AXE THROWING RULES at steeltown
Safety procedures and scoring rules for axe throwing at Steeltown.
OUR AXE throwing GUIDELINES
AXE THROWING Regulations for Steeltown Event Park
Axe throwing uses provided hatchets thrown at wooden targets from ~12-15 feet — thrilling, skill-based activity for ages 18+ (waiver required).
Violations of safety rules result in referee penalties, up to removal from the arena or facility.
Arrive 15 minutes early. All participants must attend the full safety briefing and coaching session before throwing. Listen to your Axe Coach (instructor) at all times — their instructions are final.
Wear closed-toe, secure shoes (no sandals, heels, or open shoes). Comfortable clothing for movement; no loose items that could interfere.
Only one axe in the throwing lane at a time. Axes provided by Steeltown — no personal axes or weapons allowed (insurance policy).
Never enter the throwing area or cross the safety/red line until your coach gives the OK and all axes have stopped moving (stuck in target or on floor). Throw one at a time in your lane.
Wait until the person in the adjacent lane has finished their throw and retrieved their axe. Coordinate throws with your group — throw together, retrieve together.
Keep at least one foot (back foot) behind the designated black/throwing line for throws to count. Step forward with the other foot is OK.
Use the coached technique (typically two-handed overhand for beginners). No trick throws, underhand, or spins unless approved. Never throw if someone is in the lane or between you and the target — maintain 6+ ft clear radius.
Walk to the target only after all throws in the group are complete and coach approves. Pull axes straight out — no twisting or yanking sideways. Carry axes blade-down, pointing forward, back to the line.
Zero tolerance for rough play, running, throwing at people, or intoxication. Disruptive behavior results in immediate removal.
Ages 18+ only. Stay in your lane, respect others, follow coach calls. It's about skill, accuracy, and safe competition — keep it positive.
SO MANY SAFE WAYS TO PLAY
Standard Axe Throwing RULES & game Modes
Axe throwing is an exciting, skill-based activity where participants throw hatchets or axes at wooden targets from a standard distance (usually 12-15 feet for hatchets, farther for big axes). These modes are designed for 8-20 players in axe throwing venues (indoor/outdoor lanes with safety cages, scoring rings, bullseyes, and killshots). Standard rules apply to all:
Rules |
Description |
|---|---|
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Equipment |
Venue-provided hatchets/axes (single-bit, balanced), wooden targets with scoring zones (e.g., outer rings 1-5 points, bullseye 6-10, killshot blue dot for bonus).
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ThrowingHit rule
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Overhand only (unless specified); one axe at a time; retrieve only when both players/teams finish throws.
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Hit rule
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Axe must stick in board; blade fully embedded; score based on where handle touches target zone. Drop/fall = 0 points. |
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Safety
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Full attention, no leaning over line, no distractions; refs enforce.
10-15 minutes per round (fast-paced fun).
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Scoring
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Standard target: rings from outer (low) to inner bullseye (high); killshot (small blue) for extra points on specific throws.
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Time limit
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10-15 minutes per round/game (or first to score threshold).
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EXPLORE THE GAME MODES
Axe Throwing GAME MODES & rules to play
Around the World
Cricket
21 / Race to X
Call Your Shot
Zombies vs Survivors
Bad Axe (HORSE variant)
Detailed Rules: Around the World
TEAMS |
Objective |
Format/Type |
Win Condition |
|---|---|---|---|
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1v1 or teams
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Hit target zones in sequence (outside → center → back out)
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Sequential progression
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First to complete full circuit
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- Setup: Standard target with 5-7 concentric zones numbered (e.g., outer 1 to inner bullseye 5+ killshot).
- Play: Players/teams must hit zones in order (e.g., 1 → 2 → 3 → 4 → 5 → bullseye → reverse back out). Alternating throws; progress on success, stay on miss (no reset unless variant).
- Twists: Include killshot in sequence for extra challenge; team variant — relay style where teammates must complete sections.
- Why fun for Axe Throwing: Builds progression and tension as you near the center; rewards consistency over luck.
- Map idea: Standard lane setup; multiple lanes for head-to-head.
Detailed Rules: Cricket
TEAMS |
Objective |
Format/Type |
Win Condition |
|---|---|---|---|
|
1v1 or teams
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"Close out" scoring zones by hitting them 3 times each |
Zone control / marks |
First to close all zones (highest points if tie) |
- Setup: Target zones marked (e.g., 1, 3, bullseye, killshot/clutch).
- Play: Goal is to "close" each zone by hitting it 3 times (mark with tally). Once closed by one team, opponents can't score there anymore. Bonus points if hitting opponent's open zones after yours are closed.
- Scoring: Points only on open zones; first to close all + highest points wins.
- Twists: Add "clutch" killshot zone that must be hit last; team play rotates throwers.
- Why fun: Strategic blocking and comeback potential, like darts cricket.
- Map idea: Single or dual targets; use scoreboard for marks.
Detailed Rules: 21 / Race to X
TEAMS |
Objective |
Format/Type |
Win Condition |
|---|---|---|---|
|
1v1 or teams |
Accumulate points to exactly or first to reach target score
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Point race
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Reach or exceed target (e.g., 21, 50, 100)
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- Setup: Standard scoring target.
- Play: Simple accumulation — add points per throw. Variants: exact 21 (bust if over, like blackjack); or first to 50/100 (no bust). Alternating or simultaneous throws.
- Twists: Double points on killshot; mandatory killshot attempt on last throw if close to target.
- Why fun: Quick, accessible; great for casual groups or ladders.
- Map idea: Any standard lane; track total on digital or chalkboard.
Detailed Rules: Call Your Shot
TEAMS |
Objective |
Format/Type |
Win Condition |
|---|---|---|---|
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1v1 or teams
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Declare exact zone/score before throw; bonus for hits
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Precision challenge
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Highest score or first to X points
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- Setup: Standard target.
- Play: Before each throw, declare exact zone/point value (e.g., "bullseye 6" or "killshot"). Hit = full points (or double); miss = 0 or penalty. Race to set score (e.g., 50) or highest after fixed throws.
- Twists: Opponent chooses your target zone; trick throws (underhand if allowed) double points.
- Why fun: Forces precision and mind games; punishes sloppy calls.
- Map idea: Lanes with visible zone labels.
Detailed Rules: Zombies vs Survivors
TEAMS |
Objective |
Format/Type |
Win Condition |
|---|---|---|---|
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Teams (uneven)
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Survivors score normally; zombies aim to "infect" via low-score penalties
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Asymmetric survival
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Asymmetric survival
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- Setup: Uneven teams (e.g., 3-4 Survivors vs 6-8 Zombies); different targets or shared lanes.
- Play: Survivors throw normally for points. Zombies throw to "infect" — low-score hits (e.g., outer ring) convert a Survivor to Zombie (switch sides). Zombies may have handicaps (farther distance) or bonuses (extra throws).
- Scoring: Survivors aim for high score/survival time; Zombies aim to convert all.
- Twists: Infected keep their score but add to Zombie team; time-based rounds.
- Why fun: Asymmetric chaos; growing horde creates pressure.
- Map idea: Multiple lanes; Zombies in "horde" area.
Detailed Rules: Bad Axe (HORSE variant)
TEAMS |
Objective |
Respawn (Constant Re-insertion) |
Win Condition |
|---|---|---|---|
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1v1 or teams
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Force opponent to match/beat trick shots or calls
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Trick/pressure
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First to spell "BAD AXE" (or similar)
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- Setup: Head-to-head lanes.
- Play: Like HORSE in basketball — first player throws (can call trick/zone). Second must match or beat it (same zone or higher score). Fail = get a letter (B-A-D-A-X-E). First to spell loses.
- Twists: Variants — Closer to HORSE (must match exactly); call shot required; team relay where teammates inherit letters.
- Why fun: Creative pressure; encourages trick shots and showmanship.
- Map idea: Dual lanes for direct comparison.
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