Basic rules

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. Scoring

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.

3.2 Clutch

  • 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.

OUR CLUBS

We are open every day from 12:00 to 21:00.
If you’re planning bigger party we are ready to stay late.

Please contact us by e-mail or phone to discuss further details of your event.