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Archery games

Safe-range ring, walk-back, team relay, and form-first archery games using foam or blunt target setups.

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All Archery games (30)

Archery Twists (26)

Optional one-rule scoring twists for a game your group already plays.

Ring Double Finale

Announce end 3 as double ring value, with three arrows per archer.

  • Announce end 3 as double ring value, with three arrows per archer.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Ring Double Finale Replacement: Double legal ring points in the host’s third end only, retaining all nine offered arrows. Play this combination: Agree this before end 1. Record the ordinary three-arrow ring subtotal for end 3, then multiply it by 2: outer, middle and center together total 6 and post as 12. Misses and unsafe attempts remain 0; doubling never restores an unsafe shot or permits shooting through a stop. No process, safety or recognition mark doubles. Score only on the officer’s cold-range instruction and retain the ordinary tie-sharing result after all three ends. Do not also select another double-finale rule or multiply the same arrows twice. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Ring Double Finale as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Ring Double Finale; stop at the agreed finish condition.
Foul-Line Freeze Rule · Archery

A foot-fault shot scores 0; one prompt accidental self-call may earn 1 separate honesty point.

  • A foot-fault shot scores 0; one prompt accidental self-call may earn 1 separate honesty point.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Stance Box Players: 2-12 Where: Safe Range Format: Stance Description: Use an officer-approved stable stance box and score a foot-fault shot as zero. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. The officer marks a stable stance box for each participant’s needs at the same approved line, with room for their usual support or access equipment. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Establish the approved foot/support position before drawing. A supporting foot outside that box through release is a foot fault and the shot scores 0. Pause to resize an unsuitable box while cold; do not force an unstable stance to preserve a score. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Stance Box: Use an officer-approved stable stance box and score a foot-fault shot as zero. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Foul-Line Freeze Rule · Archery Replacement: Use the officer-approved stance box and add a once-per-archer, once-match honesty mark outside ring totals. Play this combination: The officer demonstrates the approved supporting position, including any access equipment, before shooting. If a supporting foot is outside its box through release, the shot uses its slot for 0. An archer who promptly reports their own accidental unnoticed fault before scoring may receive 1 separate honesty point, at most once for the match; deliberate or repeated faults do not earn recognition. The mark never offsets the zero or changes the ring winner. If the position is unstable, stop before release and let the officer adjust the box while cold; do not hold an unsafe draw to avoid a fault. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Foul-Line Freeze Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Foul-Line Freeze Rule · Archery; stop at the agreed finish condition.
One-Turn Frame · Archery

Give each archer one scoring arrow; highest ring value wins that mini-end.

  • Give each archer one scoring arrow; highest ring value wins that mini-end.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: One-Arrow Pressure Players: 2-12 Where: Safe Range Format: Pressure Description: Compare one arrow per archer, with one further arrow for tied leaders and no third attempt. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Each archer shoots one arrow from the same marked distance, with one shooter on the line. Score only when the range is cold and retrieval is authorized. Tied leaders may shoot one more arrow each under the same commands; there is no third attempt. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Compare the single-arrow ring values, not the sum of the original and tiebreak arrows. Win: The highest first-arrow value wins unless tied; then the highest tiebreak arrow among tied leaders wins. Share any tie that remains. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: One-Arrow Pressure: Compare one arrow per archer, with one further arrow for tied leaders and no third attempt. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: One-Turn Frame · Archery Replacement: Use the host’s one-arrow contest, including its one permitted tied-leader reshoot. Play this combination: Post an archer order before the first shot and give everyone one arrow at the same approved mark. Wait until the officer declares cold to compare legal ring values: center 3, middle 2, outer 1, miss 0. Do not add a separate duel point or combine three-arrow totals. Tied leaders may take the host’s one further equal arrow if authorized; compare those new single-arrow values alone and share any remaining tie. If the officer cannot authorize the extra end, share the original tie. Pressure is the small quota, not a faster draw or permission to ignore a stop. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score One-Turn Frame · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One-Turn Frame · Archery; stop at the agreed finish condition.
Cold Range Only

Walk to targets only after the officer declares the range cold and authorizes retrieval.

  • Walk to targets only after the officer declares the range cold and authorizes retrieval.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Cold Range Only Replacement: Apply this mandatory retrieval procedure after every host end, without adding a scoring category. Play this combination: After shooting, step back and keep the bow down as instructed. Wait until all shooting has stopped, bows are down and the officer gives the actual cold-range and walk instructions. A loose or dropped arrow is left until retrieval is authorized; nobody goes forward to fetch it during a live end. If someone starts early, call stop immediately and follow the officer’s instructions rather than race to finish a shot. Score and retrieve in the authorized order, return behind the line, and wait for the officer to reopen shooting. No pause penalty or bonus is added by selecting this reminder. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Cold Range Only as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Cold Range Only; stop at the agreed finish condition.
No Dry-Fire Rule

A dry-fire attempt scores 0 and stops play for an equipment check.

  • A dry-fire attempt scores 0 and stops play for an equipment check.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: No Dry-Fire Rule Replacement: Keep the host’s ring chart; an unsafe released attempt uses that arrow slot for 0 and never earns a replay. Play this combination: Before use, the officer checks the approved bow and arrows and explains that releasing the string without a properly nocked arrow is prohibited. Do not stage a demonstration dry-fire. If an attempt occurs, stop the range and set the equipment aside as directed; the officer assesses it before any further use. A numerical zero is not clearance to continue. The host’s remaining unshot slots can resume only after authorization with suitable equipment; otherwise defer or end participation. This modifier does not select the separate No Dry-Fire End card’s entire-end scoring rule. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score No Dry-Fire Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Dry-Fire Rule; stop at the agreed finish condition.
Silent Frame Rule · Archery

Keep one end quiet except for range commands and necessary speech.

  • Keep one end quiet except for range commands and necessary speech.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Silent Line End Players: 2-12 Where: Safe Range Format: Silent Description: Omit optional conversation in end 2 while keeping range commands and necessary speech clear. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. During the second end, omit optional conversation on the line. Range commands remain verbal, and speech for access, questions or safety is always allowed. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Silent Line End: Omit optional conversation in end 2 while keeping range commands and necessary speech clear. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Silent Frame Rule · Archery Replacement: Use end 2 as the host’s quiet end; optional tactical conversation may use agreed gestures. Play this combination: Review the officer’s actual commands before the first end and confirm everyone can receive them. Nobody substitutes a gesture for a required spoken stop, live/cold instruction or retrieval command. Speech for an unclear rule, access need or concern is always allowed. If quiet play makes communication harder, drop the silent rule and continue ordinary shooting; no point is lost for speaking up. The same officer controls the whole range and only one shooter is active. Keep the same arrow quota, ring scores and tie rule rather than award a silence bonus. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Silent Frame Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Silent Frame Rule · Archery; stop at the agreed finish condition.
Measure Challenge Rule · Archery

Each team has one measuring token; a correct ring-call challenge earns 1 and an incorrect one spends it.

  • Each team has one measuring token; a correct ring-call challenge earns 1 and an incorrect one spends it.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Team Average Archery Players: 2-12 Where: Safe Range Format: Team avg Description: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Form teams before the first end and record each participating archer. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Add each team’s ring points and divide by its number of archers after all have the same arrow count. Compare exact fractions rather than rounded averages. Win: Highest team average after three ends per archer wins; ties are shared. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Team Average Archery: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Measure Challenge Rule · Archery Replacement: Add a team bonus column to the host’s team-average ledger; compare (ring points plus valid challenge bonuses) divided by the fixed team roster. Play this combination: Before any arrow is moved on a cold range, the captain may name a particular recorded band value and ask the officer to check whether its mark touches the higher band. The officer applies the host’s announced higher-boundary rule. A changed call corrects that arrow’s points and earns the challenging team 1 bonus; it retains its token. An unchanged call spends the token, with no score deduction. The same mark can be challenged only once. The officer’s ruling supplies the final value; do not pull or adjust an arrow to improve evidence. A safety concern always gets attention even without a token. Keep each archer’s nine offered arrows and share equal exact averages. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Measure Challenge Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Measure Challenge Rule · Archery; stop at the agreed finish condition.
Team Average Rule · Archery

Divide each team’s ring total by its number of archers after equal arrow opportunities.

  • Divide each team’s ring total by its number of archers after equal arrow opportunities.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Team Average Archery Players: 2-12 Where: Safe Range Format: Team avg Description: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Form teams before the first end and record each participating archer. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Add each team’s ring points and divide by its number of archers after all have the same arrow count. Compare exact fractions rather than rounded averages. Win: Highest team average after three ends per archer wins; ties are shared. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Team Average Archery: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Team Average Rule · Archery Replacement: Use the host’s fixed team rosters and nine arrows per archer, with no extra average bonus. Play this combination: Write each archer’s three end totals in that team’s column, then add them and divide by roster size once. A total of 54 for three archers gives 18 per archer; 40 for two gives 20, so the second team leads. Compare fractions exactly when decimal rounding would hide a difference. A voluntary pass is recorded as 0 in the same offered slot, not removed from the divisor. If the range closes before comparable opportunities are complete, save the results as incomplete rather than declare a raw-total winner. Averaging adjusts for roster size, not ability. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Team Average Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Team Average Rule · Archery; stop at the agreed finish condition.
Blind Draw Order Rule · Archery

Draw the shooting order before the first end and keep it once shooting starts.

  • Draw the shooting order before the first end and keep it once shooting starts.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Blind Draw Order Archery Players: 2-12 Where: Safe Range Format: Draw Description: Draw a fixed shooting order and allow one full redraw before end 1. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Draw archer-name slips to set shooting order for all three ends. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. A captain may request one complete redraw before end 1 only; keep the drawn order after shooting begins. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. The group receives 1 separate process point for following the recorded order. It does not change the ring winner. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Blind Draw Order Archery: Draw a fixed shooting order and allow one full redraw before end 1. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Blind Draw Order Rule · Archery Replacement: Use one full order for all three host ends; the existing complete pregame redraw remains the only optional redraw. Play this combination: Put every archer’s name once on an identical folded slip and draw the complete list while the range is not live. Post it where the officer and waiting archers can read it. A captain may request the host’s one complete redraw before end 1; no selective name swap is allowed after a result. Call the next archer only when the officer authorizes the line, and keep others waiting behind it. The host’s shared process point is awarded once for the completed order, not again because this modifier was chosen. Necessary access/safety adjustments can pause the sequence without becoming a tactical redraw. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Blind Draw Order Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Blind Draw Order Rule · Archery; stop at the agreed finish condition.
Safety Pause Rule · Archery

Anyone may call a free stop for a person, equipment or other concern near the target.

  • Anyone may call a free stop for a person, equipment or other concern near the target.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Safety Pause Rule · Archery Replacement: Safety pauses apply to every host arrow and do not cost an unshot slot or points. Play this combination: On a concern, call stop clearly and follow the officer’s instruction for safely lowering/resetting; do not finish a draw just to preserve a score. No one walks downrange until the officer declares cold and authorizes the walk. An unshot arrow remains available after the officer permits resumption. An arrow already released is scored under the ordinary rules and is not automatically replayed. Never wait to confirm whether a concern was serious before respecting the stop. If the setup cannot be restored, save the score and mark the session incomplete; neither a token nor a timer can overrule this protection. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Safety Pause Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Safety Pause Rule · Archery; stop at the agreed finish condition.
Captain Distance Rule · Archery

Captains select an officer-approved short or standard distance for the whole next end.

  • Captains select an officer-approved short or standard distance for the whole next end.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Team Average Archery Players: 2-12 Where: Safe Range Format: Team avg Description: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Form teams before the first end and record each participating archer. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Add each team’s ring points and divide by its number of archers after all have the same arrow count. Compare exact fractions rather than rounded averages. Win: Highest team average after three ends per archer wins; ties are shared. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Team Average Archery: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Captain Distance Rule · Archery Replacement: Replace the host’s single-distance setting with one common, frame-locked choice before each of its three ends. Play this combination: Before shooting, the officer identifies two suitable marked distances for this equipment and group; no numeric range is prescribed by this card. If only one is suitable, keep it and defer the optional choice. Draw the first choosing captain, then alternate between the teams. The captain names short or standard before the officer opens that end, and all archers use the same approved line for all three arrows. Move a line only while the entire range is cold. A captain cannot demand a farther mark or hold the ordinary lock against a necessary safety/access adjustment. Keep the same team-average calculation and equal nine-arrow opportunity. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Captain Distance Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Captain Distance Rule · Archery; stop at the agreed finish condition.
Beginner Spot Rule · Archery

An officer-approved closer line gives full ring credit with the same arrow quota.

  • An officer-approved closer line gives full ring credit with the same arrow quota.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Beginner Spot Rule · Archery Replacement: Offer a closer mark for a participant who needs it; do not let the option create simultaneous shooting from different lines. Play this combination: Ask the officer before the end, without requiring the archer to explain a disability or prove beginner status. The officer approves the equipment, target and closer mark and moves/opens the line only while cold. Everyone else waits behind the active shooter’s line, and only that shooter is active. A legal ring hit keeps the full 1/2/3 value; do not deduct points or grant extra arrows because of the line choice. If control or the setup is unsuitable, stop and defer instead. This is an access-oriented house option, not a claim of competitively equivalent distances. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Beginner Spot Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Spot Rule · Archery; stop at the agreed finish condition.
Final Frame Double Rule · Archery

The announced final end counts double, with equal arrows for every archer.

  • The announced final end counts double, with equal arrows for every archer.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Finale Double End Players: 2-12 Where: Safe Range Format: Finale Description: Double only the third end’s legal ring points and put trailing archers later in the order. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Announce before end 1 that end 3 is double value. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Double legal ring points only in end 3, not process or recognition awards. Arrow opportunities remain three per end. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: After end 2, put trailing archers last in the final shooting order, retaining the previous order within tied groups. Share: Finale Double End: Double only the third end’s legal ring points and put trailing archers later in the order. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Final Frame Double Rule · Archery Replacement: Use the host’s third-end doubling once; separate recognition/process marks stay outside it. Play this combination: Announce the finale before end 1 and show which sheet column will hold its ordinary subtotal and doubled value. A final end of center, middle and miss is 5, posted as 10; an unsafe attempt is 0 and stops shooting regardless of its possible value. Every archer still receives three final-end opportunities. If using the host’s trailing-archer order, identify those below the lead after end 2 and place them last, preserving order within ties. This is not another independent multiplication on top of Ring Double Finale. Compare the complete three-end totals and share ties. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Final Frame Double Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Final Frame Double Rule · Archery; stop at the agreed finish condition.
Partner Confirm Rule · Archery

Confirm each arrow’s ring and the end sum before moving arrows; one recheck is allowed.

  • Confirm each arrow’s ring and the end sum before moving arrows; one recheck is allowed.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Partner Confirm Score · Archery Players: 2-12 Where: Safe Range Format: Confirm Description: Confirm each arrow’s band and the three-arrow sum before moving arrows on a cold range. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Before moving arrows, partners confirm each mark’s band and the three-arrow sum. A solo archer checks with the officer or scorer. Recheck a disputed mark once while the range is cold; the officer applies the announced boundary rule and records the final value. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Partner Confirm Score · Archery: Confirm each arrow’s band and the three-arrow sum before moving arrows on a cold range. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Partner Confirm Rule · Archery Replacement: Use the host’s cold-range partner check and officer’s final boundary ruling. Play this combination: One partner reads each mark and another checks the written values; a solo archer uses the officer or scorer. For outer, center and middle the sum is 1+3+2=6. If a mark is disputed, leave the arrow still and request the one careful recheck while the range remains cold. The officer applies the higher-touching-band rule and records the final value before retrieval. Do not make repeated walks on a live range or pull an arrow to see a more favorable hole. Confirmation supplies no extra point and does not take away anyone’s ordinary question or safety rights. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Partner Confirm Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Confirm Rule · Archery; stop at the agreed finish condition.
Stack Ban Rule · Archery

Only the active shooter handles a bow for an attempt; others keep gear down as instructed.

  • Only the active shooter handles a bow for an attempt; others keep gear down as instructed.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Stack Ban Rule · Archery Replacement: Reset unsafe waiting positions before the pending turn resumes; do not turn a safety reset into a mulligan. Play this combination: Before the next archer approaches, the officer confirms everyone else is behind the waiting line and spare bows are down or on their approved racks. No practice draws, simultaneous ready positions or stacked group on the shooting line are part of this format. If the rule is broken, stop immediately and follow the officer’s reset. An unshot arrow may resume after authorization; a released unsafe attempt uses its slot for 0. No extra shot, process award or penalty for calling stop is added. A grounding reminder never overrides equipment-specific storage instructions. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Stack Ban Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Stack Ban Rule · Archery; stop at the agreed finish condition.
Boundary Dead Rule · Archery

An arrow leaving its assigned lane is dead for scoring; retrieve only on the officer’s clear instruction.

  • An arrow leaving its assigned lane is dead for scoring; retrieve only on the officer’s clear instruction.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Boundary Dead Rule · Archery Replacement: Keep the host’s ring chart for legal assigned-target shots, with 0 for the out-of-lane attempt. Play this combination: Have the officer identify the assigned target and lane before shooting. If an arrow goes outside it, call stop and let the officer assess where it went; a hit on another target never counts for the shooter. Do not cross lanes or search beyond the protected area while any shooting is live. Retrieval is an officer-led cold-range action, and an inaccessible arrow may stay uncollected until staff can deal with it. The released arrow has used its slot. No re-entry into the lane or later discovery converts it into points, and nobody is sent downrange to protect a score. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Boundary Dead Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Boundary Dead Rule · Archery; stop at the agreed finish condition.
Fair Call STUD Rule · Archery

A calm correction against your own team may earn its caller 1 separate STUD recognition point once per match.

  • A calm correction against your own team may earn its caller 1 separate STUD recognition point once per match.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Team Average Archery Players: 2-12 Where: Safe Range Format: Team avg Description: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Form teams before the first end and record each participating archer. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Add each team’s ring points and divide by its number of archers after all have the same arrow count. Compare exact fractions rather than rounded averages. Win: Highest team average after three ends per archer wins; ties are shared. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Team Average Archery: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Fair Call STUD Rule · Archery Replacement: Add the individual recognition ledger while keeping corrected ring points in the host’s team average. Play this combination: For example, an archer notices their team wrote a middle-band 2 as a center 3. They tell the scorer before the next end is scored; the team total falls by 1 and its average is recomputed from the correct total. Record the caller’s one separate recognition point, not another team ring point. Deliberately planting an error or repeating the same correction earns nothing. Further corrections remain welcome after that caller’s cap is used. Confirm the actual mark only on a cold range and follow the officer’s final ruling; recognition cannot justify a live target walk. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Fair Call STUD Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Fair Call STUD Rule · Archery; stop at the agreed finish condition.
Reset Token Rule · Archery

Use one officer-controlled setup-reset token before the next end; safety fixes never need it.

  • Use one officer-controlled setup-reset token before the next end; safety fixes never need it.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Reset Token Line Players: 2-12 Where: Safe Range Format: Reset Description: Use one officer-controlled token for an optional setup review without adding arrows. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Give the group one optional setup-reset token controlled by the officer. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Before the next end, spend the token to review an unclear scoring instruction or tidy gear behind the line. It adds no arrows and changes no known score. Mandatory safety stops and access or equipment fixes are unlimited and never spend the token. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Reset Token Line: Use one officer-controlled token for an optional setup review without adding arrows. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Reset Token Rule · Archery Replacement: The host’s single group token covers an optional review or tidy-up, not a new arrow or changed known result. Play this combination: Ask the officer before the next end to explain an unclear scoring instruction or tidy loose gear behind the waiting line. If the officer approves, mark the shared token used and check the agreed setup before the range reopens. Never move targets, change a shooting lane or fetch dropped arrows on your own. A safety/access issue, unsuitable equipment or blocked route is fixed immediately even after the token is spent. Keep the same arrow slots and all known scores; do not describe an unsafe released shot as a preturn reset. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Reset Token Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Reset Token Rule · Archery; stop at the agreed finish condition.
Distance Ladder Rule · Archery

Complete the approved short, medium and longer distances in order for one step each.

  • Complete the approved short, medium and longer distances in order for one step each.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Walk-Back Distance Players: 2-12 Where: Safe Range Format: Walk-back Description: Advance through approved distances only after three legal target hits with controlled form. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. The officer marks three suitable distances, short, medium and longer, all within this range’s approved setup. If fewer than three are suitable, use only those approved and announce the shorter ladder. Play: Give each archer one three-arrow end at each distance reached, beginning at short. Advance only after all three arrows legally hit the target and the officer confirms controlled form. An archer who does not qualify ends their scored ladder and waits behind the line while others finish. Move the line only while the entire range is cold; no one shoots from mixed distances at once. After all scored ladders finish, the officer may authorize separate unscored practice at a suitable shorter distance. Scoring: Each distance completed with three legal target hits and controlled form scores 1 step. Ring values do not add to the step score. A failed end earns 0 for that distance. Win: Most completed steps across the announced ladder wins; ties are shared. A safety stop ends progression until the officer permits it. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Walk-Back Distance: Advance through approved distances only after three legal target hits with controlled form. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Distance Ladder Rule · Archery Replacement: Use the host’s three-arrow qualification at each approved distance, not a color target or an improvised longer line. Play this combination: Write the officer-approved distance order before starting and announce a shorter ladder if fewer than three marks are suitable. Each archer starts at short; all three legal target hits with controlled form earn 1 and permit advancement. A failed end earns no step and ends that archer’s scored ladder. An out-of-order attempt cannot earn a ladder step; stop an unauthorized setup before release rather than deliberately shoot from a wrong mark. Move the line only while cold after all shooting at the current distance is complete. Ring values do not add to steps, and tied completed-step totals share. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Distance Ladder Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Distance Ladder Rule · Archery; stop at the agreed finish condition.
Process Sheet Rule · Archery

One complete visible checked sheet earns the group 1 separate process point.

  • One complete visible checked sheet earns the group 1 separate process point.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Process Sheet Rule · Archery Replacement: Add a shared Process box outside the host’s individual ring totals. Play this combination: Prepare columns Archer / End 1 / End 2 / End 3 / Total / Checked and enough arrow slots to audit each sum. Record values during authorized cold-range scoring and let each archer check their row before arrows move. A reader or scribe can help without taking a bonus for each assisted person. At the end, the group receives 1 for a complete accurate checked sheet; it is not added to any winning ring total. Correct a missing or transposed value from actual evidence rather than guess. If an entry cannot be verified, preserve that limitation instead of falsely marking the sheet complete. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Process Sheet Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Process Sheet Rule · Archery; stop at the agreed finish condition.
Two-Team Rotation Rule · Archery

Offer one arrow to every teammate before anyone repeats; one clean full rotation earns a team process point.

  • Offer one arrow to every teammate before anyone repeats; one clean full rotation earns a team process point.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Team Relay Ends Players: 2-12 Where: Safe Range Format: Relay Description: Rotate every team member through three one-arrow turns without a speed or handoff bonus. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. List each team’s archer order before play. Play: Each team completes three full roster rotations, one arrow per archer in each rotation. No one repeats until every willing teammate has had their opportunity. Only one shooter is on the line across all teams. Score and retrieve only when the officer declares cold and authorizes the walk; there is no speed or handoff bonus. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest team ring total after three arrows per archer wins. Use equal-sized teams for this total-score relay, or agree before play to divide each team’s total by its size; share tied results. Twist: A dropped unshot arrow permits a no-count reset. Leave it where it fell until the range is cold and retrieval is authorized. Do not walk forward or reach into a live lane to collect it. Share: Team Relay Ends: Rotate every team member through three one-arrow turns without a speed or handoff bonus. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Two-Team Rotation Rule · Archery Replacement: Keep the host’s three complete roster rotations and add one separate process mark per team for its first completed cycle. Play this combination: List all teammates and mark an offered slot as each person is called under the officer’s control. A pass counts as that offered slot for 0; necessary support can pause it without sending someone else ahead for extra arrows. Once everyone has had their first opportunity, record that team’s 1 separate process point. The second and third cycles earn no additional rotation points. Keep ring totals as the match result; with unequal team sizes use the host’s preagreed per-archer average. There is no speed, running or physical handoff bonus, and only one shooter is active across both teams. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Two-Team Rotation Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Team Rotation Rule · Archery; stop at the agreed finish condition.
No Crowding Rule · Archery

Keep spectators behind the waiting edge; crowding stops the range.

  • Keep spectators behind the waiting edge; crowding stops the range.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: No Crowding Rule · Archery Replacement: Mark the waiting area before end 1 under the officer’s instructions, with no new scoring category. Play this combination: Place chairs, bags and bows so the route and active bow space stay clear. Explain who is next without inviting several archers onto the line. Anyone noticing crowding may call stop; the active archer follows the officer’s lowering/reset instruction, while others remain still until directed. Resume only after the officer confirms the area is clear. An unshot slot is retained; a shot already released is not replayed merely because someone later noticed crowding. Never pressure a spectator to hurry across the lane to save time, and never make safe clearance depend on a bonus card or token. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score No Crowding Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Crowding Rule · Archery; stop at the agreed finish condition.
Partner Switch Rule · Archery

Change willing score-checking partners after two ends while each archer keeps their own ring points.

  • Change willing score-checking partners after two ends while each archer keeps their own ring points.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Partner Confirm Score · Archery Players: 2-12 Where: Safe Range Format: Confirm Description: Confirm each arrow’s band and the three-arrow sum before moving arrows on a cold range. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Before moving arrows, partners confirm each mark’s band and the three-arrow sum. A solo archer checks with the officer or scorer. Recheck a disputed mark once while the range is cold; the officer applies the announced boundary rule and records the final value. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Partner Confirm Score · Archery: Confirm each arrow’s band and the three-arrow sum before moving arrows on a cold range. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Partner Switch Rule · Archery Replacement: In this named host, partners check scores rather than pool them; switch those checking pairs before end 3. Play this combination: Write the first two-end checking pairs before shooting. After end 2 has been scored and the range is cold, invite a new willing checking partner for end 3, choosing someone not already paired with that archer where possible. A solo/unpaired participant continues with the officer or scorer, so no one needs an invented extra shooter. Each archer keeps their own first six arrow scores and receives the same three end-3 slots. Start no new team total and replay no completed turn. Partners verify the usual bands and sum before arrows move; they never take over another person’s live bow. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Partner Switch Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Switch Rule · Archery; stop at the agreed finish condition.
Three-Frame Cap Rule · Archery

End the match after three equal ends, with one further equal end for tied leaders.

  • End the match after three equal ends, with one further equal end for tied leaders.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Three-End Mini Match · Archery Players: 2-12 Where: Safe Range Format: Mini Description: Play three equal ends, with one further equal end for tied leaders if the officer permits. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins. Tied leaders shoot one additional equal three-arrow end if the officer permits; compare their combined totals after it and share any remaining tie. If no further end is permitted, share the original tie. Twist: Tied leaders may shoot one additional equal three-arrow end if the officer permits. Share any tie that remains; all ordinary safety commands and retrieval rules still apply. Share: Three-End Mini Match · Archery: Play three equal ends, with one further equal end for tied leaders if the officer permits. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Three-Frame Cap Rule · Archery Replacement: Use the host’s finite three-plus-one procedure and the officer’s permission for any extra shooting. Play this combination: Finish all three ordinary three-arrow opportunities before comparing ring totals. If there is a leader, the match ends. If leaders tie, the officer may authorize exactly one more three-arrow end for those leaders at the same approved mark. Add that end’s ordinary ring points to their tied totals; share any remaining tie and start no fifth end. If conditions or time prevent authorization, share the original tie. A final-end deadline never forces a rushed draw or removes an unshot slot during a necessary pause. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Three-Frame Cap Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Three-Frame Cap Rule · Archery; stop at the agreed finish condition.
Soft Zone Finale · Archery

A final arrow in the premarked soft-target zone doubles that arrow’s ring value only.

  • A final arrow in the premarked soft-target zone doubles that arrow’s ring value only.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Target Ring Ladder Players: 2-12 Where: Safe Range Format: Rings Description: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Win: Highest ring total after three equal ends wins; tied archers share the result. Twist: Before the final arrow, call center or middle as the intended band. The call is a placement goal, not an extra bonus; retain the 1/2/3 chart. An unsafe nock requires an immediate stop and scores 0 if an arrow is released. Share: Target Ring Ladder: Shoot three equal three-arrow ends using a house outer/middle/center chart of 1/2/3. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Soft Zone Finale · Archery Replacement: Before end 1, have the officer designate one existing band on the approved soft target as this finale zone. Play this combination: Show its boundary and name it on the score sheet before shooting; do not attach an unapproved target or change a band after seeing results. Each archer’s ninth and final arrow qualifies only if the host’s higher-boundary rule assigns its legal mark to that designated band. Double that arrow’s ordinary ring value: a qualifying middle-band hit becomes 4 instead of 2. A legal hit outside the designated zone keeps its ordinary value, while a miss or unsafe attempt is 0. The first eight arrows remain ordinary. Do not double the whole end or add another finale multiplier. All shooting and scoring still wait for the officer’s commands. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Soft Zone Finale · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft Zone Finale · Archery; stop at the agreed finish condition.
Finale Order Rule · Archery

The trailing team chooses the final end’s team order before its first arrow.

  • The trailing team chooses the final end’s team order before its first arrow.
  • Play this exact host with the selected replacement below. The replacement changes only the stated part; the host option is not automatically selected. HOST: Team Average Archery Players: 2-12 Where: Safe Range Format: Team avg Description: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. Setup: Use a supervised range and only the foam or blunt equipment that its range officer approves for the target and backstop. The officer selects and marks one suitable shooting distance, waiting area and retrieval route before play. Use a target with three clearly marked bands: outer, middle and center. Only one shooter is on the line; everyone follows the officer’s live, stop and cold-range commands. Form teams before the first end and record each participating archer. Play: Shoot three ends of three arrows per archer from the marked line, one archer at a time. An end is complete only after everyone has had the same three-arrow opportunity. Keep bows down while waiting. Approach and score targets only after the officer declares the range cold and authorizes retrieval; return behind the line before shooting resumes. Scoring: Outer band scores 1, middle 2 and center 3; a miss scores 0. A mark touching a band boundary takes the higher value in this house chart. The officer decides whether a mark belongs to a legal shot; an unsafe attempt scores 0 and triggers a stop, not permission to continue. Add each team’s ring points and divide by its number of archers after all have the same arrow count. Compare exact fractions rather than rounded averages. Win: Highest team average after three ends per archer wins; ties are shared. Twist: A safety pause never costs an unshot arrow. Resume only with the officer’s permission; a shot already released is not an extra replay. Stop the session if the approved setup cannot be restored. Share: Team Average Archery: Compare team ring points per archer after everyone receives the same nine-arrow opportunity. STUD recognition: Recognize the fairest call or safest reset in archery. SELECTED MODIFIER: Finale Order Rule · Archery Replacement: After end 2, compare the host’s exact team averages to determine the order-choice entitlement. Play this combination: Announce this option before end 1. When end 2 is complete, the captain of the team with the lower average chooses whether their full team or the opposing full team shoots first in end 3. Post that choice before the officer calls the first archer; retain the prior internal archer order in each team. A tied average keeps the previous team order. This changes sequence only: every archer keeps three finale arrows and the same ring chart, with no extra shot or bonus point. The officer retains control of the live line, pauses and retrieval; a captain cannot hurry or reopen it. Use a supervised range with a safe backstop and foam or blunt target setups only. One shooter on the line, bows pointed downrange or down when waiting, no dry-fire, and walk to targets only when the range is cold. Scored results are tracked as challenge points.
  • Score Finale Order Rule · Archery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Finale Order Rule · Archery; stop at the agreed finish condition.