Tomahawks 51 - Axe Throwing

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Tomahawks 51 is excited to offer leagues that are team-oriented yet also have INDIVIDUAL winners to satisfy ALL competitors!

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League nights will be on Mondays

7pm-10pm on the following dates:

10/14/19

10/21/19

10/28/19

11/4/19

11/18/19

12/2/19

12/9/19

12/16/19

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(1.1) PRE-MATCH RULES

1. Rock, Paper, Scissors - Lane choice

1. Players use Rock Paper Scissors to choose lane:

1. Winner = best 2 of 3;

2. Players may 'opt out' of Rock, Paper, Scissors effectively giving the lane choice to the other player.

2. Players get 3 practice throws before first match of the night;

3. Players get 1 practice throw before second match of the night.

2. Signaling Match Start

1. After warm up throws are complete but before a match officially begins, players perform a courtesy clinking of axe heads:

1. If this does not happen, there is no penalty, it is strictly a courtesy and sign of sportsmanship.

3. Changing Target Wood

1. Any requests for a change of target wood must be made before competition begins:

1. This should happen before rock, paper, scissors decides lane choice;

1. Wood may be changed after warm up, but not once the match has officially begun.

2. If a large piece of wood falls from the target during match play, creating a void or large gap on the target, it is acceptable to add screws to re-attach this piece and repair the target;

3. Similarly, if the corner of a board pulls away from the backboard during match play, screws may be added during the match to re-attach that board to the backboard ;

4. Only a complete change for a new board is illegal.

(1.2) MATCH FORMAT

1. Standard Match Format

1. Every regulation match consists of 3 rounds:

1. Each round consists of 5 thrown axes per round;

2. Player must win 2 of 3 rounds to win the match;

1. In regulation competition players always throw all three rounds even if one player has won the first two rounds;

2. Tracking of total points over 15 throws in all regulation matches is mandatory;

3. If a player wins the first round and ties the next 2 rounds this is still considered a match win as they have won the majority of the rounds in the match.

2. Players switch lanes between each round;

3. If players are tied at the end of the three rounds, a Big Axe tie breaker occurs. A tie occurs when all three rounds result in an overall tie;

1. Each player has won 1 round, lost 1 round and tied 1 round;

2. All three rounds are tied.

2. Big Axe Tiebreakers

1. A Big Axe round is played in sudden death fashion:

1. Players use rock, paper, scissors to determine who throws first: winner chooses;

2. Players alternate one throw each per big axe round;

3. In the beginning, as long as the Big Axe sticks in the target breaking blue paint or sticking within the blue circle, the throw counts as good;

1. If one player throws a good throw and the other a bad throw, the good throw wins;

2. If both players throw a bad throw then they go again;

3. If both players throw a good throw then they go again.

4. If both players throw a good throw THREE TIMES IN A ROW, they then revert to the device scoring system ('Points' are live and majority rules);

1. Play continues in sudden death fashion using device scoring rules until there is a winner;

2. If players both drop an axe during points mode in Big axe they STAY in point mode;

3. Once in point mode players can call Clutch.

5. A thrower must 'Bull In' or sink a big axe bullseye BEFORE being able to call big axe clutch in that same match tiebreaker.

1. Once BOTH players have sunk a bullseye each, clutch can be called by either at any time within their tiebreaker

2. Clutches continue to be live for the remainder of that match, regardless if they are hit or missed.

3. If bullseye has NOT been successfully thrown by both players in a tiebreaker, clutch will remain dead and unable to be called during that tiebreaker.

4. This process will repeat during each big axe round a player finds themselves in.

(1.3) SCORING

1. Point Values

1. The bullseye or black ring is worth 5 pts;

2. The red ring is worth 3 pts;

3. The blue ring is worth 1 pt;

4. The green dots in the corner, or Clutch(TM*) are worth 7 pts.

2. Clutch*

1. Players must declare that they are going to throw for Clutch before attempting, also referred to as 'Calling Clutch' or to 'Call Clutch';

2. Players can only throw for Clutch on the 5th and final throw of the round;

3. An accidental clutch is not valid, even on a 5th throw, no call, no points;

4. Once Clutch is called, only that point area is valid and all other point areas are worth zero:

1. Meaning that if a player calls for Clutch but hits a bullseye, they receive no points.

5. A Clutch call can be taken back after it is called but must be announced to their opponent and scorekeeper:

1. If a Clutch call is denounced the target reverts to it's original values and the Clutch is worth zero.

3. The Majority Rule

1. All scoring is based on where the majority of the blade lands and stays in the target;

2. The area to be counted on an axe sunk into a target is the area that is breaking the surface of the target:

1. Any part of the blade that is not making contact with the wooden target does not count;

2. The amount of blade buried deep into the target passed the surface is also not relevant;

3. If they cannot agree, they must call for a measurement from the device; See Image 1.3-A below

3. Clutch is an exception to the majority rule;

1. When throwing for clutch, as long as any of the axe blade is breaking the green clutch paint, the throw is good:

1. Green paint refers to the originally drawn circle that represents the clutch point and not any paint drips or deviations from that circle;

2. Call for referee if there is a debate, similar to a device* call.

4. Drops

1. If the axe sticks in and then falls out of the target, it is worth zero points, even if it sticks in for a moment and slowly falls:

1. This includes any axe that falls out before the thrower has approached the target and pulled their axe from it;

2. This also includes any axe that must be measured by the device*.

5. Device

1. The device is a set of calipers used to determine the point value of an axe that has landed between two point areas and the point value is unclear: See Image 1.3-B below

1. A device can be called by either thrower in the match, a scorekeeper, or a league runner.

2. A third party must use the device, competitors cannot use the device to measure for points in their own matches;

1. If the thrower being measured removes their axe from the board before the measurement is complete, they receive the lower point value of the values in debate.

3. When measuring an axe that has landed between two point areas, always use the outer edge of the paint line (the one farther from the center of the target) as the border for measuring point value; See Image 1.3-C below

4. Axes are measured at the face of the target (as if it were not chewed up);

5. If the Device is called and the axe falls out of the target before the third party arrives at the target surface with the Device then it is worth zero;

6. If the axe falls from the target as the third party is actively measuring the throw (meaning the device is out and at the axe blade) then the thrower receives the lower point value of the two being measured:

1. This is because the thrower is responsible for throwing well enough to have a solid stuck axe to be measured, but in case of third party error, if the axe has stuck up until the point of measurement they will receive the lesser value;

7. If a device is called and the thrower who is being measured takes the axe out of the target, the thrower being measured gets the lower point value.

6. Final Axe Call (per round)

1. In a given round, once both throwers reach their final (5th) axe, they may mutually agree upon, or individually choose, any one of three courses of action for their final throw. This is considered their 'final axe call'

2. These options may be one of three options; 1. Bullseye, 2. Clutch, or 3. No call at this time (usually made because they want to hear what their opponent wishes to throw first).

3. These decisions are considered 'locked in' once the throwers have discussed their calls with each other if desired, and made those calls official to the scorekeeper of the match. These calls, once finalized with the scorekeeper, cannot be changed or rescinded.

4. NOTE: if a competitor throws their axe without conferring with their opponent or scorekeeper AND without calling clutch, that throw is to be considered a regular throw for points by default. Regular throws and 'Bullseye' calls still have the remainder of the board open for scoring with the exception of Clutch.

5. IF both throwers choose 'No Call,' cannot decide on a course of action, cannot decide their throw order within a round, or both refuse to choose one option before their opponent declares their intent, this will be considered a 'stalemate' and will result in:

• A) the point leader of that round being required to make their call and throw first; or,

• B) if there is no point leader in that round, the leader in rounds won over the course of the match will be required to throw first,

• C) if both players are in a true tie, then both players will be forced to throw for bullseye and Clutches will be considered dead.

7. Final Axe Call (Big Axe)

1. Similar to the final axe calls, both players must make their intention known to the scorekeeper prior to either competitor throwing an axe.

2. The player who's been determined to throw first (through rock, paper scissors, coin flip, etc.) may choose either 1. Bullseye, or 2. Clutch (if they've already scored a bullseye in Big Axe that round, re: the 'Bulling In' rule).

3. The 2nd thrower may choose either option, to follow suit, OR 3. No call at this time (if they want to wait and see what the 1st thrower scores).

4. NOTE: the player who's been determined to throw first (through rock, paper scissors, coin flip, etc.) must make their call to the scorekeeper even if their opponent has decided to choose 'No call at this time.'

5. Again, these decisions are considered 'locked in' once the throwers have discussed their calls with each other, if desired, and made those calls official to the scorekeeper of the match. These calls, once finalized with the scorekeeper together, cannot be changed or rescinded.

(1.4) ATTENDANCE & FORFEITS

1. Attendance

1. All players are subject to a 1.5 hour limitation on late arrivals on a league night, or the need to leave early:

 The league will accommodate lateness of up to 1.5 hours after official league start time;

 Players that need to leave early must commit to staying at least 1.5 hours after official league start time;

 If a player arrives more than 1.5 hours late into the official league time, thus breaking the 1.5 hour rule, then their opponents may leave at that 1.5 hour mark and the absence will count against the late player - not the player who was on time and decided to leave early having completed all other matches;

 If a missed match is not successfully completed by the end of Week 7, then the latecomer would receive the forfeit loss.

2. On the other hand, if a player leaves less than 1.5 hours from league start time, and before finishing their matches, or allowing potential late comers to arrive within the 1.5 hour rule, then that player becomes responsible for all matches missed and will be marked absent.

3. Exceptions may be given to the 1.5 hour rule but only with the consent of that players opponents that night, as well as with league runner approval.

2. Absences

1. All players may miss 1 week of regulation play per season without notification and make up those matches over the following weeks:

1. Players may miss additional weeks of play with a minimum notice of 1 week;

2. This does not apply to week 7 however, as there are no further weeks to make up matches;

3. Players that miss week 7 will forfeit any unplayed matches.

2. Players that miss more than 1 week of regulation play without advance notice will forfeit all matches scheduled during additional weeks missed:

0. Notice must be given in time to play matches that will be missed during the week prior to planned absence;

1. i.e. If Player 'A' will be missing week 6, then they must notify their league runner with enough advance notice to play those matches on week 5, with the 1.5 hour rule remaining in effect;

1. Matches that will be missed due to advance notice may be distributed over the weeks prior to, and after the scheduled absences.

3. Forfeits

1. Players that win by forfeiture will receive the standard 2 points per win and their average score thrown that week will be applied to that match:

0. This average includes all matches thrown that week, whether originally scheduled, or made up from other weeks.

2. The player who receives the forfeit lose will receive 0 game points, but their average score per game played will remain unchanged.

3. In the event that two players miss a single scheduled match on the same or separate weeks, and it cannot be made up by the end of regular season play, the following are possible outcomes:

0. If Player A misses a match during week 6 but has provided proper absence notification, moving the match to week 7, and their opponent is present week 6, but misses week 7 without proper notification. Player A will receive the forfeit win and Player B receives the forfeit loss;

1. If Player A misses a match without absence notification on week 6, and Player B is in attendance week 6 and has provide proper notification they are going to absent on week 7. Player A, regardless if they are in attendance week 7 or not, will forfeit the match as they did not provide proper notification and Player B will receive the forfeit win;

2. If Player A and player B both miss a match scheduled on week 7, then both players will forfeit that match and receive a forfeit loss:

1. This also applies if both players missed an earlier scheduled match that was then moved to week 7, and miss the rescheduled match.

4. Playoff Attendance

1. If a player that has made playoffs is not present for competition, then all players below their rank move up one position in standings:

0. i.e. if the player in 15th place is not competing, the player ranked 16th now takes the 15th place position and 17th place moves up to 16th place, etc.

2. If a competing player is attending but arriving late, then the tournament continues on schedule and the player will forfeit their first match if they do not arrive on time, thereby moving them to the B bracket:

0. If the same competing player is not on time for their B bracket match, then they will forfeit that match be out of the competition.

(1.5) THROWING ETIQUETTE & FOOT FAULTS

1. Axe Throwing Style and Rotation

1. A NATF regulation throw may be thrown in any one of three ways:

1. 2 hands, over the head;

2. 1 hand, over the head;

3. 1 hand, under hand;

4. No other style of throw is permitted.

2. When a player gets ready for their throw and is in their throwing stance, the blade of the axe must be facing away from the body of the thrower. Any throwing stances that start with the blade of the axe facing away from the target are not permitted;

1. The axe must make roughly one rotation before impact for a throw to count.

2. 5th Throw Etiquette

1. On the 5th axe of a round, it is customary and good sportsmanship for the point leader to throw first:

1. This is so the underdog can know how many points they must get on their final throw to win (e.g. clutch needed to win);

2. If a match is out of reach (> 7 point lead), or for any other reason, the losing player can choose to throw first.

3. Foot placement for a standard throwing axe

1. When setting up to throw, a players lead foot may be on top, beside, behind, or in front of the black line:

1. At that point, their back foot must be planted completely behind the black line;

2. The back foot may be planted off center to the left or right of the black line, as long as it is still entirely behind the back of the black line in relation to its distance from the target.

2. During the motion to throw the axe, the player may take a full step forward bringing their rear foot to the front of their body and planting it as the motion to throw continues:

1. This foot that has now moved from the back of the player to plant on the floor in front, once planted, must not leave the ground again until the axe has left the hand of the player and has been thrown;

2. During the motion of the throw, any steps taken before crossing the back plane of the black line do not count towards the legal step count.

4. Foot placement for a Big Axe

1. When setting up to throw, a player’s lead foot may be on top of, beside, behind, or in front of the blue line.

1. At that point, their back foot must be planted completely behind the blue line.

2. During the motion to throw the axe, the player may take a full step forward bringing their rear foot to the front of their body and planting it as the motion to throw continues:

1. This foot (that has now moved from the back of the player to plant on the floor in front) once planted, must not leave the ground again until the axe has left the hand of the player and has been thrown;

2. During the motion of the throw, any steps taken before crossing the back plane of the blue line do not count towards the legal step count.

5. The Red Foot Fault Line

1. The red foot fault line is a solid red line between the throwing block and target:

1. The Red Foot Fault line is 110” from the back of the plywood backboard, measured as if the backboard reached all the way to the ground.

2. Players must not cross the red foot fault line until both players have thrown their axe :

1. After throwing there must be a conscious pause from both throwers before crossing the red foot fault line to approach the target, if there is no pause, it will count as a fault:

1. This means every player must stop all forward momentum for a moment in time before approaching the target to retrieve, even if they are the second player to throw at that time.

3. The penalty you receive from a fault increases with the amount of times you fault on that night of regulation play:

1. On the first fault, you forfeit the throw on which the fault occurred;

2. On the second fault, you forfeit the round in which the fault occurred;

3. On the third fault, you forfeit the match in which the fault occurred and in regulation play you are done throwing for the night:

1. This could also count as an absence if that player is not able to make up those matches on another night.

4. Faults reset each week of regulation play.

4. In a playoff tournament the 3 fault rule still exists for that night and if a third fault occurs, that player forfeits out of the playoff tournament.

6. Crossing the Red Foot Fault Line

1. On the final axe of a round, the red foot fault line may be crossed but only to clarify the point value of the axe thrown:

1. both throwers must acknowledge that the fault line will be crossed before either player approaches the target:

1. This indicates that play has stopped.

2. If the player is taking a closer look to confirm point value, they may do that while leaving the axe in target, report the point value, then cross the fault line back to the block and only then may the second player take their next throw:

1. After which both players may approach and retrieve their axes under the fault line rules for approach.

3. If a device is needed, that may be called, again acknowledging that play has stopped:

1. Once measured by a third party that axe may be removed from the target and returned to the player before their opponent throws their next axe.

7. The Big Axe Fault Line

1. When throwing Big Axe, the Black Line becomes the Big Axe Foot Fault Line:

1. If a player crosses the black line while throwing, it counts as a fault;

1. A throwers foot may touch, but not cross the Black line.

2. If a fault occurs, the throw the fault occurs on becomes an automatic zero and play continues.

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