Rules

How to throw an axe?

  1. Place both hands on the axe, just like you would do holding a baseball bat. Make sure the blade is straight.
  2. Bring the axe behind your head and lean back.
  3. Bring the axe forward and release it just before bending your muscles.

 

1. Pre-match rules

1.1 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.