D: Hatchet Duals Disciplines

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D: Hatchet Duals Disciplines

D: Hatchet Duals Disciplines #

The Big Axe and Hatchet Duals disciplines follow all rules outlined in sections A & B with the following exceptions. Hatchet Duals and Big Axe games may be played on the standard hatchet target; however, the bullseyes and 5 rings located within the 3-point ring of the target are not active for scoring purposes.

1. Big Axe #

  • Axe Specifications (replaces Section A 1.i)
    • The total axe weight must be at least 3lbs, but no more than 4.25lbs
    • The handle length must be a minimum of 23in to a maximum of 30in as measured from the lowest point of the handle to the highest point of the eye on top of the axe head.
    • The axe blade cannot be more than 4 ⅝in
  • Gameplay Changes
    • A big axe game consists of 7 throws.
    • Competitors will switch sides after each game but will remain on the same target for the duration of each game.
    • The fault line is moved to 15ft for all 7 throws.
  • Target Differences
    • 5s and bullseyes can only be scored on the center board of the target.
    • Killshots
      • A Killshot is considered a hit (worth 8 points) if it touches any part of the Killshot (inner or outer) and does not drop prior to scoring.
      • An extra Killshot attempt is not awarded for a drop.
    • Closing point values
      • Only hit Killshots close; there is no requirement to alternate heights until sudden death.

2. Hatchet Duals #

The Hatchet Duals discipline involved two teammates throwing at the same target simultaneously. Both axes count towards a total team score for the game.

  • Gameplay Changes
    • A Hatchet Duals game consists of 5 throws, and teams will throw all 5 throws at the same target.
      • A ‘throw’ consists of 2 axes thrown simultaneously by the same team.
      • A fault for either competitor on a team results in a fault for the entire throw, and both axes will be scored as faults.
      • If one competitor’s axe hits the target before their teammate has let go of their axe, that throw will count as a fault.
    • Teams will switch sides after each game but will remain on the same target for the duration of each game.
    • As a safety precaution, competitors must throw from approximately the same distance. (One competitor cannot release their axe at the 12ft line and another at the 15ft line).
    • For an axe that is only embedded into another axe, both axes will receive the point value of the axe embedded in the target.
      • In order for an embedded axe to count as a hit Killshot, both competitors must have called for a Killshot attempt.
      • In the event only one competitor has called a Killshot on the relevant throw, the other axe will score based on the location of the axe in the board.
    • Once an axe is scored, the Lane Judge may ask the competitor to remove their scored axe to determine the score of their teammate’s axe. If removing the first axe causes the second axe to drop, the lower score threshold will be given.
  • Target Differences
    • 5s and bullseyes can only be scored on the center board of the target.
    • Killshots
      • A Killshot is considered a hit (worth 8 points) if it touches any part of the Killshot (inner or outer) and does not drop prior to scoring.
      • An extra Killshot attempt is not awarded for a drop.
      • Each team is allowed to call 2 Killshots per game. (These can be taken separately or on the same throw).
      • Killshots only close after both axes are scored, and two axes touching the same Killshot scores 16 points (provided both competitors have called a Killshot).
    • Closing point values
      • Only hit Killshots close; there is no requirement to alternate heights until sudden death.
  • Sudden Death
    • Both teammates must still individually rotate Killshot attempts in a clockwise pattern.
    • If one team hits more Killshots than the opposing team, they will be awarded the win.
    • If the same number of Killshots are hit by both teams, sudden death continues clockwise unless 0 Killshots are hit.
    • In the event 0 Killshots are hit by all competitors, the Judge will measure to determine a winner.
      • The axe closest to the Killshot on each team will be measured to determine the winning team.
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