IATF Ambidextrous Gameplay

Ambidextrous Axes Gameplay

Ambidextrous 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 individual competitors.


Two IATF lanes are required to play.


Competitors will use a minimum of 4 axes to play, 2 hatchets and 2 Big Axes (felling axes).


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


Throws

An ambidextrous throw is understood to be each competitor throwing two axes (see Throwing Axes)

  1. Competitors must throw their axes with one hand holding each axe independently
    1. The hands may be touching during the throw, but the axes must clearly be in separate hands

Regulation Rounds

  1. A round consists of 5 hatchet throws
    1. Each competitor will throw 2 axes 5 times
  1. Competitors must throw for bullseye for the first 4 throws
    1. Scores are recorded for each throw and each hatchet
  1. Competitors 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 the competitor declare the same aim for both hands
      • ex. one hand aims for the bullseye, the other hand aims for the Clutch
  1. The competitor 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 hatchets are used for the first 5 throws
  1. Competitors 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 the competitor declare the same aim for both hands
      • ex. one hand aims for the bullseye, the other hand aims for the Clutch
  1. If, after any hatchet 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.
  1. The competitor 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 competitor winning the most rounds in a match is the match winner.
  1. The sequence of events for a match are as follows:
    1. the competitors will determine on which of the two targets they will begin (see General Gameplay Rules - Lane Choice)
    2. the competitors will complete Round 1
    3. the competitors will switch targets
    4. the competitors will complete Round 2
    5. the competitors will switch targets
    6. the competitors will complete Round 3
    7. if one competitor has won more rounds than the other, the match is complete and that competitor has won the match
    8. 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

  1. Matches consist of a set of 5 or 7 playoff rounds
  1. 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
  1. The sequence of events for a match are as follows:
    1. the competitors will determine on which of the two targets they will begin (see General Gameplay Rules - Lane Choice)
    2. the competitors will complete Round 1
    3. the competitors will switch targets
    4. the competitors will complete Round 2
    5. the competitors will switch targets
    6. the competitors continue playing rounds and switching targets between rounds until one competitor 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. Each competitor will throw 2 axes
  1. The sequence of events for a tie-breaker are as follows:
    1. 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)
    2. if only one of the two targets can accommodate Big Axe throws, the competitors should 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
    3. competitors throw both Big Axes at the bullseye
    4. the scores are recorded
    5. the competitor with the higher score has won the tie-breaker
    6. in the event of a tie, competitors will each throw both Big Axes again
    7. competitors will repeat this sequence until one competitor has the higher score, that competitor 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

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