Copyright © 1985 - 2023

Apollo Productions & AAR Digital LLC

DBA AK ENTERTAINMENT


APOLLO OFFICIAL GAME RULES  . $TarTops Rules

BACKGROUND



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:

TARGET:

PLAY ACTION:


GO TO PICK-OFF 21 GAME

RESULT EXAMPLE NO 1:

1 2

RESULT EXAMPLE NO 2:

5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 GAME    OVER    . OVER / UNDER =  + 11,562 1 2 5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 GAME    OVER    .

RESULT EXAMPLE NO 3:

OVER / UNDER =  + 1,541 1 2 5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 GAME    OVER    .

RESULT EXAMPLE NO 4:

OVER / UNDER =  + 4,541 1 2 5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 GAME    OVER    .

RESULT EXAMPLE NO 5:

OVER / UNDER =  + 1,618

The game is then RESET by Apollo  webmaster as shown below:

TOTAL (UNDER/OVER)  SCORE PER KEY IS THEREFORE (1 THRU 21):


32+32+300+32+300+300+80+300+1+80+100+100+100+100+100+100+100+100-20-10+100


= + 2,327



1 2 5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 GAME    OVER    . OVER / UNDER =  + 2,327 21 H 21 B 21 P 21 M 21

SCORE KEY / RED ARROW:


1 2 5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 GAME    OVER    . OVER / UNDER =  - 620 U 21

RESULT LOWEST POSSIBLE SCORE :

TOTAL (UNDER/OVER)  LOWEST SCORE POSSIBLE  IS THEREFORE:


SCORE FACTOR: [B +(20 X U)]  = - 620


1 2 5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 GAME    OVER    . OVER / UNDER =  + 20,000 H 21

RESULT HIGHEST POSSIBLE SCORE :

RULES CAVEATS (SUBJECT TO CHANGE):

1) Only pistols without scopes or laser sites allowed for shooting arcade play

2) Master may shoot left or right handed, with or without corrective lenses

3)  Game may be scrapped and reset by Master for any reason deemed appropriate as determined by Master. No specific reason needed.  Game will be replayed per new “re-freeze” clock setting (rare)

4)  A Q.A. recording of the target may be captured by Master to review questionable results

5)  House wins all OVER / UNDER ‘Ties’

6)  Master scores all targets and sets freeze clock

7)   Webmaster posts as Red Arrow and Reset as Green Arrow (see examples) on game page




TOTAL (UNDER/OVER)  SCORE RANGE IS THEREFORE:


- 620 (LOWEST) to + 20,000 (HIGHEST)





B U U U U U U U U U U U U U U U U U U U A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠ A♠

TOTAL (UNDER/OVER)  HIGHEST SCORE POSSIBLE  IS THEREFORE:


 [(20 X 500 (A♠) + 10,000 (H)]  = + 20,000


4♦

4♦

4♦

A♣

A♣

A♣

A♣

J♥

P

8♠

B

R

TOTAL (UNDER/OVER)  SCORE PER KEY IS THEREFORE (1 THRU 21):


120+100+100+40+100+100+100+100+100+40+120+40+100+100+100+100+12+100+0-10+10,000


= + 11,562



R

Q♥

Q♥

5♦

5♦

5♦

3♥

M H U H G G R R R R R R R R R R R R

6♠

6♠

R R R

A♣

P

TOTAL (UNDER/OVER)  SCORE PER KEY IS THEREFORE (1 THRU 21):


1-10-10-10-10+600-10-10-10-10+60+60-10-10-10-10-10+1000-10-10-20


= + 1,541



8♥

A♠

A♠

A♠

A♠

A♠

A♠

J♣

3♥

2♣

2♣

10♥

K♦

5♥

Q♦

Q♦

Q♦

Q♦

M

2♣

TOTAL (UNDER/OVER)  SCORE PER KEY IS THEREFORE (1 THRU 21):


500+20+500+500+500+240+320+240+240+240+12+0+40+12+12+500+12+120+500+32+1


= + 4,541



TOTAL (UNDER/OVER)  SCORE PER KEY IS THEREFORE (1 THRU 21):


1+0+100+30+36+48+200+200+240+20+1+60+36+56+24+64+60+160+42+240+0


= + 1,618



P

10♣

9♥

7♦

3♠

6♥

8♦

6♣

10♠

K♥

7♠

K♣

5♥

Q♦

A♥

J♠

6♦

P M $TarTops Rules 1 2 5 3 4 9 8 7 6 10 19 18 17 16 15 14 13 12 11 20 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? RESET   MODE   . ? 21 OVER / UNDER =  ????