Every game. One system.

30 games across 5 sports — this page is generated from the same game data your lanes run, so it's never out of date.

American Tejo (5)

Throw tejos at a clay grid studded with explosives. Detonate the powder or claim your squares.

Battleship

Battleship

Two sides secretly hide a fleet, then take turns firing tejos at the enemy's hidden ships. Hit an explosive and the blast takes out everything it touches. First to sink the whole fleet wins. Play 1v1 (one captain a side) or in teams of up to 8.

Team Detonante

Team Detonante

Two teams race to detonate explosives. Players are called up one at a time and throw until they detonate, then it's the next player's turn. First team to 5 combined detonations wins.

Detonante

Detonante

Throw until you detonate an explosive, then it's the next player's turn. First to detonate 5 different explosives wins. You get 30 tejos each.

Powder Keg

Powder Keg

Everyone takes turns throwing one tejo. Clay tiles are worth 1, live explosives are worth 3 (then they're spent). Play until the explosives are gone — highest total wins.

Tic-Tac-Toe

Tic-Tac-Toe

The nine explosives are the squares. One tejo per turn — hit an open explosive to claim its square. First three in a row wins.

More about American Tejo →

Axe Throwing (15)

Throw axes at a target board. Hit the rings for points; land the clutch for big swings.

Battle Royale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

More about Axe Throwing →

Bowling (3)

Ten-pin bowling — strikes, spares, and the tenth-frame fill. The score climbs with every mark.

Eight-Pin No-Tap

An easier, fast-moving ten-frame variation where eight, nine, or ten pins on the first ball scores a strike.

Nine-Pin No-Tap

A welcoming ten-frame variation where nine or ten pins on the first ball scores a strike. Standard spare and strike bonuses still apply.

Ten-Pin

Classic ten-pin bowling. Knock down all ten on the first ball for a strike, or clear them in two for a spare, and carry the bonus forward. Highest total after ten frames wins.

More about Bowling →

Darts (2)

Race down from 501 to a clean finish, or close out the numbers in Cricket.

501

The classic. Everyone starts at 501 and subtracts every dart, racing to land on exactly zero. Overshoot below zero and the throw is wasted.

Cricket

Close out 20 through 15 and the Bull. Mark each number three times to close it — first to close everything wins.

More about Darts →

Ice Curling (5)

Slide stones down the ice and into the house. Closest to the button scores — play it as a match, a series, or close out the rings.

Crossfire

Crossfire

Big-group team battle on a two-target lane. Split into Blue and Red, then play a relay of 1 vs 1 matches that cross from end to end. Every player's score rolls into their team — highest combined total wins.

Curling Match

Curling Match

1 vs 1 on the house. Players alternate sliding stones; after they stop, each stone scores by the ring it sits in. Highest total over three frames wins — a tie goes to a sudden-death throw-off.

Curling Series

Curling Series

1 vs 1, best of three frames. Each frame is its own contest — whoever's stones total more that frame wins it. Win two frames to take the series. A tied frame goes to a single draw-to-the-button throw.

Icy Cricket

Icy Cricket

Every player for themselves — close out the house by landing a stone in every ring. Two turns of 4 stones each; once everyone's thrown, the most-closed board wins. A tie goes to a sudden-death throw-off.

Icy Stacker

Icy Stacker

Two teams, one goal: keep as many stones on the house as you can. Pairs take turns stacking 8 stones at their end; whatever stays in the rings adds to the team total. Highest combined total wins.

More about Ice Curling →