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Games | Rules | Scoring

Games Rules Scoring

Play ZERO!
Individuals or Team Play
Each thrower or team starts with the following specified number of points:

Teams of 1-3 players: Start with 30 points
Teams of 4-5 players: Start with 60 points

Each point scored will lower your start points. Be the first team to get to exactly 0 (ZERO) points to win. If your points go over ZERO, you will then have a negative number. You will then need to hit the exact amount of negative points to attempt to bring the number back to 0 (ZERO) to win.

Points:
Bullseye (RED) = 6 points
5 Ring = 5 points
4 Ring = 4 points
3 Ring = 3 points
2 Ring = 2 points
Outside Ring = 1 point
Clutch (BLUE) = 7 points

Play OUT OF TIME!
Individuals or Team Play

Set the clock to ONE Minute
Each thrower gets one minute to score as many points as possible. Clutch points have to be called, if you miss it, you get no point for that throw. The team with the highest points wins.

Points:
Bullseye (RED) = 6 points
5 Ring = 5 points
4 Ring = 4 points
3 Ring = 3 points
2 Ring = 2 points
Outside Ring = 1 point
Clutch (BLUE) = 7 points

Play ALL OR NOTHING!
Individuals or Team Play

Each team will get 3 throws per team and per turn.
The first team to get all areas of the target, in any order, wins.
Want to rotate more people into the game? Limit the throws to 2 throws per team.

All Areas Include:
 NO COUNTING REQUIRED
Bullseye (RED) = 6 points
5 Ring = 5 points
4 Ring = 4 points
3 Ring = 3 points
2 Ring = 2 points
Outside Ring = 1 point
Clutch (BLUE) = 7 points

Play ADD THEM UP!
Individuals or Team Play

Each thrower throws three times per round.
The team with the highest points wins.
2 Throwers: Play 5 Rounds
3+ Throwers: Play 3 Rounds

Clutch points must be called before throwing.
If the clutch is not hit, you get zero points.

Play H-O-R-S-E of course! 
Individual Play

This is played exactly like the game Horse with a Basketball; with some slight differences.

First, determine the first thrower.
Pick a point on the target, let the other person know which point you intend to hit.
Throw and attempt to hit your called point.
If you hit your called point the next thrower will have to hit the same point.
If you miss, it is the next thrower’s turn and they can call their point.
If they hit their called point you will have to hit the same point.
If you miss their called point you will get an “H.”
The first person to spell HORSE loses.

All Areas Include: 
NO COUNTING REQUIRED
Bullseye (RED) = 6 points
5 Ring = 5 points
4 Ring = 4 points
3 Ring = 3 points
2 Ring = 2 points
Outside Ring = 1 point
Clutch (BLUE) = 7 points

Play CRICKET!
Individuals or Team Play

The goal is to hit Bullseye, and both Clutch dots 3 times.
The first team to do so wins.

Every time you hit one of these areas, your team gets a mark next to the corresponding value on the scoreboard. Once you have 3 marks next to a value, that area of the target will no longer count for anything if you hit it again.

Need to make this game easier? Change out the clutch shots for another agreed-upon target.

Play Zombies vs Humans!
Individuals or Team Play

There is only one combined score in this game, starting at 0. The zombie’s points are always negative, and the human’s points are always positive. If the score gets to +15 then the humans win, if the score gets to -15 then the zombies win.

Three throws per turn/team.

Play 21!
Individuals or Team Play

The first team with 21 points wins the game.

You will set 3 predetermined numbers that you will need to hit along the way to 21. The players can take turns choosing these numbers before the game starts. Let’s say 6, 10, and 14 are chosen. Your team will need to get your score to exactly 6 points before moving on to 10, and so on until you get to 21. So if you have 5 points and hit a “3”, your score will remain at 5.

Play Blackjack!
Individuals or Team Play

Each team gets a total of 10 throws, and the team closest to 21 after 10 throws win.
If your team goes over 21, then you busted and are immediately eliminated.
Your axe must be 100% within a particular scoring zone, otherwise, you get 0.

If you drop your axe, then that throw is worth negative 4 points.

So if you get to 21 before the 10 throws are completed, you will need to continue sticking your axe in the “0” area to stay at 21. Zero areas are either the lower left or right 1 zone.

Play Landmines!
Individuals or Team Play

The first team to pass 50 points wins. However, there are “landmines” every multiple of 10 points, and if you hit a landmine then your team’s score goes down 10 points.

For example, if you have 15 points and you hit a “5” to put your score at 20, you would then go back down to 10.

Landmines are at the following scores:
10, 20, 30, 40, and 50

BOOK AXE THROWING

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