Throw axes at a target board. Hit the rings for points; land the clutch for big swings.
Battle Royale
Last axe standing. Each ZONE, everyone throws 5 — the lowest score is eliminated. Survive long enough and the circle starts to close: from Zone 5 the outer rings vanish one by one, until only the bullseye and the clutch are left. Survive or be cut.
Clutch Gauntlet
The clutch is king. The green dots are worth 7 — everything else on the board is just 1. Hunt the clutch and rack up the highest total.
Countdown
Start high and count down to exactly zero. Every point you score is subtracted — but overshoot below zero and the throw doesn't count. Precision under pressure.
Axe Cricket
Close out the board. Hit each ring 4 times (12 total) to win — first to 100% takes it. A clutch closes out a whole ring of your choice.
Dead Center
Only the center counts. Black bullseye = 5, clutch = 7, everything else is a dead miss. First to reach or pass 50 wins — but everyone gets the same number of throws first.
Double or Nothing
Build a pot, then bet it all. Every turn you stack up points on the rings — but your last throw is the gamble: land the clutch and your whole pot DOUBLES, miss it and you bank nothing. Nerve over everything.
IATF Match
Official IATF format: 1 vs 1, best of 3 rounds of 5 throws. Each round is won on points; the higher round score takes the round. Win 2 rounds to win the match. A tied round goes to a Big Axe throw-off.
Axe Match
1 vs 1 on one target, taking turns. Two turns of five throws each — highest total of all 10 throws wins. Ties go to a sudden-death playoff.
Pro Match
Axe Match with pro scoring: bigger numbers and a high-value Green Dot at the top of the board worth 13. 1 vs 1, two turns of five throws — highest total of all 10 throws wins. Ties go to sudden death.
Quickfire Cricket
Cricket at double speed. Hit each ring just ONCE to close it — first to close all three rings wins. A clutch closes any ring instantly.
Axe N' Relax
Laid-back open scoring for any size group. Everyone gets the same number of throws — take them in whatever order you like — and the highest total wins. No turn order, no pressure.
Roulette
Every throw, the board calls a zone — and only that zone scores. Hit the call for its full points, miss it and get nothing. All or nothing, every single throw.
Team Clash
Squad up and settle it as teams. Split everyone into up to four teams, each thrower racks up points for their side, and the highest combined team total wins. Open order — tap whoever's up, throw in any order.
Team Pro Match
League team match with Pro scoring: two teams of 3–5 each throw 10 throws per player, and the highest combined team total wins. Built for bowling-style league nights — every throw counts toward the team score and the thrower's individual line.
First to 21
Every player for themselves, turns in alphabetical order, 3 throws per turn. Reach exactly 21 to win — go over and your score resets to 0.