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axe throwing league

gameplay rules

  • Each league night allows every participant 4 matches. 

  • Each match is played against different opponents, selected at random and consists of the following: 

  • 10 throws per match. 

  • In each match, players will take 5 throws then switch sides. 

  • This ensures fair play when there’s varying density in wood. 

  • The winner of the match will be the person with the most points after 10 throws. 

  • In the event of a tie after 10 throws, there will be sudden death: 

  • The players will throw again (11th time) and the winner will be the person that scores the higher points during that throw. 

  • If both players tie again, they must continue with sudden death throws until there is a winner. 

  • Points are not counted or tallied during sudden death. 

  • The match points and win/loss then be recorded and uploaded to the leaderboards. 

  • After 3 weeks, the 4th and final week of each season will be the playoffs and final match to determine the season champion. See Playoffs section for details. 

scoring points

  • Scoring Area of Axe 

1. The axe head, blade and cheek up to the front of the eye but not past it. 

2. If there is no visible eye of the axe in the top of the axe head then it counts as where the handle would meet if going straight through. To be determined by the official presiding over the match. 

  • The black line awards points associated with the ring. 

  • 6 points for the bullseye. 

  • 4 points for the 2nd ring. 

  • 3 points for the 3rd ring. 

  • 2 points for the 4th ring. 

  • 1 point for the 5th ring. 

  • 8 points for the Killshot. 

target-scoring-768x796.png
  • A Break (breaking) is defined as when the surface of the axe is embedded in the wood and has the marked surface of the target area visible on both sides of the axe head. 

  • If the axe breaks multiple sections of the target simultaneously, then the player is awarded the points for the higher valued section. 

1. To gain the points for a bullseye the axe must be inside the black line and break the red. 

1. The axe must break the red of the bullseye in order to be awarded 6 points. 

2. Breaking the outside black ring of the bullseye, that is 20mm thick, counts as 4 points 

2. To gain the points for the killshot the axe must be breaking the blue. 

  • No Delays in Throws: Both players must throw within 5 seconds of each other. Players may not “delay” in throwing the axe in hopes that the opponent’s axe may fall out of the target or use delays for strategic advantage. 

Technicalities

scoring-axe-head-768x1597.png
  • In the event of a tie after 10 throws in a single match, the match enters into sudden death. 

  • ONLY Killshots are allowed during all sudden death throws. 

  • Players will remain in their respective targets for sudden death throws (no switching of targets required). 

  • Players may not score on the same killshot twice in a row. Players must alternate Killshots. 

  • Both players must throw within 5 seconds of each other but not before Judge confirms that the lane is open. 

  • In the event that both players miss the Killshot during Sudden Death, a measuring tape or accurate measuring device will be used to measure the distance from the closest valid scoring area of the axe head to the closest edge of the Killshot. The player with the shortest distance will be awarded the match. 

  • If Player 1 has an axe that has dropped and Player 2 misses the Killshot, but is on the board, Player 2 will be awarded the match. 

  • If a player touches their axe before a measurement is made, the match is awarded to the opposing player. 

killshot throw

sudden death

  • The Killshot is active for the 5th and 10th throw of the match only. Otherwise it will be treated as if the Killshot is not there. 

  • Before throwing for the Killshot, the player must make clear to the Judge and opponent they intend on throwing for the Killshot. 

  • This is referred to as “calling the Killshot” and activates it for the full 8 points. 

  • The player cannot change their call (Killshot or non-Killshot) once a Judge confirms, for that specific throw. 

  • The Thrower with the higher points must decide to call first. In the case of the tie, either thrower may volunteer to call first. 

  • If neither thrower volunteers to do so the Judge will flip a coin to decide and assign one player as heads, and the other as tails. 

  • The Judge will confirm a Killshot call (or a non-Killshot call) with the throwers prior to a throw being made. 

  • If a throw is made prior to a Judge confirming the call, the throw will be counted as fault. 

  • If the Killshot is called but the players axe does not hit the Killshot, then no points are awarded. 

regular season

  • The entire season lasts 4 weeks including playoffs. 

  • There are 3 weeks where players can work on their season total allowing for 120 throws that officially contribute to each player’s season standings. 

playoffs

  • The top 16 of players with the most points will make it to the final week of playoffs where a champion is crowned. In the event of a tie at the end of the season, the amount of match wins will determine the standings for playoffs. 

  • If less than 16 players then it will be the top scoring 75% of players. 

  • A Minimum of 8 players to a Maximum of 16 players may qualify for the playoffs. Click here for an example of the 16 Player bracket 

  • Initial tournament match-ups will be determined as follows: 

  • The player with the highest score will throw against the player with the lowest score. The second highest scorer from the regular season is matched against the second lowest scorer of qualifying players and so on so that the two players with the median scores are matched up. 

  • The tournament follows a single elimination structure for each round except final round. 

  • The winner of each match consisting of 10 throws, except in case of tie-breakers, advances to the next round. 

  • The final round between the two potential league champions will be at most 50 throws. Each player will throw 5 times on their respective target before switching to the other target. 

  • The Winner: will be the person who wins 3 out of the 5 matches.

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