How to throw an axe?
- Place both hands on the axe, just like you would do holding a baseball bat. Make sure the blade is straight.
- Bring the axe behind your head and lean back.
- Bring the axe forward and release it just before bending your muscles.
1. Pre-match rules
Players use Rock Paper Scissors to choose the order of throwing
- Winner = best 2 of 3;
- Players get 3 practice throws before first match of the night;
- Players get 1 practice throw before second match of the night.
1.2 Match Start:
- After warm up throws are complete but before a match officially begins, players perform a courtesy clinking of axe heads.
- If this does not happen, there is no penalty, it is strictly a courtesy and sign of sportsmanship.
2. Match Format
2.1 Standard Match
- Every regulation match consists of 3 rounds:
- Each round consists of 5 thrown axes per round;
- Player must win 2 of 3 rounds to win the match;
- In regulation competition players always throw all three rounds even if one player has won the first two rounds;
- Tracking of total points over 15 throws in all regulation matches is manditory;
- If a player wins the first round and ties the next 2 rounds this is still considered a match win as they have won the majority of the rounds in the match.
- If players are tied at the end of the three rounds, a Big Axe tie breaker occurs. A tie occurs when all three rounds result in an overall tie; each player has won 1 round, lost 1 round and tied 1 round, all three rounds are tied.
2.2 Big Axe Tie-Breakers
A Big Axe round is played in sudden death fashion:
- Players use rock, paper, scissors to determine who throws first: winner chooses;
- Players alternate one throw each per big axe round;
- In the beginning, as long as the Big Axe sticks in the target breaking blue paint or sticking within the blue circle, the throw counts as good;
- If one player throws a good throw and the other a bad throw, the good throw wins;
- If both players throw a bad throw then they go again;
- If both players throw a good throw then they go again.
- Play continues in sudden death fashion using device scoring rules until there is a winner.
3.1 Point Values
- The bullseye or black ring is worth 5 pts;
- The red ring is worth 3 pts;
- The blue ring is worth 1 pt;
- The green dots in the corner, or Clutch(TM*) are worth 7 pts.
- Players must declare that they are going to throw for Clutch before attempting, also referred to as ‘Calling Clutch’ or to ‘Call Clutch’;
- Players can only throw for Clutch on the 5th and final throw of the round;
- An accidental clutch is not valid, even on a 5th throw, no call, no points;
- Once Clutch is called, only that point area is valid and all other point areas are worth zero:
- Meaning that if a player calls for Clutch but hits a bullseye, they receive no points.
- A Clutch call can be taken back after it is called but must be announced to their opponent and scorekeeper:
- If a Clutch call is denounced the target reverts to it’s original values and the Clutch is worth zero.
3.3 The Majority Rule
- All scoring is based on where the majority of the blade lands and stays in the target;
- The area to be counted on an axe sunk into a target is the area that is breaking the surface of the target.
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