| ||If you have any feedback on how we can make our new website better please do contact us and we would like to hear from you.|| ||
2011 Duel Club Schedule:
This year's schedule is still in flux, but the games listed below are likely to see an event. This will be updated as dates and participation firm up.
Stalingrad VI (Skirmish USA)
Helstorm of the Third Reich (Splatbrothers)
ION 2011 (Skirmish USA)
Current Duel Club Masters:
Alan Steel (Tyrell) (Stalingrad)
Ronnie Valor (Solstice) (Hellstorm of the Third Reich)
Glenn "Gadget" Fedon (TSSOC) (NJ Nam)
Jonathan Chevere (Wulfenkow) (ION 2009)
- Winner of both A Matter of Honor and The Quick and the Dead
Eldon Tyrell (Stalingrad V)
Sean "Khaos" Farley (TSSOC) (Planet of the Apes) – A Matter of Honor
Glenn "Gadget" Fedon (TSSOC) (Planet of the Apes) – The Quick and the Dead
"1st" (Red Raiders) (ION 2010) - A Matter of Honor
Mike Conlin (Rag Tag Mercenaries) (ION 2010) - The Quick and the Dead
What is Duel Club?
In these days of fast-firing markers and mega-hoppers where "spray and pray" rules the day, what is the value of a single shot? If that's the one you take between the eyes, it's worth everything.
Welcome to Duel Club.
This semi-legal, one-on-one combat organization is kumite with paintball pistols. Duelists face each other and must look their opponent in the eye when they pull the trigger. They must make the shot while anticipating the sting from their enemy's fire. Only a single shot is fired by each Duelist.
How it's played:
"A Matter of Honor" is a traditional duel with each player firing a shot. If both players are hit, it is considered a tie and the competition continues. Oh, we switch hands after two shots to make it more challenging.
"The Quick and the Dead" is a fast draw competition. Players again only fire a single shot per round, but the first to hit wins. "Take your time in a hurry" - Wyatt Earp, Master Duelist
Duel Club floats from game to game and is ruled solely by those participating. There is no governing body, no league, and no TV deal.
Duel Club is self-reporting and self-correcting. Anyone sponsoring a “Duel Club” event can simply report the results on the PB Nation (www.pbnation.com) "Duel Club" thread or send us an email. The Tyrell Corporation will keep track of the results and post them on this page and on the PB Nation thread. Remember if you lie, your peers will ensure your demise at the next opportunity. There is no application, pre-approval, or any rules except those the participants choose for that event. Below is a set of general rules, but they are more like guidelines. Duelists can make up their own as long as it involves skill and courage.
As always, Duel Club winners are allowed to brag in public and on-line until the next event. Imitation and mockery are encouraged. Winners in Tyrell Corporation events receive a cheesy certificate signed by Mr. Tyrell and the occasional prize donated by a sponsor.
The main reward of Duel Club is the knowledge that you are, for that single moment, the best in one-on-one pistol combat.
And remember: What’s the first rule of Duel Club? Don’t talk about Duel Club…unless you win.
Here are the rules:
Duel Club includes two rounds:
“A Matter of Honor” - Traditional duel. One shot both players shoot.
“The Quick and the Dead” – Fast-draw. One shot, first one hit is out.
Round 1: A Matter of Honor
1. No pre-registration. Anyone who shows up by the time we start dueling can participate.
2. Pistols ONLY.
3. Field paint only.
4. One shot per duel.
5. Single hit elimination. Bounces count.
6. Referees will be the sole judges of hits.
7. Duelists will form two lines and await their turn on the Dueling Square.
8. Duelers will face each other at 20 paces (as determined by Mr. Tyrell’s short legs).
9. Each Duelist will raise their weapons and fire a single shot. You may use one or two hands.
10. You are allowed to duck, but not to move your feet. Moving your feet will mean you are out.
11. The winner of each duel will return to the back of the line for the next round.
12. The dead will be asked to leave the field of honor and heckle the survivors.
13. If both Duelists are hit, it is a tie and they will switch to the opposite hand for the next round. If a mutual hit occurs again, they will switch back to their dominant hand for one last time. If both are hit a third time, it is a tie and the Duelists will limp to the back of the line to try again. Hopefully they will find easier prey in their next match.
14. If both Duelists miss, they will fire again. If they miss again, they will take one step toward each other. This will continue until we get a dead body.
Round 2: The Quick and the Dead
Unlike Round 1, "The Quick and the Dead" is a fast-draw competition. First to hit their opponent wins. A separate certificate will be given for this round. Please note that each duel continues until there is a clear winner. You are allowed to move your feet, but not leave the square. Remember that being quick is not enough. You also have to hit your target. You still only have one shot.
1. Pistols ONLY.
2. Field Paint only.
3. Single hit elimination. Bounces count.
4. Referees will be the sole judges of hits.
5. Duelists will form two lines and await their turn on the Dueling Square.
6. Duelers will face each other at 20 paces.
7. Each Duelist will start with their pistol held at their side in a single hand (Starting Position) or in a holster. Pistols may NOT be tucked in the belt for safety reasons. (Despite how funny it would be to watch you shoot yourself in a tender area, this is a family sport.)
8. One shot per draw. Duelists will re-holster or assume the Starting Position for the next shot if there is no clear winner. If both Duelists are hit, the first hit will be the winner. If judges declare a tie, the Duel will continue until one Duelist is the clear winner.
9. Commands: "On the Square" (Duelists enter the Dueling Squares), "Duelists Ready" (safeties off, round chambered, retaining straps free), "Set" (hand on pistol), "DRAW". If Duelists need to fire again, an additional command of "Reset" will be given.
10. Once the DRAW command is given, Duelists may use one or two hands on the pistol to fire.
11. You are allowed to duck AND move your feet in this round. You are NOT allowed to leave the Dueling square.
12. The winner of each Duel will return to the back of the line for the next round.
13. The dead will be asked to leave the field of honor and heckle the survivors. Again.