1Gun was designed to be a fun and challenging sport.  To accomplish this, we combined all the well liked aspects from the different shooting sports, added in a dynamic twist, and created a smaller, simple rulebook.  There are three types of stages:

  • Standards Based, with the purpose of putting you in awkward positions to test basic gun handling and marksmanship.
  • Mission Based, with the purpose to complete a specific mission, i.e., start here, do this, do that, end at this position.
  • Run-n-Gun, with the only purpose of these stages is to move and shoot as fast as you can SAFELY.

Then we throw in a little dynamic twist; a blind coin toss, revealed after the starting beep to determine the threat color, changing the game from replaying a rehearsed stage plan to forcing the shooters to adapt and think of the fly.  

 

Stages will be designed to be fair, not exact. In other words, the the shooting complexity will be similar, regardless of which color threat is drawn. But depending on your strengths and or weaknesses, the luck of the draw could be the equalizer. But with that said, we believe that these slight differences balance out by the end of the match and the benefits of creating a more dynamic experience, far out weighs any little differences.

Yep!  Our goal, is to only provide enough rules to keep it fun, fair and safe.  You can find the current rulebook here.

 

Classifications are broken down into three different categories: Advanced, Intermediate, and Novice. The classifier is in the Stage Library with the classification breakdown below the stage description.

Just like any of the other shooting sports, if you shot all of the non-threats and did not engage any of the threat targets, you are going to rack up a lots of penalties.  It is no different here.  However, we have found by the end of the first match, almost everyone quickly adapts to the dynamic stages and this is no longer an issue.

Typically the match description/registration page will tell you the number of rounds required for the match.  But if it does not, knowing the maximum number of hits allowable in any stage is 35, we can do some quick math to determine the absolute maximum number hits allowed in the match, by simply multiplying the number of stages by 35.  But if you are like me and always want to make sure you have plenty of ammo for the match, you can do what I do, multiply the number of stages by 50 (since that will be far more than you would ever need on a stage) and then take the extra ammo home with you. :-)

 

Given all that, we can also determine the maximum number of loading devices we will need per stage by doing 50 / division capacity. 

So

  • if you are shooting L10, 50/10 = 5.00.  You should bring 5 loading devices and loading device carriers to the match.
  • if you are shooting L15, 50/15 = 3.33.  You should bring 4 loading devices and loading device carriers to the match.

We have all been in a squad with "that guy".  You know the one I am talking about.  He/she just wants to argue about everything.  Or doesn't want to do their part with taping and resetting.  Or wants to walk the stage over and over and over again.  Yep, you know who I am talking about .... THAT GUY.  Well, this is our way to help them see the error of their ways and to go from "that guy" to "our guy" that we want on our squad.

We are already in four states and growing.

Come out and have fun with us.  Then bring a friend, spread the word, post and follow us on social media.