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Australian Axe Throwing League
Rules & Specifications of Game Play

One of our key goals with the AATL is to provide more opportunities for Australian axe throwers to compete against each other on different targets. Whether you’re a seasoned professional or a newcomer to the sport, our tournaments offer a chance to test your skills against a variety of opponents and showcase your abilities to the wider community.

AATL Rules of Play

MATCH FORMAT

12 throws per match, with a potential 13th Hero Shot.
• Throw 1–6, then switch sides/lanes for throws 7–12.
• Throws 6 and 12 are mandatory Double Tap attempts.
• Both Left and Right Double Taps must be attempted.
• A successful Double Tap on throw 12 activates the Hero Shot.
• Hero Shot hit = −13 points; miss = no additional penalty.

SCORING — LOWEST SCORE WINS

Bullseye — 1 point
2nd Ring — 2 points
3rd Ring — 3 points
4th Ring — 4 points
5th Ring — 5 points
6th Ring — 6 points
7th Ring — 7 points
Outside drawn target — 8 points

Diamond — −5 points
Double Tap — −10 points
Hero Shot — −13 points

Missed Double Tap — +6 penalty
Dropped Axe — +9 penalty

THROWING RULES

• One-handed overhand/underhand or two-handed throwing is permitted; the blade must face the target at release.
• The axe must make one rotation only after release.
• At least one foot must remain on the floor.
• A single step is permitted, provided it is completed before reaching the fault line.
• Throws must be made within 10 seconds of each other.

FAULT LINE

The red fault line is 3.65m from the target.
• The front edge of the fault line must not be crossed during the throw.
• Stay behind the fault line until the Judge has called the score.
• Axes may only be retrieved after the score has been called.

Fault penalties:
• 1st Fault: Throw forfeited.
• 2nd Fault: Game forfeited.
• 3rd Fault: Current game + remaining games forfeited.

• The axe must make one rotation only after release.
• At least one foot must remain on the floor.
• A single step is permitted, provided it is completed before reaching the fault line.
• Throws must be made within 10 seconds of each other.

SCORING & JUDGING

The Judge/Match Official calls all scores — players do not self-score.
• The axe is scored where it remains embedded in the target.
• The axe must break through the black target ring line to score that ring.
• If the axe breaks through multiple rings, the lower-value ring applies.
• If the axe lands on the black line without breaking into the lower ring, the higher score applies.
• If the axe falls before being scored, it is a Dropped Axe (+9).

DOUBLE TAPS

Double Taps and Diamonds are active only on Throws 6 and 12.
• The thrower must clearly call “Double Tap LEFT” or “Double Tap RIGHT” before releasing the axe.
• Both Left and Right Double Taps must be attempted during the match.

Diamond = −5 points
Double Tap = −10 points
Missed Double Tap = +6 penalty

HERO SHOT

The Hero Shot is activated only by successfully hitting the Double Tap on Throw 12.
• A successful Hero Shot scores −13 points.
• A missed Hero Shot has no additional penalty.

CHALLENGES

Each player may challenge a Judge's call up to twice per match.
• A challenge must be made before the next throw is completed.
• Play pauses while the Judge considers the challenge.
• The Judge/Match Official's final ruling stands.

LOWEST TOTAL SCORE WINS THE MATCH

This quick reference summarises the AATL gameplay rules relevant to tournament competitors. For complete regulations, refer to the full AATL Rules & Specifications. AATL Rules & Specifications 

AATL Target Board.png

Australian Axe Throwing League Pty Ltd Reserves the Right to alter, amend or change any of the rules contained within at our discretion.

Version 1.03 21/6/2023

©2025 13 Axes Axe Throwing Australia

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