Bigfork Buscaderos

Match Stages

June 20, 2009

All June 2009 stages are now established. Minor changes may be made.
Stages may not be shot in the order they are presented on this webpage.

Stage 1

"Shoot Out on Sage Creek"
Ammo Count:
Rifle - 10 rounds
Pistol - 10 rounds
Shotgun - 2+ rounds

Stage Set: Swinging Gong and nine KD targets. Texas Star plus KD targets. Two shotgun targets.

Story: Cattle rustlers have been making a big dent in your herd but you've tracked them to an isolated line shack in the Sweet Grass Hills on Sage Creek. You commence to shoot it out with them. You pick several off inside the cabin and the rest make a run for it. When you're done you find the bad guys stacked up like chordwood.

Starting with your shotgun at position 1 say your line "I want my cows back!" to start the timer.
Shoot the two shotgun targets left, right, left right.

With your rifle shoot the targets off the Texas Star doing your best to stack them like chordwood. One second bonus for each Texas Star target on the ground touching another target. When you have all the targets off the Texas Star shoot the five KD targets. No penalty for misses, 2 second bonus for each KD knocked down. Only misses counted will be targets left on the Texas Star.

Move to position 2. With your handgun shoot the KD to release the swinging target and then shoot the nine KD targets behind the swinging gong. No penalty for hitting the gong. Only KD's left standing will be counted as misses.

Stage 2

"The Luck of the Draw"



Ammo Count:
Rifle - 10 rounds
Pistol - 10 rounds
Shotgun - 2+ rounds

Stage Set: 4 card suit targets. Two resetting shotgun targets.

Story: You're engaged in a cutthroat poker game in Nuttall's Saloon No.10 in Deadwood with that lazy eye'd scoundrel Jack McCall. You've got a winning hand but he keeps raising the bid and you have to finally put up your brace of matched Colt 1851 conversions to match his raise. You both show your hands and you win. This cleans Jack out so you throw him a $1.00 chip so he can buy breakfast. This irritates Jack to no end which leads to dire consequences the next day.


Before the buzzer deal five cards from the deck. Arrange them by suits in any way you wish. This order will be the way you shoot the targets. The value of each hand drawn will be recorded and the shooter with the highest poker hand in each posse will receive a ten second bonus. If, by chance, you deal the "Dead Man's Hand" of two Aces and two eights (all black) you get a 20 second penalty.

To start the buzzer say your line. "Get something to eat Jack!"

At the buzzer from position 1 use your rifle and shoot the targets twice in the order relating to the cards order. Shoot the two shotgun targets left, right. Stage your shotgun and move to position 2. With your handguns shoot the targets in the same order as the rifle.

Stage 3

"The Chinaman's Shuffle"
(From the movie "For A Few Dollars More")
Ammo Count: Rifle - 10 rounds Pistol - 10 rounds Shotgun - 2+ rounds

Stage Set: Rifle - 2 circles or rectangles Pistol - 4 circles or rectangles and 2 knock down "hat" targets Shotgun - 2 knock down shotgun targets. Gun rack

Story: Manko has determined that Col. Mortimer has got to leave town. Why share all the reward money for Indio's gang with this "old" man. The two meet at the hotel veranda while the hotel bellhop is bringing in the Col.'s valise. "Take his bag and put it back on his horse" says Manko. "No, take it upstairs, I'm staying" says the Col.." To his horse", "No, upstairs" The Chinaman doesn't know what to do and doesn't what to be in the middle of a gun fight. He drops the bag and runs inside. The two then proceed to shoot each others' hats off, before they agree to team up to take Indio's gang and collect the bounty on their heads.

Start: Shotgun and rifle are staged in the shooting rack, action closed on an empty chamber. Six guns are loaded with 5 rounds; hammer down on the empty cylinder.

Procedure: To start the timer say "You're Leave'n Town Aren't You?" Pick up you rifle and engage the 2 rifle targets R1-R2 alternating from either left or right, no double taps. With your 1st pistol engage pistol targets P1 and P2 with double taps. Then, place your last round in Manko's "hat" (P3). Holster and with your second pistol place two rounds on P4, two rounds on P5 and with the last shot knock Col. Mortimer's "hat" off (P6). You earn a 5 second bonus for each hat you knock down. A hit on the square portion of the target is a hit, but no bonus. With your shotgun engage the two shot gun targets SG1 and SG2 once each from either left or right side.

Stage 4

"Head "Em Off At The Pass"

( Cody Wild West Shootout 2009)

Ammo: 10 pistol- 9 rifle - 4 + shotgun

Story:
The chase is on! You've just rescued your gal from a band of renegades and are high-tailin' it for the Hole in the Wall. Buffalo Nickel and his mangy band have almost caught up with you, and your only chance is to dynamite the pass before they get through.

Starting behind the table holding the dynamite in both hands. Pistols are holstered; rifle and shotgun are staged in the gun rack. When ready say, "Here they come boys, plug your ears!" and wait for the signal.

On the signal, toss the dynamite into the box. With the shotgun, shoot the knockdowns in any order. With the rifle, double tap sweep the rifle targets left to right and then single tap sweep the targets left to right. Restage the long guns and move to Position 2. With each pistol Nevada sweep the targets left to right.

Stage 5

Gophers!

NOTE! The gopher stage WILL be timed.

CHANGE IN FIREARMS! You can use the rifle or handgun(s) or both. No shotgun. You will be allotted a total of 30 rounds for the 20 gophers. If you use the rifle you can load up to ten rounds at the loading table before you shoot. If you use handguns they can each (or just one) loaded with five rounds with the hammer on an empty chamber. You will reload the remaining rounds, if needed, on the clock. Extra rounds to establish a total of 30 rounds will be placed in a box on the table. Rounds dropped in the box can be used. Rounds dropped on the table outside the box or on the ground are dead. They may be replaced from your person. Establish with the RO what you will be reloading.

You�ve planted a nice garden out where the old corral was located and the turnips, carrots and beans are looking good. You head out to hoe some weeds and whoa and behold the garden has been invaded by whole passel of gophers! Since you always go heeled you commence to wipe out gophers.

Under no circumstances do you want to shoot your prize winning punkin. It�s a sure winner at the county fair and first prize is $15.00. Fifteen second penalty for any HIT on the pumpkin. (only one penalty per stage) Avoid your wife�s tomatoes,. Five second penalty for any tomatoes knocked off the plant. Finally, there is the large gourd you�ve been saving to build a birdhouse. Ten point penalty for hitting the gourd.



Start holding the hoe in both hands. Say your line �Eat lead you varmints!� At the buzzer place the hoe in the gun rack and using the firearms in any order you wish you commence to shooting gophers in any order you wish. You must fire a firearm until it is empty. You can then stage it on the table. Rifles with action open and chamber empty. Handguns with hammer down on fired round or empty chamber. You may pick up a firearm from the table and load it to shoot more gophers. Shoot and reload until all the gophers are down or you run out of ammunition (30 rounds total). Any gophers remaining standing when you have fired your 30 rounds will be counted as misses. If you have any rounds left in your firearms when all the gophers are down clear them under supervision of the RO before leaving the shooting position.

A gopher knocked down in any way is a kill. Hits on gophers that do not knock them down are not kills.



Irregardless of what class you are competing in you may shoot the handgun using two hands.





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