AXE THROWING RULES

AXE 301 RULES

1. All players start with 301 points and attempt to reach zero.
2. Take turns throwing an axe three times per round.
3. If a player scores more than the total required to reach zero, the player “busts” and the score returns to the score that was existing at the start of the turn.
4. In case of a BUST, your round ends there even if you did not throw your 3 axes. Your next round starts with the score you had before the BUST.
5. The inner ring counts as 3x that score while the outer ring counts as 2x that score.
6. The bullseye outer ring counts as 25 points while the center counts for 50 points.
7. If your axe blade is touching two different scoring areas, count the higher score.
8. If your axe falls out of the board before the score is determined, the shot counts as a miss.

AXE 501 RULES

1. All players start with 501 points and attempt to reach zero.
2. Take turns throwing an axe three times per round.
3. If a player scores more than the total required to reach zero, the player “busts” and the score returns to the score that was existing at the start of the turn.
4. In case of a BUST, your round ends there even if you did not throw your 3 axes. Your next round starts with the score you had before the BUST.
5. The inner ring counts as 3x that score while the outer ring counts as 2x that score.
6. The bullseye outer ring counts as 25 points while the center counts for 50 points.
7. If your axe blade is touching two different scoring areas, count the higher score.
8. If your axe falls out of the board before the score is determined, the shot counts as a miss.

AXE QUICK-CRICKET RULES

1. Players take turns throwing an axe three times each at the board, trying to hit 15 through 20 and the bullseye. All other numbers do not count.
2. Each team must “close out” all of their numbers 15 through 20 and the bullseye by sticking the numbers and bullseye three times.
3. The inner ring counts as 3 sticks while the outer ring counts as 2 sticks.
4. The bullseye outer ring counts as 1 stick while the center counts for 2 sticks.
5. If a team closes out a number before the other teams do, that team can start racking up points every time they stick that number until all teams close it out.
6. Once all teams have closed out a number, it is no longer in play and points can no longer be earned.
7. The first team that closes out all their numbers and has the higher score wins.
8. If your axe blade is touching two different scoring areas, count the higher score.
9. If your axe falls out of the board before the score is determined, the shot counts as a miss.

AXE CRICKET RULES

1. Players take turns throwing an axe three times each at the board, trying to hit 15 through 20 and the bullseye. All other numbers do not count.
2. Each team must “close out” all of their numbers 15 through 20 and the bullseye by sticking the numbers and bullseye three times.
3. The inner ring counts as 3 sticks while the outer ring counts as 2 sticks.
4. The bullseye outer ring counts as 1 stick while the center counts for 2 sticks.
5. If a team closes out a number before the other teams do, that team can start racking up points every time they stick that number until all teams close it out.
6. Once all teams have closed out a number, it is no longer in play and points can no longer be earned.
7. The first team that closes out all their numbers and has the higher score wins.
8. If your axe blade is touching two different scoring areas, count the higher score.
9. If your axe falls out of the board before the score is determined, the shot counts as a miss.

TEAM ELIMINATION RULES

1. Throw the axe and stick it to eliminate a scoring area and score points. If each team sticks the target and it goes all the way around to the original team, then the original team can call a new shot.
2. If the axe blade is touching the outer ring of a scoring area, it counts for that scoring area and the area is eliminated.
3. Every complete turn the remaining scoring areas rotate to a different alternating position.
4. If a red or blue player accidentally hits their own color, then the scoring area they hit must be eliminated.
5. If your axe blade is touching two different scoring areas, count the higher score and/or your scoring area.
6. If your axe falls out of the board before the score is determined, the shot counts as a miss.
7. The team who eliminates all of the other teams scoring areas first, wins!

3-CONNECTED & 4-CONNECTED RULES

1. Throw the axe and stick it in the circle target with the X at the top of the column you want to add your team’s colored disc.
2. If the axe blade is inside or touching the circle outline of a scoring area, it counts for that scoring area.
3. If your axe blade is touching two different scoring areas, count the one where the axe is more into the one scoring area.
4. If your axe falls out of the board before the score is determined, the shot counts as a miss.

TIC-TAC-TOE RULES

1. Throw the axe and stick it to place your team’s letter.
2. Count the square that the top of the axe blade is touching.
3. If your axe falls out of the board before the score is determined, the shot counts as a miss.

RACE TO 300 & RACE TO 500 RULES

1. Throw the axe and stick it to score points.
2. If the axe blade is touching the outer ring of a scoring area, it counts for that scoring area.
3. If your axe blade is touching two different scoring areas, count the higher score.
4. If your axe falls out of the board before the score is determined, the shot counts as a miss.

ARSELING RULES

1. Just like playing H O R S E using a basketball, a team calls their shot and sticks the target, then the next team must hit the same target or their team gets a letter. If the team sticks the target, then the next team up must stick the same target until a team misses. The first team who misses gets a letter and the next team up gets to call the next shot.
2. If each team sticks the target and it goes all the way around to the original team, then the original team can call a new shot.
3. If a team calls a shot and misses, then the next team gets to call a new shot.
4. When a team spells ARSELING, that team is eliminated and the remaining teams continue until there is only one team remaining.
5. If the axe blade is touching the outer ring of the called shot, it counts.
6. If your axe falls out of the board before the score is determined, the shot counts as a miss.

VIKING RULES

1. Just like playing H O R S E using a basketball, a team calls their shot and sticks the target, then the next team must hit the same target or their team gets a letter. If the team sticks the target, then the next team up must stick the same target until a team misses. The first team who misses gets a letter and the next team up gets to call the next shot.
2. If each team sticks the target and it goes all the way around to the original team, then the original team can call a new shot.
3. If a team calls a shot and misses, then the next team gets to call a new shot.
4. When a team spells VIKING, that team is eliminated and the remaining teams continue until there is only one team remaining.
5. If the axe blade is touching the outer ring of the called shot, it counts.
6. If your axe falls out of the board before the score is determined, the shot counts as a miss.

AXE RULES

1. Just like playing H O R S E using a basketball, a team calls their shot and sticks the target, then the next team must hit the same target or their team gets a letter. If the team sticks the target, then the next team up must stick the same target until a team misses. The first team who misses gets a letter and the next team up gets to call the next shot.
2. If each team sticks the target and it goes all the way around to the original team, then the original team can call a new shot.
3. If a team calls a shot and misses, then the next team gets to call a new shot.
4. When a team spells AXE, that team is eliminated and the remaining teams continue until there is only one team remaining.
5. If the axe blade is touching the outer ring of the called shot, it counts.
6. If your axe falls out of the board before the score is determined, the shot counts as a miss.

EXTREME-PIRATE TIC-TAC-TOE RULES

1. Throw the axe and stick it to place your team’s letter.
2. Count the square that the top of the axe blade is touching.
3. Steal a square by sticking a square that already has an opposing team’s letter.
4. Every time a square is stolen, the square will shrink in size. The square is counted when the axe blade is touching the interior of the square.
5. If your axe falls out of the board before the score is determined, the shot counts as a miss.

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