B: Hatchet Singles Disciplines

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B: Hatchet Singles Disciplines

Section B: Equipment Standards #

The rules outlined below reflect the rules and regulations of the Hatchet discipline. These rules vary slightly in their application for different divisions of Hatchet gameplay (outlined in Section C), as well as the Hatchet Duals and Big Axe disciplines (outlined in Section D).

1. Targets #

  • Targets should be of sound quality before gameplay starts.
  • Target boards should be changed, flipped or repaired at the discretion of the Lane Judge should they determine one of the following criteria are met.
    • Excessive movement or ‘wiggling’ of the axe occurs when it lands in the damaged area causing or risking good throws to fall out.
    • Scoring zones have significant gaps or are missing lines that would prevent scoring axes in those areas correctly.
    • There is an apparent safety hazard posed by the arrangement or condition of the target boards.
  • If a competitor disagrees with a Lane Judge’s call to not change, flip or repair the boards, they may request the Head Judge inspect the target(s). The Head Judge will then make the final decision.
    • If targets become unscorable during the course of the match, the Lane Judge, at their discretion, may opt to move the match to another lane. If no lane is available, boards on the current lane may be swapped out before continuing play.
    • If boards are changed during the course of a game, competitors may each take 1 practice throw at the new target.
  • Boards must all be individually secured and not able to move during sanctioned gameplay.
  • Competitors may not alter targets in any way that could be construed as intending to gain a scoring advantage.
    • Examples may include tapping in a loose piece of the board, “chopping” a board to soften it, etc.
      • Competitors may tap in a loose piece of the board with the judge’s permission.
      • Spraying down the boards before or after a match is not considered altering the target.
  • A competitor altering a target in any way will result in a 0 scored on that competitor’s next throw.

2. Warm-up Throws #

  • The minimum number of warm-up throws at any sanctioned WATL® league or tournament is:
    • 3 throws before a competitor’s first game of the day
      • If no pre-tournament practice time is provided, the suggested number of practice throws prior to a competitor’s first game of the day is 10.
    • 1 throw before each competitor’s subsequent game after their first game of the day.
  • The Head Judge or hosting venue, at their sole discretion, may determine a different number of warm-up throws.
  • Warm-up times must be equally available to all competitors.

3. Safety and Faults #

  • If an axe breaks during a match in a manner that would make it unsafe to throw or causes it to be out of specifications, the Lane Judge may require the competitor to switch axes.
  • If an injury occurs, resulting in a pause in play, a competitor must be assessed by a Lane Judge or onsite medical professional.
    • If the competitor is assessed and able to continue, then the paused game may continue.
    • If a competitor is deemed unable to continue or wishes not to continue, the match will be awarded to the opponent.
  • If an injury occurs, resulting in a pause in play, a competitor must be assessed by a Lane Judge or onsite medical professional.
    • If the competitor is assessed and able to continue, then the paused game may continue.
    • If a competitor is deemed unable to continue or wishes not to continue, the match will be awarded to the opponent.
  • Throwing
    • Competitors must remain behind their designated fault line until all scores have been indicated by the Lane Judge.
    • If a competitor touches any part of the lane, equipment, or building past the designated fault line once the lane is active, the current throw will be marked as a fault.
      • A fault may be dismissed by Lane Judge if the infraction is deemed outside the competitor’s control.
      • Those throwing in wheelchairs must keep one wheel behind the designated fault line but are otherwise allowed past that line.
      • Those requiring the assistance of a cane or other walking device may have that device resting past the fault line provided both feet remain behind the designated line.
    • No equipment that emits sound or provides active noise cancellation (ANC), such as headphones or ANC earplugs/earbuds, may be used while throwing.
      • Exceptions will be made for medical devices that aid in hearing.
      • Competitors are required to inform the lane judge that they are wearing earplugs and/or a hearing device, and may need additional accommodations such as showing the score on the tablet between throws.
    • Axes shall never be thrown when anyone is past the fault line in the lane.
      • If a competitor does so, or throws in any other unsafe manner, the Lane Judge may remove that competitor from competition at which point they will be disqualified for the rest of the event.
    • Spectators should maintain a safe distance from all competitors.
    • Any overhead throw must be done with the blade facing away from the competitor.

4. Playing a Game #

  • Each game consists of 10 throws.
    • After 5 throws (one half), competitors will switch targets.
      • Starting targets will be determined by the side assigned in the App when the game is selected.
  • Sudden Death – If the game is tied after 10 throws, players take additional throws exclusively at Killshots until a winner is determined.
    • Any attempt that doesn’t touch a Killshot is considered a miss.
    • The first attempt can target any Killshot, but each subsequent throw must target the next Killshot, clockwise.
    • The first player to score higher than their opponent wins, and ends Sudden Death.
    • On the second tie or double miss, the Lane Judge will measure the distance from each axe’s closest scoring area to the scoring zone of their respective required Killshots.
      • Axes that drop or stick outside the target boards (such as in the header or footer) are considered unmeasurable and are not considered when measuring for the shortest distance.
      • If the measurements are tied or both axes are unmeasurable, competitors will throw again, rotating Killshots clockwise.
      • The thrower with the shortest measurable distance will be awarded the game.
  • Pauses and Delays
    • The lane is considered open for the next active throw when all competitors and the Lane Judge have returned behind the fault line, and no pause in play has been called by the Lane Judge.
    • If a stalemate (neither competitor is willing to throw first) is caused by competitors waiting on their opponent to throw or call, then the competitor in the lead may have the advantage of waiting, and the Lane Judge will ask the trailing competitor to throw.
      • Once prompted by the Lane Judge, the trailing competitor will have 10 seconds to complete their throw, after which time, the throw will count as a fault.
      • If the game is tied, the Lane Judge will flip a coin to determine the first competitor.
    • Throws must be taken within 10 seconds of each other, and any throw taken more than 10 seconds after an opponent’s throw will count as a fault.
      • In order to count the throw as a fault, a timer must be used by the lane judge.
      • A Lane Judge should institute a timer if they believe a competitor’s throwing pace suggests they might exceed the allotted time based on their current or previous performance.
      • The judge must institute a timer should either competitor request it be instituted.
      • If a timer is instituted, the Lane Judge must inform the competitors, and it must be used for a minimum of 3 throws or the remainder of the game.
    • The lane judge may call a pause in play for any reason deemed necessary.
      • Competitors may also request a pause in play that may be granted at the discretion of the Lane Judge.
      • If a pause in play is called, the Lane Judge will indicate when the lane is open to throw, and play will commence from the point at which the pause was called.
  • Challenges
    • A competitor may challenge any score called by the Lane Judge if they believe it to be inaccurate.
      • If a challenge is called, both competitors must return behind their designated fault lines until the final call is made.
      • If a competitor alters the position of an axe in any way after a challenge is called, the lower value will automatically be applied to the axe in question.
      • The final call is always made by the Head Judge (or by another Certified Judge selected by the Head Judge in the case the Head Judge is unavailable or has a conflict).
      • The final call is final and binding for the remainder of the match and may not be disputed further.
    • The Lane Judge must always make a call on each throw.
    • If a competitor believes an incorrect application of the rules is being assessed, they may appeal to the Head Judge to investigate the matter.
      • Upon review of the rules, if the competitor believes the Head Judge is also not properly applying the rules, they may appeal to the WATL Head Judge, the Head of Officiating, or any designated WATL rules expert.
      • Upon review of the rules, if the competitor believes the Head Judge is also not properly applying the rules, they may file an appeal to the WATL® Head Judge, the Head of Officiating, or any designated WATL® rules expert. The appeal must include the specific rule in question, a detailed description of the incident, and any supporting evidence (video, photographs, witness statements, or other)
      • Competitors may not retroactively issue challenges to completed matches.
      • Any challenge automatically pauses the relevant game.
    • It is the competitor’s responsibility to know and understand the rules and call seconds and challenges when applicable.
      • Challenges/seconds can not be made by spectators unless they are made by a minor’s representative.
        • Competitors under the age of 18 may name a representative to act on their behalf. The representative is only able to challenge calls on behalf of the competitor. Each representative is to be named before the start of the sanctioned event and communicated to Certified Judges. The representative is expected to follow all rules of play as if they were the competitor.

5. Scoring #

All scoring is based on touch scoring where the valid scoring area of an axe makes contact with the surface of the board. Axes only need to make contact with the scoring area on one side of the blade; scoring area is not required on both sides of the axe blade.

  • Scoring Area of the Axe
    • The valid scoring area of the axe includes the bit up to the front of the eye but not past it.
      • If there is no visible eye, the valid scoring area is determined by where the front of the handle meets the axe head.
      • Axes that contain more than one bit embedded in the target will score based on the valid, intended scoring area of the axe.
    • An axe is scored based on the highest valid scoring zone that touches the valid scoring area of the axe.
      • Any part of the axe embedded below the scoring surface does not count for scoring.
      • Axes cannot be moved to determine score and must be scored as they lie.
      • Wood significantly shifted away from the intended scoring zone does not count for scoring. 
      • If an axe falls to the ground before the Lane Judge scores the axe, that axe is counted as a drop.
  • Scoring Zones
    • There are 5 black rings that outline the scoring zones of the target.
      • Target ring scoring zones are based on the space between black rings. Reference the scoring zone above, labelled “2 ring”, to better visualize the scoring zone of a 2 ring.
      • Black marker rings are considered part of the scoring area of the lower of the two values they separate.
        • Sticking in the target outside the outermost ring scores 0 points.
  • Bullseyes
    • There are 5 bullseyes on the board worth 6 points, each centered within a 5 ring.
      • 4 of these bullseyes are within the 3 ring, and one is in the center of the target.
        • All 6s and the outer 5s are outlined with a ballpoint pen which counts as part of the scoring zone for that target.
  • Killshots
    • There are 4 ‘Killshots’ located within the 1 point ring of the target that consist of an ‘inner’ and ‘outer’ scoring zone.
      • A Killshot is considered a hit if it touches any part of the Killshot (inner or outer) and does not drop prior to scoring.
      • Hitting an inner Killshot is worth 8 points, and hitting an outer Killshot is worth 7 points.
      • All inner and outer Killshots are outlined with a ballpoint pen which counts as part of the scoring zone for that target.
      • The pen line counts as part of the valid scoring zone for both the inner and the outer Killshots.
    • Killshots must be ‘called’ in order to count for points.
      • To call a Killshot, a competitor must indicate to the Lane Judge that they intend to throw for Killshot.
        • Once a Killshot is called and confirmed by the Lane Judge, the decision may not be changed.
        • Killshots may not be called once either competitor has thrown.
      • If a Killshot is called, failing to hit any part of a valid Killshot is worth 0 points.
      • Only 2 Killshots may be called during the match.
        • In the event of a drop on any throw (except the tenth), the competitor who scored a drop is awarded one additional Killshot.
        • Each subsequent drop will award an additional Killshot for that competitor.
  • Closing Point Values
    • Scoring points on a Killshot attempt closes both Killshots at that height.
      • Killshots do not reset at the half.
      • Hitting a second Killshot at the same height will count as a miss.
      • If a competitor has been awarded a 3rd Killshot due to a dropped axe, and both heights have been hit, both upper and lower Killshots open back up and either may be attempted.
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