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Urban Open Ladyblades + Urban Madness

Skills on Sale 12/18 at 12PM Eastern!  Book Here!  

Skills Event Rules

Skills will take place on Friday evening, January 16th following the Ladyblades ABC Marathon League. We'll be offering individual, doubles, and team skills, with a wide variety of skill throws and match formats represented.

Event schedule

12-6pm: Practice Hours

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

Click here to reserve your practice space!

6pm: Check-in/Warm-ups

A 6pm practice hour will be available for all Skills event competitors, so be sure to arrive early and warm-up all of the skill throws you'll be utilizing throughout the evening.

7PM: jILL OF ALL TRADES atw

7:30PM: ladyblades's choice axe pong doubles

8:15PM: Team Challenge

10:00PM: all Skills Finals

The finals of all 3 events will take place back-to-back, progressing from Jill of All Trades through Axe Pong Doubles and 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 an event starts early and you’re not present, you will forfeit, so please plan to be early, hang out, and have fun!

Urban Open, August 4-6, 2023. Baltimore, MD. Photo by: Stacie McChesney

jill of all trades aTW

This is an individual Skill open to Ladyblades competitors only.  Jill of All Trades takes a fun "spin" on the traditional Around-the-World (ATW) game.  In ATW, competitors are racing to see who can achieve the 6 required throws in the least amount of throws.   The required spots on the target are:  Left 1, Left 3, Bullseye, Right 3, Right 1 and Either Clutch.  The Left 1 and Right 1 MUST be on the clutch boards, not just left of the center.  

The "spin" for Jill of All Trades is that each spot corresponds to a specific throw.  

  • Left 1 must be a regular throw with Premier Rules.  
  • Left 3 will be a 1 1/2 rotation throw following standard rules.  
  • Bulleye must be a Premier Rules bullseye.  
  • Right 3 must be a regular throw, following Standard Rules.  
  • Right 1 must be 1 1/2 rotation, Premier Rules.  
  • Clutch must be regular throw following Standard Rules.  
atw image

Tie Breaker

When a winner must be determined in the case of multiple competitors finishing with a tied high score, is a Premier Bull Off, alternating 1 1/2 rotation and regular throws every other throw.  The first person to miss the Premier Bull if their opponent(s) successfully hits loses.  

The game will be played in heats of 3 or 4 throwers, advancing 1 or 2 players from each round as appropriate. Tie breakers are only required if breaking the tie will decide who advances and who is eliminated. If the tie is between two advancing throwers or two throwers who will not be advancing, no tie breaker is needed.

Axe Pong

ladyblade's choice axe pong

In Axe Pong, teams of 2 must use a combination of beer pong tosses and axe throws to
eliminate their opponents’ cups. Teams play head-to-head, and the first team to eliminate
all 9 of their opponents’ cups wins.  At least one Ladyblades competitor must be included in each Doubles team.

Competition Format:  

  • Each team will compete in 3 Round Robin matches.  
  • Teams will be awarded 10 points for a match win and 5 points for a tie.
  • Each team will also be awarded 1 point for each cup they scored during the match.
  • Example 1:  Team A loses their match but eliminated 8 of their opponents’ cups before the game ended. They receive 8 points toward their team total.
  • Example 2: Team B knocked out all 9 of their opponents’ cup and won the match. They receive the max score of 19 points toward their team total.
  • Teams will have 10 minutes to play each Axe Pong match before the game ends.

 

Set-Up

  • Each match will be played on a half-arena (two targets).
  • A table will be placed at the back of the lane, with 9 Solo cups filled 1/3 of the way with water in a diamond formation arranged at each end of the table.
  • The center board of each target will be painted with a corresponding diamond target made up of 9 Clutch-sized (2”) circles:
Axe Pong Target Layout

Gameplay

  • One player from each team will play “Rock, Paper, Scissors,” and the winning team will receive the first turn.
  • One teammate will toss a ping pong ball from one end of the table and attempt to land it in one of the cups at the opposite end.
    • Their elbow must not extend over the surface of the table during this toss.
    • No “bounce shots” are allowed; if the ball bounces off the surface of the table before landing in a cup, the ball is dead and no cup is scored.
    • Balls may bounce off other cups before landing in a cup.
    • If cups are knocked over by the beer pong toss, either onto the table or onto the floor, these cups are scored and eliminated from play.
  • Following the beer pong toss, the second teammate will throw their axe at their team’s Axe Pong target board.
    • To score a cup, the blade of the axe must stick in the target and cut one of the numbered circles at the surface of board.
    • Touch Clutch scoring applies, so you only need to touch the circle “cup” for it to count
    • If the blade of the axe touches two circles, whichever circle the axe blade makes more contact with at the surface of the board is scored.
    • Calipers may be used for measurement if necessary. If the blade makes equal contact with two circles, the player may choose which of the two cups they score.
  • Any cup scored by the beer pong toss or cup that corresponds to a circle hit by the axe throw are then eliminated and removed from the table.
  • If both teammates successfully hit the same numbered cup, two cups are scored, and the team receives a second consecutive turn.
    • The numbered cup struck by both teammates is eliminated from play, and the team whose cup was hit chooses the second cup to remove from the table.
    • Both teammates must swap throwing roles before their second turn; the player who made the beer pong toss in turn one must throw the axe in turn two and vice versa.
  • Play then passes to the second team for their first turn of the match; one player makes a beer pong toss, the other throws an axe, and cups are scored as outlined above.
  • Teams take turns throwing at one another’s cups until one team has eliminated all 9 of their opponents’ cups or 10 minutes has expired, whichever comes first.
    • If 10 minutes expire without either team eliminating all 9 cups, the match is over and the team that has eliminated the most cups is the winner.
    • Teams will be allowed to finish their turn if time expires mid-turn.
    • If teams have received an uneven number of turns when time expires, the second team will be given one more turn before the match ends.
    • If both teams have eliminated an equal number of cups when time expires, the match will be tied and each team will be awarded 5 points in addition to the number of cups they scored.
  • Teammates must swap throwing roles each time their team receives its next turn; no player may make a beer pong toss or axe throw two turns in a row.
  • Teams are allowed ONE “re-rack” per match. A re-rack is when the remaining cups are rearranged and grouped together again after some cups have been eliminated.
    • The re-rack must be requested by the team before either the beer pong toss or axe throw are made.
    • There are 3 re-rack options available to teams:
      • 6 Cup Re-Rack: Cups are placed in positions 4-9.
      • 4 Cup Re-Rack: Cups are placed in positions 5, 7, 8, & 9.
      • 3 Cup Re-Rack: Cups are placed in positions 7, 8, & 9.

 

Rebuttal

  • When one team scores their final cup within the 10-minute time limit, their opponent is allowed to attempt a “Rebuttal.”
    • No Rebuttal is allowed if only one cup remained and was scored by both teammates during their final turn. This is known as “icing.”
  • The team attempting a Rebuttal is given one more turn, with one player making a beer pong toss and the other throwing an axe.
  • If neither player hits, the Rebuttal fails and the match is over.
  • If only one player scores a cup, the Rebuttal ends and one cup is added to the team’s eliminated cup score.
  • If both players score a cup, the Rebuttal continues and they are given another turn.
    • If both players score the same cup, two cups are eliminated, the numbered cup scored by both players and a second cup chosen by the team whose cup was hit.
    • Both teammates must swap throwing roles before their second turn.
  • If the team attempting Rebuttal successfully scores their 9th and final cup during their rebuttal turns, the teams are now tied and each receive 5 pts for the match outcome.

 

Other Beer Pong Rules

  • No beer pong rules other than those outlined in this ruleset are included in Axe Pong.
  • While we appreciate that many players are familiar with a variety of beer pong “house rules,” we must limit the rules included to keep the game uniform for all teams participating.
  • Calling “Island,” “heating up,” bounce shots, and replay balls are all examples of house rules that may not be applied in Axe Pong.

 

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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, Flip Cup ATW, and Team Big Axe 8 Card Stud Poker. 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.

Press Your Clutch1
  • 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.

flip cup around-the-world

In Flip Cup Around the World, teams of 4 throwers will take turns throwing and flipping cups as they race with their team members to close the 8 Around the World target values in order. The object of the game is to close Around the World in the shortest time possible. Each team will receive two attempts at Flip Cup Around the World, and teams will be ranked by the faster of their two times. Each team will be awarded points based on their ranking, with the value for each place determined by number of teams competing.

Set-Up

  • The game will be played on a half-arena (2 targets).
  • All throws will be made on the outer lane only.
  • A table will be placed at the back of the inner lane behind the blue line. 3 Solo cups will be placed at the three Flip Cup stations, two at either end and one on the side closest to bar.
  • All 4 throwers should place the axe they intend to throw in the “axe hole” placed between the two throwing lanes.
    • When each thrower takes their turn throwing, they will retrieve their axe from the axe hole, throw their axe, and then return it to the axe hole.
    • Axes may not be carried back to the Flip Cup table.
  • Each team will have 15 minutes total in which to complete BOTH their Flip Cup Around the World attempts.
  • If time expires before a team has finished their first attempt, they will be ranked with a time of 15 minutes.
  • If time expires before a team before a team has finished their second attempt, they will be ranked by the time of their completed first attempt.

 

Gameplay

  • Teams will choose one member to throw first. The other three members will each take a place a one of the 3 Flip Cup stations.
    • The player throwing first may have their axe in hand when the time starts.
    • They should have a Solo cup filled to the bottom line with a beverage of their choosing.
  • Each player at a Flip Cup station will have a beverage in their Solo cup; this can be alcohol or any other beverage of their choosing.
    • The cup should be filled to bottom line of the Solo cup.
  • When time begins, the first Flip Cup player drinks their beverage and then attempts to flip their now empty cup.
    • They place the cup right side up at edge of the table, with half of the cup’s bottom hanging over the edge.
    • They place the fingers of one hand under the bottom of the cup and toss it and up and forward.
    • The goal is for the cup spin 180 degrees and land upside down on the table.
    • If this does not occur on the first attempt, players should retry their flip as quickly and repeatedly as possible until they succeed.
  • Once the first player has landed their flip, the next player in the rotation grabs their cup and drinks before attempting to flip their cup.
  • After all 3 players have drank and flipped their cup in succession, the first thrower will attempt to score the first Around the World target value.
    • The first thrower must drink the beverage in their Solo cup before their first throw. The cup can then be discarded as it will not be used again.
  • After their throw, the thrower then drops their axe into the axe hole and joins the Flip Cup rotation.
    • The player that flipped first in the last rotation becomes the thrower and can retrieve their axe from the axe hole.
    • The player that flipped second becomes the first flipper, the player in third becomes second, and the previous thrower becomes third.
  • The 3 Flip Cup players again attempt to Flip their Cups in succession as quickly as possible.
    • Cups will not be refilled and no drinking is required after the first rotation.
  • Once the third player lands their cup, the second thrower attempts their throw at the team’s current Around the World target value.
    • They drop their axe back in the axe hole after their throw and rejoin the flip cup rotation, being replaced by the third thrower.
  • This process continues until all 8 Around the World target values have been scored in order. They are:  Bullseye, Left Clutch, Left One, Left Three, Bullseye, Right Three, Right One, Right Clutch
  • All target values employ Standard Rules scoring.
  • If a team member hits the intended target, the next thrower in the rotation moves on to the next target value on their turn.
  • If a team member misses their intended target, the next thrower in the rotation must throw for the same target value again.
    • Teams cannot move on to the next target value until a team member has scored the prior value.
  • When a team hits their final Right Clutch throw, time is stopped and recorded for the team’s ranking.
    • If time is stopped but the final Clutch is subsequently determined to be out, the team may reset to their next position in the throwing rotation.
    • Time will then resume, and the game will continue until they have made a successful right Clutch throw.

 

  • Teams cumulative score through all six throwing goals is divided by 10 and added to their team total.

Team Big Axe 8 card stud

A new to the world game this year, teams of 4 throwers rotate in a set order, throwing Big Axe one at a time. (Max Score: 360)

Set-Up

  • Team Big Axe 8 Card Stud will take place in half an arena.
  • All throws will be in the Outside Lane Only.  
  • Teams must select their thrower order before their round begins and may not change their order after they have begun to throw.  The throwers will rotate after each throw, and each team member will throw twice.  

Game Play

  • Teams Attempt to get the best "Poker Hand" possible.  The possible cards, in order of value, are:  Premier Clutch, Clutch, Bulleye, Three, One.  

  • There are also two "suits".  Red Suit is the left half of the board, and Black Suit is the Right Half of the Board.  

    • If an axe thrown is not clearly on the right or the left side, calipers can be used to measure which side has the majority of the axe.  If it is even, the team can choose the suit but it must be chosen before the next throw and cannot be changed.  

  • Each "Poker Hand" will be assigned a number of points, with the highest possible Poker Hand Being an 180 point Royal Flush, consisting of Premier Clutch, Clutch, Bullseye, Three and one, all of one "suit".

  • There's no minimum number of cards.  If you have 6 drops and 2 Premier Clutches, you have a pair of premier clutches.  

  • You can choose to “downgrade” your Premier Clutch just a clutch to make a pair.  It is NOT a wild, it can only be used as a Premier Clutch or a Clutch.  

 

Each Team will play twice, and their scores will be added together to get their total score.