About Urban Axes
Axe Throwing
Experiences
Locations
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.
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!
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.
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!
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.
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.
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.
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!
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.
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.
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.
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.
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)
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.
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.
Each Team will play twice, and their scores will be added together to get their total score.