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  • Home
  • Mobile Axe Throwing
  • VIP Room
  • WATL Tournaments
  • Open Tournaments
  • Leagues
  • FAQ's
  • Pricing
  • What's Happening
  • Beer and Wine Menu
  • Sign a Waiver
  • Rules
  • Games
  • About Us

Let The Games Begin!

Traditional

Players: Minimum 2

The easiest way to play.  Competitors take turns throwing for 10 to 15 rounds.  The winner, as you can probably guess, is the player with the highest number of points after all rounds.


Scoring

Refer to the score chart for the number of points earned for each ring.  


The "KillShot"

The "KillShot" (blue dot) is worth 8 points.  You can go for the Killshot TWICE in any round, but you MUST CALL THE SHOT before you take it!  If you miss (aka the axe sticks elsewhere on the board or the axe drops), you receive a ZERO!


Tie Breaker

If you end your round with a tie, the WATL rules state that the tie is broken with a KillShot throw.  The 2 players who tied must each throw for the Killshot once. Whoever gets closest to the Killshot is the Winner! Ask an Axepert for a tape measure if you need one!


Cricket

Players: 2-16

Each team must hit all predetermined numbers on the board 3 times, putting up 1 mark each time a number is hit. Once a team has hit a number 3 times, that number is “closed out,” and is then available for scoring (if playing for points). Once both teams close out a number, the number is “dead” and will do nothing for either team that hits it for the rest of the game.


Cornhole

Traditionally this game is played to exactly 21, but can be played just as easily to “X”. What sets this game apart is the unique scoring method. After one player from each team throws, the lower score is subtracted from the higher score, and the difference is awarded to the team with the higher scoring throw.

For example: Steve gets a 6, Sally gets a 1; Steve is awarded 5 points (6 minus 1).

Notes:

  • Matchups matter! Players with similar skill levels will score similar points, making the game progress more slowly/competitively
  • It matters who throws first, since there is a point subtraction involved. Traditionally, whichever player or team scored most recently throws first (even if they have a lower point total). It is recommended to switch who throws first each turn.

Around the World

Players 2 - 16

Each team must hit every number on the board from low to high, in order, and then again in reverse, in reverse order. In other words, each team must hit a 1, 2, 3, 4, 6, 4, 3, 2, 1.  First team to complete the loop wins.

Horse

Players 2 -4

Players from competing teams throw head to head. The lower cumulative score total receives a letter. The first team to have HORSE spelled out loses. Ties result in 1 additional overtime throw. If the score is still tied after overtime, no letters are awarded and the next 2 throwers step up.

Variants:

Closer to Horse

  • The second thrower needs to match the point value of the first thrower, rather than beat it. If the second thrower fails to match the point value of the first thrower, they get a letter. If They succeed in matching it then no letters are awarded, and it becomes the second thrower’s turn to throw first.

Closest to Horse

  • The first thrower must call the point value they are aiming at (or even more specific spatially, if they’d like [ex. 3 on the left half of the target]). If they hit what they called, their opponent must stick the same throw, or else they get a letter. If their opponent sticks the throw then no letters are awarded, and the lead throw switches teams.

Baseball

Players 4 -8

Each “inning” is comprised of one team “batting” and the other “fielding,” and then vice versa. Players cycle through their rotation so that the same “pitcher” and “batter” throw against each other until the batter is out or gets on base.

The pitcher always throws first, always aiming for a bullseye. The batter throws second, attempting to beat the score of the pitcher. This results in three possible scenarios:

  • The pitcher has the high score – the batter is out. Both the pitcher and batter rotate out, the next 2 throwers step up
  • The batter has the high score – The batter advances the number of bases that is the difference between the scores (*bullseyes count as 5 points in this game). This advances any other runners already on base the same number of bases. This concludes the turn, the next two throwers step up.
    • Example 1: There is a runner on 2nd base, pitcher throws a 2, batter throws a 3. The batter “hits a single” and goes to 1st base, the runner on 2nd base advances to 3rd base.
    • Example 2: There are runners on 1st base and 3rd base. The pitcher throws a 3, the batter throws a bullseye (5 points). The batter “hits a double” and goes to 2nd base, the runner on 1st base advances to 3rd base, and the runner on 3rd base comes home and scores a run.
  • The batter ties the score of the pitcher – This counts as a strike, both players throw again. If this happens three times in a row the batter is out, and the next two throwers step up.

Notes:

  • This game is not for everyone! It can go very quickly or be extremely tedious. Exercise good judgment when deciding whether to play this game or not with a group, and don’t commit to too many innings (3 is generally a good place to start, you can always add extra innings from there).

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