HEBER HATCHETS AXE THROWING GAMES

Let the games begin!

Scoring Rules

  • Bullseye = 6 points        
  • Clutch = 10 points        

Ring 1 = 1 Point
Ring 2 = 2 Points
Ring 3 = 3 Points
Ring 4 = 4 Points

Big Fifty

  1. Each player starts with 50 points.
  2. Players throw one throw at a time and subtract their throw total from their score.
  3. The first player to land exactly on zero wins. (If you have a score of 2 and hit a 4-point shot, it doesn't count)
  4. Hitting a 10 (blue dot) takes you to zero if you have 10 points or less.
  5. This game can be played as individuals or teams.

The Gambler

Requires dice. Our lumberjacks have one for you, just ask!

  1. Players take turns throwing one throw at a time.
  2. After each throw, if the player sticks the axe, then the player gets to roll a die and add the number on the die to the score of their throw.
  3. Play proceeds until everyone has thrown four times.
  4. On the fifth throw, players get to multiply the score of their final throw with the number on the die.
  5. The player with the highest score wins.
  6. This game can be played as individuals or teams.

Double or Nothing

Requires dice. Our lumberjacks have one for you, just ask!

  1. Each player takes two throws in a row.
  2. A player only scores points if the first throw and the second throw are the same point value. When this happens, the player gets double the points: 2+2=4
  3. Play continues for five rounds of throwing.
  4. At the end of 5 rounds, the player with the highest score wins.
  5. In the event of a tie, tied players aim for the 2-point ring on a single throw. The champion is the first player to score a 2-point shot, while having their opponent miss the 2-point ring.

Top Notch

  1. Best played with multiple players in a tournament style.
  2. Players face each other 1 vs. 1 for a total of seven throws.
  3. On each throw, the player with the axe buried higher up within the full circle of the target gets a point. Remember, a throw doesn't count if it is touching the black line of the outside ring.
  4. The player who has the most points after seven throws wins the round.
  5. Tournament play resumes until there is a final top notch champion.

Showdown

  1. Players divide into two teams. Each player gets 3 marks by their name.
  2. One player from each team (preferably of equal throwing experience) faces off and throws.
  3. If one player sticks and the other doesn't, the player who misses loses a mark. If both players miss or both stick, they each throw a second time in a sudden death round.
  4. For the second throw, the player with the lowest scored throw loses a mark. If the throw is a tie, both players keep their marks.
  5. Play then rotates to the next pair of players.
  6. Once a player has lost all 3 marks, they are eliminated. As players start dropping out, matchups will start changing as each team rotates through their players.
  7. The final person remaining with a mark brings victory to their entire team.

Tall Hog at the Trough

  1. Each player throws 5 axes and records his/her score.
  2. The player with the highest score is the "Tall Hog"
  3. Everyone, besides the "Tall Hog", gets to play another round and take 5 more throws.
  4. If someone gets a higher score, they become the "Tall Hog" and another round is played.
  5. The CHAMPION HOG is the first "Tall Hog" to not have their score beaten in the following round.

Strechin' the Blanket

  1. Player 1 throws while player 2 stands facing away from the target (at a very safe distance.)
  2. Player 1 shouts the point value supposedly scored.
  3. Player 2 either accepts that value and accepts the challenge to beat the score or player 2 can shout “stretchin' the blanket!" to call the bluff.
  4. If someone is caught bluffing, they get an “X”. If someone calls a bluff but is wrong, they receive an “X”.
  5. If player 2 accepts the score, they then are in the throwing position with player 3 facing away from the target.
  6. Play continues to cycle through all of the players.
  7. As soon as a player has 3 X's they are out of the game.
  8. Last player standing wins.

The Dictator

Requires dice. Our lumberjacks have one for you, just ask!

  1. Players take turns throwing one-at-a-time.
  2. Each player first rolls a die. The number that is rolled dictates which number the player must hit on the target. (Rolling a 5 may require hitting a blue dot, a bull’s eye, or act as a wild, depending on the skill level of the group. Remember, the orange bull’s eye is worth 6 points.)
  3. After rolling, players must attempt to hit the number on the target that matches what they rolled on the die.
  4. If the player successfully hits the correct score on the target, they get a point.
  5. First player to 5 points wins.

Shootout

  1. Each player starts with 25 points.
  2. Before throwing your axe, select whether you are throwing for yourself or another player.
  3. If you are throwing for yourself, you will gain points. If you are throwing for another player, they will lose points.
  4. The last player standing wins.

Around the World

  1. Players take turns throwing, one at a time.
  2. The “Around the World” sequence moves from left to right across the target. Players must hit each number, 1 through 4, in order on the left side of the target, then a bull’s eye, then each number, 4 through 1, in descending order on the right side of the target. The player must then hit the right blue dot, then the left blue dot. (1, 2, 3, 4, bull’s eye, 4, 3, 2, 1, right blue, left blue)
  3. The game is won by the first player to complete the “Around the World” sequence.
  4. Variation: An alternative, simpler “Around the World” sequence divides the target vertically and horizontally into four quadrants. The sequence starts in the top left quadrant, moves counterclockwise, and ends with a bull’s eye.

High Noon

  1. Play starts from youngest to oldest
  2. Players alternate throws and keep track of their score.
  3. As soon as someone hits 12 (or higher) they declare "high noon!"
  4. Everyone else then gets 2 more throws to try and get a higher score, however, as soon as someone has a score of 12 points or higher their score is final.
  5. The player with the highest score wins. In the case of a tie, the first player to get that score is the winner.

CORNHOLE

  1. Players divide into two groups.
  2. Team A goes first and scores positive points.
  3. Team B goes second and scores negative points.
  4. Once each team has thrown three times, team one totals the points, negative and positive, and ends up with their final score for the round. For example, if team A scores 6 points and team B scores 4 points, team A will win 2 points for the round.
  5. Each team will trade places scoring positive and negative points until one team reaches a total of 21 points.

humans vs. zombies

  1. Separate into two teams and choose which team will be the humans and which will be the zombies.
  2. Humans score positive points and Zombies score negative points.
  3. The score starts at zero and each team will take turns throwing and will work against each other as they try to stay in the positive or negative.
  4. For example, if a human player scores 10 points and the zombie player scores 6, the total score would be 4. Since the score still remains positive, the humans are closer to winning.
  5. The humans win if the score reaches 15 and the zombies win if the score reaches -15.

horse

  1. Players will separate into teams or play one-on-one.
  2. Each player/team will take turns throwing an axe. Whoever scores the lower throw in that round will receive a letter from the word HORSE.
  3. The first player or team to spell HORSE looses and the game starts over. This game tends to go much quicker than others.
  4. In a one-on-one match, if any round ends in a tie, each player will make a tie-breaker throw. If you are playing in teams, no letter will be assigned and the next players in the team will take their turn.

landmines

  1. Players will separate into teams or play one-on-one.
  2. The first team to reach 50 points wins.
  3. However, if any team hits a total score of 10, 20, 30, or 40, they will trigger a “landmine” and will lose 10 points from their total score.
  4. Landmines can only be triggered once per game. For example, if one team sets of the 10 point landmine, the other team will be safe if their total score hits 10.
  5. You can customize this game by switching up the landmines to different amounts or by increasing the total points needed to win.