Bullseye/Center Ring 5 points;
Red/Middle Ring 3 points;
Blue/Outer Ring 1 point;
The green circles in each corner, or Clutch(TM*) is worth 7 points.
- Players must declare that they are going to throw for Clutch before attempting, also referred to as ‘Calling Clutch’ or to ‘Call Clutch’;
- Players can only throw for Clutch on the 5th and final throw of the round;
- An accidental Clutch is not valid, even on a 5th throw. No Clutch Call means no points;
- Once Clutch is called, only that point area is valid and all other point areas are worth zero:
- Meaning that if a player calls for Clutch but hits a bullseye, they receive no points.
All scoring is based on where the majority of the blade lands and stays in the target;
The area to be counted on an axe sunk into a target is the area that is breaking the surface of the target:
- Any part of the blade that is not making contact with the wooden target does not count;
- The amount of blade buried deep into the target passed the surface is also not relevant;
- If they cannot agree, players must call for a third party measurement from the device;
- The clutch is an exception to the majority rule:
When throwing for Clutch, as long as any of the axe blade is breaking the green Clutch paint, the throw is good:
- Green paint refers to the originally drawn circle that represents the Clutch point and not any paint drips or deviations from that circle;
- call for referee if there is a debate, similar to a device* call.
If the axe strikes the target, sticks, and then falls out of the target, it is worth zero points, even if it sticks in for a moment:
- This includes any axe that falls out at any time before the thrower has approached the target and pulled their axe from it;
- This also includes any axe waiting to be measured by the device*.
- If a player rushes to the target to prevent a fallen axe, they must
Never do so before their opponent has thrown their axe that round.
- Still obey the ‘pause’ rule, preventing a foot fault.
- Always do so using caution to prevent injury.