IATF Doubles Gameplay

Doubles Axes Gameplay

Doubles Axes 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 teams composed of two competitors.


Two IATF lanes are required to play.


Competitors will use a minimum of 2 axes to play, 1 hatchet and 1 Big Axe (felling axe).


Regulation matches consist of three regulation rounds of 5 throws, with a fourth tie-breaker round only if necessary.


Throws

A doubles throw is understood to be each competitor on a team throwing an axe (see Throwing Axes)

  1. Competitors on the same team must release their axes at approximately the same time

Regulation Rounds

  1. A round consists of 5 hatchet throws (see Throwing Axes)
    1. Both members of a team throw together 5 times
  1. Competitors must throw for bullseye for the first 4 throws
    1. Scores are recorded for each throw and each hatchet
  1. Both teams must begin their throws at approximately the same time for the first 4 throws (see Throwing Axes - Timing Between Opponents)
  1. For the 5th throw, competitors must aim either at the bullseye or the Clutch (see Throwing Axes - Declaring Aim Intention)
    1. Scores are recorded for this final throw for both hatchets
    2. It is not required that both team mates declare the same aim
      • ex. one aims for the bullseye, the other aims for the Clutch
  1. The team with the higher total score has won the round
    1. ties are possible

Playoff Rounds

  1. A round consists of hatchet throws and, when necessary, tie-breaker Big Axe throws
  1. Competitors must throw for bullseye for the first 4 throws
    1. Scores are recorded for each throw and each hatchet
  1. The hatchet is used for the first 5 throws
    1. Both members of a team throw together 5 times
  1. Both teams must begin their throws at approximately the same time for the first 4 throws (see Throwing Axes - Timing Between Opponents)
  1. For the 5th throw, competitors must aim either at the bullseye or the Clutch (see Throwing Axes - Declaring Aim Intention)
    1. Scores are recorded for this final hatchet throw for both hatchets
    2. It is not required that both team mates declare the same aim
      • ex. one aims for the bullseye, the other aims for the Clutch
  1. If, after any hatchet throw, it is not possible for the score of one team to be overcome by the other team, the round is deemed “out of reach” and the team with the higher score is the round winner.
  1. The team with the higher score after 5 hatchet throws has won the round
    1. Ties are resolved within the round using additional tie-breaker throws (see Tie-Breakers below)

Regulation Matches

  1. Matches consist of three regulation rounds of 5 throws, with a fourth tie-breaker round only if necessary
  1. The team winning the most rounds in a match is the match winner.
  1. The sequence of events for a match are as follows:
    1. the teams will determine on which of the two targets they will begin (see General Gameplay Rules - Lane Choice)
    2. the teams will complete Round 1
    3. the teams will switch targets
    4. the teams will complete Round 2
    5. the teams will switch targets
    6. the teams will complete Round 3
    7. if one team has won more rounds than the other, the match is complete and that teams has won the match
    8. if both teams have won and tied an equal number of rounds, a tie-breaker round will be played (see Tie-Breakers below)

Playoff Matches

  1. Matches consist of a set of 5 or 7 playoff rounds
  1. Once a team has won the majority of the rounds, the match is complete and that team is the match winner
  • i.e. in a 5 round match, when one team has won 3 rounds
  • i.e. in a 7 round match, when one team has won 4 rounds
  1. The sequence of events for a match are as follows:
    1. the teams will determine on which of the two targets they will begin (see General Gameplay Rules - Lane Choice)
    2. the teams will complete Round 1
    3. the teams will switch targets
    4. the teams will complete Round 2
    5. the teams will switch targets
    6. the teams continue playing rounds and switching targets between rounds until one team has won the majority of the rounds

Tie-Breakers

  1. Tie-breakers consist of at least one Big Axe tie-breaker throw (see Throwing Axes)
    1. Both members of a team throw together at least once
  1. The sequence of events for a tie-breaker are as follows:
    1. if both targets allow for Big Axe throws, teams will decide which target they will both use for the tie breaker (see General Gameplay Rules - Lane Choice)
    2. if only one of the two targets can accommodate Big Axe throws, the teams should confer and agree on who will throw first
      • if there is a disagreement, i.e. both teams wish to throw first, then a suitable randomized process should be used to determine their order. Examples include Rock-Paper-Scissors or coin toss
    3. both teams throw both Big Axes at the bullseye
      • Both members of a team throw together at least once
    4. the scores are recorded
    5. the team with the higher score has won the tie-breaker
    6. in the event of a tie, teams will each throw both Big Axes again
    7. teams will repeat this sequence until one team has the higher score, that team is the round winner
  1. Clutch may be called on any Big Axe throw during a tie-breaker, provided, within their last 3 throws:
    1. the competitor has thrown a Big Axe bullseye or a Clutch, and
    2. the competitor has not declined to attempt Clutch since hitting a Big Axe bullseye
  • note: this applies to each of the members of a team separately
  • i.e. one member of a team may have hit a bullseye and can call Clutch, while the other has not and cannot call Clutch

Scoring

  1. Axes are scored using either IATF Standard Scoring or IATF Premier Scoring (see General Scoring Rules, IATF Standard Scoring and IATF Premier Scoring)

Leagues (see General League Rules)

  1. Axe throwing league seasons follow the General League Rules