This is a simplified guide. It gives competitors a condensed view of WATL league gameplay and does not replace the Official WATL Rules. If anything here conflicts with the Official Rules page, the Official Rules page overrides it. Please read the rules in their entirety. This guide is updated as rule changes are made.
A. Specifications
1. Scoring
| Zone | Points | Notes |
|---|---|---|
| 1 Ring | 1 | Hosts 4 Killshots |
| 2 Ring | 2 | |
| 3 Ring | 3 | Hosts outer 5 rings & bullseyes |
| 4 Ring | 4 | |
| 5 Ring | 5 | Ring around each bullseye (1 center + 4 outer) |
| Bullseye | 6 | 1.5″ red center — 5 total on target |
| Outer Killshot | 7 pts | Must be called |
| Inner Killshot | 8 pts | Must be called |
2. Axe Regulations
The Hatchet is used in the Hatchet and Hatchet Duals disciplines. The Big Axe is used in the Big Axe discipline.
| Spec | Hatchet | Big Axe |
|---|---|---|
| Weight | 3 lbs / 1.36 kg | TBD |
| Length | 19 in / 48.26 cm (from top of eye) | TBD |
| Bit | 4 in / 10.16 cm (toe to heel) | TBD |
Big Axe specifications pending. Contact WATL or see the Official Rules page for Big Axe axe dimensions.
Fault Lines
- Hatchet and Hatchet Duals are thrown from the 12 ft fault line.
- Big Axe is thrown from the 15 ft fault line.
- Pro competitors throw the second half of a Hatchet game from the 15 ft fault line.
B. League Format
There are 4 league seasons per year (Seasons 1–4) and each season runs for 8 weeks. The first 7 weeks are regular gameplay and the 8th week is league playoffs.
1. Weeks 1–7: Regular Season
- Every league week, each competitor plays 4 games.
- If a competitor misses a week of league, they are allowed to make it up the following week.
- Competitors can also pre-throw their games if they know they will miss the following week.
- These are the weeks that contribute to the global leaderboard.
2. Week 8: Playoffs
- On the 8th week of league play, a single or double elimination tournament is held to determine a season champion.
- Overall standings from Weeks 1–7 set the seed for the playoffs. It’s best to think of the first 7 weeks as qualifying for the Week 8 Playoff Tournament.
- The Week 8 season tournament is a sneak peek at what a tournament plays like.
- Week 8 scores do not contribute to the global leaderboard.
C. Divisions
Hatchet competitors may choose to compete as Rec or Am in the Hatchet discipline. New competitors default to Am. A competitor who wishes to compete as Rec after already starting as Am can contact WATL directly to have their status changed — email [email protected].
There are no divisions for the Big Axe and Hatchet Duals disciplines. Division changes only take place between seasons.
1. Pro
- Hitting any scoring area within the 5-ring closes all scoring areas within that ring for the remainder of the half.
- Hitting inside the same 5-ring a second time in a half scores a 0. For example: if the center 6 is hit on throw 1 and the center 5 on throw 3, throw 3 counts as a 0 (or vice versa).
- If an axe touches a closed value, it scores based on the typical value of the ring vs. the current value of the ring. An axe in both the 4 and a closed 5 scores 0, not 4.
- All non-Killshot values open when opponents switch sides.
2. Am
- Hitting a 5 or a 6 closes only that 5 or 6 for the remainder of the half.
- Any closed point value (aside from Killshots), once hit a second time in a half, scores according to the value of the ring it resides in. Hitting a closed 6 while the 5 is open scores a 5. Hitting a closed outer 5 scores a 3.
- All non-Killshot targets open when opponents switch sides.
3. Rec
Bullseyes never close. Every 5 and 6 scores its full value for the entire game.
Pending confirmation. The source guide lists Rec but does not define it. This description reflects current gameplay behavior — confirm with WATL before publishing.
D. Hatchet League
1. Hatchet Gameplay
- 10 throws per game, thrown from the 12 ft fault line.
- In each game, competitors take 5 throws and then switch sides.
- Pro competitors play the second half of the game from the 15 ft fault line.
- Throws must be taken within 10 seconds of each other.
- If there is a tie after 10 throws, there will be sudden death.
- Hitting any 6-point bullseye closes that bullseye for the remainder of the half.
- Hitting the same bullseye in the same half scores a 5.
- Bullseyes reopen once competitors switch sides at the half.
- 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
- Drop = 0 pts, earns an extra Killshot call (opposite height, except throw 10). Fault = 0 pts, no bonus.
Assume you and your opponent are tied. Want to see how overtime works?
2. Hatchet Killshots
- There are 4 Killshots on the target — 2 upper and 2 lower — active for any throw during the 10-throw game. The inner Killshot is worth 8 points and the outer is worth 7 points.
- Before throwing for the Killshot, the competitor must call the Killshot and make clear to the Judge and their opponent that they intend to throw for it.
- The competitor cannot change their call once a Judge confirms the intent to throw a Killshot.
- Competitors may call 2 Killshots at any time during a game. If a Killshot is hit, all Killshots at that height are closed and competitors must go for the other height. Example: hitting the top-right Killshot closes both upper Killshots, and the next Killshot attempt must be at either lower Killshot.
- If a competitor drops on any throw (except the 10th), they may attempt an additional Killshot.
3. Hatchet Sudden Death
- If competitors are tied after 10 throws, the game enters sudden death. Only Killshots are active during sudden death throws.
- The first throw can be taken at any Killshot. All subsequent throws, if necessary, must be taken at the next Killshot rotating clockwise.
- If both competitors hit the same score (inner or outer) Killshot, they will continue clockwise.
- If both competitors miss the Killshot, the distance will be measured to determine who is closest to their Killshot. The competitor with the shortest distance is awarded the win.
4. Hatchet Tournament Rules
Weeks 1–7 of league follow the gameplay format above. On the 8th week of league play, a double elimination tournament is held to determine a season champion. The Week 8 Playoff tournament is set up in the App using the league rules format — however, venues can run the Playoff tournament under tournament rules if they wish. Most venues opt to follow league rules.
E. Big Axe League
Big Axe league is thrown with a larger axe from the 15 ft fault line. The major difference from Hatchet is that it requires more room to throw a larger axe, and each game is only 7 throws.
Big Axe and Hatchet Duals follow the Hatchet rules above except where noted in this section.
1. Big Axe Gameplay
- 7 throws per game, thrown from the 15 ft fault line.
- Competitors do not switch sides during the 7-throw game.
- 5s and 6s can only be scored on the center target — the outer bullseyes are not active for Big Axe.
- The bullseye does not close out.
2. Big Axe Killshots
- Killshots can be called on any throw, but only hit Killshots close. There is no requirement to alternate heights until sudden death.
- A Killshot is considered a hit (worth 8 points) if it touches any part of the Killshot, inner or outer.
- A third Killshot attempt is not awarded on a drop.
3. Big Axe Sudden Death
Big Axe sudden death follows the same rules as Hatchet, with the exception that Killshots are considered hit if any part of the Killshot is hit, inner or outer.
4. Big Axe Tournament Rules
The only tournament-specific rule for Big Axe follows the sudden death rules, with the exception that Killshots are considered hit if any part of the Killshot is hit, inner or outer.
F. Hatchet Duals League
Hatchet Duals is a partnered competition where two competitors each throw their axe simultaneously at the same target at the same time.
1. Duals Gameplay
- 5 throws per game per team, thrown from the 12 ft fault line.
- Teams do not switch sides during the 5-throw game.
- For an axe that is embedded into another axe (a Robin Hood), both axes receive the points of the first axe embedded in the target.
- 5s and 6s can only be scored on the center target — the outer bullseyes are not active for Hatchet Duals.
- Bullseyes do not close out.
2. Duals Killshots
- Each team is allowed to call 2 Killshots in a game. These can be taken separately or on the same throw. There is no requirement to alternate heights until sudden death.
- A Killshot is considered a hit (worth 8 points) if it touches any part of the Killshot, inner or outer.
- Killshots close after both axes are scored. Two axes touching the same Killshot on the same throw scores 16 points, provided both competitors called Killshot.
- A third Killshot attempt is not awarded on a drop.
3. Duals Sudden Death
- Both teammates must still individually rotate Killshot attempts in a clockwise pattern.
- If one team hits more Killshots than the opposing team, they will be awarded the win.
- If the same number of Killshots are hit by both teams, sudden death continues clockwise — unless 0 Killshots are hit.
- In the event 0 Killshots are hit by all competitors, the judge will measure to determine a winner. The axe closest to the Killshot on each team will be measured to determine the winning team.
There are no tournament-specific rules for Hatchet Duals — it follows the same league rules during any sanctioned or Week 8 playoff tournament.
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