- Each ring is worth their displayed number (1,2,3,4, and 5).
- A bullseye (small red circle) is worth 6 points.
- If an axe is “on the line” then it is awarded the higher point.
- Killshots are worth 8 points (small blue circles). Killshots must be called before the axe is thrown. If a Killshot is not called before the throw, the thrower will only be awarded 1 point for striking in the “1” ring. If a Killshot is called, striking anywhere outside of the Killshot will result in 0 points.

To make the game more fun, assign awards and punishments!

**Awards**

To make the game more fun, assign awards!

Players can be awarded for things such as :

- Winning a game, or multiple in a row.
- Striking multiple bullseyes or Killshots in a row.
- Hitting a trickshot.
- Anything you want!

Awards may include **but are not limited to**:

- Getting 2x points on your next throw.
- Getting a redemption throw on any of their throws in the next game.
- Redemption Throw: getting to throw again after your first throw in order to attempt a better score. The better score out of the two is recorded.

- Getting an extra throw.
- Receive a round of applause and cheers from your group.
- Have someone buy you a snack.

**Punishments**

Another way to make games more fun is to assign punishments!

Players can be punished for:

- Getting a drop (not sticking the axe into the target)
- Scoring less than a set value (example: declare that anyone that scores less than a 2 gets punished)
- Losing a game (in this case, the punishment can last the entirety of the next game).
- Anything you want!

Punishments include **but are not limited to****:

- Pushups, jumping-jacks, or another exercise.
- Spinning in a circle before your next throw.
- Being limited to “trick shots” (left-handed, underhand throws, standing on one foot, etc…).
- Losing Points.
- Losing a turn.
- Letting your opponent choose your axe.
- Standing on one foot while throwing.
- Having to call your shot (anything else is a 0)

Difficulty: Simple

Players: 2

The standard game of competitive axe throwing. This game is how most competitive axe throwing organizations play. This is played on two adjacent targets.

Gameplay:

- The game consists of 10 throws per round.
- Each player will take turns throwing.
- After the 5th throw, each player will switch targets.
- After the 10th throw, the player with the most points is the winner.
- If there is a tie, both players will enter into sudden death.
- Both players will throw once more and the highest score will win.
- If there is another tie, sudden death will continue until one player scores higher than the other.

Killshots:

- The Killshots are active on any throw during a match.
- Before throwing for the Killshot, the player must make clear to their opponent that they intend on throwing for the Killshot.
- The call must be made before either opponent throws.
- This is referred to as “calling the Killshot” and activates it for the full 8 points.
- Striking the target anywhere outside of the killshot will result in 0 points.
- During a game, both throwers may independently call up to 2 Killshots at any time.

Difficulty: Simple

Players: 2+

The simplest form of axe throwing. Select a number (usually 50) and take turns throwing until one team has reached 50 or more.

Difficulty: Simple

Players: 2+

The goal is to score exactly 21 points. Players take turns throwing until one team has reached 21 points exactly. If a team goes over 21, they are reset back to 10 points.

Difficulty: Simple

Players: 2+

Gameplay:

- Each team must hit every part of the board from left to right in consecutive order. In other words, starting on the left side and moving to the right, each team must hit a 1, 2, 3, 4, 5, Bullseye, 5, 4, 3, 2, 1.
- The first team to complete the loop wins.
- This is a game of accuracy, not speed. Both teams should end the game with an equal number of throws.

- To make the game more challenging, you may implement killshots.

- To make it even more challenging, if you miss, go back to the previous spot. For example, if you’re throwing at the left 3 and miss, go back to the left 2.

Difficulty: Simple

Players: 3+

This game works best when using 2 adjacent targets. The goal of the game is to become the King of the Hill and defeat all the other players consecutively.

Gameplay:

- Each player takes a turn throwing 1 axe.
- The player that throws the closest to the bullseye is the “King.”
- The King will now take turns throwing against each player.
- Each player attempts to dethrone the King by out-scoring him.
- If King outscores or ties his opponent, he survives and throws against the next challenger.
- If the challenger outscores the King, they become the new King and the old King joins the rest of the challengers in attempting to dethrone the new King.

To win the game, you must become the King and thwart each challenger consecutively without being dethroned to become the King of the Hill.

Difficulty: Simple

Players: 2+

This game is similar to Around the World.

Gameplay:

- The target is your ladder, and each line is a rung.
- Starting on the bottom rung (the exterior line of the “1” ring) in the center of the target, you must climb your way up.
- You must strike the line itself to climb the rung.
- If you miss the line, you have missed the rung, and you will slip down to the rung below.
- For example, if you’re attempting to strike the line between the lower 3 and 4… and miss, then you must now go down and hit the line between the lower 2 and 3 rings before you can climb back up.

- If you keep missing, you keep falling.

To make the game more challenging, if you miss on the very bottom rung, you have fallen off the ladder and have lost.

This game may be played together on two teams or as a free-for-all.

Difficulty: Simple

Players: 3+

The goal of the game is to be the last player standing. Players line up on one target and take turns throwing one at a time. If you score higher than the person in front of you, that player has been “knocked-out” and is out of the game.

Gameplay:

- The first player will throw and retrieve their axe and stand to the side.
- The next player will then throw and attempt to “knock-out” the previous player by scoring higher than them.
- If they score higher than the previous player,then the previous player is out.
- If they score the same or less than the previous player, then the previous player is safe and may return to the back of the line.

- After the second player throws, they will retrieve their axe and stand to the side.
- Player 3 will then attempt to “knock-out” player 2.
- This rotation will continue until only one player remains and becomes the champion.

Difficulty: Simple

Players: 2-4

Traditionally this game is played to exactly 21, but can be played just as easily to any other number. 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 4, Sally gets a 5; Sally’s team is then awarded 1 point (5 minus 4). The first team to reach 21 wins.

To make things more challenging, you may choose to play to exactly 21. In which case, scoring more than 21 will reset you to the score that you had at the beginning of the round.

Difficulty: Simple

Players: 2+ (+ judge)

This game requires the use of 2 adjacent targets. Two players will face-off against each other in three rounds and an additional person will serve as a judge.

Gameplay:

- Both players hold their axe underhand in a “holster” position near their hip.
- Both players stand with their backs against their target and then walk until they pass the 12 foot line (where the wood stops) and stop.
- Upon the judges signal, both players turn around and throw their axe underhand.
- The player that strikes the target first will receive an extra 2 points on top of the points scored by the location of the axe.
- The judge will determine which player struck first.
- If a player throws outside of the “1” ring or if their axe drops, then they will receive 0 points and their opponent will be awarded the extra 2 points for having the first successful strike.
- If both players successfully strike the target simultaneously, then no extra points will be awarded.
- After the first throw, players will retrieve their axes and repeat the process 2 more times for a total of 3 rounds.
- The player with the highest score after the 3rd round is the winner and has “struck down” their opponent.

If playing with more than 2 players. It is best to use the “king-of-the-hill” approach where players take turns challenging each other with the winner staying and the loser going. If one player is able to consecutively beat all of the other players, they are the winner.

Difficulty: Intermediate

Players: 6 (ideally)

Gameplay:

- Divide into 2 teams (3 people on each team ideally).
- Team 1 will “serve” the ball by scoring a 5 on the target.
- If the axe misses the 5, then it is considered “out of bounds” and the “ball” will go to the other team.
- No points are awarded for a failed serve.
- Players on each team should take turns serving.

- After a successful serve, the opposing team will have an opportunity to “return”.
- To return, a team must “bump” by scoring a 3, then “set” by scoring a 4, and then “spike” by scoring a 5.
- Each throw should be thrown by a different player on each team.

- If a team fails to consecutively strike a 3, 4, and 5, then that is a “dropped ball” and the other teams score a point.
- To win, a team must reach 11 points and have a lead of 2 or more points. The point total may be adjusted as necessary.

Difficulty: Medium

Players: 2+

This game requires a deck of cards.

Gameplay:

- Use TAPE (no staples) to place a deck of cards on the board.
- Once a card has been struck, it belongs to that player and is removed from the board.
- If the blade of the axe hits multiple cards at once, all of those cards belong to that player.
- Players will take turns throwing at the cards until each player has 5 cards.
- The player with the best hand wins.

Cards may be taped face-up or face-down to make it more interesting.

Difficulty: Medium

Players: 2+

The goal of this game is to surpass 50 points without hitting the landmines

Gameplay:

- Teams start at 0 points and play to 51 or more.
- The landmine numbers are set along the way at 10, 20, 30, 40, and 50.
- A player “lands” on a landmine by striking an area that brings their team's points to a landmine number.
- For example - If your team has 15 points, and you score a 5, then your team will reach 20 points and BOOM you hit a landmine.
- Landing on a landmine sends the thrower’s team back by 10 points from the score they started at.
- To continue off of the previous example - your team will drop from 15 points to 5 points.

- The first team to hit 51 or more points wins.

Difficulty: Medium (but challenging!)

Players: 1+

This game requires a golf tee.

Gameplay:

- Ask an Axe Coach to drill 1-5 small holes in the target.
- Place golf tees into each hole.
- If using two targets, ensure the holes are in the same spot on each board.
- Players will alternate throwing until one team has split all of their golf tees.
- The first team to split all of their tees wins!

This is a great game to play by yourself to test your accuracy!

Difficulty: Medium

Players: 4+

Gameplay:

- Begin by having all players attempt 1 throw.
- The player with the highest score becomes the Zombie and the other players remain as Humans.
- If there is a tie between two or more players, they will throw again until one scores higher than the other.

- The Human team will take turns throwing against the Zombie.
- If the Human scores higher than the Zombie, the human player survives and returns to the back of the line.
- The score of the Zombie will be subtracted from the score of Human and that number will be added to the total score for the Human team.
- For example, if the Human scores a 5 and the Zombie scores a 3, (5-3=2) give the Human team 2 points.

- However, if the Zombie scores higher than the Human, the Human becomes infected and joins the Zombie team.
- If the Human and Zombie scores the same, the Human survives but is not awarded any points.
- This process repeats until the Humans have scored 15 cumulative points (number can be changed) or everyone becomes infected by the zombie team.

To make the game more interesting, you may implement Killshots.

- In this case, the Human player must indicate that they will attempt a Killshot and will throw before the Zombie.
- If the human hits a Killshot, the Zombie is killed.
- However, the Zombie will have 1 attempt to “dodge” by also striking a Killshot.

- If the Human misses the Killshot, the Zombie may throw normally and any strike above a 0 will infect the Human.

Difficulty: Medium

Players: 2+

Similar to a backyard game of basketball Horse. It is a free-for-all game where everyone competes as individuals.

Gameplay:

- Players take turns calling a shot and then throwing.
- If a player hits their shot, the remaining players must all take turns attempting the same exact shot.
- Any player that misses the shot receives a letter.
- A player is knocked out after receiving 5 letters H-O-R-S-E.
- Players will take turns throwing first.
- If a player misses their initial shot, it becomes the next player's turn to throw first.

- This process continues until only one player remains.

Calling your shot:

- When calling a shot, a player is encouraged to be as descriptive and creative as possible.
- There are three different ways to call your shot.
- You may indicate the specific area of the board that a player must hit such as “The 1 ring on the far left plank”, “the left killshot”, and more.
- You may indicate the axe that needs to be used (you can even make them throw two axes at once!)
- And you can indicate how the axe must be thrown such as “with the non-dominant hand”, “with your eyes-closed”, “throwing under-handed”, and much much more

- The more creative you are, the more fun it is!
- Please ensure that proper safety measures are accounted for.

Difficulty: Medium

Players: 2

Regular Tic-Tac-Toe with a twist. This game is easiest to play when using tape. Players may compete 1v1 or divide into two teams.

Gameplay:

- Make a Tic-Tac-Toe board on the target using the tape.
- Then draw another Tic-Tac-Toe on the white board.
- Once a player lands a throw inside a square, that square belongs to them and they will mark the white board in the same square with their symbol (X or O).
- Once a square has already been claimed, it is no longer available.
- Each player takes turns throwing until one has claimed three-in-a-row.

Difficulty: Medium

Players: 2+

This game requires notecards and tape (or sticky notes). This game operates like regular Jeopardy but with a twist! In order to answer a question, you must hit it first! This game may be played as a free-for-all or as teams.

Gameplay:

- Write Jeopardy questions on note cards and use TAPE (no staples) to place them on the target.
- Assign point values for each card and place them in a manner similar to a regular jeopardy board, going in order of category and value.
- Players will take turns throwing at the cards.
- Once a card is hit, that player has a chance to answer the question in order to receive the points.
- If they answer correctly, they receive the points.
- If they answer incorrectly, the other players will have a chance to answer and receive the points.

- Players continue taking turns until all cards have been struck.
- The team/player with the most points at the end is the winner!

Difficulty: Medium

Players: 4

Like Beer-Pong with axes (drinking optional). Instead of cups, you will be aiming for 9 spots on the target; L-1 (left side of the 1 ring), L-2, L-3, L-4, Bullseye (the bigger one), R-1, R-2, R-3, and R-4. The goal of the game is to hit every spot on the board before the other team.

**Starting:** Play rock-paper-scissors to determine which team will go first. Both players on the first team will take one throw at the target, one at a time (retrieve your axe after each throw). Once a spot has been hit, mark it on the white board. Both players from each team must throw before the other team can throw. The teams will take turns throwing until one team has hit every spot on the board once.

Difficulty: Medium

Players: 2

Regular Connect Four but harder.

Gameplay:

- Create a Connect Four board on the white board.
- Assign each column a part of the target. Example: The far left colum will be the far left section of the "1" ring, the middle column will be the bullseye, and so on until you have a section for each column.
- When a player strikes the target, they will mark (with their initials) the appropriate space on the board on the lowest free space of that column.
- Players will alternate turns until one player connects four spaces in a row.

This game can be played 1v1 or by dividing multiple players into 2 teams.

Difficulty: Medium

Players: 2+

This game is great if you have an odd number of players (especially 3).

This game is a free-for-all and the goal is to eliminate all of the other players.

- Each player has 3 lives.
- Pin a balloon to the target to represent each of the 3 lives of each player (balloons can be purchased at the counter).
- Each player will take turns throwing, attempting to hit one of the other player’s balloons.
- Each time a player's balloon is popped they will lose a life.
- Once a player has lost all 3 lives, they are eliminated from the game and may no longer throw.
- Players continue taking turns throwing until all but one has been eliminated.
- The last player standing is the winner

If you don’t wish to use balloons, you may alternatively assign each player 3 randomized spots on the target. Divide up the target by using the rings, boards, left or right, or up and down. The simplest way to do this is to use the left and right sides of each ring. Use the whiteboard to track each player's spots and how many lives they have remaining.

- For example the “left side of the 1 ring” would be one “spot.”
- If you have 3 players, you can evenly divide the target into 9 spots: L1 (left side of the 1 ring), L2, L3, L4, 5 (the bigger bullseye) R4, R3, R2, and R1.
- All that matters is that every player has an equal number of spots that are evenly distributed.
- You may also ask to use tape to divide up the target into sections.

Difficulty: Medium

Players: 4+

This game is the team version of “Cut Throat.” The goal of this game is to eliminate players on the opposite team.

Gameplay:

- Divide into 2 teams.
- Each player has 3 lives.
- Pin a balloon to the target to represent each of the 3 lives of each player (balloons can be purchased at the counter).
- Each team will take turns throwing, attempting to hit the other team’s balloons.
- Each time a player's balloon is struck by a member of the opposite team, they will lose a life.
- Once a player has lost all 3 lives, they are eliminated from the game and may no longer throw..
- Teams continue taking turns throwing until they have no more balloons left.

If you have an odd number of players, give three additional balloons to the team with the lowest number of players so that the total number of balloons is equal on both sides.

If you don’t wish to use balloons, you may alternatively assign each player 3 randomized spots on the target. Divide up the target by using the rings, boards, left or right, or up and down. The simplest way to do this is to use the left and right sides of each ring. Use the whiteboard to track each player's spots and how many lives they have remaining.

- For example the “left side of the 1 ring” would be one “spot.”
- If you have 3 players, you can evenly divide the target into 9 spots: L1 (left side of the 1 ring), L2, L3, L4, 5 (the bigger bullseye) R4, R3, R2, and R1.
- All that matters is that every player has an equal number of spots that are evenly distributed.
- You may also ask to use tape to divide up the target into sections.

Difficulty: Advanced

Players: 4-8

Each “inning” consists 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. This game requires 2 targets. Use the white board to draw a baseball diamond, track the players, and keep score.

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 6 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 (6 points). The batter “hits a triple” and goes to 3rd base, the runners on 1st and 3rd base run home and score 2 runs.

*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).

Difficulty: Advanced

Players: 2+

Regular Yahtzee with axes! Divide the players into 2 or more teams. Preferably each team will have 5 players (one for each of the 5 dice). Each team will take turns “rolling the dice” (5 axe throws) and fill out their scorecard accordingly.

- Use the table below as your scorecard.
- There are 14 rounds.
- Each team will “roll” (throw) 5 “dice” (axes) each round.
- A team must select a category (from the table) each round and add a score for it (even if it is 0)
- A category may only be used once per game

Categories:

- 1 - Count and add only ones
- 2 - Count and add only twos
- 3 - Count and add only threes
- 4 - Count and add only fours
- 5 - Count and add only fives
- Bullseye - Count and add only Bullseyes
- Killshot (blue circle) - Count and add only Killshots
- 3 of a kind - Add total of all throws
- 4 of a kind - Add total of all throws
- Full House - Score 25
- SM Straight (sequence of 4) - Score 30
- LG Straight (sequence of 5) - Score 40
- Yahtzee! (5 of a kind) - Score 50
- Chance - Add total of all 5 throws

- Only numbers 1-4 need to be closed out
- Bullseyes put 2 marks on the board on any number(s) of the thrower’s choosing
- Blue dots put 3 marks on the board on any number(s) of the thrower’s choosing
- Winner – First team to close out all numbers

- Only numbers 1-4 need to be closed out
- Bullseyes put 2 marks on the board on any number(s) of the thrower’s choosing OR 6 points
- Blue dots put 3 marks on the board on any number(s) of the thrower’s choosing OR 10 points
- When a team closes out a number, that number of points is awarded to that team with each subsequent hit (ex. If 3s are closed, every 3 the team hits from then on earns them 3 points)
- Once both teams close out the same number, the number is “dead.” Nothing happens if either team hits a dead number.
- Winner – First team to close out all numbers and have a higher score

- All numbers 1-6 need to be closed out
- Blue dots put 3 marks on the board on any number(s) of the thrower’s choosing OR 10 points
- When a team closes out a number, that number of points is awarded to that team with each subsequent hit (ex. If 3s are closed, every 3 the team hits from then on earns them 3 points)
- Once both teams close out the same number, the number is “dead.” Nothing happens if either team hits a dead number.
- Winner – First team to close out all numbers and have a higher score

- The game is not over once one team closes out all of their numbers. If a team has everything closed out but fewer points, the game must continue until that team meets all criteria to win. Additional points can be scored on numbers that the opposing team has yet to close out, and can always be scored on bullseyes and blue dots.
- You should not rush your throwers. If one team has a number closed out and the other team has hit it twice, you will have to decide whether to favor offense or defense. You should deal with the scores simultaneously, rather than awarding the points/close out to the thrower who throws first.
- For example: Team A has 4s closed out, Team B has hit two 4s. Favoring the offense means that if a player from Team B hits their third 4, the player from Team A has only that throw as a last chance to score on 4s.

**Playing as an individual game: **Players will attempt 5 different methods of throws; Overhand Right, Overhand Left, Underhand Right, Underhand Left, and Two-Handed. Players will take turns throwing 10 times, attempting each method twice. The player (or team) with the highest score after 10 throws wins!

To make the game even more challenging, players may incorporate different types of axes or different methods of throwing.

This game may also be played as a free-for-all or a team match.

**Playing as a game variant:** To play this as a variant in a different game, simply incorporate the variance in throwing style or throwing axe.

**Playing as an individual game: **Race to 50 points (or any number you choose). This game may also be played as a free-for-all or a team match.

Each player must “call their shot” by declaring the point value of their shot before throwing. Players must call a “1” or higher.

If the player strikes their declared point value or better, they receive the points that they declared. Example: If a player calls a “3” and strikes a 3, 4, or bullseye, their team is awarded 3 points.

However, if a player fails to strike their declared point value or better, then their team has those points deducted. Example: If a player calls a “4” and strikes a 3, 2, 1, or misses, then their team has 4 points subtracted.

The goal of the game is to efficiently call your accuracy. Overestimating yourself can risk deducted points. However, underestimating yourself can risk the other team passing you.

**Playing as a game variant:** Simply add this scoring method to any other game.

Ask for a spinner or use a spinner app on your smartphone. Assign a condition to each “slice of pie” on the spinner.

Each slice of the pie can represent anything you wish such as:

- A specific part of the board that you must hit. You may use tape to draw a literal pie on the board or simply assign each slice an area such as “top left” or “the 3 ring.”
- You may also choose to award a set number of points simply for hitting the area that you were spun, or you may award points based on the value of the area you struck (with this method, you will be highly reliant on luck to spin high numbers!)

- The axe you must throw with (we have many options)
- The method in which you throw (1-handed, 2-handed, left-handed, under-handed, with your eyes closed…. Get creative!)
- See the punishments and awards section for more ideas.

This variant is very similar to “Spinner.” For this you will need to ask a coach for dice or use a dice app on your smartphone.

Before throwing, each player must roll a die and throw at the area on the target associated with that point value. For example, if you roll a 6, you must throw at the bullseye.

There are two scoring methods:

- The simple and “fair” method involves receiving 1 point for successfully hitting your target.
- If you roll a 6, and hit a 6, you receive 1 point.

- For a more luck-based game, you may award points based on the value of the number you rolled.
- If you roll a 6, and hit a 6, you receive 6 points.

For both methods, if you fail to hit the area for which you rolled, you are awarded 0 points.

Additionally, the number of the die may determine the # of throws, or the # of points.

Simply put, players will throw and then must answer a trivia question. If they answer incorrectly, they do not receive points for their throw. Add this variant to any game such as Standard Play, Race, 21, or any other one that you like.

EC Axe Throwing

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