Host guide
How to host a match
The whole run, in the order you actually hit it: getting the club ready, building the match, laying out the course, opening registration, running the day, and posting the results. Read it end to end the first time; after that, jump to the step you are on.
Before you build
Get the club ready first
A match inherits almost everything from the club it belongs to — its address, its waiver, its payment handles, its staff, its stages. Set those once and every match after this one gets faster.
- 01
Stand the club up properly
Name, city, state, tagline, cover image. This becomes the club's public page: the feed, the roster, photos, the calendar, its series and standings, and the match history.
Write the waiver text once and it is offered at every registration. Fill in the payment handles you take, your default entry fee, your default categories, and your default best-N and finale multiplier.
Set the club's timezone. The day-before reminder and the unpaid-fee reminder read it to work out what tomorrow means at your range, so a notice never lands on the wrong day.
Your club page, Club admin, Club settings - 02
Fill in the address and the contact details
The street address, a contact email and a contact phone are not optional in practice. A match cannot be published until the club has all three.
The address is what places the club on the map. The contact email is where replies to your automated mail land, so use one a human actually reads.
Your club page, Club admin, Club settingsAdvanced noteA new club stays out of the club directory, the map, search and the public match list until a platform admin approves its listing. The page and its match links work from the moment the club exists, so you can run a match before that approval lands — sending proof the club exists moves it along.
- 03
Add your staff
Roles are owner, admin, md, ro, and member. Owners and admins can change club settings. MDs build and run matches, and can reopen a finalized match for scoring. ROs get the stage pad and the squads they are assigned.
Anyone who needs to see and change everything should be an admin — and an admin can see all of the club's data and manage its followers.
Your club page, Followers - 04
Build your stage library
Save each stage once and reuse it forever. Per stage: name, par time, whether it is a tiebreaker, what happens if a run goes long, the course of fire, position notes, and the target list with distances and shot counts.
Tick time required on a stage and its card carries a time box the range officer cannot save past, whether or not the stage is a tiebreaker.
This is the single biggest time saver on the platform. A club that keeps a library can build a six-stage match in minutes.
Your club page, Club admin, Stages
Do this work once. Everything in this phase is a club setting, not a match setting — it carries into every match you build from here.
Build
The details, the style, and the rifle rule
The whole book is on one page. The first pass is the shape of the day: what it is called, when it runs, and how it scores.
- 01
Open the builder
Start from your club page. The builder is one page, top to bottom: match details, scoring and divisions, registration, the entry fee, extras, the match page and its series, the course of fire, the squads, the range officers, then review and publish.
Every section is on the page from the first save, and each one keeps its own save button — fill in what you know now and come back to the rest. Nothing is public until you open registration.
Your club page, Build a match - 02
Fill in the details
The name, the days it runs, the start time, the rain date, the state, and the firearm — centerfire or rimfire.
Set the two times shooters look for on match morning: check-in and the zero board.
The builder, detailsAdvanced noteMatch start and end dates move together. Shift the start and the end follows, so a two-day match stays two days without you retyping the second date.
- 03
Pick the scoring style
Precision Rifle, Hunter 2-1-0, PRM Hunter (3-1-0), Blackjack Challenge (KYL), Cascade Scoring, or Extreme Long Range.
The style belongs to the whole match, not to one stage. It decides what a stage pays and what a season reads. The Field Manual carries a chapter for each of the four special styles.
The builder, details, scoring styleAdvanced noteThe style locks the moment a single card is on the books. Choose it before the line starts carding, or not at all — a match already carrying a card cannot be switched to another style.
- 04
Set the rifle rule, if you want one
A velocity ceiling and a caliber ceiling that draws the magnum line. Leave both blank and any rifle may be entered.
A shooter whose declared rifle breaks one is stopped at entry, and the rule is stated on the entry card.
The builder, scoringAdvanced noteOn a Hunter match a single class can carry a tighter cap of its own. A class cap can only ever tighten the match-wide rule, never loosen it.
- 05
Set the classes and divisions
Divisions are what you award podiums for. Categories sit on top of them — Lady, Veteran, Junior — and a shooter picks theirs at entry.
On a Hunter match each class carries its own rule: a weight floor and ceiling, a power factor floor, whether a suppressor credit applies, and whether the class counts for season points.
The builder, classes
Everything in this phase is still changeable after you publish, with one exception: the scoring style. Get that one right the first time.
Course
Stages, blind courses, and who runs what
The course is the match. Pull your stages in, put them in the order the squads will walk them, then name the people who will run them.
- 01
Build or pull in the stages
Take stages from your library or build fresh ones for this match. Put them in the order they will be shot.
A stage carries its par time, its course of fire, its target list, and — on the styles that need them — its rack, its relay distances, or its Extreme Long Range distances.
The builder, course - 02
Decide whether the course is blind
The blind-course switch sits above the stages. On, the match page never publishes the courses of fire, not even on match day — only club staff and the range officers assigned to a stage or squad read them.
Off, the match releases its courses of fire by itself when match day arrives. There is nothing to switch on: shooters see the stage count and the total round count until then.
The builder, courseAdvanced noteBoth Hunter styles are blind by their own rule, so the switch is already on for them. On a blind match a shooter reads the shape of the day and nothing more — that is deliberate, not a fault in the page.
- 03
Name the directors
A match director and an optional co-director, each with a name, an email and a phone. What you type is what shooters see on the match page.
An account on that address holds match-director authority over this one match — the desk, the match book and its stages, and any score a shooter has confirmed — with no club role needed.
The builder, range officers - 04
Open RO sign-ups, or staff it by hand
On, the match page carries a card shooters tap to put their name down for a stage, a squad, or the wherever-I-am-needed pool. Everyone who does lands on the RO sign-ups desk, which is where you place them, move them up off the RO waitlist, take them off the list, and grant or revoke the score pad.
Off, the card goes and you staff the match yourself.
The builder, range officersAdvanced noteBeing on the sign-up list does not open the scoring tools by itself. The pad is granted per volunteer from the sign-ups desk.
- 05
Cover every stage and every squad
An officer on a stage covers every squad that shoots there. An officer on a squad covers every stage that squad walks.
A match that does not score itself cannot go live with a stage or an occupied squad left bare.
The builder, range officersAdvanced noteThe volunteer count is the ask, not the coverage. A stage that wants no volunteers still needs somebody able to score it before the match can go live — the workspace tells you what is still bare when you try to open the line.
Staff the line before you open it. Coverage is checked when you move the match from squadding to live, not at publish — a match that does not score itself will not go on the line with a stage or an occupied squad left bare.
Entries
The door, the fee, and the waitlist
Registration is where a match either fills or does not. Set the door, the price, and what happens when you run out of slots.
- 01
Set capacity and the fee
How many slots, the entry fee, whether it is nonrefundable, which payment methods you take, when payment is due, and whether payment is required before check-in.
If the club has connected its own card account, this match carries its own card switch. Turn it off and shooters only see the club's other methods — the club's account stays connected either way.
The builder, registration - 02
Add pricing tiers under the fee
Extra prices under the standard fee — Youth at $15, a paid club member at $20. A shooter picks one when they enter.
Mark a tier staff confirm and it holds at the standard fee until a staffer ticks that entry as a paid member at the desk. That is how a club with dues it does not track here keeps the member price honest.
The builder, registrationAdvanced noteThe amount an entry owes is worked out server-side from the tier and whether a staffer has vouched for it, and it rewrites itself the moment either changes. You never have to correct a figure by hand.
- 03
Sell extras if the club has any
Lunch, a match shirt, extra ammo — anything a shooter may add to an entry for a fee lives on the builder's extras section. Each one carries its own price, a cap on how many one shooter may take, and an optional picture.
A shooter picks how many when they enter, and the extras are added on top of the fee, so the desk reads what it owes and what to hand over.
The builder, extras - 04
Set the registration window
An open date and a close date. Before the opening day the match page says when entries open and the form stays shut, and the badge at the top of the match page and the registration block read the same window — so the page never calls a match open early.
The builder, registration - 05
Decide on the waitlist
The waitlist switch sits beside the capacity. On, a full match queues shooters and you promote them from the desk. Off, a full match turns them away instead.
On a Blackjack Challenge or Cascade match there is an entries switch too: on, one shooter may hold more than one entry, one per category, each shot again on its own card and each owing the fee. A second entry is filed by category, so the switch does nothing on a match awarding none.
The builder, registrationAdvanced noteA race for the last slot never double-sells it. The overflow moves to the waitlist on its own, and a withdrawal pulls the next person up.
- 06
Choose divisions and categories
Pick the divisions you are awarding and the categories you want on top of them. Shooters choose from what you offer at entry.
The builder, registration - 07
Open registration, then promote it
Move the match from draft to registration and it appears on the Matches page. Share the match link on your club's feed and wherever your shooters already are.
The review step is what says whether it can publish. It names whichever of the four blockers you are short of, and links straight to the club's settings when the details are the problem.
Match workspace, statusAdvanced noteOnce the roster has shooters on it, you cannot put the match back to draft. Withdraw or remove them first if you genuinely need to start over.
Entry fees are settled with your club, never with PRM — by Venmo or cash at the desk, or by card when the club has connected its own account, in which case the money lands in your account. The one payment PRM takes is the platform fee for publishing a match.
Match day
Squad them, check them in, run the line
Match morning is the roster in front of you. This is the order the desk works in, from squads to the last card.
- 01
Squad them
The squadding desk lets you set how many squads you want and how big each one is. Fill evenly first so no squad is short, then top up. Set a start stage per squad so everyone knows where to begin, then lock squadding when it is final.
Each shooter is emailed their squad and start stage when you save.
Match workspace, Assign squads - 02
Check them in
Mark each shooter present and stamp their safety brief. Anyone who does not show becomes a DNS and is left out of the results. A shooter who breaks the rules is marked DQ with a note.
You can also edit a shooter's details, move them to another squad, or withdraw them from here.
Match workspace, Check in shootersAdvanced noteA DNS or a DQ can be undone if it was a mis-tap. Removing an entry outright is different: it is written to the staff action log, so the roster's history is never silent.
- 03
Weigh them in
On a Hunter or Extreme Long Range match, weighing is part of check-in. Scale the rifle as it will be shot — optic, bipod and muzzle device, not magazine or ammo — and type the weight in.
On a Hunter match the app finds the ladder line the rifle reaches and locks a single handicap onto that entry. An OEM suppressor takes 10 oz off before the formula.
On an Extreme Long Range match the measured figures replace what the shooter declared, and a rifle over its division's ceiling comes to you: keep it in the division they entered with a note, or move it into one it fits.
Match workspace, Check in shooters, Weigh inAdvanced noteThe scale is what scores, never the shooter's claim. Re-weighing a locked entry is an override, and it is written to the audit trail with the old number and the new one — a rifle that changed is never a silent edit.
- 04
Go live, and call the line
Move the match from squadding to live. That opens the scoring pad for your range officers.
Going live puts the stages cold. The safety stop is one button and it reaches every range officer's pad and the scoring desk within seconds — call it immediately, or choose the version that lets the shooter on the line finish the string in progress first.
When the range is safe again, clear the ceasefire, then take the all-clear down once everyone has seen it.
Match workspace, Director toolsAdvanced noteA ceasefire overrides the stages-ready signage on every tool while it is up, whatever the match's own setting says. Only the match director declares the range hot.
- 05
Run the line
Your range officers score each stage on their phones as shooters come off the line.
Score alerts tell you a card needs a look. Tap one and you land on that exact shooter's card, with no scrolling a roster looking for the problem. You can also score directly from the scoring desk if you are the one running a stage.
Match workspace, ScoringAdvanced noteThe pad buffers on the device, so a dead spot in the canyon does not lose a card. Anything that could not be sent waits on the entry and goes up the moment the phone is back on a signal.
Fix a score before the day ends, not after. Open the card and override it — every change is written to the score audit log with who made it, when, and what the number was before.
Finish
Arbitration, protests, and the podium
The last hour decides whether the day is remembered for the shooting or for the arguing. Close the scorebook in this order.
- 01
Open the arbitration period
Once the last score is in, start the clock. Pick the minutes or one of the presets, and the countdown runs for every staff device on the match — it lives on the match itself, so a reload does not restart it.
Shooters may dispute a score until it closes. After that, scores stand.
Match workspace, arbitration periodAdvanced noteIt is also the protest window. While the clock is open a shooter can lodge a formal protest; once it runs out they cannot. A match that never opens one takes protests until it is finalized.
- 02
Rule on the protests
The protest queue holds everything lodged, and each one is yours to settle: upheld or denied, with a reason. The shooter reads that reason, so it has to say something.
A protest already settled cannot be settled twice.
Match workspace, protest queue - 03
Finalize the match
Move the match from live to finalized. Every seated shooter must have a submitted card, a DNS or a DQ on every stage before it will go — if something is missing the app names it rather than refusing silently.
Finalizing posts the board and sends the results emails. Any season this match is linked to is rewritten behind it.
Match workspace, statusAdvanced noteA match director, club owner or club admin can put a finalized match back on the line. Reopening it and completing it again rewrites every season it counts toward, which is how you retry a season table that failed to update.
- 04
Share the results
The results table and the division podiums are on the match page, and the board link is what you send out.
Stage scores and match totals follow the same rule everywhere: raw points on the card, normalized for the board, with nothing hidden in between.
Match page, Results and Board
Every score change, weigh-in override and entry removal carries a name and a time. That log is your answer when a shooter asks why their number moved.
Reference
Two lists worth keeping open
What holds a publish
The review step names whichever of these you are short of, and links straight to the fix.
| What holds a publish | How to clear it |
|---|---|
| No stage a shooter can be scored on | Add at least one stage with a target on it, or pull one in from your stage library. |
| No division to award | Name the divisions you are awarding a podium for on the registration step. |
| Club details missing | The club needs a street address that places on the map, a contact email and a contact phone. Fill them in on the club's settings and the block clears on the same save, with no approval step. |
| Platform fee unpaid | The publish fee is paid by card in the app, once per match. The review step links straight to it. |
Match day, in order
| Step | What happens |
|---|---|
| Squads | Set the squads and their start stages, then lock them. Each shooter is emailed their squad and start stage. |
| Check-in | Mark each shooter present and stamp their safety brief. No-shows become DNS, a rule break is a DQ with a note, and both can be undone. |
| Weigh-in | Hunter and Extreme Long Range only. The scale is what scores, never the shooter's claim. |
| Go live | Opens the scoring pad for your range officers and puts the stages cold. Only the match director declares the range hot. |
| The line | Range officers card each stage on their phones. Cards buffer on the device, so a dead spot does not lose one. |
| Arbitration | Open the clock once the last card is in. It is the protest window too. |
| Finalize | Every seated shooter needs a card, a DNS or a DQ on every stage. Results emails go out, and any season the match counts toward is rewritten. |
The Field Manual covers the rest of the platform: each scoring style in full, the roles, the match statuses, and how a club's own switches work.
