- 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**

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.

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.the “1” ring. If a Killshot is called, striking anywhere outside of the Killshot will result in 0 points.

**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 1 gets punished)
- Losing a game (in this case, the punishment can last the entirety of the next game).

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)

Players: 2

The standard game of competitive axe throwing. The game consists of 10 throws per round. Each player will take turns throwing. After the 5th throw, each player will switch targets with the other player in their target lane. 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 again and the highest score will win. If there is another tie, sudden death will continue until one player scores higher than the other.

Killshots: Killshots are worth 8 points. Players may attempt to strike the Killshots on their 5th and 10th throw only. Players must indicate that they are attempting to strike a Killshot before their throw and may throw at either the left or right Killshot. Upon calling a Killshot, if a player misses, they are awarded 0 points for that throw regardless of where they strike.

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.

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.

Players: 2-4

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.

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.

Starting: The first player will throw and retrieve their axe and go to the back of the line. 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. After the second player throws, they will retrieve their axe and go to the back of the line. This rotation will continue until only one player remains and becomes the champion.

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.

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, Bullseye, 4, 3, 2, 1, Killshot (either of the small blue circles). First team to complete the loop wins.

Players: 4+

All players will attempt 1 throw. The player with the highest score becomes the Zombie, 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, they survive and return 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 Humans. 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, that Human becomes infected and joins the Zombie team. If the Human and Zombie score 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.

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 they hit a Killshot, the Zombie is killed. If they miss the Killshot, they are awarded 0 points regardless of where they strike (a bullseye is still 0!). If the Human strikes a Killshot, 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.

Players: 2+

Teams start at 0 points and play to 50. The landmine numbers are set along the way at 10, 20, 30, 40 (You can change these numbers but make sure they all have the same final digit. (ex. 15, 25, 35, 45). Landing on a landmine sends the thrower’s team back by 10 points from the number they started at (ex. Starting at 23 and hitting a landmine sends the team to 13). Landmines are common to both teams. Once a landmine is hit, it is safe to hit for the rest of the game (like real landmines, they can only blow up once!).

Players: 2+

This is a stand alone game, but it can also be used as a variant in other games. In this 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 with the highest score after 10 throws wins!

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

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

Players: 3

Randomly assign each player 3 spots on the board (L1, L2, L3, L4, Bullseye, R4, R3, R2, R1). Players take turns throwing at the other players' spots (be careful not to hit your own!). Once all three of a player's spots have been struck, they are out of the game. The last player standing wins!

Players: 2+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.

Players: 6+

The goal of this game is to eliminate players on the opposite team.

- Divide into 2 even teams.
- On each team, assign each player a spot (1,2,3,4, or Bullseye).
- Each player has 3 lives.
- Each team will take turns throwing, attempting to hit the spot of the other team.
- Each time a player's spot 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.
- Teams continue taking turns playing until one team has been completely eliminated.

If you have an odd number of players, choose one player on the smaller team to count as 2 players, assigning them 2 spots, with 3 lives for each spot.

Players: 2+

This game can also be played by itself or as a variant to other games. Each player must “call their shot” by declaring the point value of their shot before throwing. Players must call a “1” or higher. The first team to 50 points wins.

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 miss, then their team has 4 points subtracted. Killshots are in play only when they are specifically called.

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.

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, 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. Additionally, players may choose to add one or both of the “killshots” (small blue circles) to make the game more challenging.

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 have taken a shot before the other team can shoot. The teams will take turns throwing until one team has hit every spot on the board once.

For more of a challenge, call your shots before throwing. If you strike anything other than the spot you called, it will be considered a “miss.”

Players: 2+

Spinner is less of a game mode and more of an alternate way to play any game. Assign a condition to each “slice of Pie” on the spinner. Conditions can include punishments, awards, having to throw at a certain area on the board that you must strike, or anything you’d like. Be creative!

Medium

Players: 2+

Trivia is less of a game mode and more of an alternate way to play any game. Simply put, players will throw and then must answer a trivia question. If they answer incorrectly, they do not receive points for their throw.

Players: 2+

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 incorrectly, the other players will have a chance to answer and receive the points.

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.

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).

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.

- 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.

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