GTJC maintains a cold range; there shall be
no loaded firearms anywhere but at the
firing line.

There is no list of allowable firearms, if it was
used in the old west, shoulda been used in the
old west, a replica thereof, or used in a western
movie it is probably allowed. If it's allowed in
SASS, NCOWS, or WASA it's allowed at GTJC.
The Match Director has the final say over what
equipment is, and isn't allowed.

Ammunition shall not exceed 1000f/s from
handguns, or 1400f/s from rifles, and all bullets
shall be made of lead. All shot will be #7 ½ lead
shot or smaller, steel shot and magnum loads
are not allowed. If a shooter has problems with
their ammo quality they may be asked to
discontinue using said ammo (repeated squibs
or hot loads).

No membership in any organization is required
to participate in GTJC events.

Shooters are responsible for the safe condition
of their firearms.

Maintenance and "show & tell" of firearms shall
be done only at the firing line.

No fanning or twirling a firearm at any time.
If a shooter has a hang fire, or suspected hang
fire for safety reasons they will be allowed a
reshoot. The shooter will point the gun in a safe
direction and remove it to the unloading table
where it will be made safe.

All long-guns will be staged with an empty
chamber. Revolvers are to have the hammer
down on an empty chamber or between
chambers when loaded.

All long guns will have actions open at all times
except on the firing line or when they are in
cases.

Mule-eared shotguns may be cocked at the
beginning of a scenario.

C&B revolvers are not loaded until they are
capped; they can only be capped at the firing
line.

Ammo dropped on the ground is considered
dead; it will be retrieved by the brass pickers
and returned to the shooter at the unloading
table. Ammo that is dropped onto a prop which
can be retrieved without the shooter bending or
crouching will be considered live ammo.

Alcoholic Beverages and Drugs,
No alcoholic beverages are allowed on the
range. Shooters may not consume alcoholic
beverages or illegal drugs before or during live
firing.


Sportsmanship,
I sincerely hope that there is never a time at our
shoot that we will be confronted with a cheater.
The penalty for such will be decided by the
Match Director.

Spotting ,Scoring,
Benefit of the doubt goes to the shooter, if the
spotters are not sure whether it was a miss or a
hit, the shooter gets credit for a hit. There will be
3 spotters for every shooter, if two out of three
spotters make a call, the call stands. The Range
Officer shall not be a spotter.

The shooter has the right to appeal the call or
decision of the Posse Leader to the Match
Director; the decision made by the match
director is final. Using the appeal process
frivolously will not be tolerated (nit-picking).

170 Degree Rule,
The shooter will not break the 170 degree plane
with any firearm at any time during the stage.
Draws from a cross draw must be done with the
body turned to the firing line so the muzzle of the
revolver is not breaking the 170 rule. Stage DQ
for first offense, match DQ for second offense.

Cross draw holsters must be worn in a manner
that does not point loaded revolvers at
spectators or spotters. This can be achieved
through holster angle, or position of the holster
on the gun-belt.

Traveling, 10 second penalty,
Once a firearm is placed in a live condition
(round in the chamber/under hammer) one foot
must remain on the ground ("Traveling rule"),
shooter may pivot on this foot.

Stage DQ,
Dropped or knocked-over empty gun.
Cocking or levering a firearm (other than a
shotgun) at an angle that aims over the top of the
berm (
We like our neighbors).

Match DQ,
Dropped/knocked-over loaded gun.
A fired round that goes over the berm (
we
REALLY like our neighbors
).
An accidental discharge (AD) that impacts a
stage front, loading table or prop on the firing
line.
An AD that impacts within 6 feet of the shooter.

Procedural, 10 second penalty,
Brain fades. Shooting the scenario other than
how it was written.
Not opening the action of an empty long gun
Holstering an empty handgun cocked after the
shooting is completed.

Miss, 5 second penalty,
Knockdown targets must be knocked down to
count as a hit. Shotgun misses can made-up.