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Official Rulebook

Axe Throwing Rules

The complete rules for all WATL-sanctioned hatchet, big axe, and duals competition.

Updated Apr 21, 2026

How Axe Throwing Works

Axe throwing is where two players face off on a lane, each throwing a hatchet at their own target. Points are scored based on where the axe sticks. The player with the highest total wins the game. Each game has 10 throws — you switch targets after 5. If tied, a sudden death Killshot round decides the winner. The sport has three disciplines: Hatchet, Big Axe, and Hatchet Duals (teams of two).

10

Throws per Game

12 ft

Hatchet Fault Line

1–8

Points per Throw

What’s New in 2026

  • Updated outer bullseye and 5-ring positions — new measurements for outer scoring zones
  • Outer Killshots now score 7 pts (separate from inner Killshot at 8 pts) in Hatchet discipline
  • No new stencil required — 2024 stencil + Perfect 6 works for 2026 targets
  • Clarified Killshot closing rules and additional Killshot awards on drops
  • Division change request process formalized with new submission form

View full Rule Change Log →

Head Judge Authority: The Head Judge interprets and applies rules fairly. Decisions in the interest of fair play may overrule the below. Concerns may be reported to the WATL Commissioner or Head of Officiating.

A. Specifications

1. Axe Regulations

Left: Axe anatomy. Right: Maximum legal dimensions for hatchet competition.

SpecMaximum
Weight3 lbs / 1.36 kg
Length19 in / 48.26 cm (from top of eye)
Bit4 in / 10.16 cm (toe to heel)
  1. Axes may only have one sharp bit. No sharpened bits, spikes, or blades on the poll.
  2. Axe heads must be held securely. Heads easily removed (clamped, screwed, pinned) are not legal unless approved by WATL.
  3. Illegal Axes: Any axe infringing on patents/trademarks. Specifically: Warriors, Hacha Manufacturing, Mirror Edge, and Urban Edge.
  4. Use of illegal axes may result in loss of points, position, and/or prize money.

View WATL Axes →

2. Judging

  1. Competitors and spectators will not bully, harass, or influence a judge. Violations = Code of Conduct violation.
  2. Certified Judge Requirements:
    • 1 judge per 16 competitors at leagues/regional/local tournaments
    • 1 judge per lane at national tournaments
    • Must be actively working (not competing) to count
  3. Judges may compete but never score their own games.
  4. Judges must not be impaired while scoring. Impaired judges removed immediately.
  5. Judges should avoid conflicts of interest. Conflicts must be disclosed. Competitors can request a different judge.
  6. Incorrect applications of rules where bias may be present could lead to revocation of certification.
  7. Certified Judges may be pulled from scoring at any time by any event or WATL authority.
  8. Suspected violations: report to Head Judge immediately.
  9. Gross misconduct: officiating@worldaxethrowingleague.com

3. Lanes

TARGET A TARGET B FAULT LINE — 12 FT FAULT LINE — 15 FT PLAYER A PLAYER B JUDGE FENCE / WALL FENCE FENCE
Top-down view of a regulation throwing lane
  1. Each throwing area is a lane containing 2 targets.
  2. Fences or walls block the area for safety.
  3. Only competitors and a Certified Judge inside during a match. Area behind must be clear.

4. Target Specifications

Targets must use an official WATL stencil. Placement allowance: ½ in. Lines: black marker, 20mm thick, with a ⅛ in allowance for bleed and marker variability.

  1. Targets at all sanctioned leagues and events must adhere to the measurements specified in this section.
  2. Variances in scoring zone locations should fall within ¾ in of all corresponding targets within the lane.
  3. The target’s center is 60 in from the ground, positioned at the halfway point of the middle vertical board.
  4. A black marker will be used to draw the target lines.
  5. The middle bullseye is 1.5 in diameter, centered in the target, outlined with a black ballpoint pen, and colored in red.
  6. In all National tournaments, the inner edge of the center 5 ring must also be outlined with a red ballpoint pen, which counts as part of the scoring zone.
  7. Pen lines will be drawn with the use of a centering tool such as the official WATL Perfect 6.
  8. The 4 outer bullseyes and 5 rings are centered within the 3 ring. The outer 5 rings are 3.5 in diameter, and the outer bullseyes are 1.5 in diameter, centered within each outer 5 ring.
  9. The outer 5 rings and outer bullseyes must be drawn with a black ballpoint pen, and either the outer 5 or the outer bullseyes must be colored in red.
  10. Inner Killshots must be outlined with a red ballpoint pen. Outer Killshots may be drawn with red or black ballpoint pen. Either the inner or outer Killshots must be colored in blue.
  11. Lines must be complete, with no gaps that interfere with the ability to judge scoring.
  12. Targets should not contain extraneous markings that would impede proper scoring.
  13. A wood crayon, highlighter, or other marking tool may be used within the outer 5 rings and Killshots for visual purposes, as long as the pen line is still clearly identifiable.
  14. Projected Targets are not permitted for sanctioned leagues or tournaments.
1.5" BULLSEYE DIAMETER 3.5" OUTER 5-RING DIAMETER 1.5" OUTER KILLSHOT DIAMETER 0.75" INNER KILLSHOT DIAMETER GROUND 48" 56.5" 60" 63.5" 72"
Toggle between sizes and heights from ground
ElementSizePosition (from ground)
Target center60 in
Middle bullseye1.5 in diameter, redCenter
Outer 5 rings3.5 in diameterLower: 56.5 in / Upper: 63.5 in
Outer bullseyes1.5 in(within outer 5 rings)
Killshots (inner)¾ in, red pen, blue fillLower: 48 in / Upper: 72 in
Killshots (outer)1.5 in(same)

2026 Target Note: No new stencil. Use 2024 stencil for outer bullseye centers, then Perfect 6 for 5 rings and outer bullseyes.

Venue Target Specifications →

B. Hatchet Discipline Gameplay

1. Targets

  1. Targets should be of sound quality before gameplay.
  2. Boards changed/flipped at the Lane Judge‘s discretion if:
    • Excessive wiggling of axe or board risks throws falling out
    • Scoring zones have gaps or missing lines
    • Safety hazard exists
  3. Competitors may request Head Judge inspection.
  4. If targets become unscorable during the match, the Lane Judge may opt to move the match to another lane. If no lane is available, boards may be swapped out before continuing play.
  5. If a board is changed mid-game → 1 practice throw each.
  6. Boards must be individually secured.
  7. May not alter targets for advantage. Competitors may tap in a loose piece of the board with the judge’s permission. Spraying boards is allowed.

2. Warm-up Throws

SituationMin. Throws
First game of the day3 (10 suggested if no pre-practice)
Subsequent games1

Head Judge or venue may adjust. But all throws must be equally available to all.

3. Safety & Faults

Axe Changes: Broken → Lane Judge may require switch (auto pause). Competitor-initiated = 1-min pause.

Injuries: Must be assessed. Unable to continue → match to opponent.

Fault Lines:

DisciplineDistance
Hatchet & Duals12 ft
Big Axe15 ft
  • If a competitor touches any part of the lane, equipment, or building past the fault line once the lane is active and before all scores are called, that throw is a fault.
  • A fault may be dismissed at the Lane Judge’s discretion for incidents that occur after all competitors have thrown and their axes have come to rest.
  • Wheelchair: one wheel behind. Cane/device: may rest past if feet behind.
  • No headphones/ANC while throwing (medical hearing devices excepted). Competitors must inform the Lane Judge if wearing earplugs or a hearing device.
  • Unsafe throwing = disqualification
  • Overhead throws: blade away from competitor
  • Spectators should maintain a safe distance from all competitors.

4. Playing a Game

PLAY A GAME
Tap the target to throw:
PERFECT GAME!
64 / 64 PTS
Total score
0
1st half 2nd half
↓ switch sides ↓
Throw 1 of 10
Tap the target to throw
  • Tap any zone on the target to score
  • Tapping a killshot without calling it first triggers a warning
  • After throw 5, you switch targets
  • 2 Killshot calls available per match

Assume you and your opponent are tied. Want to see how overtime works?

Timing & Pauses:

  • The lane is open for the next throw when all competitors and the Lane Judge have returned behind the fault line, and no pause has been called.
  • Throws must be taken within 10 sec of each other — exceeding = fault. In order to count a throw as a fault, a timer must be used by the Lane Judge.
  • A Lane Judge should institute a timer if they believe a competitor’s pace suggests they might exceed the allotted time. The judge must institute a timer should either competitor request it.
  • If a timer is instituted, the Lane Judge must inform the competitors, and it must be used for a minimum of 3 throws or the remainder of the game.
  • Stalemate: the trailing competitor throws first. If tied, the Lane Judge will flip a coin. Once prompted, the trailing competitor has 10 sec to throw or it counts as a fault.
  • The Lane Judge may call a pause for any reason. Competitors may also request a pause at the judge’s discretion.

Challenges:

  • A competitor may challenge any score called by the Lane Judge.
  • Both competitors must return behind fault lines until the final call is made.
  • If a competitor alters the position of an axe after a challenge is called, the lower value is automatically applied.
  • The final call is always made by the Head Judge (or another Certified Judge selected by the Head Judge). The final call is final and binding and may not be disputed further.
  • The Lane Judge must always make a call on each throw.
  • Competitors may not retroactively issue challenges to completed matches.
  • Spectators cannot make challenges unless they are a minor’s representative.

Appeals Process:

  • If a competitor believes an incorrect application of the rules is being assessed, they may appeal to the Head Judge.
  • If the competitor believes the Head Judge is also not properly applying the rules, they may file an appeal to the WATL Head Judge, the Head of Officiating, or any designated WATL rules expert.
  • The appeal must include: the specific rule in question, a detailed description of the incident, and any supporting evidence (video, photographs, witness statements, or other).

Minor Representatives:

  • Competitors under 18 may name a representative to act on their behalf. The representative may only challenge calls on behalf of the competitor.
  • Each representative must be named before the start of the sanctioned event and communicated to Certified Judges.
  • The representative is expected to follow all rules of play as if they were the competitor.

Have a question about a rule? Ask WATL Directly →

5. Scoring

All scoring is touch scoring — the valid scoring area of the axe contacts the board.

Scoring Area of the Axe:

  • The valid scoring area includes the bit up to the front of the eye, but not past it.
  • If there is no visible eye, the valid scoring area is determined by where the front of the handle meets the axe head.
  • Axes containing more than one bit embedded in the target will score based on the valid, intended scoring area of the axe.
  • An axe is scored based on the highest valid scoring zone that touches the valid scoring area.
  • Any part of the axe embedded below the scoring surface does not count.
  • Axes cannot be moved to determine score and must be scored as they lie.
  • Wood significantly shifted away from the intended scoring zone does not count.
 
Tap a zone to explore
Interactive — tap any zone to highlight and see details
ZonePointsNotes
1 Ring 1 Hosts 4 Killshots
2 Ring 2
3 Ring 3 Hosts outer 5 rings & bullseyes
4 Ring 4
5 Ring (outer + center) 5–6 Outer ring = 5 pts · Red bullseye center = 6 pts
Outer Killshot 7 pts Must be called
Inner Killshot 8 pts Must be called

Ring line scoring: Black ring lines (the drawn strokes) score the lower of the two zones they separate. For example, an axe touching the 3-ring line scores 2, not 3. An axe touching the 1-ring line (outermost) scores 0.

Key Rules:

  • Black rings = lower of two values they separate
  • Outside outermost ring = 0
  • Falls before scored = drop (0)
  • Axes cannot be moved to determine score
  • Max 2 Killshots per match (call before throwing)
  • Drop (except throw 10) → +1 additional Killshot
  • Scoring a Killshot closes both at that height
  • Additional Killshot from drop → opposite height
  • Killshots don’t reset at the half
How Killshot closing works
Upper L Upper R Lower L Lower R
Choose your first Killshot
You have 2 Killshot calls available. Tap any killshot on the target to call it. Watch how the closing rules work based on your choices.
Calls remaining: 2 · All 4 open

C. Hatchet Divisions

Three tiers with progressively stricter closing. All use Section A & B base rules.

Recreational
All zones open always
Amateur
Individual zones close
Professional
Entire ring closes on any hit
Gray = closed zones after a bullseye hit
RuleRecAmPro
LevelBeginner / CasualIntermediateExpert
ClosingNone — all openEach bullseye & 5 ring closes individuallyAny hit in a 5 ring closes the entire ring
Closed Zone HitN/AScores the ring value (closed 6 + open 5 = 5)Scores 0
Two Open ZonesN/ACompetitor choosesCompetitor chooses
Open + ClosedN/ADefaults to openDefaults to open
ResetN/AAll reopen at halfAll reopen at half

Click Rec, Am, or Pro to highlight that division’s column

Division Changes: Between seasons only (case-by-case). Pro Championship bid = auto-Pro. Can’t switch mid-season. Forfeits all Circuit Points/bids. Submit Request →

D. Big Axe Discipline

Big Axe follows Section A & B rules with exceptions below. Outer bullseyes and 5 rings in the 3-ring are not active.

Big Axe

Big Axe at a Glance

7 throws/game 15 ft fault line 3–4.25 lbs 23–30 in handle

Left: Scale comparison. Right: Only center board scores 5s and bullseyes.

Axe Specifications

SpecRequirement
Weight3 lbs min — 4.25 lbs max
Handle23 in min — 30 in max
Blade4⅝ in max

Gameplay Differences

  • 7 throws per game (not 10)
  • Same target all game — switch between games
  • Fault line: 15 ft

Scoring Differences

  • 5s and bullseyes on center board only
  • All Killshots = 8 pts (no 7/8 distinction — both inner and outer score 8)
  • No extra Killshot for drops
  • Only hit Killshots close — no height alternation until sudden death

Sudden Death

Clockwise Killshot rotation. First to score higher wins. Measuring from 3rd attempt.

E. Hatchet Duals Discipline

Duals follows Section A & B with exceptions. Two teammates throw simultaneously. Outer bullseyes and 5 rings in the 3-ring are not active.

Duals

Hatchet Duals at a Glance

5 throws/game 2 axes/throw 12 ft fault line 2 Killshot calls

Both teammates throw simultaneously at the same target

Gameplay Differences

  • 5 throws per game. Each = 2 axes simultaneously.
  • All 5 at same target. Switch between games.
  • Must throw from approximately same distance.

Fault Rules

  • Fault by either = fault for both axes
  • One hits before partner releases = fault

Scoring Differences

  • 5s/bullseyes on center board only
  • Killshots = 8 pts
  • 2 calls per game (separate or same throw)
  • Same Killshot hit by both = 16 pts if both called
  • Killshots close after both axes scored
  • Axe in axe: both get embedded axe’s value
  • Removing scored axe drops partner’s → lower score given
  • No extra Killshot for drops

Sudden Death

  • Individual clockwise rotation
  • First team to outscore in single attempt wins
  • From 3rd attempt: shortest measurable distance wins

Previous Rulebook: 2025 rules inactive as of 12/31/25 (except World Championship April 2026). View 2025 Rules → · Rule Change Log →

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