3 circles overlap in a Venn Diagram, the Urban Axes logo, a green circle, and a green circle with a white rectangle on its surface. The text below reads "URBAN RULES"

Urban Rules

Our current ruleset (10/02/23)

Urban Rules have been tested in multiple tournaments since they were first announced earlier this year, and we made updates to the ruleset at the beginning of October based on the data and feedback from these events. This page will serve as the home of the current Urban Rules and will be updated to reflect any future changes to the ruleset.

Urban Rules

1 - Urban Rules is an additional ruleset that follows all current IATF rules and regulations other than the changes and clarifications specified in this document.

2 - Tournament rounds and matches retain their current playoff format, i.e. 5 throw rounds, best 3 out 5 matches, and best 5 out of 7 for finals matches.

3 - Competitors must select 1 hatchet and 1 Big Axe to throw for the duration of a match.

3.1 - Throwers may not throw one hatchet at the bullseye and another hatchet at the Clutch. The same applies to Big Axe throws. Throwers should select one hatchet and one Big Axe that suits their throw and will give them the best opportunity to score Premier bullseyes and Clutches.

3.2 - If an axe is damaged during a match, the thrower may choose a replacement.

3.2.1 - An axe is considered “damaged” when the handle or blade has cracked or broken and is determined by a referee to be either: 1) unsafe for the thrower to use, or 2) further use would jeopardize the thrower’s ability to preserve the axe.

3.2.2 - A damaged axe replacement may occur at any time during the match.

3.2.3 - The replacement axe will then be thrown for the remainder of the match.

4 - Players must score a Premier bullseye before “unlocking” Clutch during a Big Axe tiebreaker.

4.1 - A previous “majority bull” now scores a 4 or 3, so these throws will not be considered a bullseye for the purpose of unlocking the Clutch.

4.2 - Once each player has scored a Premier bullseye, Clutch may be called by one or both players, and both touch Clutch and Premier Clutch scoring values are then available.

4.3 - Players are allowed 3 missed attempts in a row at Big Axe Clutch before they must “bull-in” again. Each time the clutch is hit by both players, this count resets.

5 - The scoring portion of a blade is measured at the surface of the target as normal.

Scoring

6.1 - A Premier bullseye, as defined by the IATF, scores 5 points.

6.1.2 - The blade may cross the inner edge of the black painted line but not the outer edge. The axe may stick fully within the paint of the black line and score 5 points.

premier bull test
All three blades score 5 points.

6.2 - A blade that crosses the inner and outer edges of the black painted line scores 4 points.

6.2.1 - The majority of the blade is not considered in this ruling. If both edges of the black line are crossed, the axe scores 4 points.

four point collage
All three blades score 4 points.

6.3 - A blade that lies fully within the 3-point scoring ring scores 3 points.

6.3.1 - A blade that crosses from the 3-point ring into the outer edge of the black line but does not cross the inner edge of the black line scores 3 points.

6.3.2 - The blade may cross the inner edge of the red painted line but not the outer edge. The axe may stick fully within the paint of the red line and score 3 points.

three point collage
All three blades score 3 points.

6.4 - A blade that crosses the inner and outer edges of the red painted line scores 2 points.

6.4.1 - The majority of the blade is not considered in this ruling. If both edges of the red line are crossed, the axe scores 2 points.

two point collage
All three blades score 2 points.

6.5 - A blade that lies fully within the 1-point scoring ring scores 1 point.

6.5.1 - A blade that crosses from the 1-point ring into the outer edge of the red line but does not cross the inner edge of the red line scores 1 point.

6.5.2 - The blade may cross the inner edge of the blue painted line but not the outer edge. The axe may stick fully within the paint of the blue line and score 1 point.

one point collage
All three blades score 1 point.

6.6 - A blade that crosses inner and outer edges of the blue painted line scores 0 points.

6.6.1 - The majority of the blade is not considered in this ruling. If both edges of the blue line are crossed, the axe scores 0 points.

zero point collage
All 3 blades score 0 points.

6.7 - A touch Clutch scores 6 points.

6.7.1 – An axe that sticks fully within the 2” Clutch, but not fully within the white painted Premier box, scores as a touch Clutch. This would be considered a “no bleed” touch Clutch, and scores 6 points.

touch clutch collage
All three blades are touch Clutches and score 6 points.

6.8 - A Premier Clutch scores 7 points.

6.8.1 - An axe that sticks fully inside the white painted Premier box, with no blade breaking any edge of the box, also scores as a Premier Clutch. This would be considered a “no bleed” Premier Clutch and scores 7 points.

premier clutch collage
All three blades are Premier Clutches and score 7 points.