Classical Fast Draw Society
Inverness, FL
jmccrave@tampabay.rr.com

Classical Fast Draw Society 
Where You Can Become a Legend
Stage Design


Typical Stage Design

The following designs are suggested fast draw scenarios. These stage designs can be modified to meet a particular match director's taste.

The scenarios below include a normal fast draw stage where one round is fired per target distance to achieve the lowest total time, a man on man elimination bout where the winner from each duel will advance until one champion is left, a turn and shoot bout which is similar to the normal stage but the shooter starts with his back facing the target, a multi-shot stage where more than one target is presented, and for fun a bar brawl stage.

Normal:

There will be three targets set up per stage. The three targets can be set at a constant distance or varying distances from 5', 8', and 12'. The shooter will load three blank rounds at the loading table, holsters his gun and step to the firing line positioned in front of the appropriate target.

The time keeper will say, "is the shooter ready," when the shooter response "YES" the timer will say "Stand By" and he will activate the timer.

The timing machine will count down from one to five seconds randomly. At the buzz or light or both the shooter will draw and shoot. He will then holster the gun with the hammer resting on the spent round.

His time will be recorded. The shooter will move to the next position and repeat the process for the remaining targets. The sum of the three positions will be the shooters score. A miss is a one second penalty.

Man on Man:

This stage is a duel. Of course, the contestants will be shooting at the targets not at each other. The shooters will be paired up randomly by drawing from a hat.

All guns will be empty and not loaded till the shooters step to the firing line. Then they will load one blank bullet each, as in a gentleman's duel.

The time keeper will say "are the shooters ready," when both shooters respond "YES" the timer will say "Stand By" and he will activate the timer.

If two position timers are not available then three judges will be picked to listen and determine who broke the balloon first. The winners from the first round will pair up randomly and the process above will repeat until there is a champion.

Note: It is important that the shooters not be able to pick their position on the line.

Turn and Shoot:

The shooter loads 3 rounds at the loading table. The target will be set between 5' to 12' feet from the firing line. This decision will be made by the match director.

The shooter will holster with the hammer down on an empty chamber, the shooter will move to the line, and take a position with his back to the targets. Shooters feet may be in any position, as long as both feet remain in the shooters box.

The time keeper will say, "is the shooter ready," when the shooter response "YES" the timer will say "Stand By" and he will activate the timer. At the buzz or light or both the shooter will draw and shoot. He will then holster the gun with the hammer resting on the spent round.

His time will be recorded. The shooter will move to the next position and repeat the process for the remaining targets. The sum of the three positions will be the shooters score. A miss is a two second penalty.

The shooter may make contact with the gun at the buzz but he can not cock the hammer, touch the trigger or draw the gun until he has turned enough so that the 170 degree rule is not broken.

Multiple Target:

In this stage the shooter will shoot two shots at two balloons eight feet apart. The firing line will be from 10 to 15 feet from the balloons. The number of targets, firing line distance and target spacing can be varied by the match director.

The time keeper will say, "is the shooter ready," when the shooter response "YES" the timer will say "Stand By" and he will activate the timer.

At the buzz the shooter will draw, cock and fire the first shot with the strong side thumb. The second shot can be fanned or cocked with the weak side hand. Two hands can be on the gun for the second shot. Best time to brake the two balloons will be the winner. Two balloons must break or no time will be scored.

Bar Brawl:

In this stage the shooter will be standing at a bar with a shot glass in his hand. The target will be a full sized silhouette of a man at a distance 8 feet with a balloon at the belly and another high on the chest. Either balloon must brake .

The shooter steps to the bar(shooting box) and loads his pistol with one round and holsters.

The time keeper will say, "is the shooter ready," when the shooter response "YES" the timer will say "Stand By" and he will activate the timer.

At the buzz the shooter will put the glass on the bar (the glass must stay on the bar) draw pistol with strong hand, cock pistol with weak side thumb and shoot. Fanning is not permitted on this stage. Quickest time is the winner.

The C.F.D.S is an organization dedicated to the furtherance of FAST DRAW and the high speed use of other weapons, as a safe and exciting sport. The CFDS is strictly an amateur organization. There are no monetary awards, or prizes in any of our matches or contests.