While the heart of the World Axe Throwing League is one on one competition in a tournament style there are still many other fun ways to add an extra challenge or additional layer of fun to the contest! We’ll go over some of the most popular and entertaining axe throwing games available. Games for singles, duals and even teams will be talked about so there is something for everyone!
Standard World Axe Throwing League Play
Players: 2
For a full list of up to date rules check out the Official Rules Page.
World Axe Throwing League Duals
Players: 4
World Axe Throwing League Duals are played with the exact same ruleset as traditional play but includes one additional rule. Both throwers must have released their axe before the first axe touches the target or the trailing players throw will not count.
Cricket
Players: 2-16
Each team must hit all predetermined numbers on the board 3 times, putting up 1 mark each time a number is hit. Once a team has hit a number 3 times, that number is “closed out,” and is then available for scoring (if playing for points). Once both teams close out a number, the number is “dead” and will do nothing for either team that hits it for the rest of the game.
Variants:
Easy Cricket
- Only numbers 1-4 need to be closed out
- Bullseyes put 2 marks on the board on any number(s) of the thrower’s choosing
- Blue dots put 3 marks on the board on any number(s) of the thrower’s choosing
- Winner – First team to close out all numbers
Medium Cricket
- Only numbers 1-4 need to be closed out
- Bullseyes put 2 marks on the board on any number(s) of the thrower’s choosing OR 6 points
- Blue dots put 3 marks on the board on any number(s) of the thrower’s choosing OR 10 points
- When a team closes out a number, that number of points is awarded to that team with each subsequent hit (ex. If 3s are closed, every 3 the team hits from then on earns them 3 points)
- Once both teams close out the same number, the number is “dead.” Nothing happens if either team hits a dead number.
- Winner – First team to close out all numbers and have a higher score
Advanced Cricket
- All numbers 1-6 need to be closed out
- Blue dots put 3 marks on the board on any number(s) of the thrower’s choosing OR 10 points
- When a team closes out a number, that number of points is awarded to that team with each subsequent hit (ex. If 3s are closed, every 3 the team hits from then on earns them 3 points)
- Once both teams close out the same number, the number is “dead.” Nothing happens if either team hits a dead number.
- Winner – First team to close out all numbers and have a higher score
Notes (Medium and Advanced Cricket):
- The game is not over once one team closes out all of their numbers. If a team has everything closed out but fewer points, the game must continue until that team meets all criteria to win. Additional points can be scored on numbers that the opposing team has yet to close out, and can always be scored on bullseyes and blue dots.
- You should not rush your throwers. If one team has a number closed out and the other team has hit it twice, you will have to decide whether to favor offense or defense. You should deal with the scores simultaneously, rather than awarding the points/close out to the thrower who throws first.
- For example: Team A has 4s closed out, Team B has hit two 4s. Favoring the offense means that if a player from Team B hits their third 4, the player from Team A has only that throw as a last chance to score on 4s.
Cornhole
Players: 2-4
Traditionally this game is played to exactly 21, but can be played just as easily to “X”. What sets this game apart is the unique scoring method. After one player from each team throws, the lower score is subtracted from the higher score, and the difference is awarded to the team with the higher scoring throw.
For example: Steve gets a 6, Sally gets a 1; Steve is awarded 5 points (6 minus 1).
Notes:
- Matchups matter! Players with similar skill levels will score similar points, making the game progress more slowly/competitively
- It matters who throws first, since there is a point subtraction involved. Traditionally, whichever player or team scored most recently throws first (even if they have a lower point total). It is recommended to switch who throws first each turn.
Around The World
Players: 2-16
Each team must hit every number on the board from low to high, in order, and then again in reverse, in reverse order. In other words, each team must hit a 1, 2, 3, 4, B, 4, 3, 2, 1, K. First team to complete the loop wins.
Humans vs Zombies
Players: 4-16
Similar to Cornhole, Humans vs Zombies is played via the difference in scores between throwers. The objective for the human team is to reach +15 points and the zombies want to reach -15 points. The humans always generate points in the positive direction and zombies in the negative direction (ex. Humans hit 3, Zombies hit 6, the difference is 3 in the negative direction and the zombies now have -3 points).
Horse
Players: 2-4
Players from competing teams throw head to head. The lower cumulative score total receives a letter. The first team to have HORSE spelled out loses. Ties result in 1 additional overtime throw. If the score is still tied after overtime, no letters are awarded and the next 2 throwers step up.
Variants:
Closer to Horse
- The second thrower needs to match the point value of the first thrower, rather than beat it. If the second thrower fails to match the point value of the first thrower, they get a letter. If They succeed in matching it then no letters are awarded, and it becomes the second thrower’s turn to throw first.
Closest to Horse
- The first thrower must call the point value they are aiming at (or even more specific spatially, if they’d like [ex. 3 on the left half of the target]). If they hit what they called, their opponent must stick the same throw, or else they get a letter. If their opponent sticks the throw then no letters are awarded, and the lead throw switches teams.
Landmines
Players: 8-16
Teams start at 0 points and play to 50. The landmine numbers are set along the way at 10, 20, 30, 40 (You can change these numbers but make sure they all have the same final digit. (ex. 15, 25, 35, 45). Landing on a landmine sends the thrower’s team back by 10 points from the number they started at (ex. Starting at 23 and hitting a landmine sends the team to 13). Landmines are common to both teams. Once a landmine is hit, it is safe to hit for the rest of the game (like real landmines, they can only blow up once!).
Baseball
Players: 4-8
Each “inning” is comprised of one team “batting” and the other “fielding,” and then vice versa. Players cycle through their rotation so that the same “pitcher” and “batter” throw against each other until the batter is out or gets on base.
The pitcher always throws first, always aiming for a bullseye. The batter throws second, attempting to beat the score of the pitcher. This results in three possible scenarios:
- The pitcher has the high score – the batter is out. Both the pitcher and batter rotate out, the next 2 throwers step up
- The batter has the high score – The batter advances the number of bases that is the difference between the scores (*bullseyes count as 5 points in this game). This advances any other runners already on base the same number of bases. This concludes the turn, the next two throwers step up.
- Example 1: There is a runner on 2nd base, pitcher throws a 2, batter throws a 3. The batter “hits a single” and goes to 1st base, the runner on 2nd base advances to 3rd base.
- Example 2: There are runners on 1st base and 3rd base. The pitcher throws a 3, the batter throws a bullseye (5 points). The batter “hits a double” and goes to 2nd base, the runner on 1st base advances to 3rd base, and the runner on 3rd base comes home and scores a run.
- The batter ties the score of the pitcher – This counts as a strike, both players throw again. If this happens three times in a row the batter is out, and the next two throwers step up.
Notes:
- This game is not for everyone! It can go very quickly or be extremely tedious. Exercise good judgment when deciding whether to play this game or not with a group, and don’t commit to too many innings (3 is generally a good place to start, you can always add extra innings from there).
Did we miss any of your favorite axe throwing games? Do you have some games that you think should be included in this list? Let us know on Facebook!
Get Exclusive Offers & Stay Up-To-Date
Sign-up today and never miss an update in the exciting world of axe throwing.