The Tactical Games
The Tactical Games (TTG) reserves the right to change or modify the rules as necessary, however rules will not change after the beginning of a competition through the completion. Rule changes are not retroactive, the rule set being used at the time of the competition is the rule set that will be used for that competition regardless of future changes.
- The Tactical Games (TTG) RULES:
1.1 General Conduct & Dispute Resolution
1.1.1 It is the competitor’s responsibility to read and understand the rules set forth by TTG and agree to be subject to these rules while participating in any TTG event.
1.2 WRITTEN STAGE BRIEFING: (WSB)
1.2.1 It is the competitor’s responsibility to read and understand the WrittenStage Briefing (WSB) and obey any special conditions or requirements stipulated therein, any rule differences from the TTG rulebook shall be written in the WSB and will be the governing rules as stipulated for that particular Course of Fire (COF).
1.2.2 The written stage brief superseeds this ruleset.
1.2.3 The morning safety briefing superseeds this ruleset.
1.3 FEDERAL AND STATE LAW:
1.3.1 It is the competitor’s responsibility to know, understand and adhere to all Federal, State and Local Regulations regarding the use and transportation of firearms, including all applicable National Firearms Act(NFA) regulations related to the construction, transportation and use of any firearm regulated by NFA rules.
1.4 Eye protection is mandatory for participants, spectators, & officials at the event site.
1.5 Ear protection is mandatory for participants, spectators, & officials while on or near a stage.
1.6 No participants or spectators shall consume or be under the influence of alcohol or non-prescription drugs at the event site. Any participant found to be impaired because of legitimate prescription drugs may be directed to stop shooting and to leave the range.
1.7 Participants and spectators are expected to conduct themselves in a courteous and sportsmanlike manner at all times. Any person who violates this rule may be ejected from the event site at the MatchDirector’s discretion.
1.8 Clothing with any offensive or obscene logos, sayings, pictures, or drawings must not be worn or displayed while at the event site.
1.8.1 Clothing must be appropriate range clothing and provide reasonably adequate protection against minor injury such as scrapes, abrasions, hot brass, or due to tactical activity. If your clothing is determined to be inadequate for protecting the athlete’s skin, the athlete will be asked to change their clothing to cover their skin appropriately for the battle.
1.9 Participants may be subject to event disqualification for safety or conduct violations. Disqualification will result in complete disqualification from the event, the participant will not be allowed to continue nor be eligible for prizes and will not receive a refund.
1.10 Participants must obey venue speed limits and rules. Violation will result in being ejected from the property and assessed a DNF (Did Not Finish) score for the remainder of the match. No refunds will be given.
1.11 A participant shall be disqualified for unsportsmanlike conduct. Examples of unsportsmanlike conduct include, but are not limited to:
1.11.1 Cheating, such as:
22.214.171.124 Intentionally altering a target prior to the target being scored to gain advantage or avoid a penalty
126.96.36.199 Altering or falsifying score sheets
188.8.131.52 Altering the configuration of firearms or equipment without permission of the Match Director
1.11.2 Threatening or assaulting other participants or Event Officials
1.11.3 Disruptive behavior likely to disturb or distract other participants while they are shooting
1.11.4 Willful disregard of Event Official instructions
1.12 The final decision on all disqualifications and reshoots will be made by the Range Master or Match Director.
1.13 Any rule not explicitly covered by this document will be resolved with a ruling by the Match Director or his designee. Rulings by the Match Director or his designee will be final and will serve as a precedent for the duration of the event.
1.14 Score appeal after a battle will be done after the completion of the battle in writing with a date and time. The athlete will request to talk to the battle boss, the battle boss will be asked to come to the tent by a judge or scorekeeper. The Battle Boss will arrive at the tent at a time that is good for the flow of the event, at no time will a delay be created to arbitrate a score. If the athlete believes the decision made does not fall within the ruleset the Match Director will be called. At this point the athlete that is arbitrating the score will need to LEAVE THE AREA COMPLETELY. The Match Director will arrive and talk to the judge, and Battle Boss and come to a primary conclusion before ever knowing who the athlete in question is so that a high level of impropriety can be kept in the decision process. At this point the Battle Boss will call the Athlete back to the area so that they may talk with the match director about what happened. After the MD has heard all sides a final decision will be made between the MD and the battle boss.
1.15 Any athlete caught communicating through smart watches, electronic ear pro, or likewise with other competitors, spectators, coaches will be DQ’d from the event and given a PNG for any events in the future. No refunds will be given.
1.16 Discrepancies in scores found after the stage is complete later in the day will be submitted in writing to the MD, with a time and date verified and signed by any TTG battle boss or range Master. The MD will review the discrepancies during the day and will return the request with the solution written on the request.
1.17 After the completion of the last event there will be an arbitration period where athletes will review their scores and any other scores that look incorrect, check for errors and bring them in to the MD with supporting documentation. After this period of time is complete, there will be a last call. If there are no more requests, scores are FINAL. After this time no further review of scores, videos, targets, etc will be had and the scores will remain FINAL regardless of findings later on. The only exception to this rule is a finding of cheating, at which point changes will be made.
2.1 All events will be run on cold ranges.
2.1.1 Participants’ firearms will remain unloaded at the event site except under the direction and supervision of an Event Official.
2.2 Firearms may only be handled and/or displayed in a designated safe area.
2.2.1 Safety areas will be designated by event officials.
2.2.2 No firearm may be loaded in a safety area.
2.2.3 No ammunition (including dummy ammunition or snap caps) may be handled in a safety area.
2.3 Firearms may be transported to, from and between stages only in the following conditions:
2.3.1 Handguns must be unloaded, cased or holstered, de-cocked and with the magazine removed (Cleared).
2.3.2 Rifles must be unloaded, cased, secured muzzle up or muzzle down in a stable gun cart/caddy, or carried slung with the muzzle up or down. Actions must be open, or a chamber flag inserted, and detachable magazines removed. The use of high-visibility chamber flags is recommended as a courtesy to other event participants.
2.4 A participant who causes an unsafe discharge will be stopped by an Event Official as soon as possible and shall receive a MATCH DQ.
Examples of unsafe discharge include:
2.4.1 An accidental or negligent discharge that travels over a backstop, aberm, or in any other direction deemed by Event Officials to be unsafe. Note that a participant who legitimately fires a shot at a target, which then travels in an unsafe direction, will not be disqualified.
2.4.2 A shot which strikes the ground within 10 feet of the participant, except when shooting at a target closer than 10 feet to the participant.
184.108.40.206 Exception – a shot that strikes the ground within 10 feet of the participant due to a “squib”
2.4.3 A shot that occurs while loading, reloading, or unloading any firearm.
220.127.116.11 Exception – a detonation which occurs while unloading a firearm is not considered an accidental discharge. A “detonation” is defined as the ignition of the primer of a round, other than by action of a firing pin, where the projectile or shot does not pass through the barrel (e.g. when a slide is being manually retracted, when a round is dropped etc.).
18.104.22.168 Exception – A “slam fire” detonation caused by the firing pin traveling forward when the gun is on safe during “make ready” that does not travel over the berm or impacts in a safe place. If the gun can be repaired and demonstrated to be safe to match staff the competitor may continue with it.
2.4.4 A shot which occurs during remedial action in the case of a malfunction.
2.4.5 A shot which occurs while transferring a firearm between hands.
2.4.6 A shot which occurs during movement, except while engaging targets.
2.5 A participant who performs an act of unsafe gun handling will be stopped by an Event
Official as soon as possible and shall be disqualified.
Examples of unsafe gun handling include:
2.5.1 Dropping a firearm, whether loaded or unloaded, at any time after the “Make Ready” command and before the “Range Is Clear” command.
2.5.2 Use of any unsafe ammunition as defined in Section 3 will result in a MATCH DQ.
2.5.3 Shooting of any barricade or prop made of wood on the firing line will result in a Procedural penalty per shot fired. This does not apply to wooden framed walls down range.
2.5.4 Shooting any barricade or prop made of steel within the minimum safe distances outlined in rule 2.5.8 will result in a Procedural penalty per shot fired. Stages will be built to support the shooter in this not being an issue while legitimately engaging a target.
2.5.5 Abandoning a firearm during a stage in any location other than a designated safe abandonment location (dump barrel for long guns and dump bucket or re-holster for pistol) as stipulated in the stage briefing will result in a MATCH DQ. Firearms may be staged on designated tables when directed in the WSB at the start of the COF but can never be abandoned or grounded on a table or anywhere except a designated safe abandonment location. Firearms abandoned in an unsafe manner that results in a discharge will result in a MATCH DQ. Firearms abandoned in an unsafe manner that do not result in a discharge will result in a Prohibited Action Penalty of 1 minute. Firearms may only be abandoned in one of the following conditions:
22.214.171.124 Loaded, safety catch fully engaged, muzzle pointed in the designated safe direction.
126.96.36.199 Completely unloaded (no ammunition in the firearm), detachable magazine removed, muzzle pointed in the designated safe direction.
2.5.6 Unloading any firearm in an unsafe manner or discharging a firearm while not legitimately engaging a target will result in a MATCH DQ.
2.5.7 Allowing the muzzle of a firearm to break the 180-degree safety plane, designated safety plane, or prohibited muzzle safe direction as outlined in the stage briefing. (see also 2.5.11) will result in a MATCH DQ.
188.8.131.52 In the case of a participant facing downrange, the muzzle of a loaded handgun may point slightly up range while drawing, so long as it does not point outside an imaginary circle of three (3) feet radius from the participant’s feet.
2.5.8 Engaging a steel target in an unsafe manner, will result in a MATCH DQ, such as by:
184.108.40.206 Engaging steel targets with handgun ammunition at a range of less than 5 yards.
220.127.116.11 Engaging steel targets with rifle ammunition at a range of less than 40 yards.
2.5.9 Allowing the muzzle of a firearm to point at any part of the participant’s body during a course of fire (i.e. sweeping) will result in a MATCH DQ.
18.104.22.168 Exception – sweeping of the lower extremities (below the belt) while drawing a handgun, provided that the participant’s fingers are clearly outside of the trigger guard.
2.5.11 Pointing a firearm, whether loaded or unloaded, in any direction deemed by Event Officials to be unsafe will result in a MATCH DQ.
2.6 Multiple infractions that would result in a STAGE DQ will result in a MATCH DQ.
3.1 Handgun ammunition shall be 9mm Parabellum (9x19mm NATO) or larger, unless otherwise stipulated under equipment division rules. Pistol ammunition must meet or exceed 125 power-factor.
3.2 Rifle ammunition shall be .223 Remington (5.56x45mm NATO) or larger, unless otherwise stipulated under equipment division rules. Maximum 3200fps
3.2.1 5.45 AK ammunition is acceptable but must not be steel core. Maximum 3200FPS
3.4 Ammunition containing tracer, incendiary, armor piercing, steel jacketed or steel/tungsten/penetrator core projectiles is unsafe and prohibited.
3.5 No bi-metal ammunition is permitted. Bi-metal is the less expensive Full Metal Jacket made with a lead center, steel jacket, and a copper wash making it appear like the standard lead/copper full metal jacket accepted at most ranges.
3.5.1 No bimetal or steel core ammo. Competitors will be financially responsible for replacing targets damaged by prohibited ammunition.
3.6 Magnets may be used to inspect ammo at any time while on the venue property. Participants found in violation of possessing/using ammo prohibited in 3.4 and 3.5 will receive a Match DQ and will not receive a refund. Do not bring prohibited ammo to the event.
3.7 A chronograph may be used by Event Officials to verify compliance. Participants may be selected
for testing on any basis approved by the Match Director. The chronograph
procedure is as follows:
3.7.1 Chronograph will be placed 10 yards from the muzzle of the firearm
3.7.2 Event staff will load and shoot the firearm over the chronograph
3.7.3 5 rounds will be fired, and the average velocity will be used to determine the power factor.
3.7.4 Handgun power factor requirements are 125PF for 9mm, 165PF for .40SW, and .45acp.
(Bullet Weight in Grains X Speed in FPS)/1000= Power Factor I.e. (115gn X 1087FPS)/1000= 125.005 PF
4.1 All firearms used by participants must be serviceable and safe. Event Officials may inspect a participant’s firearms at any time to check they are functioning safely. If any firearm is declared unserviceable or unsafe by an Event Official, it must be withdrawn from the event until it is repaired to
the satisfaction of the Range Master.
4.2 Firearms capable of fully automatic- or burst-fire (“machine guns”) may be used only in semi-auto mode (i.e. not more than one (1) round fired with each pull of the trigger). Violation of this rule will incur a Prohibited Action Penalty of 20 seconds time penalty per occurrence.
4.3 Participants must use the same firearms (handgun, and Rifle) for the entire event, including the optic which is mounted on that firearm when it is initially inspected prior to the event.
4.3.1 If a participant’s firearm becomes unserviceable, that participant may replace their firearm with another of a substantially similar model, caliber, and sighting system only with the approval of the Match Director. This can be done during a course of fire, however no competitive advantage should be gained and the entire situation will go under review with the match director immediately after the completion of the stage. If time or penalties are added the decision will be made by the MD and will be final.
4.4 Participants generally may not reconfigure any firearm during the course of the event. Explicitly prohibited acts include changing caliber, barrel length, sighting systems and/or stock style.
4.4.1 If a participant’s firearm becomes unserviceable, that participant may repair their firearm with directly equivalent replacement parts. If replacement parts result in a significant change to the firearm configuration, then the repair must be approved by the Match Director. This can be done during the course of a stage, however the entire situation will be put under review immediately following the stage. Any penalties or time added will be done by the MD and the decision will be final.
4.4.2 If a participant’s firearm becomes unserviceable and no replacement parts or gun is implemented, the competitor will receive a missed shot penalty as well as a 5 second penalty for every shot not taken. If points are being used, a point per shot not taken will be removed from the score, as well as an additional point per shot not taken.
4.5 Unless otherwise stipulated in the stage briefing, required firearms will begin the stage in the
following ready conditions:
4.5.1 Handgun: Loaded to Battle Specifications and holstered. In the case of single-action autos or double-action autos with manual override safeties, the safety catch must be in the “safe” position. In the case of double-action autos & revolvers, without safeties, the hammer must be down/forward.
4.5.2 Rifle: Loaded to Battle specifications and held in the low ready position. Safety catch must be in the “safe” position.
4.5.3 Participants may not touch or hold any firearm-loading device or ammunition after the “Standby” command and before the “Start Signal” (except for unavoidable touching with the lower arms).
4.6 Firearms abandonment shall be handled using the “2000-foot cliff” rule. Once a firearm has been abandoned in a dump barrel, it is considered to be no longer available for use in the stage, as if you had thrown it off a 2000-foot cliff. Returning to an abandoned firearm will result in a procedural penalty per shot fired with that weapon after retrieval.
4.7 At no point may the participant shoot a firearm while holding a second firearm in the other hand, violation will result in a Prohibited Action Penalty per shot fired.
4.8 Hot re-holstering of the pistol will be required during certain stages. It must be returned to the holster in a legal condition as follows: Unloaded, if the athlete has shot the course of fire and is going to move between ranges. If the pistol has a safety, it should be in the “safe” position. single-action autos or double-action autos with manual override safeties, the safety catch must be in the “safe” position. In the case of double-action autos & revolvers, without safeties, the hammer must be down/forward.
4.9 No factory safeties may be disabled on rifle/pistol. This includes the firing pin block, grip safety, and trigger safety.
4.10 No lasers can be used unless specifically allowed in battle, prior notice to the event will be given if night time shooting will be required.
- Equipment Divisions
5.4.1 Firearms must be of a factory configuration. Prototype firearms are specifically prohibited. Internal and External modifications are allowed, provided the modifications do not alter the original function and
operation of the firearm.
22.214.171.124 Handgun holsters must be a practical/tactical carry style and must safely retain the handgun during vigorous movement and must completely cover the trigger. Revolver holsters must completely cover the trigger and the cylinder. The belt upon which the handgun holster is attached must be worn at waist level. Shoulder holsters and cross-draw holsters are prohibited. Belly bags or “fanny packs” are prohibited as they do not adequately protect the trigger from being depressed while in the bags.
126.96.36.199 Electronic sights, optical sights, and extended sights are prohibited, with the exception of a slide mounted red dot ONLY IN TACTICAL DIVISION.
188.8.131.52 Magazines length may not exceed 170mm in the case of single column magazines and may not exceed 140mm in the case of staggered column magazines.
184.108.40.206 Calibers Allowed: 9mm, 40s&w, 45acp
220.127.116.11 Not more than one (1) magnified or non-magnified electronic or optical sight is permitted. Use of not more than one (1) set of backup irons is permitted.
18.104.22.168 Supporting devices (bipods, etc.) are prohibited.
22.214.171.124 A2 or Birdcage muzzle devices, three-pronged or four-pronged devices are permitted.Suppressors are permitted but must stay on the weapon throughout the event. Blast forward devices are approved (surefire warden). These devices must direct ALL gas in line with the barrel. Any ports, holes, etc that let gas escape an any direction that is not directly in line and parallel to the barrel will NOT BE ALLOWED. Compensators and Brakes that are not covered by a blast forward device outlined above ARE NOT ALLOWED UNDER ANY CIRCUMSTANCES. In the event the blast forward device is removed at any point the participant will be immediately DQ’d. This rule prevents a muzzle device from obstructing the view of the targets to the person to the left and right of you on the firing line, and has nothing to do with an advantage being gained by a compensator or brake.
126.96.36.199 Drum magazines are prohibited.
188.8.131.52 Magazine capacity is limited to 32 rounds.
184.108.40.206 Oversized or extended magazine base pads are prohibited.
220.127.116.11 Coupled magazines are prohibited.
18.104.22.168 Bipods or any type of stabilization devices are prohibited.
5.5 The Tactical Games reserves the right to withdraw a title, trophy, or prize from any competitor at any time, if it is determined that they cheated, used unauthorized equipment, used an advantage not allowed under the rules or the spirit of the Games, or acted in an unethical way in connection with The Tactical Games or its events.
6.1 Missed shots will be assessed a 10 second penalty per missed shot. Exceptions can exist in cases where the Battle is written to allow for bonuses for stop plates. A battle may be purposely written to exclude this rule but will otherwise remain in effect unless stated. Certain battles may change the time penalty per miss to balance the fitness and shooting.
6.1.2 Cardboard targets will be used in various battles throughout the events. Athletes will be given a written Battle Briefing explaining the targets, their hit and miss areas, and whether or not there are any low percentage targets. Rounds striking the “hit” zone will be counted as hits, and the rounds striking outside the “hit” zone will be counted as misses. If a round strike falls on a line and touches the line even the slightest bit, the round will be counted as a hit.
6.1.3 Steel Targets will be utilized for a number of battles. Steel targets will be counted as hit or miss. Penalty for misses is 10 seconds (as of 12/3/2020 miss penalties will be different battle to battle) of time per miss. Sometimes strike indicator lights will be used to assist the judges in determining whether a round fired was a hit or a miss. The judges will also be aware of failed strike indicator lights and will be watching for; splash on steel, dirt splash, listen for the sound, and watch for the strike indicator to illuminate. When a judge cannot discern whether or not a round fired was a hit or a miss, the benefit of the doubt will be given to the athlete.
6.1.4 Bonus targets or stop plates are sometimes used to terminate a course of fire. This is done to allow an athlete to gain points if they are a capable marksman vice just moving fast under a burden. Marksmanship is king. In this case, for example, the athlete may have 10 rounds total. IF they shoot two rounds, striking the target on the second round, that leaves eight (8) rounds remaining in the weapon. Those rounds will count towards the athletes score at 10 seconds (as of 12/3/2020 time may vary) each. This allows the athlete to “buy back” time. The round count will be provided in the battle briefing.
6.1.5 All physical and shooting tasks must be performed with the battles original intent, any movements or shots taken outside of the battles intent or task standards are subject to penalties as the Match Director deems equitable. If a task is being performed outside of the intent a judge will ask the athlete to stop and return to the point where the movement became unacceptable and redo the task. In the case a judge does not stop the task or is done outside of the view of the judge the Battle Boss and/or Match Director reserves the right to add a time penalty after completion. If you have questions regarding movement standards ask the Battle Boss ahead of time, this can be done privately after the Battle Brief is completed if necessary.
6.1.6 A minimum work requirement will be set in order to score above a zero, if the minimum requirement is not met a DNF will be issued for that battle resulting in a score of zero. In ALL cases the competitor will be able to continue to compete in the competition after receiving a DNF (0) for a battle.
7.1 Plate Carriers:
7.1.1 Womens Plate Carriers must weigh 12lbs, and Mens Plate Carriers must weigh 15lbs. Weight of the carrier is measured with NO magazine pouches, attachments, TQ’s, hydration bladders, etc. The plate carrier must be SLICK.
8.1 RE-SHOOT AND RANGE EQUIPMENT FAILURE:
8.1.2 For poppers, other hinged targets, falling steel, or clay targets, the
following options shall apply under Weather Rules with regard to
re-shoots due to range equipment malfunction.
Option 1: If any targets are blown down, fall, or are otherwise defeated by weather related causes BEFORE the RO has activated the start timer initiating the COF, the RO shall stop the competitor, make the COF safe, remedy the target(s), and re-start the competitor.
Option 2: If any targets are blown down, fall, or are otherwise defeated by weather related causes AFTER the RO has activated the start timer initiating the COF, the shooter shall continue the course of fire, but MUST engage the target or it’s stand with the prescribed number of rounds with the correct firearm for that target.
8.1.3 Failure to engage the defeated steel or paper target will result in all applicable MOT and FTE penalties.
8.2 Match officials may have to take actions to ensure completion of the match such as removing stages from the competition and any other measures deemed necessary to complete the competition.
8.3 In extreme circumstances, if the competition cannot be completed, match officials reserve the right to end the competition and distribute the prizes via a random draw instead of order of finish.
9.1 Disassemble Rule-
9.2 In all intermediate divisions and Masters 50+ there is a disassemble rule.
-This means you can disassemble the implements and take them down piece by piece.
-The original movement standards must remain. If it was an overhead carry, the pieces must be carried overhead, if it was a farmers carry they must be farmers carries.
-ONLY ONE ITEM MAY BE MOVED AT A TIME, under no circumstances may multiple items be moved together. i.e. an axle bar collar must be moved by itself.
-This rule is intended to allow people to continue in the competition, however incur a major time penalty by moving items one at a time.
The Tactical Games Scoring
The Tactical Games scoring is designed to weight each battle equally on a 100 point scale. How you finish on that 100 Point scale is a direct representation of how you performed compared to the top score in your division. Weighing each battle on a 100 point scale is important so that one battle does not dominate the event. Then your points across the event (usually 6 battles) are totaled up to give you a points total. The scores are reflected in a percentage of first place giving final scores.
Your time is converted to seconds, and your total penalties (mainly 10sec per miss) are added to the time.
What this looks like on a sample battle:
Time- 8:30 Misses- 11
Time- 510sec Misses 110sec
Time- 7:13 Misses- 8
Time- 433sec Misses- 80sec
To get the final stage score competitor A’s score will receive a percentage of points based off competitor B’s winning score.
This means that competitor A’s final score on the battle will be 82.74 points, which is a direct representation of their performance compared to competitor B who will earn a score of 100% for winning the battle.
This scoring system is also based off of a 100 pt per battle system and works integrated with the primary scoring system of TTG as outlined above. This system will be used in AMRAP style events where points will be awarded for hits and preestablished partitions in the physical event.
Shooting Points: 98 Physical Points: 103
Points Total: 201
Shooting Points: 87 Physical Points 105
Points Total: 192
Competitor B will earn a percentage score based on competitor A’s winning score.
(192/201)100= 95.52% or 95.52 Points