belt.
*Safety Items
  *Shooting Glasses (GOOD ONES!, Side protectors highly recommended)
  *Ear Protection
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MATCH DAY

*Match Director
  *Coordinates set up, stages, props, safety, food, trash, clean up, tear down, scoring , paperwork and registration.
  *Settles disputes.
  *Interprets any stage directions or rules.
  *Has the final say on all issues.

*MATCH COMPONENTS
  *Monthly usually consist of 6 stages. State and above usually 10 to 12 stages.
  *Registration
  *Shooter arrives at match and locates the registration area. They sign up for the match and pay an entry fee.
    Usually between $5 and $15.
  *Match personnel will build posse's from the shooters that are present.
  *Just prior to the match, there will be a safety speech.
  *Posse members then go to the assigned starting stage.
  *Posse work assignments are handed out by the posse leader.
*Loading table.
    *Watches and monitors loading process.
    *Observes that the proper number of rounds are loaded and hammers are on empty chambers.
    *Verifies the shooter has enough shotshells.
    *Verifies the shooter understands the stage directions. 
*Unloading Table.
    *Verifies that all guns are empty by observation and demonstration by the shooter.
*Spotters
    *Three spotters are recommended.
    *Counts misses and counts to verify the proper number of shots that have been fired.
    *Watches for the proper shooting order and completion of all stage instructions.
    *After the shooter completes the stage, the three spotters concur on the number of misses.
      Discrepancies are scored in favor of the shooter.
*Score keeper. (Records the times and penalties on a score card).
*RO/Timer
    *Controls the firing line.
    *Responsible for running the stage.
    *Sees that the shooter completes the stage safely and coaches where necessary.
*Brass pickers. (Picks up rifle brass and shotshell hulls for each shooter).
*Target resetters. (Resets reactive targets, poppers, clays or knockdowns).
*Stage story and shooting sequence described by the posse leader.
*Shooter shooting order will be read out by the posse leader.
*Shooter will be given the target shooting order, verbals, where to stage all guns and starting position.
*Shooters shoot the stage while alternating work assignments.
*Stage flow is loading table, stage firearms, shoot stage, move to unloading table, clear guns, return long guns to cart.
*Many shoots have vendors and food available.
*SCORING
  *Score cards
  *Time
  *Misses (+5)
  *Procedurals (+10)
  *Safety Penalties (+10)
  *Bonus (-5 to -10)
  *Stage DQ (999.99)
  *Match DQ (999.99 all stages)
  *Fail to complete (999.90)
  *Rank Point Scoring / Total Time Scoring
  *Score Card Input
  *Match Results

*CLEAN UP
  *At the end of each match, it is customary for shooters to assist in taking down targets and putting away the props.
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*MATCH TYPES
  *Fun Match (Usually relaxed rules and no scoring)
  *Monthly
  *Annual Club
  *State Match Championship
  *Regional Championship
  *National Championship
  *World Championship (End Of Trail)
  *Mounted Shooting (Uses blanks and live horses)

SAFETY
 *170 degree rule.
 *Cocking 45 degrees from ground.
 *Muzzle directions to and from staging and on and off stage.
 *Squibb load.
 *Down Range.
 *Cease Fire.
 *Do not cock firearms until they are safely pointed down range.
 *Firing line.
 *No moving with cocked gun.
 *All handguns are loaded with the hammer resting on an empty chamber, always.
 *All rifles are loaded with the hammer down on an empty chamber, always.
 *All shotguns are staged empty and loaded on the clock. If the stage directions calls for a loaded shotgun,
   it will be loaded after the shooter is ready to begin and under the control of the attending RO on the line.
 *When carried empty, to and from the stage, all rifles and shotguns will be carried muzzle up,
   with the actions open and cleared.
 *While in the cart, actions on rifles and shotguns will be left open.
 *Dropped ammo is dead.
 *Review Match Safety Speech
 *Eye and Ear protection
 *Mandatory for all shooters and spectators.
 *Clubs are allowed, by SASS, to have additional safety rules due to different host club restrictions.
*Minor Safety Violations (Partial List)
   *+10 second penalty.
   *Leaving a live or spent round in a long gun (either the carrier or magazine) at the completion of a stage.
   *Loading more than the required amount of ammo.
   *Empty long guns that slip or fall, but don't break the 170 or sweep anyone.
   *Failure to leave action open, on a rifle or shotgun, after shooting.

*Stage DQ's (Partial List)
   *Dropped unloaded gun.
   *Any shot that hits the ground between 5' and 10' from the shooter.
   *Leaving a live round in the chamber of a long gun at the completion of a stage.
   *Moving with a round in the chamber (either cocked hammer or hammer down on a live round).
   *Cocked pistol leaving the shooter's hand.
   *Holstering a pistol with a live round under the hammer (cocked or down).
   *Loading or unloading at other than designated locations.
   *Unsafe gun handling.
   *Use of an illegal or illegally-modified firearm.
   *Violation of 170 rule (if no one is swept with the muzzle)
           

*Match DQ's (Partial List)
   *Dropped Loaded Gun.
   *Shot over berm (most but not all clubs; see local rules).
   *Sweeping someone with a loaded firearm.
   *A discharge that hits the ground or prop 5' or less in front of the shooter.
   *Any two Stage DQ's.
   *Use of drugs (illegal or performance-hampering) or alcohol.
   *Belligerent attitude/unsportsmanlike conduct.
   *Sweeping any person with an unloaded or loaded firearm.
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*SASS RO I Course  
   *Class is designed for all shooters. Goes into greater detail on the rules.
   *Class Material available on SASS web site.
   *Instructed by Territorial Governors during the year at local matches.
   *RO I Certification is required, to be an RO, at state level and above matches.
   *General cost is $10.
*SASS RO II Course
   *Must have completed RO I before taking RO II.
   *Designed as RO I review, Match Directors Guide and Stage Design Reference.
   *Instructed by SASS instructors at Regional and above matches and at local shoots throughout the year.
   *Required of the Match Director, at state level and above shoots.
   *Cost is $25.
*Handbook
  *Show Handbook.
SHOOTING CATEGORIES
  *Traditional (Two hand hold and cocking of the handgun)
  *Modern (Adjustable rear sighted pistol)
  *Duelist (Shoots with one hand support and cocking of the handgun)
  *Frontier Cartridge (Black powder, or substitute, loaded in all ammunition)
  *Frontier Cartridge Duelist (Black powder, or substitute, loaded in all ammunition and shoots Duelist style)
  *Frontiersman (Cap and ball pistols, black powder, or substitute, used in all ammunition)
  *Gunfighter (Shoots with a handgun in each hand simultaneously)  
  *49er (Shots any style, except Gunfighter, age is 49 through 59)
  *Senior (Shoots any style, except Gunfighter, age is 60 through 69)
  *Senior Duelist (Specific duelist category for 60+ aged shooters)
  *Elder Statesman (Shoots any style, except Gunfighter, age is 70 or older)
  *Buckaroo/Buckarette (Age 13 and under - Option of using .410 shotgun and .22 rifle and pistols with Standard Velocity
    ammo)
  *Young Guns (Age 14 thru 16)
  *Classic Cowboy (Duelist style with additional restrictions, 40 caliber minimum, hammer style shotgun,
    1873 or older rifle, no drop holsters, no straw hats and minimum of 5 additional clothing items).
  *Ladies (Most Clubs honor all of the above categories with a ladies category).
    Grand Dames is the same as Elder Statesman.

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GLOSSARY

*Period - Generally, the late 1800's. Could include 50's cowboy western movie items.
   Some items, like double action revolvers, are period but not permitted. 
*Minor Safety Violation - Shooter is given a 10 second penalty.
*Stage DQ - Disqualification from a stage. Scored 999.99 in a Rank Point match.
*Match DQ - Disqualification from the entire match.
*RO / Range Officer - Controls the firing line.
  Responsible for the overall activity and usually the person with the timer.
*Posse Leader - Responsible for running the posse. Assigns jobs, sees that posse is on the proper stage
  at the proper time, delivers scores to match director or match score person.   
*Squibb - A low report fro a firearm that indicates that a bullet may be lodged in the barrel.
   DO NOT FIRE ANOTHER ROUND.
*Stage Your Guns - Place guns in required location prior to shooting the stage.
*Spotter - Persons that count shots, misses and penalties.
*Reshoot - Under some conditions, the shooter will be offered an opportunity to shoot the stage over.
   Prop failures, interference from a posse worker and a timer problem, for example.
   Reshoots are not awarded for gun failure or ammunition failure after the first round has gone downrange.
   If shooter starts over, misses or procedurals do not carry over. Safety infractions do carry over on a reshoot.
*Cease Fire - Stop shooting immediately.
*Cold Range - Do not handle firearms.
*Hot Range - Firing is about to take place, do not go down range.
*Down Range - Do not handle firearms, workers are down range.
*Side Match - Additional matches held with main match guns and special firearms used in side matches only.
   Long range big bore rifles, derringers and pocket pistols as an example.
   Usually held at annual, state, regional and above matches.
*Sweep - This is shooting targets, in a left to right or right to left order.
   At the end of the targets, you start over where you began. You could be shooting them single, double or triple tap.
*Double tap - Shooting a target twice in succession.
*Continuous Sweep - Continuing a sweep, where you left off, when a second gun is used
   in the sequence. Usually with two pistols shot back to back.
*Nevada Sweep - A sweep that goes in one direction, then returns back in the other direction without double tapping the end     target.
*5 Shot dump - Shooting a target 5 times in a row.
*Procedural - A non safety shooting error. Unintentionally shooting targets out of order or not performing a stage
  direction or missing a stage requirement. Shooter is assessed a +10 second penalty.
*Miss - A missed target. Shooter is assessed a +5 second penalty for each miss.
*Safety - A minor safety infraction. Scored as a +10 second penalty.
*Bonus - Some stages have a bonus shot that is usually more difficult than normal.
  If obtained, the shooter can be awarded a -5 to -10 second reduction in the shooters time for that stage.
*Reload - Some stages call for a reload on the rifle or pistol in the middle of the stage and on the clock.
  Usually, instructions are very specific as to when and how it is done.
*On The Clock - Anything that takes place after the starting buzzer goes off and the last shot is fired in the stage.
*Stage - One of the courses of fire.
*Prop - Decorations and items that add to the look of a stage. Sometimes there are props that need to be handled,
  in a specific way, during the course of the stage.
*Hogleg - Revolver.
*Timer - An electronic device that will buzz at the beginning of a shot string and record the time of the shots,
   in particular, the last shot. The time is then used on the shooters score card as their raw time.
*Raw Time - The shooters time before any misses, procedurals, safety infractions or or bonus scores
   have been added.
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SHOOTING PORTION
*During this portion of the New Shooters' Clinic, the students will try their hands at a short, simple CAS stage to get the "feel"     of it.
*Create a simple but fun stage consisting of all long guns and one pistol to start.
*Have all guns staged, including the pistol.
*If possible, use firearms that are not highly slicked up. For many, they are not prepared for those nice actions jobs yet.
*Have at least one lateral movement without carrying a gun.
*On the first cycle through, let them hear the timer to start but do not actually time them.
*On the second cycle through, time them. If they brought holsters and are capable, let them draw from the holster. 
*Demo some unsafe actions, especially with the cross draw holster. Maybe they have not purchased their leather yet.
  Many of us would have probably benefited from not buying that cross draw rig in the beginning. 


ABOUT THE CLASSROOM

The ideal student will probably know very little about Cowboy Action Shooting. Your classroom needs to be friendly and comfortable.
Because the verbal portion of the course is going to be about 1 1/2 hours, it is important to keep it lively and NOT a lecture.

Have the following items on display if possible. Cart, holsters of various styles, timer, shotshell holders, copy of class outline, SASS rule book, several instructors (hopefully one dressed as a Classic Cowboy), a target, counter person sticks, scorecard, RO Courses and as many of the approved firearms as possible. Nothing seems to get shooters more excited than looking at firearms! SASS will provide Chronicles through your Territorial Governor. They make great handouts. If you have a SASS Recruiter in your area, give them a shout. They would love to come and help.

Using the outline, step through from the beginning of SASS and as the outline flows it should generate questions. Encourage questions throughout the presentation. Questions get the students involved and often remind you of things you want to cover. They also give you a break from talking non stop. Also, make sure they understand what you have covered. After completing a section, especially on safety, ask "Are there any questions", or "Was that clear?" After answering a question, ask "Did that answer your question?"

Remember, this is most likely their first exposure to the sport and they may be reluctant to ask, what they feel, is a "Stupid" question. Take the time to make sure they understand. One of the objectives of this class is to prepare them for their first Cowboy Match. Hopefully that first match will now be a safer and easier experience because they have had a complete heads up on what it is all about.

The shooting portion should be designed to reinforce what they just learned in the classroom. It is a good idea for the instructors, of the range portion, to sit in on the first class to see exactly what the students are being told. There is a lot of information. It is reasonable to assume they will not retain it all. Therefore, the range instructors can restate the many safety items as the students proceed through the shooting portion. Treat the students as if it were in a regular match posse. Give them posse assignments and along with an instructor/mentor, proceed with reading the stage, and then all normal work procedures. This alone will give them a good idea of what to expect at their first real match. Without having to deal with those unknowns, they can concentrate more on the safety and actual shooting.

Your "Spirit of The Game" can easily spread to a new crop of CAS Shooters!

My thanks to Hill Beachy for proof reading the New Shooters Clinic and letting me know where my brain went south! 

Use as you wish and add to suit you own local needs.  Chuckaroo 13080

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SAMPLE WAIVER

The Izaak Walton League of America
Wildlife Achievement Club Chapter Inc.

 26430 Mullinix Mill Rd. - Mt. Airy, Maryland 21771

The Damascus "Wildlife Rangers"

 Cowboy Shooter 1st Time Registration (Please Print)

Alias __________________________________________________    Tenderfoot? _____________

S.A.S.S. # ____________________    E-Mail ___________________________________________

Name ____________________________________________________________________________

Address ________________________________________________________________________

City, ________________________________   State ________________    Zip ________________

Phone # ( ) __________________________________________________

Shooting Category ____________      Member of the Damascus IWLA       Y         N

The sport of Cowboy Action Shooting consists of shooting targets, many of which are steel, with live, all lead, ammunition. All ammunition must be loaded to SASS (Single Action Shooting Society specifications) for the safety of participants and spectators. If you are uncertain of your ammunition speed or type, contact the match director. Participation in this sport is done so with the knowledge that shooting firearms is inherently dangerous and it is impossible to guarantee, completely, that occasional lead splatter will not enter the shooting and spectator area. Every precaution is taken by the Izaak Walton League of America, Wildlife Achievement Chapter Club Inc., to make this a safe sport however, we cannot be responsible for injuries or property damage caused during shooting matches. All participants and observers must wear hearing and eye protection during the match. The club is not responsible for personal injuries, damage to vehicles, equipment, firearms or clothing. Unsafe behavior, improper use of firearms, failure to obey safety instructions, use of alcohol or drugs (illegal or performance hampering prescription), or failure to respond to any safety command will result in immediate disqualification from the match and an escort off of the shooting grounds.

This is not a sport to learn how to shoot firearms. Shooters MUST BE FAMILIAR WITH THE USE OF SHOTGUNS, RIFLES AND HANDGUNS BEFORE ATTEMPTING COWBOY ACTION SHOOTING.

Signing this registration indicates that you agree with the above conditions of the match and that you knowingly forfeit the right to hold the Izaak Walton League of America, Wildlife Achievement Club Chapter Inc., its officers, workers and match personnel liable for injuries or damages caused while participating in shooting events. This to include the actions of 3rd parties.

Signed: ____________________________________________           Date: ______________________

Parent/Guardian signature required for minors under 18, please note if for minor. Minor age _______

Parent: __________________________________ Date: ______________________

 

Prepared and written by Chuck Crooks
Chuckaroo SASS #13080
WildlifeRangers@aol.com

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