PRAVIDLA

1. Pre.match rules

1. Players use Rock Paper Scissors to choose a lane and order of throwing

2. Each player gets 3 practice throws before the first match (players then get 1 practice throw before the second and any further matches)

2. Starting a match

Before a match officially begins, players ‘kiss axes’  (by performing a courtesy clinking of axe heads) – If this does not happen, there is no penalty, it is strictly a courtesy and sign of sportsmanship.

3. Match Format

A) 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.

    B) 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.

4. Scoring

A) 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.

    B) 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 final throw of the round;
  • An accidental clutch is not valid, even on a final 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.

    C)  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.