Pull!
Jolly good shooting!
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Key features
- Tap each clay as its golden rings meet and flash for a perfect shot
- Four guns: the Double Barrel and the Pump on the estate, the Gallery Rifle and the telescope-sighted Match Rifle at its range
- Three packs for every gun, each a painted walk of 100 shoots in ten chapters, with three stars to earn on each
- Each gun's own power: Hot Barrels, Slam Fire, Trick Shot and the Mad Minute
- A daily challenge for everyone: four ranked rounds, Easy to Very Hard, on a gun and in weather that change from day to day
- Every pack brings its own clays or targets, weathers and twists, and twenty challenge shoots that change the rules
- Colonel Darwin Douglas shows you round, teaches you every gun and cheers you on
- Rise through the club's ranks, challenge your friends and see where you stand on everyone's board
- Dress your guns and your round from the outfitters' catalogue, and win four prizes on every pack's climb
- Hand-drawn in the style of a classic animated film
A gentleman's clay shoot
Step out onto a golden English estate, double-barrel shotgun in hand. Clays fly from the traps behind the hedgerow, and a golden ring closes in on each one. Tap the clay the instant the rings meet and flash white for a perfect shot.
Two shells, then the gun breaks open to reload, so time your shots and be ready for the next pair. Break both clays of a pair for a brace.
Four guns, four ways to shoot
- The Double Barrel: two shells, and a brace for every pair broken.
- The Pump: five shells, fired one at a time; swipe down to rack the next. Break a whole volley for a clean sweep.
- The Gallery Rifle: down at the estate's range, plates, poppers and cards come up out of the lawn, and your shot lands exactly where you tap. A bull's-eye counts double.
- The Match Rifle: hold to raise the telescope, settle the crosshair on a far card, and let go on the gold. The further the card, the more it counts.
Each gun has a power of its own, from the Double Barrel's Hot Barrels to the Match Rifle's Mad Minute.
Three packs for every gun
Every gun has three packs, and each pack is its own painted walk of 100 shoots, harder as it climbs, with three stars to earn on every shoot. A pack has ten chapters, each opening on something new and closing on a big round:
- Special clays and targets: boomerangs that turn and come back, armoured clays that take two shots, piggybacks that drop a mini, bells to ring, a totem to take from the top down and a far bell at 1,000 yards.
- Weather that changes the shoot: gusts that jolt the clays, a heatwave that speeds them up, low cloud that swallows the high ones, mist that creeps across the field.
- Twists: crossing pairs to take with one shot, a flush of more clays than you have shells, damp cartridges, chipped clays to finish off and a jewelled jackpot clay.
- Challenge shoots: twenty in every pack, each a new rule for the round, such as sudden death, against the clock, sweet spots only, by eye or in order, and two at once near the top.
You begin with the Double Barrel, and the stars you earn open the other guns one by one, each with its lesson and first pack, then each gun's next two packs. And every pack's climb has four prizes on the way, at shoots 25, 50, 75 and 100: looks that are never sold, each grander than the last.
Your host
Colonel Darwin Douglas, a Pharaoh Hound in impeccable tweed, greets you at the shooting club's desk, shows you round on your first visit, teaches you each gun in a short lesson, introduces each new thing as you meet it, and has a word for every round, from a tip of the cap to a polite wince.
Every day, a new challenge
Today's shoot is the same for every player: four ranked rounds shot in order, Easy to Very Hard, in the day's weather and, some days, with a twist: crossing pairs on a windy afternoon, perhaps, or the jackpot clay at golden sunset. One ranked shot at each, and your score for the day is all four added up. See where you stand on everyone's board, challenge a friend to beat you, and shoot any day of the past year again. Some days belong to the shotguns, some to the rifles.
At the club
Every clay you break counts toward your standing at the club, from Guest to Life Member, and some ranks bring a look of their own. Tickets you earn as you shoot buy new looks from the outfitters' catalogue: finishes for your guns, breaks for the clays, cartridges, the smoke as you fire, the lettering of the calls and the leatherwork of your round. None of them changes a score.
Read the clays
- Orange clays are best at the top of their arc.
- Gold clays are best early, while still rising.
- Red clays are best just after the top, as they dip.
On a computer
Pull! is made for a phone or tablet held upright. On a computer it plays in a tall column in the middle of the screen, with the mouse.
