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The rules of dueling have varied greatly throughout history. At Extreme Cowboy Fastdraw, our mission is to create an exciting sport that strives to maintain relevance and compatibility with real-world self-defense. While there are obvious differences in the equipment, Extreme Cowboy Fastdraw is relevant as a preparatory sport because dealing with a violent confrontation is more often about nerves than skill. Confidence is key in any defensive situation and that is something Extreme Cowboy Fastdraw is excellent at building!
Extreme Cowboy Fastdraw follows strict safety protocols for use of non-lethal ammunition in force-on-force scenario-based training. We exceed the recommended 3-foot standoff rule and operate at 21-feet. All competitors are required to wear full-face, throat, and groin protection (provided). Our custom head gear was developed through years of experience with the Las Vegas Gunfights where we maintained a perfect safety record in over 11,000 full-contact gunfights using mixed martial arts and non-lethal ammunition.
A full-match consists of (6) 3-second rounds where each competitor is allowed to fire 1 round at their opponent.
All competitors are required to stand in their respective corners until the Gunfight Marshal instructs them to step into the ring. Each competitor has their own 3 foot "ring" they are not allowed to step outside of during the match. Competitors stand 21’ apart. Prior to the start of the match, competitors must follow the rules:
Extreme Cowboy Fastdraw is a full-contact sport. Competitors are expected to conduct themselves in a professional and sportsmanlike manner. However, this standard applies more to following the rules of the sport than it does to personalities and entertainment. Trash talk and intimidating is a part of the sport and is allowed.
”Jumping the Gun” is when a player anticipates and fires before the bell.
”Mud Boot” is when a player commits a foot fault and steps outside of the ring.
”Hands On the Lady” is when a player touches their gun before the bell goes off and after the Gunfight Marshal calls “hands off the ladies”.
”Hangfire” is when a player fires after the closing bell.
A player accumulates penalties that are addressed at the end of the match, called the Atonement Round. A separate 6-shot revolver is brought into the arena and a single revolver is loaded with 1-round. A deck of cards is introduced and the players draw one card each, with the high card shooting first. The Gunfight Marshal then spins the cylinder 3 times in a Russian Roulette format. Each penalty is equal to ”one pull” of the trigger. The shooter must stand with his back to his opponent where he must turn and immediately fire. The player “atoning for their sins” can select right, left, or center of the platform, offering additional chance to the penalty. All penalty hits will be deducted from their life points.
A “Slip Noose” occurs when a player makes it out of the Atonement Round without taking a hit.
A “Boot” means the purse each player stakes for their duel.
”Yellow Fever” is when a player surrenders and forfeits the contest, thus losing his “boot”.
”Blood” is what a player calls when they take a direct hit on their scoring vest.
”No Blood” is what a player calls when their opponent misses.
”Hat” is what one player calls when they take a shot to the head.
”Wingshot” is what a player calls when they take a round to the non-scoring arms or legs.
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