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Thoughtful stage design is one of the most important ways Match Directors help a club succeed. These guidelines are intended to help both new and experienced Match Directors create stages that challenge shooters at every skill level. Mid-level competitors often make up the core of a club’s customer base and volunteer group, so stages should feel achievable while still rewarding skill, creativity, and smart target placement. With balanced design, it is possible to create stages that are fair, challenging, and enjoyable for everyone.
Design stages from the bottom up. Because many Match Directors are experienced competitors, stage designs can sometimes become focused on higher-skill shooters. When a stage is especially challenging, provide a reasonable option for newer or lower-level shooters. For example, if a quick out-and-back activator is used, include a final or alternate position where the target can still be engaged, even if it takes more time. This helps shooters feel they had a fair opportunity while limiting unnecessary down points. Higher-skilled shooters should still have chances to use their speed and efficiency; for instance, when a popper activates a target from cover, consider adding one or two targets beyond the activated target so they can continue engaging targets while waiting for it to appear.
Evaluate target placement during the stage build. Watch for targets placed too high or too low, where rounds could leave the range, strike the berm crest, or skip off the ground. Confirm the intended bullet impact area for every target. Also consider cross-course shots that may strike props, target bases, or activators prematurely. These issues can damage equipment and delay the match due to reshoots.
Disqualifications are serious and should be considered during stage design. Watch for layouts that may encourage a competitor to break the 180 during a reload or transition, such as poorly angled walls or targets visible from unsafe positions. During the stage build, adjust the design to fit the bay and reduce risk. If needed, add a stage marker to identify the area of concern and ensure spectators remain on the safe side of that marker. Use barrels or walls to block views of targets that could invite unsafe reengagement as a competitor moves through the course of fire. Because stage angles can make a competitor’s position difficult to judge, removing the target from view can eliminate the issue before it occurs.
A match should test shooting skill rather than favor the fastest runner or competitors who can manage an extreme lean from cover. When placing targets from cover, consider both right- and left-handed shooters. If a stage requires a significant lean to the right, include a comparable challenge to the left to keep the stage balanced.
Using the same type of stage design too often can make matches feel predictable and may reduce competitor interest. Visit other ranges and matches to see different approaches, then add the best ideas to your own stage-design toolbox. Vary stage design so some stages emphasize speed, others require accuracy, some include more movement, and others are more stationary. Each match should test several skills so the best overall competitor performs well. SHO, WHO, shooting on the move, closer targets for speed, accuracy shots involving distance or non-threat placement, movement between positions, and stand-and-deliver stages can all be valuable. Mix them throughout the match to keep it engaging and enjoyable.
Avoid overusing activated targets, as they increase the risk of prop failure and can cause delays if backup props are unavailable. Competitors are more likely to become frustrated by long backups than by fewer activators, so aim to keep stages moving consistently. A useful goal is to run each stage in about three minutes from one timer beep to the next. Some stages will naturally take longer, so balance the match by adjusting stage flow, reset time, and staffing as needed. For example, add extra Safety Officers to a slower or more complex stage, or allow additional walkthrough or reset time on faster stages to prevent squad backups.Balance the stage flow to be as equal as possible.
Shooting on the move can be challenging for both shooters and Safety Officers. The following guidance is intended to help keep these stages fair, balanced, and enjoyable.
For this purpose, movement means the shooter is actively changing position or location. This includes the initial body shift used to begin moving, since weight must shift off balance to start motion, as well as walking at any pace.
Use two Safety Officers to observe movement. A PE should be issued only if both agree the shooter was completely stationary while firing; if either Safety Officer disagrees, no PE should be assessed.
When designing OTM targets, keep them straightforward and stage-friendly: avoid partial targets and head-only shots, keep distances at 10 yards or less, and ensure the targets support the natural flow of the stage.
A video will be added as the process develops. Although this may feel challenging at first, shooters often become comfortable shooting while moving and may begin using it naturally, even when it is not required.
If your range is not ready to judge movement, omit movement-required stages until training is completed.
Encourage people to get involved. Volunteers are essential, and even if their stage designs are not fully legal or well developed, explain the reasons for any changes. At the club level, if an issue cannot be easily corrected, consider running the stage as designed when it is safe to do so. Experience often comes from mistakes, and that is part of the learning process. Offer training classes to help develop more Safety Officers.
Set the standard for what is allowed. If you overlook certain calls during a stage, others will likely do the same. Make calls consistently so your integrity is not questioned; over time, that integrity will become the standard for everyone.
Sanctioned match awards – Division CHAMPION will get one in each division.
Class: Class awards will be on a 5-10-15 basis per class/division.
5 shooters per class/division will award 1st place only.
6-10 per class/division will award 1st & 2nd.
10-15 per class/division will award 1st, 2nd & 3rd.
GPA permits up to three trophies per class/division.