A group of axe throwers crowd into an arena. Those up front are squatting so those standing behind are visible. People smile and wave to the camera. Two throwers stand above the rest of the group on the left and right holding the chainlink fence. Axe throwing targets with multi-color rings are visible behind the group.

Thrötoberfest

Friday Night Skills

Event Rules

Friday Night Skills is a team competition featuring Oktoberfest and Beer-lympics inspired Skills events that combine axe throwing with games such as Stein HoldingHammerschlagen, Flip Cup, & Beer Pong! Teams of 4 throwers will take part in four events throughout the evening in their quest to become Friday Night Skills champions. The games included are:

  • Axe Pong

  • Yahtzeeschlagen

  • Flip Cup Around the World

  • Stein Trials

Teams will be awarded points based on their performance in each Skills game. The two teams with highest total scores after all 4 events will face off at the end of the night in our Friday Night Skills finals, and the winners will be awarded on our Thrötoberfest Skills Champions' steins!

In keeping with Friday Night Skills' Oktoberfest theme, drinking is allowed but will not be required to participate! Read on to learn more about each game in what’s sure to be one of our most fun and unique Skills events we’ve ever hosted!

Event schedule

11-6pm: Practice Hours

Come in early and warm-up for the weekend! We'll have an arena set aside for Thrötoberfest competitors, so come say hello when you get into town.

Click here to reserve your practice space!

6pm: Check-in/Warm-ups

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

7PM: Axe Pong

Each team of 4 will split into two pairs for this event. Each pair will play 3 Round Robin Axe Pong matches against 3 other teams.

8:15PM: Team Game Round Robin

Teams will take turns playing Flip Cup Around the World, Yahtzeeschlagen, and Stein Trials. Each game will take 10-15 minutes per team, so there will also be time to drink and socialize between games!

10PM: Friday Night Skills Finals

The two teams that scored the most total points after playing all 4 Keep Axes Werid skills games will face off in a exciting head-to-head finals to determine the Thrötoberfest Skills Champions!

*All Skills times are approximate and are intended to give you an idea of order and our best estimate of timing. Everyone registered will participate in all 4 games, so please plan to arrive by 7:00 PM and stay until the end of the event. Come early, hang out, and have fun!

 

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. (Maximum Points: 19 per match, 114 per team)

Competition Format

  • Keep Axes Weird teams will split into pairs of two throwers for this event.

  • Each pair will compete in 3 Round Robin matches against pairs from other teams.

  • 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.

 

Yahtzeeschlagen

In Yahtzeeschlagen, teams of 4 will take turns spinning a wheel filled with various axe throwing target values. All 4 players must then attempt to score the chosen target value with their assigned throw type. Each successful throw earns a Hammerschlagen strike on the team’s nail, and players continue taking turns spinning, throwing, and hammering. The object is to earn as many hammer strikes as possible each round and drive the nail flush with the board in as few rounds as possible.

Teams start with 150 points, and 10 points are deducted after each round of throws if the nail is not yet driven flush. If after 15 rounds of throws a team has not driven in their nail, they will be awarded zero points. For example, a team will be awarded 100 points if they drive their nail flush on round 6, as 50 points are deducted for the first 5 rounds. (Maximum Points: 150)

Set-Up

  • Each team member must choose a different throw type from the four available. They will throw their selected type for all of Yahtzeeschlagen. The options are:

    • Normal hatchet (overhand)

    • 1.5 Rotation

    • Underhand

    • Big Axe.

  • Each team member will choose a lane to use for all their throws.

    • Throwers should remain in their lane for the duration of the game and should only leave it when it is their turn to spin the wheel or hammer.

    • The Big Axe thrower must be on one of the outer lanes.

    • The 1.5 Rotation thrower should choose the other outer lane if they need to throw from the blue line or further.

  • Throwers will take turns spinning the wheel and hammering. The order begins with the thrower in the far-left lane and continues across the arena in order.

    • After all 4 throwers have taken a turn, the order begins again with the thrower who went first.

Gameplay

  • Each “round” of Yatzeeschlagen begins when one team member spins a digital wheel and announces the target value on which the wheel lands.

  • All 4 throwers then attempt to score the target value stated chosen by the wheel.

    • There are 9 different included on the wheel. They are:

      • Standard 1

      • Standard 3

      • Standard Bullseye

      • Zero (Axes must stick in a zero-point area of the target.)

      • Touch Clutch

      • Premier 1

      • Premier 3

      • Premier Bullseye

      • Premier Clutch

    • There are 18 segments on the wheel, 2 of each target value.

  • Each thrower that hits the intended target value earns one Hammerschlagen strike on the team’s nail.

    • Example 1: The wheel lands on “Standard 1.” All four team members successfully hit a Standard 1 and earn 4 strikes on the nail.

    • Example 2: The wheel lands on “Premier Bullseye.” Two team members successfully hit a Premier Bull and two do not, earning 2 strikes.

  • The thrower who spun the wheel then strikes the team’s nail 0-4 times depending on the number of successful throws made that round.

  • If the nail is not yet flush after the Hammerschlagen strikes have been made, the next round begins with the next thrower in the rotation spinning the wheel.

  • The game is over when the head of nail is flush with the wood or all 15 rounds have expired, whichever comes first.

Hammerschlagen Rules

  • Players use one hand to grip the handle of the hammer.

    • Women may use 2 hands to grip the hammer handle if they prefer.

    • Players may grip as high or low on the hammer handle as they like when striking, but they may not grip the head of the hammer.

  • Players must use the cross peen (wedge end) of the hammer to strike the nail.

  • The wedge end of the hammer must be resting on the surface of wood or face of the nail head before each strike.

  • Players are allowed one continuous swing (a single up and down motion) per strike.

    • Arc of hammer swing can be no higher than the player’s ear.

  • If the nail bends, the player can move to any position around the table for their next strike, or the nail may be straightened and counted as a strike.

  • If a team’s nail becomes irreparably bent, such that it is no longer possible to be drive it into the board, the team can decide to start over with a new nail.

    • Their Yahtzeeschlagen rounds do not reset, but they can attempt to drive it flush with the rounds they have remaining.

    • Example: A team decides their nail is irreparably after Round 8. They then start over with a new nail and have 7 rounds to drive their new nail flush.

  • During Rounds 11-15, teams are allowed to use the flat face of the hammer for up to 1 strike per round.

    • All other strikes in the round must be made with the cross peen.

    • For example, a team earns 3 strikes on Round 11. They strike the nail with flat face of the hammer on their first swing, and then use the cross peen of the hammer for swings two and three.

  • No body parts or other objects may be placed on the Hammerschlagen board.

  • The nail is considered flush when the shaft of the nail is no longer visible and a fingernail cannot fit between the head of the nail and the surface of the board.

flip cup atw

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 teams 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 1

    • Left 3

    • Bullseye

    • Right 1

    • Right 3

    • 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.

Time Trials screenshot

Stein Trials

In Stein Trials, teams of 4 will all participate in Stein Holding, attempting to hold their stein at arm’s length and parallel to the floor for as long as possible. A time bonus of 2 seconds will be awarded for every 30 seconds each team member can hold their stein, which they will then utilize in their team Time Trials attempt. Each team member will select an overhand, underhand, or 1.5 Rotation throw for their Time Trials pass, and the points scored by each member will be added to their team total. (Max Points: +/- 140)

Stein Holding

  • Each team member will be given a 1-liter resin stein with a handle filled to the brim with water. The total weight is around 3.25 lbs.

  • The stein must be gripped by the handle. 

  • The thumb may not rest on top of the stein handle; it must rest on the other fingers.

  • The stein must be gripped such that the front of the stein faces away from the competitor. The stein may not be gripped sideways. 

Stein Holding 1
  • Limited arching of the back is tolerable, however only minimal leaning is acceptable. The upper torso may not be noticeably angled to the front, back, or sides. 

  • The stein must be held out directly in front of the competitor and should remain close to perpendicular to the player’s chest.

  • The arm holding the stein must remain close to parallel with the ground and should be extended straight with no bending at the elbow.

  • The arm holding the stein must remain separated from the chest of the competitor. The chest may not be used as a shelf to support the arm. 

Stein Holding 2
  • Time will start with all players resting their steins on the bar. When the scorekeeper says to begin, they will all raise their steins to the position described and attempt to keep them up as long as possible.

  • The scorekeeper will update the players on their current times every 30 seconds when each milestone is reached.

  • Each player’s time will end when they:

    • Choose to set their stein back on the bar.

    • Lower their stein from a parallel position.

    • Bend their elbow.

    • Spill any amount of the water from their stein.

    • Support their stein holding arm in anyway, i.e., with their free arm, an object, or another person.

  • Once the last of the four players ends their Stein Holding attempt, the bonus time earned by the team will be tallied by the scorekeeper.

    • 2 seconds of time will be added to the team’s total Time Trials time for every 30 seconds a team member held their stein.

    • Example: Players 1 & 2 both held their steins for 34 and 45 seconds and are awarded 2 seconds each. Player 3 holds their stein for 1:40 and is awarded 6 seconds, and Player 4 holds their stein for 2:12 and is awarded 8 seconds. The team receives 18 seconds of bonus time to added to their initial 60 seconds

Time Trials

  • In Time Trials, players place 4 axes, one in each lane of the arena, before racing across the arena while throwing one axe at each target.

  • Each player on the team will make a minimum of one Time Trials pass during the event.

  • Each team member will choose one of 3 throw types for their pass from the options below. They are:

    • Standard hatchet (Overhand)

      • No scoring bonus; a bullseye is worth 5 points.

    • 1.5 Rotation

      • 1-point scoring bonus for each throw; a bullseye is worth 6 points.

    • Underhand

      • 2-point scoring bonus for each throw; a bullseye is worth 7 points.

  • All 3 throw types do not have to be thrown by each team, and more than one thrower on a team can choose the same throw type.

  • All 4 throws made in a single pass must be the same throw type.

    • Example: Player 1 selects 1.5 Rotation for their pass. All 4 throws must be thrown 1.5 Rotation, meaning they cannot switch to Overhand or Underhand mid pass.

  • Teams may choose their own thrower order.

  • Players may choose to throw from left-to-right or right-to-left within the arena.

  • The first team member will place an axe in each lane so they can easily grab it when they reach each target.

    • The thrower then stands at the left or right wall of the arena waiting to start.

    • When the scorekeeper is ready, the player taps the wall to signal the start of their pass and begin the timer

    • They then throw four times in succession, once in each lane, using the throw type they have chosen.

    • Once they have thrown all four axes, they must tap the opposite wall from which they started to signal the end of their pass and stop the timer.

  • Each team member’s pass is timed, with breaks in-between rounds to retrieve and reset axes in preparation for the next team member.

  • Once the axes are reset and the next player is in position, the process repeats for throwers two, three, and four using the remaining throw types.

Scoring

  • All four throws made by each team member during their Time Trials pass are scored and recorded between rounds.

    • Axes receive the Standard point value of 0, 1, 3, 5, or 7 depending on where they struck the target, plus any scoring bonus for 1.5 Rotation or Underhand.

    • Example 1: Player 1 throws Overhand and scores a 1, 3, 5, and a drop, adding 9 points to their team’s total.

    • Example 2: Player 2 throws Underhand and scores a 1, 3, 5, and a drop as well; they add 15 points to their team’s total.

  • Clutches are available to be called on every throw of each Time Trials pass.

    • Players can either call Clutches mid-round, or they can state before their attempt that they are calling Clutch for all 4 throws of the round.

  • Teams receive the total score of all the axes thrown by all 4 team members.

    • Example: Player 1 scored 12 points, Player 2 scored 18, Player 3 scored 9, and Player 4 scored 16.

    • Their team receives a Stack Cup Time Trials score of 55 points.

  • The last team member must tap the wall before time expires for their points to be added to the team total.

    • If time expires before the last player completes their pass, any points earned during the final round are void.

    • Example: Player 4 begins their pass with 10 seconds remaining. They score 3 bullseyes with an overhand throw but fail to tap the wall before 10 seconds is up. Instead of the possible 15 points, 0 points are added to their team score.

    • All points scored in previous passes by the final player and other teammates are unaffected, as they have already been banked.

  • Players are allowed to intentionally skip one or more of the 4 throws in their pass to ensure they can touch the wall and stop the timer before time expires.

    • Any axes that are not thrown receive a score of 0.

Time & Strategy

  • Each team is allotted an initial 60 seconds in which to complete all 4 players’ Time Trials passes.

    • Any bonus time earned during Stein Holding is added to this time, i.e., a team that earned 14 seconds has 1:14 in which to complete Time Trials.

  • If teams have time left after all 4 members have made their first Time Trials pass, they can select members to make additional passes while they still have time remaining.

    • Teams can choose any member(s) to make a second pass, regardless of their initial thrower order.

    • Each team member making a second pass MUST use the same throw type they selected for their first Time Trials attempt.

    • No team member can go a third time unless all 4 members have gone twice.

  • Teams can strategically choose how to use their Time Trials time.

    • A team that earned 16 seconds of bonus time could choose to allow each member to take their time and throw more carefully during each of their 4 passes, possibly improving their initial round scores.

    • The same team could choose to move fast during their first 4 passes and save their 16 seconds of bonus time for an extra pass by one of their members. They could be less accurate in the initial rounds due to hurrying but might earn more points from the 4 throws included in their extra pass.