Classical Fast Draw Society
Inverness, FL
[email protected]
Classical Fast Draw Society
Where You Can Become a Legend


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.