DIVISIONS      WHATS NEEDED       WHEN/WERE         RULES
 
 
If climbing obstacles, running with a rucksack on, carrying heavy things, and shooting from unconventional positions excites you, then The Tactical Games is for you!
The Tactical Games SKIRMISH is the first ever event in a series of local level events that prepares you for the Major Tactical Games held around the nation.

WHAT ARE THE TACTICAL GAMES?

What is the difference between a professional baseball player, pro-football player, or basketball player and a tactical athlete? Professional sports players get an offseason. Tactical athletes, however, are on point 24/7/365 with No Off Season!  A Green Beret, SEAL, or Delta Operator doesn’t have the luxury of taking a day off. They don’t get to say, “I’m just not into it today!” They are constantly deploying or preparing to deploy.

 

The Tactical Games were created to provide a venue to test the skills and readiness of tactical athletes from all backgrounds. Whether you are military, LEO or a civilian gun enthusiast you can compete in The Tactical Games.

THE TACTICAL GAMES FILL A HUGE GAP IN THE SHOOTING WORLD.

 

Existing shooting competitions fail to comprehensively capture the essence of what a tactical athlete is and what he does. For a tactical athlete, fitness is a means, not an end. Fitness allows a tactical athlete to get to the fight, perform at a high level, execute the mission, and get back home safely, despite the conditions or terrain. The Tactical Games will embody this type of challenge, and bring it to the world in a measurable and testable format. In short, we will make combat a spectator sport!

For more detailed information, you can visit www.thetacticalgames.com

The Tactical Games Skirmish are held every 3rd Saturday of the month at Triple C Range in Cresson, TX.

We ask that all Athlete register using the following link. This allows us to make sure we have enough weights and implements for everyone.

https://practiscore.com/clubs/north-texas-multigun

DIVISIONS

The following paragraphs outline the differences between the divisions. In order to help athletes better determine which Division to compete; below are standards to self-test and classify yourself.  We are only publishing Elite Division standards, as the other Divisions are clearly defined.  If an athlete doesn’t fit into the Elite Standards, they default to either the Intermediate or Light Division.  If an athlete is 45 years or older, they can (not mandatory) compete in the Master’s Division.  Women’s Division is self-explanatory.We make no attempt to sound sarcastic, we are just trying to simplify this as much as possible.

 

Elite Division

An athlete in the elite division should be, …….elite!  They should be both physically fit as well as a highly skilled shooter.  Both competencies are required in this division.  We add nuances to the shooting to make it more difficult, and we add weight and distance to the Battles to make them more challenging.  You may be an elite shooter, but not an elite athlete.  If that is the case, enter the Intermediate Division.  Conversely, if you are an elite athlete, but NOT an elite shooter, enter the Intermediate Division.  We expect athletes to be completely competent and understand ballistics, hold-offs, weapons handling, and above all, safety! We also expect an athlete to be honest, and not sandbag by entering the Intermediate Division when they are clearly an elite athlete.

 

Elite Division Standards

We developed these standards to provide athletes a metric to self-test to classify themselves in the appropriate division.

 

Elite Division Recommended Standards

 

Physical Standards:

 

Activity                                  Minimum               Recommended                  Time Hack/Note

1.5 mile run with Kit                12 min                    10.5 min

Push-ups                                   50                           80-100                                  2 min

Grip/Leg Strength*                  30                           50-60                                    2 min

Power/Endurance*                 5 min                      3.5 min

Pull-ups                                     6                             10-15

Cannot come off the bar. Must be strict. No kipping

*Grip/Leg Strength: Use (2) 45lb dumbbells and do full squats from dumbbell touching the ground to full extension.

*Power/Endurance: Pickup and move a 50lb sandbag 50yards and do 10 burpees, repeat for a total of 4 runs and record total time.  Time should fall within the 7-12 minute range.

 

Elite athletes may encounter the following at an event:

  • 150# – 200# Sandbag carries and lifts

  • Multiple Rope Climbs in full kit, back to back

  • Obstacles such as wall climbs, low crawls, monkey bars, tunnel crawls, balance beams, etc.

  • Pistol Shots out to 50 yards on a C-Zone Steel Target

  • Off Axis shots with rifle

If you do not feel confident in these movements, you should sign up for intermediate or light.  If you are in the Elite Division and you are not keeping up with the general level of the Elite Competitors at an event, and you are impeding the progress of the event, we will move you to the Intermediate Division.

 

Intermediate Division

In the Intermediate Division, athletes are expected to be safe above all else.  There should be a competency in weapons handling skills, in other words, an ability to ensure you are not pointing your weapons at other athletes, the judges, and the spectators. Even experienced shooters and experienced athletes are learning at The Tactical Games. We consistently try to provide unorthodox shooting positions and have athletes do things they wouldn’t normally do…..just like combat.  So, if you are not an elite shooter, but a pretty good shooter, and you are not an elite athlete, but you run, do Crossfit, or lift regularly and are in relatively good health, sign up for the Intermediate Division.

 

Masters Division

Masters Division is pretty easy to explain.  If you are 45 years old or older, sign up for the Masters Division.  Both elite and intermediate athletes over 45 years old can compete in this Division.  IF you are over 45 years old, but wish to compete in the Elite or Intermediate Divisions to get a baseline against younger men, that is fine.  But you will be compared to those men, and you will not be eligible for a trophy in the Masters Division.

 

Women’s Division

The Women’s Division is easiest of them all to explain, however, in our current generation where fact and discernment are not the normal, we will be specific.  In order to enter the Women’s Division, you must have been born with ovaries, your DNA must be that of a female homo-sapien.  This is science, not politics.  Women may sign up for the Women’s Division, No exceptions.

 

Light Division

To quote Mr. Incredible from the movie The Incredibles, “Who wants the pressure of being incredible all the time?” For these folks, men and women alike, we are created the   “Light” division.  This division will only have to have their plate carriers weigh in at 8lbs. They will have the luxury of scaling the battles to a great extent, and even opting out of portions of the Battles if they feel they cannot safely complete that particular activity.  We have had veterans who have been injured in combat and have specific injuries that prohibit them from climbing ropes, or from pushing a wheelbarrow, for example.  These folks will just say, “I’m skipping this portion of the battle.”  And move on to the next part of the battle.  There will be no pressure, and no shame, just fun to be had, and the experience to be gained.  The flip-side to this Division is the Light Division will not be eligible for prizes or trophies.

 

 

WHAT'S NEEDED

The following requirements are in place to ensure safety above all other factors, but to also level the Battle Field for competitors.  We understand that gear makes a difference.  We also understand that you can use certain types of gear to hide poor technique or lack of skill.  At the Tactical Games we wish to test skills, not one’s ability to buy expensive gear.  So, we restrict the weapons systems to make this happen.  The information below outlines what we allow and what we do not allow at The Tactical Games.         

 

 

CLOTHING/FOOTWEAR

We do not specify the clothing or footwear an athlete chooses to wear.  We highly encourage rugged footwear and clothing to protect the athletes as they move through the prescribed Battles.

During most Battles, athletes will be wearing plate carriers, pistol belt, and rifle with sling.  This varies slightly battle to battle. Specific instructions will be given prior to each Battle.

 

PLATE CARRIERS
All plate carriers will meet a minimum weight requirement. An athlete does not have to have plates in their plate carriers as long as the weight is achieved. An athlete’s plate carrier must meet minimum weight requirements before adding magazines and ammunition.

 

  • Men’s plate carriers must be 15lbs or heavier.

  • Women’s plate carriers must be 12 lbs or heavier.

 

At the Games, we will check the weight of athlete’s plate carriers/body armor.  We reserve the right to make spot checks at any time throughout the event, and if an athlete is found to be “running light” it can be grounds for disqualification.

BELT GEAR

A Holster that retains the pistol during movement. A Level 2 is recommended but not required.

The ability to hold 5 pistol and 5 rifle magazines at the same time. This can be accomplished from the use of pouches on the belt line or plate carrier or pockets.

 

RIFLE

  • 5.56mm/.223 rifles are the allowed platforms at The Tactical Games

  • An AR platform, a Steyr Aug, Tevor, or whatever the athlete wants to use is allowed, provided it is a 5.56/.223 platform.

  • Red Dot Sights are allowed on the rifle. EOTech, Aimpoint, etc. are allowed.

  • NO magnification is allowed. Nothing in front of or behind the optic that magnifies the view is allowed.

  • An athlete can run whatever “furniture” on the gun he/she wishes. Hand guards, foregrips, etc.

  • Suppressors/Cans are allowed, as long as the athlete has the proper paperwork for the suppressor. That is completely the responsibility of the athlete.

  • Back-up Iron sights are required.

  • Slings on the weapons are required. The amount of equipment an athlete carries, walls climbed, tunnels crawled through, and obstacles negotiated, require that an athlete have a sling on their weapon.  We recommend a two-point sling.

  • NO special loads for the rifle. Standard ammunition is required.  Whatever the athlete zeroes their gun with, 55gr, 72gr….. is fine.  Match grade ammo is fine.  No light loads are allowed.  No specialized rounds made to reduce recoil or that would give an unfair advantage.

  • Compensators are generally not allowed at The Tactical Games.

  • Most flashiders are allowed. Examples of acceptable flashiders and muzzle brakes are A2 flashiders, Surefire muzzle brakes, etc.  The larger compensators used in 3-Gun are not allowed as they push too much blast, concussion, and flame to the sides for use in our events.

  • Muzzle device must not interfere with other shooters on the firing line.  Proceed at your own risk, if you have to ask it probably shouldn’t be used.  Penalties will be assessed at the discretion of the MD.

  • Full mass milspec BCG, (need to weigh full mass bcg to standardize weight)

  • Full mass milspec buffer, (need to weigh standard carbine buffer to standardize weight)

  • Mill Spec Buffer Spring

  • AR Pistols, SBRs, etc are acceptable

  • Adjustable gas blocks are acceptable, however the functionality of the weapon is on the competitors.  If your rifle goes down because it is under gassed no reshoot will be issued.

  • No penetrators or armor piercing rounds. So, please do not use Green Tip ammo.

 

PISTOL

  • Generally, a stock pistol is required.

  • 9mm, .40, or .45 calibers are allowed. No .22, .380 or some weird caliber like the FN 5.7.

  • No red dot sights on pistols, no electronic sights, no holographic sights.

  • Fiber Optic sights are allowed.

  • A lighter trigger is allowed (I run a 3lb trigger)

  • A mounted flashlight is allowed.

  • Extended magazines are allowed.

  • Replacement guide rods are fine.

  • Flared magazine wells are acceptable.

NO LIGHT loads.  Standard or match grade ammo available commercially on a mass scale is permitted.  We understand that in IPSC and IDPA, shooters use light loads to reduce recoil.  Standard protection loads or match grade loads are allowed.

 

AMMUNITION

We recommend bringing 150 rounds of pistol and 150 rounds of rifle ammunition. 

 

MAGAZINES

Bring 5 rifle magazines and 5 pistol magazines

WHEN / WHERE

Third Saturday of Every month.

Location:

Triple C Range

14333 Cleburne Highway

Cresson, TX 76035

Gates open at 7:30 am

Safety Brief: 8:15

Warm Up: 8:30

Battles Begin: 9:00

RULES

Official Rules

The Tactical Games (TTG) reserves the right to change or modify the rules as necessary.

  1. The Tactical Games (TTG) RULES:

1.1 General Conduct & Dispute Resolution

1.1.1 It is the competitor’s responsibility to read and understand the rules set forth by TTG and agree to be subject to these rules while participating in any TTG event.

1.2 WRITTEN STAGE BRIEFING: (WSB)

1.2.1 It is the competitor’s responsibility to read and understand the Written Stage Briefing (WSB) and obey any special conditions or requirements stipulated therein, any rule differences from the TTG rulebook shall be written in the WSB and will be the governing rules as stipulated for that particular Course of Fire (COF).

1.3 FEDERAL AND STATE LAW:

1.3.1 It is competitor’s responsibility to know, understand and adhere to all Federal, State and Local Regulations regarding the use and transportation of firearms, including all applicable National Firearms Act (NFA) regulations related to the construction, transportation and use of any firearm regulated by NFA rules.

1.4 Eye protection is mandatory for participants, spectators, & officials at the event site.

1.5 Ear protection is mandatory for participants, spectators, & officials while on or near a stage.

1.5.1 Use of communication through headsets/ear pro during battles is strictly prohibited

1.6 No participants or spectators shall consume or be under the influence of alcohol or non-prescription drugs at the event site. Any participant found to be impaired because of legitimate prescription drugs may be directed to stop shooting and to leave the range.

1.7 Participants and spectators are expected to conduct themselves in a courteous and sportsmanlike manner at all times. Any person who violates this rule may be ejected from the event site at the Match

Director’s discretion.

1.8 Clothing with any offensive or obscene logos, sayings, pictures, or drawings must not be worn or displayed while at the event site.

1.8.1 Clothing must be appropriate range clothing and provide reasonably adequate protection against minor injury such as scrapes, abrasions, hot brass, or due to tactical activity.  If your clothing is determined to be inadequate for protecting the athlete’s skin, the athlete will be asked to change their clothing to cover their skin appropriately for the battle.

1.9 Participants may be subject to event disqualification for safety or conduct violations. Disqualification will result in complete disqualification from the event, the participant will not be allowed to continue nor be eligible for prizes and will not receive a refund.

1.10 Participants must obey venue speed limits and rules. Violation will result in being ejected from the property and assessed a DNF (Did Not Finish) score for the remainder of the match. No refunds will be given.

1.11 A participant shall be disqualified for unsportsmanlike conduct. Examples of unsportsmanlike conduct include, but are not limited to:

1.11.1 Cheating, such as:

1.11.1.1 Intentionally altering a target prior to the target being scored to gain advantage or avoid a penalty

1.11.1.2 Altering or falsifying score sheets

1.11.1.3 Altering the configuration of firearms or equipment without permission of the Match Director

1.11.2 Threatening or assaulting other participants or Event Officials

1.11.3 Disruptive behavior likely to disturb or distract other participants while they are shooting

1.11.4 Willful disregard of Event Official instructions

1.12 The final decision on all disqualifications and reshoots will be made by the Range Master or Match Director.

1.14 Any rule not explicitly covered by this document will be resolved with a ruling by the Match Director or his designee. Rulings by the Match Director or his designee will be final and will serve as a precedent for the duration of the event.

  1. Safety

2.1 All events will be run on cold ranges.

2.1.1 Participants’ firearms will remain unloaded at the event site except under the direction and supervision of an Event Official.

2.2 Firearms may only be handled and/or displayed in a designated safety area.

2.2.1 Safety areas will be designated by event officials.

2.2.2 No firearm may be loaded in a safety area.

2.2.3 No ammunition (including dummy ammunition or snap caps) may be handled in a safety area.

2.3 Firearms may be transported to, from and between stages only in the following conditions:

2.3.1 Handguns must be unloaded, cased or holstered, de-cocked and with the magazine removed (Cleared).

2.3.2 Rifles must be unloaded, cased, secured muzzle up or muzzle down in a stable gun cart/caddy, or carried slung with the muzzle up or down. Actions must be open, or a chamber flag inserted, and detachable magazines removed. The use of high-visibility chamber flags is recommended as a courtesy to other event participants.

2.4 A participant who causes an unsafe discharge will be stopped by an Event Official as soon as possible and shall receive a MATCH DQ. No refund will be issued.

Examples of unsafe discharge include:

2.4.1 An accidental or negligent discharge that travels over a backstop, a berm, or in any other direction deemed by Event Officials to be unsafe. Note that a participant who legitimately fires a shot at a target, which then travels in an unsafe direction, will not be disqualified.

2.4.2 A shot which strikes the ground within 10 feet of the participant, except when shooting at a target closer than 10 feet to the participant.

2.4.2.1 Exception – a shot that strikes the ground within 10 feet of the participant due to a “squib”

2.4.3 A shot that occurs while loading, reloading, or unloading any firearm.

2.4.3.1 Exception – a detonation which occurs while unloading a firearm is not considered an accidental discharge. A “detonation” is defined as the ignition of the primer of a round, other than by action of a firing pin, where the projectile or shot does not pass through the barrel (e.g. when a slide is being manually retracted, when a round is dropped etc.).

2.4.3.2 Exception – A “slam fire” detonation caused by the firing pin traveling forward when the gun is on safe during “make ready” that does not travel over the berm or impacts in a safe place. If the gun can be repaired and demonstrated to be safe to match staff the competitor may continue with it.

2.4.4 A shot which occurs during remedial action in the case of a malfunction.

2.4.5 A shot which occurs while transferring a firearm between hands.

2.4.6 A shot which occurs during movement, except while engaging targets.

2.5 A participant who performs an act of unsafe gun handling will be stopped by an Event Official as soon as possible and shall be disqualified.

Examples of unsafe gun handling include:

2.5.1 Dropping a firearm, whether loaded or unloaded, at any time after the “Make Ready” command and before the “Range Is Clear” command.

2.5.2 Use of any unsafe ammunition as defined in Section 3 will result in a MATCH DQ.

2.5.3 Shooting of any barricade or prop made of wood on the firing line will result in a Procedural penalty per shot fired. This does not apply to wooden framed walls down range.

2.5.4 Shooting any barricade or prop made of steel within the minimum safe distances outlined in rule 2.5.8 will result in a Procedural penalty per shot fired. Stages will be built to support the shooter in this not being an issue while legitimately engaging a target.

2.5.5 Abandoning a firearm during a stage in any location other than a designated safe abandonment location as stipulated in the stage briefing will result in a MATCH DQ. Firearms may be staged on designated tables when directed in the WSB at the start of the COF but can never be abandoned or grounded on a table or anywhere except a designated safe abandonment location. Firearms abandoned in an unsafe manner that results in a discharge will result in a MATCH DQ. Firearms abandoned in an unsafe manner that do not result in a discharge will result in a Prohibited Action Penalty of 1 minute. Firearms may only be abandoned in one of the following conditions:

2.5.5.1 Loaded, safety catch fully engaged, muzzle pointed in the designated safe direction.

2.5.5.2 Completely unloaded (no ammunition in the firearm), detachable magazine removed, muzzle pointed in the designated safe direction.

2.5.6 Unloading any firearm in an unsafe manner or discharging a firearm while not legitimately engaging a target will result in a MATCH DQ.

2.5.7 Allowing the muzzle of a firearm to break the 180-degree safety plane, designated safety plane, or prohibited muzzle safe direction as outlined in the stage briefing. (see also 2.5.11) will result in a MATCH DQ.

2.5.7.1 In the case of a participant facing downrange, the muzzle of a loaded handgun may point slightly up range while drawing, so long as it does not point outside an imaginary circle of three (3) feet radius from the participant’s feet.

2.5.8 Engaging a steel target in an unsafe manner, will result in a MATCH DQ, such as by:

2.5.8.1 Engaging steel targets with handgun ammunition at a range of less than 5 yards.

2.5.8.2 Engaging steel targets with shotgun birdshot ammunition at a range of less than 7 yards.

2.5.8.5 Engaging steel targets with rifle ammunition at a range of less than 40 yards.

2.5.9 Allowing the muzzle of a firearm to point at any part of the participant’s body during a course of fire (i.e. sweeping) will result in a MATCH DQ.

2.5.9.1 Exception – sweeping of the lower extremities (below the belt) while drawing a handgun, provided that the participant’s fingers are clearly outside of the trigger guard.

2.5.10 Using a tube-type shotgun speed-loading device without a primer relief cut

2.5.11 Pointing a firearm, whether loaded or unloaded, in any direction deemed by Event Officials to be unsafe will result in a MATCH DQ.

2.6 Multiple infractions that would result in a STAGE DQ will result in a MATCH DQ.

  1. Ammunition

3.1 Handgun ammunition shall be 9mm Parabellum (9x19mm NATO) or larger, unless otherwise stipulated under equipment division rules.  Pistol ammunition must meet or exceed 125 power-factor.

3.2 Rifle ammunition shall be .223 Remington (5.56x45mm NATO) or larger, unless otherwise stipulated under equipment division rules.  Must meet or exceed 125 power-factor.

3.4 Ammunition containing tracer, incendiary, armor piercing, steel jacketed or steel/tungsten/penetrator core projectiles is unsafe and prohibited.

3.5 No bi-metal ammunition is permitted. Bi-metal is the less expensive Full Metal Jacket made with a lead center, steel jacket, and a copper wash making it appear like the standard lead/copper full metal jacket accepted at most ranges.

3.5.1 No bimetal or steel core ammo.  Competitors will be financially responsible for replacing targets damaged by prohibited ammunition.

3.6 Magnets may be used to inspect ammo at any time while on the venue property. Participants found in violation of possessing/using ammo prohibited in 3.4 and 3.5 will receive a Match DQ and will not receive a refund. Do not bring prohibited ammo to the event.

3.7 A chronograph may be used by Event Officials to verify compliance. Participants may be selected for testing on any basis approved by the Match Director. The chronograph

procedure is as follows:

3.7.1 Chronograph will be placed 10 yards from the muzzle of the firearm

3.7.2 Event staff will load and shoot the firearm over the chronograph

3.7.3 5 rounds will be fired, and the average velocity will be used to determine the power factor.

  1. Firearms

4.1 All firearms used by participants must be serviceable and safe. Event Officials may inspect a participant’s firearms at any time to check they are functioning safely. If any firearm is declared unserviceable or unsafe by an Event Official, it must be withdrawn from the event until it is repaired to the satisfaction of the Range Master.

4.2 Firearms capable of fully automatic- or burst-fire (“machine guns”) may be used only in semi-auto mode (i.e. not more than one (1) round fired with each pull of the trigger). Violation of this rule will incur a Prohibited Action Penalty of 20 seconds time penalty per occurrence.

4.3 Participants must use the same firearms (pistol and rifle) for the entire event, including the optic which is mounted on that firearm when it is initially inspected prior to the event.

4.3.1 If a participant’s firearm becomes unserviceable, that participant may replace their firearm with another of a substantially similar model, caliber, and sighting system only with the approval of the Match Director.

4.4 Participants generally may not reconfigure any firearm during the course of the event. Explicitly prohibited acts include changing caliber, barrel length, sighting systems and/or stock style.

4.4.1 If a participant’s firearm becomes unserviceable, that participant may repair their firearm with directly equivalent replacement parts. If replacement parts result in a significant change to the firearm configuration, then the repair must be approved by the Match Director.

4.5 Unless otherwise stipulated in the stage briefing, required firearms will begin the stage in the following ready conditions:

4.5.1 Handgun: Loaded to Battle Specifications and holstered. In the case of single-action autos or double-action autos with manual override safeties, the safety catch must be in the “safe” position. In the case of

double-action autos & revolvers, without safeties, the hammer must be down/forward.

4.5.2 Rifle: Loaded to Battle specifications and held in the low ready position. Safety catch must be in the “safe” position.

4.5.4 Participants may not touch or hold any firearm-loading device or ammunition after the “Standby” command and before the “Start Signal” (except for unavoidable touching with the lower arms).

4.7 At no point may the participant shoot a firearm while holding a second firearm in the other hand, violation will result in a Prohibited Action Penalty per shot fired.

4.8 Hot re-holstering of the pistol will be required during certain stages. It must be returned to the holster in a legal condition as follows: Unloaded, if the athlete has shot the course of fire and is going to move between ranges.  If the pistol has a safety, it should be in the “safe” position. single-action autos or double-action autos with manual override safeties, the safety catch must be in the “safe” position. In the case of double-action autos & revolvers, without safeties, the hammer must be down/forward.

  1. Equipment

5.4.1 Firearms must be of a factory configuration. Prototype firearms are specifically prohibited. Internal and External modifications are allowed, provided the modifications do not alter the original function and

operation of the firearm.

5.4.1.1 Use of electronics for pacing runs, listening to music on the runs is prohibited

5.4.2 Handgun

5.4.2.1 Handgun holsters must be a practical/tactical carry style and must safely retain the handgun during vigorous movement and if the athlete or holster is inverted. The holster must completely cover the trigger. The belt upon which the handgun holster is attached must be worn at waist level. Shoulder holsters and cross-draw holsters are prohibited.  Belly bags or “fanny packs” are prohibited as they do not adequately protect the trigger from being depressed while in the bags.

5.4.2.2 Electronic sights, optical sights, and extended sights are prohibited.

5.4.2.3 Magazines length may not exceed 170mm in the case of single column magazines and may not exceed 140mm in the case of staggered column magazines.

5.4.2.4 The use of lasers is strictly forbidden unless otherwise stated. Low visibility battles will allow lasers.

5.4.3 Rifle

5.4.3.1 Not more than one (1) magnified or non-magnified electronic or optical sight is permitted. Use of not more than one (1) set of backup irons is permitted.

5.4.3.2 Supporting devices (bipods, etc.) are prohibited.

5.4.3.3 Compensators and muzzle brakes are not permitted. A2 or Birdcage muzzle devices, three-pronged or four-pronged devices are permitted.  Suppressors are permitted but must stay on the weapon throughout the event.

5.4.3.4 Drum magazines are prohibited.

5.4.3.5 Magazine capacity is limited to 32 rounds.

5.4.3.6 Oversized or extended magazine base pads are prohibited.

5.4.3.7 Coupled magazines are prohibited.

5.4.3.8 Bipods or any type of stabilization devices are prohibited.

5.4.3.9 Steel bolt carrier groups (BCG) only are permitted.  No aluminum, titanium, or other types of BCGs will be allowed.  A magnet can and will be used to check weapons systems at the discretion of the match Director at any time throughout the event to determine if a weapon system is in compliance with these rules.

5.4.3.10 The use of lasers is strictly forbidden unless otherwise stated. Low visibility battles will allow lasers.

5.5 The Tactical Games reserves the right to withdraw a title, trophy, or prize from any competitor at any time, if it is determined that they cheated, used unauthorized equipment, used an advantage not allowed under the rules or the spirit of the Games, or acted in an unethical way in connection with The Tactical Games or its events.

  1. Penalties

6.1 Missed shots will be assessed a penalty per missed shot.  Exceptions can exist in cases where the Battle is written to allow for bonuses for stop plates.  A battle may be purposely written to exclude this rule but will otherwise remain in effect unless stated.

6.1.2 Cardboard targets will be used in various battles throughout the events.  Athletes will be given a written Battle Briefing explaining the targets, their hit and miss areas, and whether or not there are any low percentage targets. Rounds striking the “hit” zone will be counted as hits, and the rounds striking outside the “hit” zone will be counted as misses.  If a round strike falls on a line and touches the line even the slightest bit, the round will be counted as a hit.

6.1.3 Steel Targets will be utilized for a number of battles.  Steel targets will be counted as hit or miss.  Penalty for misses is 10 seconds of time per miss.  Sometimes strike indicator lights will be used to assist the judges in determining whether a round fired was a hit or a miss.  The judges will also be aware of failed strike indicator lights and will be watching for; splash on steel, dirt splash, listen for the sound, and watching for the strike indicator to illuminate. When a judge cannot discern whether or not a round fired was a hit or a miss, the benefit of the doubt will be given to the athlete.

6.1.4 Bonus targets or stop plates are sometimes used to terminate a course of fire.  This is done to allow an athlete to gain points if they are a capable marksman.  Marksmanship is king.   This allows the athlete to “buy back” time.  The round count will be provided in the battle briefing.

8.1 RE-SHOOT AND RANGE EQUIPMENT FAILURE:

8.1.2 For poppers, other hinged targets, falling steel, or clay targets, the following options shall apply under Weather Rules with regard to re-shoots due to range equipment malfunction.

Option 1: If any targets are blown down, fall, or are otherwise defeated by weather related causes BEFORE the RO has activated the start timer initiating the COF, the RO shall stop the competitor, make the COF safe, remedy the target(s), and re-start the competitor.

Option 2: If any targets are blown down, fall, or are otherwise defeated by weather related causes AFTER the RO has activated the start timer initiating the COF, the shooter shall continue the course of fire, but MUST engage the target or its stand with all required rounds with the correct firearm for that target.

8.1.3 Failure to engage the defeated steel or clay target will result in all applicable MOT and FTE penalties.

8.2 Match officials may have to take actions to ensure completion of the match such as removing stages from the competition and any other measures deemed necessary to complete the competition.

Any questions, please feel free to email us at shoot@northtexasmultigun.com!