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Urban Open Ladyblades + Urban Madness

Skills Event Rules

Skills will take place on Friday evening, January 12th to kick off our Urban Open Ladyblades and Urban Madness weekend. We are offering individual, doubles, and team skills, with a wide variety of skill throws and match formats represented.

Event schedule

 

3pm-5pm: Practice Hours

Come in early and warm-up for the weekend! The bar will be open and we'll have two arenas set aside for Ladyblades and Madness competitors.

Click here to reserve your practice space!

5pm: Check-in/Warm-ups

A 5pm practice hour will be available for all skills, so be sure to arrive early and warm-up all of the skill throws you'll be utilizing that evening.

6pm: Jill of All Trades

6:30PM: Chutes & Ladders ATW

7PM: Urban Rules Doubles

8PM: Team Challenge

9:45: All Skills Finals

The finals of all 4 Skills events will take place back-to-back, progressing from Jill of All Trades through Team Challenge finals. Finalists should plan to stay through the end of the evening in order to participate in finals.

*All Skills times are approximate and are intended to give you an idea of order and our best estimate of timing.  Apart from the first skill, if a skill starts early and you’re not present, you will forfeit, so please plan to be early, hang out, and have fun!

Jill of All Trades - Underhand

Jill of All Trades

This is an individual Skill open to Ladyblades competitors only.

  • Players will compete in heats of 3-4 throwers, with each competitor throwing 15 axes.

    • Throws 1-5 are 1.5 rotation with Standard scoring.

    • Throws 6-10 are overhand with Premier scoring.

    • Throws 11-15 are underhand with Standard scoring.

  • Players must attempt Clutch on throws 5, 10, and 15.

  • Players are ranked within their heat by total score, with the top one or two players advancing to the next round.

 

Tie Breaker

When multiple players finish with a tied score, there may be a Big Axe tie breaker to determine their rank when needed. If both tied players will advance to the next round, no tie breaker is needed. However, if 2 or more players are tied and 1 or more players will be eliminated based on the outcome, the Big Axe tie breaker will be played as follows:

  • Players may each receive 1 Big Axe practice throw before their first tie breaker in Jill of All Trades, after which points are live on every throw.

  • Each player takes turns attempting a throw with a Big Axe

    • If all throwers score the same, the tie breaker continues.

    • If a thrower scores less than their opponent(s), that thrower is eliminated.

    • The tie breaker will continue until 1 or 2 advancing throwers are determined, depending on the number of tied throwers and advancing spots available.

  • Big Axe throws will be scored under Standard rules.

  • Both throwers must bull-in before Clutch is called.

  • After 3 Missed clutches in a row from both throwers, the throwers must bull-in again before they can continue attempting Clutch.
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Chutes & Ladders

Around the World

This is an individual Skill open to all competitors. Participants will compete in heats of 3-4 throwers and will race to hit 6 specific spots on the target in order.

  • The first 5 spots must all be on the center board and must be “no bleed,” i.e. the blade may not bleed outside of or into a different point value, though paint is in your favor. The 6 spots on the target are as follows:

    • First is low 1;

    • Second is low 3;

    • Third is a bullseye;

    • Fourth is high 3;

    • Fifth is the high 1;

    • Sixth is the Clutch;

      • This is a standard Clutch throw and both Clutches are live.

  • Each of these throws does not count for its standard point value, rather, it is either successful or unsuccessful.

  • A thrower may only move on to the next area of the target once they have successfully hit the one before it:

    • E.g. On thrower A’s first throw they hit the low 1 successfully, which means their next throw is going to be for the low 3.

    • On thrower A’s second throw, they are unsuccessful at hitting the low 3.

    • Because they missed the low 3 on their second throw, they must try again.

  • The high 3 and high 1 both represent “chutes.”

    • If a thrower misses while attempting the high 3 or high 1, they fall back to the corresponding low 3 or low 1 point value and must work their way back up again.

      • I.e. If a high 3 is missed, the thrower's next target is the low 3.

      • If a high 1 is missed, the thrower's next target is the low 1.

    • Only once a player has hit the bullseye, high 3, and high 1 in succession without missing will they be able to advance to Clutch.

  • This continues through the course of the round until they finish by hitting the Clutch.

  • Throwers are ranked within their heat based on how many throws it took them to complete the order and finish with Clutch.

    • The thrower with the least number of throws is first, and so on.

  • Players have a maximum of 15 throws to complete the game.

  • If a thrower has not scored a touch Clutch after 15 throws, their round is over and they are ranked with 15 throws.

  • Throwers tied with 15 throws are ranked by the target area they last completed when their throws expired.

    • E.g. Thrower A took 15 throws & had last completed a high 1 when they reached throw 15.

    • Thrower B also took 15 throws & had last completed a high 3 when they reached throw 15.

    • Thrower A ranks above thrower B in the heat standings.

  • The top 1 or 2 players will advance, depending on the round.

 

Tie Breaker

Whenever multiple throwers complete the order in the same number of throws or had completed the same final target area when their 15 throws expired, there may be a tie breaker to determine their rank if needed. If both tied players will advance to the next round, no tie breaker is needed. However, if 2 or more players are tied and 1 or more players will be eliminated based on the outcome, the tie breaker will be played as follows:

  • The tie breaker in Chutes & Ladders Around the World is a Clutch-Off.

    • A Clutch-Off consists of the tied throwers throwing for only Clutches.

      • If all throwers miss the Clutch on the same throw, they throw again.

      • If all throwers hit the Clutch on the same throw, they throw again.

    • If throwers miss the Clutch on the same throw that their opponents hit the Clutch, those throwers that missed are eliminated.

      • This continues until there is a winner.

    • The initial throw in a Clutch-off can be either clutch, but throwers must then alternate Clutches on subsequent throws.

urban rules doubles

Urban Rules Doubles

In Urban Rules Doubles, teams of two players throw at the same target simultaneously and receive the combined score of both throws. At least one Ladyblades competitor must be included in each Doubles team. Teams will compete in head-to-head, best 3-of-5 matches, in a random-seeded, single-elimination bracket. Throwers must provide their own hatchet and Big Axe for Doubles.

Urban Rule Doubles will be scored by our updated Urban Rules format. A full description of the current ruleset and example photos can be found at urbanaxes.com/blog/urbanrules.

Match Format

  • Teams receive 3 practice throws before their first match.

  • Matches are made up of 5 throw rounds with up to 5 rounds in a match.

    • Matches are best 3 of 5 rounds, with a Big Axe tiebreaker for each tied match.

    • If a round is out of reach, play moves immediately to the next round, regardless of how many axes have been thrown in the round.

    • A round becomes ‘out of reach’ if a team has greater than a 14-point lead moving into the 5th throw or greater than a 25-point lead moving into the 4th throw.

      • i.e., it is the 5th axe of a round and Team A is up by 15 points. Team B cannot tie, so the round is over and players move on to the next round.

    • If a match is out of reach, the remainder of the match is not played, regardless of how many rounds have been thrown in the match.

      • i.e., in a best 3 of 5 match where Team A has won the first 3 rounds, the last 2 rounds are not played as Team B cannot win the match.

  • If one teammate throws their axe and it hits the target before the other teammate has let go of their axe, it is an illegal throw, and no points are awarded.

    • This call is in the hands of the active referee and not their opponents.

  • All axes that stick in the target are awarded points accordingly:

    • e.g., Team A throws their first throw at the same time, one axe lands in the 3 and one axe lands in the 5, giving them a combined score of 8 for that throw.

  • Clutches can always be called on the 5th throw of a round.

  • One or both teammates may call Clutch on the fifth throw.

    • e.g., Player 1 calls and throws for Clutch and Player 2 throws a point value within the standard target, or both Player 1 and Player 2 call and throw for Clutch.

  • Highest total score for each team wins the 5-throw round.

  • On the final throw of the round, teams follow normal IATF procedure when determining which team will throw first and whether or not Clutch calls are made.

  • If one of the two axes thrown sticks into the handle of the other, known as a ‘Robin Hood’, the thrower is rewarded the points scored by the axe their blade is stuck into.

Tie Breaker

When teams tie all 5 rounds or each win two rounds and tie the fifth round, there will be a Big Axe tie breaker to determine the winner of the match. In a Doubles Big Axe tiebreaker, both throwers must throw their Big Axe at the same time at the same target for each throw.

  • Teams receive one Big Axe practice throw on their first tie breaker of the night and no practice throws in subsequent Big Axe tie breakers.

  • All axes that stick in the target are awarded points accordingly:

    • e.g., Team A throws their first throw at the same time. One axe lands in the 3 and one axe lands in the 5, giving them a combined score of 8 for that throw.

  • Points are live on every throw.

    • Team A scores a combined score of 8 on their first throw.

    • Team B scores a combined score of 6 on their first throw.

      • Team A wins that match.

    • Team A and Team B both score 6 on their first throw, the match is still tied and both teams throw again.

  • Each team member must “bull-in” before Clutch can be called.

    • e.g., Player 1 hits a bull & Player 2 hits a 3.

    • Player 1 is then eligible to call Clutch on Throw 2.

    • Player 2 must aim for the bullseye again as they have not “bulled-in.”

      • Once Player 2 hits a bullseye, Clutch is then available to both throwers.

    • After “bulling-in,” Player 1 may call Clutch even if Player 2 has not bulled in.

  • If one of the two axes thrown sticks into the handle of the other, known as a ‘Robin Hood’, the thrower is awarded the points scored by the axe it is stuck into.

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Team Challenge

Urban Axes' Team Challenge is an annual competition where teams of 4 competitors take part in three Skill games: Press Your Clutch, Variety Show Yahtzee, and Team Big Axe Around the World. Each team of 4 must include at least 2 Ladyblades competitors. Teams are awarded points based on their performance in each Skill game. The two teams with the highest total scores after all 3 events will face off in the Team Challenge Finals, with the victors winning the honor of displaying the Team Challenge Cup at their home venue!

Press Your Clutch (No Whammies)

Teams will throw to accumulate and multiply points. Each round the possible points goes up, but so does the risk of losing all of your points. Teams must decide to press their luck, or “cash out” with all the points scored. The team must determine the order of throwers before the game starts and the order will stay the same for each round. (Max Score: 440)

  • Round 1: 

    • Each thrower will take a turn aiming for the board to establish the “Point”. Clutches are not live or valid “Point” scores. Once the Point is set, all other throwers will then throw for Clutch to try to multiple the Point by 1+ the number of Clutches hit. For example, for 1 Clutch hit after the Point is established, the Point is multiplied by 2. For 2 Clutches hit, the Point is multiplied by 3, up to a max of a 4x multiplier if all 3 Clutches are hit. The point times by the multiplier is the score for that thrower’s turn.

    • This continues until all 4 throwers have had a turn in Round 1, so there will be a maximum of 16 total throws for each team in Round 1 (4 throws per person)

    • If the thrower scores a zero or the axe drops, the other 3 throwers do not throw that turn, and no points are awarded for that thrower’s turn.

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  • Round 2:

    • Play is the same as round 1 EXCEPT:

      • On any turn if ALL throwers miss the clutch, the turn is awarded no points AND your team points resets to zero.

      • The multiplier increases to 2+ the number of clutches hit, for a max of 5x multiplier.

Total score resets to ZERO if all clutches are missed.
  • Round 3: 

    • Play is the same as Round 2 EXCEPT:

      • On any turn if TWO throwers miss the clutch, the turn is awarded no points AND your team points reset to zero. 

      • The multiplier increases to 3+ the number of clutches hit, for a max of 6x multiplier. 

  • Round 4: 

    • Play is the same as round 3 EXCEPT:

      • On any turn if ANY throwers miss the clutch, the turn is awarded no points AND your team points reset to zero. 

      • The multiplier increases to 4+ the number of clutches hit, for a max of 7x multiplier. 

  • At the end of any turn, the team can choose to bank their points and “cash out.” At that point, “Press Your Clutch” is over for that team.

    • Teams can cash out mid-round, i.e. before all 4 throwers have taken their turn setting the point value for the round.

Once a turn is started, it must be finished. The team cannot elect to stop throwing mid-turn, when, for example, when a point has been set and two throwers have already missed their clutches.

Variety Show Yahtzee

Yahtzee is a four-player team competition in which all throwers must accomplish set throwing goals to receive points. Throwers will sign up for Variety Show Yahtzee as a team. Scores will be divided by ten for a final score (Max Score: 3200/10 = 320)

  • Standard device and board change rules apply, clutches are live throughout.

  • Throwers select their lane amongst each other and must stay in that lane for the duration of the competition.

  • Throwers select the type of throw they will be doing amongst each other and must continue with that throw for the duration of the competition.

    • One thrower will throw premier hatchet.

    • One thrower will throw 1.5 rotation.

    • One thrower will throw underhand.

    • One thrower will throw Big Axe.

  • In Yahtzee, there is a three-attempt rule, meaning, throwers will have three attempts to accomplish each throwing goal:

    • Each throwing goal has a maximum point value that is only awarded if every thrower hits their goal on their first attempt:

      • Every individual missed attempt will be a ten-point (-10) deduction regardless of whether the team completes the throwing goal or not.

  • The throwing goals are as follows:

    • 1’s - Each thrower must stick the axe in the 1-point area, worth 100-points;

    • 3’s - Each thrower must stick the axe in the 3-point area, worth 300-points;

    • Bulls - Each thrower must stick the axe in the 5-point area, worth 500-points;

    • Zeros – Each thrower must stick the axe in a 0-point area, worth 600-points:

      • The 0-point area is any area worth zero points, but stuck into the 2x10 target boards:

        • A reminder that Clutches are live and will not count as a zero-point area.

    • Straight – Each thrower selects one of the following point areas for which to throw: 1, 3, 5 or Clutch, worth 700-points;

    • Clutches – Each thrower must stick the axe in the Clutch, worth 1000-points.

Scoring

The following are examples of how Yahtzee scoring works:

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  • If all throwers hit on their first attempt, they get the maximum point value for that throwing goal and no points are deducted.
vsy2
  • Every individual missed attempt is a ten-point deduction (-10).
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  • When throwing for the Straight, the team will discuss and declare which members are throwing for which point area before they begin their attempts.
  • Throwers cannot alter which point area they are throwing for once it has been declared.
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  • When throwing for Clutches there is one exception to the three-attempt rule:
    • If three of the four throwers have successfully hit the Clutch within their three attempts but the fourth thrower has missed their three attempts, that final thrower gets one bonus attempt to hit the final clutch and complete the throwing goal.
    • If on this fourth, bonus attempt they hit the Clutch and complete the throwing goal, they forfeit their share of the maximum point value, bringing the new maximum value to 750 points.
    • Ten-point (-10) deductions for all missed attempts will still apply.

 

  • Teams cumulative score through all six throwing goals is divided by 10 and added to their team total.
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Team Big Axe Around the World

Teams of 4 throwers rotate in a set order, throwing Big Axe one at a time. (Max Score: 320)

  • Teams must select their thrower order before their round begins and may not change their order after they have begun to throw.

  • Teams attempt to hit the following sequence of targets in order:

    • Bullseye

    • Left Clutch

    • Left 1

    • Left 3

    • Bull

    • Right 3

    • Right 1

    • Right Clutch

  • If a team member hits their intended target, the next thrower moves on to the next point value.

  • If the thrower misses their intended target, the next thrower must throw for the same value.

  • Teams start with a score of 320 points.

    • 20 points are deducted for each missed throw.

    • If a team's score reaches zero, their round is over.

    • This gives each team a maximum of 16 missed throws.

    • If a team reaches and scores Right Clutch, the remaining points of their score are added to their team total.