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.

  1. 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
  2. 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 settings
    Advanced note

    A 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.

  3. 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
  4. 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.

  1. 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
  2. 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, details
    Advanced note

    Match 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.

  3. 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 style
    Advanced note

    The 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.

  4. 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, scoring
    Advanced note

    On 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.

  5. 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.

  1. 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
  2. 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, course
    Advanced note

    Both 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.

  3. 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
  4. 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 officers
    Advanced note

    Being on the sign-up list does not open the scoring tools by itself. The pad is granted per volunteer from the sign-ups desk.

  5. 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 officers
    Advanced note

    The 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.

  1. 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
  2. 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, registration
    Advanced note

    The 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.

  3. 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
  4. 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
  5. 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, registration
    Advanced note

    A 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.

  6. 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
  7. 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, status
    Advanced note

    Once 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.

  1. 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
  2. 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 shooters
    Advanced note

    A 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.

  3. 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 in
    Advanced note

    The 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.

  4. 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 tools
    Advanced note

    A 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.

  5. 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, Scoring
    Advanced note

    The 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.

  1. 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 period
    Advanced note

    It 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.

  2. 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
  3. 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, status
    Advanced note

    A 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.

  4. 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 publishHow to clear it
No stage a shooter can be scored onAdd at least one stage with a target on it, or pull one in from your stage library.
No division to awardName the divisions you are awarding a podium for on the registration step.
Club details missingThe 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 unpaidThe publish fee is paid by card in the app, once per match. The review step links straight to it.

Match day, in order

StepWhat happens
SquadsSet the squads and their start stages, then lock them. Each shooter is emailed their squad and start stage.
Check-inMark 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-inHunter and Extreme Long Range only. The scale is what scores, never the shooter's claim.
Go liveOpens the scoring pad for your range officers and puts the stages cold. Only the match director declares the range hot.
The lineRange officers card each stage on their phones. Cards buffer on the device, so a dead spot does not lose one.
ArbitrationOpen the clock once the last card is in. It is the protest window too.
FinalizeEvery 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.