IATF Big AXe Gameplay
Big Axes Gameplay
Big Axe gameplay closely mirrors the gameplay for Axes. However, there are differences. This document assumes no knowledge of Axes gameplay.
Match Overview
Matches are played head-to-head between two individual competitors.
Two IATF lanes are recommended to play, however, one IATF lane that accommodates Big Axe throws is the minimum.
Competitors will use a minimum of 1 Big Axe (felling axe) to play.
Regulation matches consist of three regulation rounds of 5 throws, with a fourth tie-breaker round only if necessary.
Regulation Rounds
- A round consists of 5 Big Axe throws (see Throwing Axes)
- Competitors must throw for bullseye for the first 4 throws
- Scores are recorded for each throw
- Competitors must begin their throws at approximately the same time for the first 4 throws (see Throwing Axes - Timing Between Opponents)
- For the 5th throw, competitors must aim either at the bullseye or the Clutch (see Throwing Axes - Declaring Aim Intention)
- Scores are recorded for this final throw
- The competitor with the higher total score has won the round
- ties are possible
Playoff Rounds
- A round consists of Big Axe throws and, when necessary, tie-breaker Big Axe throws
- Competitors must throw for bullseye for the first 4 throws
- Scores are recorded for each throw
- Competitors must begin their throws at approximately the same time for the first 4 throws (see Throwing Axes - Timing Between Opponents)
- For the 5th throw, competitors must aim either at the bullseye or the Clutch (see Throwing Axes - Declaring Aim Intention)
- Scores are recorded for this throw
- If, after any throw, it is not possible for the score of one competitor to be overcome by the other competitor, the round is deemed “out of reach” and the competitor with the higher score is the round winner.
- The competitor with the higher score after 5 throws has won the round
- Ties are resolved within the round using additional tie-breaker throws (see Tie-Breakers below)
Regulation Matches
- Matches consist of three regulation rounds of 5 throws, with a fourth tie-breaker round only if necessary
- The competitor winning the most rounds in a match is the match winner.
- The sequence of events for a match are as follows:
- the competitors will determine on which of the two targets they will begin (see General Gameplay Rules - Lane Choice)
- the competitors will complete Round 1
- the competitors will switch targets
- the competitors will complete Round 2
- the competitors will switch targets
- the competitors will complete Round 3
- if one competitor has won more rounds than the other, the match is complete and that competitor has won the match
- if both competitors have won and tied an equal number of rounds, a tie-breaker round will be played (see Tie-Breakers below)
Playoff Matches
- Matches consist of a set of 5 or 7 playoff rounds
- Once a competitor has won the majority of the rounds, the match is complete and that competitor is the match winner
- i.e. in a 5 round match, when one competitor has won 3 rounds
- i.e. in a 7 round match, when one competitor has won 4 rounds
- The sequence of events for a match are as follows:
- the competitors will determine on which of the two targets they will begin (see General Gameplay Rules - Lane Choice)
- the competitors will complete Round 1
- the competitors will switch targets
- the competitors will complete Round 2
- the competitors will switch targets
- the competitors continue playing rounds and switching targets between rounds until one competitor has won the majority of the rounds
Scoring
- Big Axe gameplay may use either IATF Standard Scoring or IATF Premier Scoring
IATF Standard Tie-Breakers
- If IATF Standard Scoring is employed for regulation Big Axe throws, then:
- Competitors throw a Big Axe for tie-breaker throws
- IATF Premier Scoring is employed for the tie-breaker throws
- i.e. if in a regulation round, the throws in the first 3 rounds are evaluated using Standard Scoring, then the 4th tie-breaker round throws are evaluated using Premier Scoring
- i.e. if in a playoff round, the first 5 throws of the round are evaluated using Standard Scoring, then subsequent tie-breaker throws are evaluated using Premier Scoring
IATF Premier Tie-Breakers
- If IATF Premier Scoring is employed for regulation Big Axe throws, then:
- Competitors throw a Big Axe for tie-breaker throws
- IATF Premier Scoring is employed for the tie-breaker throws
Tie-Breakers
- Tie-breakers consist of at least one tie-breaker throw
- The sequence of events for a tie-breaker are as follows:
- if both targets allow for Big Axe throws, competitors will decide which target they will both use for the tie breaker (see General Gameplay Rules - Lane Choice)
- the competitors confer and agree on who will throw first
- if there is a disagreement, i.e. both competitors wish to throw first, then a suitable randomized process should be used to determine their order. Examples include Rock-Paper-Scissors or coin toss
- competitors each throw once at the bullseye
- the scores are recorded
- the competitor with the higher score has won the tie-breaker
- in the event of a tie, competitors will each throw once more
- competitors will repeat this sequence until one competitor has the higher score, that competitor is the round winner
- Clutch may be called on any throw during a tie-breaker, provided, within their last 3 throws:
- competitors have thrown a tie-breaker bullseye or a tie-breaker Clutch, and
- i.e. both competitors hit a bullseye, they have “unlocked” calling for Clutch
- i.e. both competitors miss two Clutches, then hit a Clutch, they can continue calling Clutch
- competitors have not declined to attempt Clutch since hitting a tie-breaker bullseye
- competitors have thrown a tie-breaker bullseye or a tie-breaker Clutch, and
