For Scorekeepers
Scorekeepers
Thank you for being willing to help with the important job of Scorekeeping. The Club is responsible for providing volunteer Scorekeepers to keep accurate and legible scoresheets for all Club events. You don't need any experience to be a Scorekeeper, you just need to be willing to learn a few rules and procedures.
Scoring
Scoresheet
A trap scoresheet is a document used to record the scores of each shooter in a trap shooting competition. The scoresheet will be provided by the Club. A typical scoresheet includes:
A field for the scorekeeper's name, the event date, the location, and the names of the shooters.
Each shooter will have a column on the scoresheet where their score will be record.
The scoresheet will have 25 rows, one for each target in a round of trap shooting.
Participants will shoot two rounds on a single scoresheet.
The Scorekeeper will record each shot as either dead or lost.
The total number of hits for each shooter will be calculated and recorded on the scoresheet.
Scoring Marks
There are three possible marks to record on a scoresheet.
Dead/Hit Target: A target that has been hit.
Lost Target: A target that has not been hit or has been "dusted".
Mismarked: Scorekeeper enters “dead” if a dead target is incorrectly marked lost.
Submission
Scorekeepers submit their scoresheet to a scoring official after all shooters have completed both rounds.
Range Procedures
The Scorekeeper plays an important role in range procedures during a competition. Having a good understanding of the procedures is an important part of keeping score.
Ready
At the moment the shooter calls and until the target appears, the shooter must stand in the “READY” position including:
Both feet entirely within the assigned shooting station area.
Holding the gun with both hands.
The “squad leader” (Station 1) calls for a single target to be launched as an example of flight.
A shell may be in the chamber, but the action MUST be open until it is the shooter’s turn to shoot.
Start
Upon a “START” command from the Scorekeeper, each shooter, in turn, will:
Take proper shooting position.
Load one shell (if not already loaded and action is open)
Close the action.
Clearly call “PULL” or some other command for the target.
Shoot at the target.
Scorekeeper does not comment when a target is “HIT”.
Scorekeeper will say “LOST” loudly when a target is missed.
Discharge empty shell(s).
Wait for your next turn.
A shooter may close the action only after the previous shooter has completed his/her turn. No shooter will turn from the shooting station before the shooter’s action is open and empty. Each shooter should begin his/her turn promptly after the last shooter has fired at a target and the result has been recorded. At the end of each round, the scorekeeper announces the scores for that round in firing order.
Lost Target
A missed target must be declared “LOST” when:
It is not hit during its flight.
It is only “dusted” and no visible piece is broken from it.
A shooter, for no permitted reason, does not shoot at a target for which the shooter has called.
The shooter is not able to fire his gun because he/she has not released the safety or has forgotten to load it.
Disputed Call
In the event of a lost target dispute:
The shooter immediately raises an arm to notify the scorekeeper.
All shooters must unload their shotguns and make them safe.
The scorekeeper defers to the entire squad for a majority ruling decision.
If a majority ruling cannot be made by the squad, the lost target score will stay as-is.
Unless there is a disputed call, no score can be changed after a shooter has completed his/her shot.
Refused Target
A shooter may refuse shooting at a released target if:
A target is not released immediately after the shooter’s call.
The shooter is visibly disturbed by some external cause.
The Scorekeeper agrees that the target was flying along an irregular path other than that specified in angle, elevation or distance. The shooter refusing a target must indicate this by opening the action on their shotgun and raising an arm.
No Bird Target
A scorekeeper may declare a “NO BIRD” when:
A broken or irregular target emerges.
Two targets are thrown at once (trap).
A shooter shoots out of turn.
Another shooter fires at the same target.
The scorekeeper notices the shooter was visibly disturbed by some external cause. The scorekeeper notices the shooter's foot position is outside his/her lane.
The scorekeeper detects a violation of the shooter’s allowed time limit.
The shot is discharged involuntarily before the shooter has called for the target.
A target is thrown before the shooter’s call.
A target is not released immediately after the shooter’s call.
A target’s trajectory is irregular.
There is an allowable malfunction of the shotgun or shell.
Even if the shooter has fired a shot, a “NO BIRD” allows the shooter to replay the shot without a penalty.
Moving Stations
After the first 5 shots are completed by the entire squad, each shooter will move to a new station by:
Verifying the gun is unloaded.
With the chamber open and the gun pointed in a safe direction, rotate in a clockwise manner to the next station.
Station 1 will move to station 2, 2 to 3, 4 to 5, and 5 to 1.
Station 5 will rotate to their right moving away from the station 4 shooter who is moving to station 5 and continue to walk behind the other shooters to station 1.
Await the “START” command from the scorekeeper.
The squad leader is the first to shoot in each round.
Repeat the process until all shooters have each shot 25 targets.
No shooter will move until the last target in a round is completed.
Stop/Cease Fire
When the command or the signal “STOP” or “CEASE FIRE” is given, shooting must stop immediately.
All shooters must unload their shotguns and make them safe.
Shooting may only be resumed at the appropriate “START” command given by the scorekeeper.
Out
Upon the completion of a round, the scorekeeper will declare “OUT”. Shooters will be notified of their scores, make their shotguns safe, and carry the gun in the approved manner and exit the station.