a. cut a standard 100 yd round rifle target in quarters and use them as 25 yd targets.
b. stake shoot use 2ft sections of 2x4. Shooter must cut 2x4 in half with as few shots as possible (or 4 x 4)
c. helium balloon on a string at 50 yds swaying in the wind
d. 2 liter plastic soda bottles filled with water at 100 yds. add some bright colored latex paint to give it color.
e. clay birds. shoot one at 25 yds, then 30 yds, then 35 yds, etc, until the shooter misses. shooter who nails them out the farthest wins.
f. if your range is safe, set soda cans out at 20 yds. idea is to shoot under the cans and have the impact into the dirt kick the cans up in the air and down range. The idea is to, with how ever many shots are necessary, make the can jump from 20 yards past the 30 yd mark.
First shooter to knock his can past thirty yards, without shooting through it, is the winner.) This is really something to see if you require loading at the firing line, because loading speed helps. a variation of this is pumpkin rolling. The shooter has to load his gun so light, that the ball sticks in the pumpkin and makes it roll down range.
g, four seperate black circles of decreasing size on a sheet of paper. 4 inch, 3 inch, 2 inch and one inch. the largest circle is 7 points, the 3 inch circle is 8 pts, 2 inch circle is 9 pts and the one inch circle is 10 pts. A shooter gets five shots. and can pick his circles, a hit gets the points a miss gets nothing. The shooter can pick which circles he wants to shoot. If he shoots 5 at the smallest circle and misses twice, he gets only 30 points, yet if he shoots 5 at the 8 pt circle and hits four timese times out of five, he gets 40 points. or shoots all five into the 7 pt circle, he gets 35 points. Obviously, this is best as a non-re-entry match. The shooter must judge his skill against the chances he will miss. Does he gamble at missing the smaller target, or take a safer route and shoot at a larger circle.