Shoot and Scoot
The range game

"You miss the least, you win the match."

A world-class board game for beginner and advanced shooters alike, flexibly adapting to different skill levels. Its complexity scales from simple to exceptionally challenging. The game's goal is shooter development, but above all, meaningful time spent together in company.

If you feel there's life beyond legacy competitions and often overly dry drills... You're right!

Main rules

The firearm is not a toy—always follow the safety rules.

The following 10 rules form the framework:

  1. Firearm unloaded, first magazine max. 10 rounds* (*for double shots per target)

  2. Range Officer: "Shooter ready?" Shooter: "Yes."

  3. Shooter: "Start!" Shooter starts the timer.

  4. Complete the physical exercise.

  5. Open the booster pack, check your cards. Load magazine into firearm.

  6. Engage the first target group from the first position.

  7. Engage the second target group from the second position.

  8. Engage the third target group from the third position.

  9. Unload, last shot on the last card.

  10. Stop the timer.

The difficulty of physical tasks, shooting position challenges, and target distances can be adjusted to shooters' skill levels within moments.

Usable weapons

In the first development phase, the rulebook focuses on different types of general firearms (pistol, PCC, carbine, rifle) and corresponding accuracy air guns. (Later phases may include darts, slingshots, bows.)

Procedure

After course briefing: strategy selection, preparation, start timer, complete physical task, open card pack, move, engage targets, use cover if prescribed, finish, stop timer.

Scoring

  • If a player fails to hit their own card, they must surrender that card to the Range Officer.

  • Hits are scored according to the hit zone appropriate for the division.

  • All hits on cards must be crossed out with an alcohol-based marker; cards remain on the target holder in their original positions until the end of the game.

Divisions

PisztolyPCC

Recommended distances :

  • First target group: 5m

  • Second target group: 10m

  • Third target group: 15m

PCC

Recommended distances :

  • First target group: 15m

  • Second target group: 25m

  • Third target group: 50m


Rifle

Recommended distances:

  • First target group: 50m

  • Second target group: 75m

  • Third target group: 100m

Precision Rifle

Recommended distances:

  • First target group: 100m

  • Second target group: 150m

  • Third target group: 200m

Range equipment requirements

The game's equipment needs are minimal. Basic range equipment such as tables, target holders, and cover (barrels) provides all essential functionality.

Specially developed or practical, multi-purpose range tools are available to create even more varied challenges:

  • Weather-resistant, reusable card-position-marked target holder (60×80cm)

  • Weather-resistant, lightweight yet stable, easily movable target holder stand

  • Weather-resistant, lightweight yet stable, easily movable paravan/screen

  • Multi-purpose table (turnable sideways, shootable over, through, and underneath)

  • Shooting mat for prone tasks

  • Easily portable, high-load, firearm-friendly PCC/rifle storage stand

  • Larger playmat (60×90cm)

Personal gear requirements

Minimally, one firearm and one magazine are required. For more challenging game functions, a spare magazine and a gun bag are needed.

Game contents

  • Storage box

  • Timer

  • Silicone protective case for timer

  • Sound signal device

  • Playmat

  • Alcohol-based marker

  • Ammo marker pen

  • Unloaded indicator

  • 1× Winner's neck pass

  • Card deck for 6 players per game (1 deck per player + 1 deck per target group)

  • Total: 2×54 cards: 6×9 cards per player in a deck, plus 6×9 cards divided into three target groups in separate decks

Game modes

  • Point scoring – Players who fail to hit their card lose it; the player retaining the most cards at the end wins (2–9 players)

  • Last Man Standing – The player with the fewest hit cards is eliminated each round; their unhit cards are redistributed among remaining players (3–9 players)

  • House competition – From preliminaries with 9–27 players, the top 3 of 6 advance to finals

Have fun, learn, and good luck! Standby!


Official Competition Series

Currently in development. Let us know if you're interested as a participant or organizer.