The game Pick-Off 21 is rather straight forward and easy to grasp. Again, as in all our games, we take out the possibility of turning over the results to computer chip or random number generator (RNG) and in this case make the game a skill-based activity. The primary administrator or "Range Master" must use twenty one rounds in a ‘borrowed’ pistol from our CHP target range of choice, and fire them at a 25" X 32" 52 Card Shoot-Up Target from Birchwood Casey (Made in U.S.A.) as shown below:
A Hard Rock International Guitar Pick is placed in the center of the Black Card on the Shoot-Up Target as shown below:
Certain standard safety rules apply as it pertains to our play. The Range Master (Master) must adhere to Range Safety Rules and has the option of selecting a different pistol, caliber, plus ammunition source of choice (if arranged beforehand with range). All data pertaining to choices selected is recorded on the score sheet, and displayed on the Apollo Productions Pick-Off 21 Gaming webpage. The page shows a "PICK-OFF 21 PAGE FREEZE TIME" Clock that counts down to the ready time 0:00:00:00 after which time, the game is almost happening, usually within 24 hrs, but again, subject to the Master and the Range availability. In any case, there is no set schedule for play action and the Apollo Productions "Game Webmaster" may choose to extend or restart the clock; but cannot accelerate the time to start the game ahead of Freeze Time Zero (0:00:00:00).
The Range “Master” must be well rested. Pistol checked and thoroughly cleaned. Twenty one shots are fired at the target by the Master using selected ammunition per game page. The Master may take between one second and five minutes between shots to score (or review) if required. The idea is to miss (not hit) the guitar pick; and hit the red or black Joker, or any other card on the shoot-up target to score high (or low).
However, depending on the accuracy of each shot, any card can be hit. The Range Master has the final say on placement for close calls, and may default to the higher scoring card in a near hit. To score a Pick-Off, the pick must be hit and detached from the target. To score a Pick-Off 21, the pick must be hit and detached from the target on shot 21. The Master may also miss a card and hit the white space on the target, or miss the target entirely. Cards hit are multiplied by the suit per key.
The range for the target may be set approximately between 10 and 45 feet from the stand and is at the discretion of the Master. Red arrow indicates final score. The following key is used to score:
RESULT EXAMPLE NO 1:
RESULT EXAMPLE NO 2:
RESULT EXAMPLE NO 3:
RESULT EXAMPLE NO 4:
RESULT EXAMPLE NO 5:
The GAME and ‘RANDOM’ PICK-OFF 21 PAGE FREEZE TIME (T (UNK) - XX:XX:XX:XX) is then RESET by Apollo webmaster:
TOTAL (UNDER/OVER) SCORE PER KEY IS THEREFORE (1 THRU 21):