Urban Rules
Explanation of Urban Rules
11/12/2026
A blade that crosses inner and outer edges of the blue painted line scores 0 pts.
6.1. The majority of the blade is not considered in this ruling. If both edges of the blue line are crossed, the axe scores 0 pts.


Urban Rules is an alternative scoring format developed by Urban Axes for use in select events at our upcoming major tournaments. Urban Rules are designed to accommodate both Premier and Standard axe throwers, and they provide us another way to bring throwers of all ability levels together at our tournaments while remaining challenging, strategic, and fun!
Urban Rules
Urban Rules is an additional ruleset that follows all current IATF rules and regulations other than the changes and clarifications specified in this document.
Tournament rounds and matches retain their current playoff format, i.e. 5 throw rounds, best 3 out 5 matches, and best 5 out of 7 for finals matches.
Competitors must select 1 hatchet and 1 Big Axe to throw for the duration of a match.
Note that The entirely of Rule 3 is WAIVED for Ladyblades. You may use 2 axes.Throwers may not throw one hatchet at the bullseye and another hatchet at the Clutch. The same applies to Big Axe throws. Throwers should select one hatchet and one Big Axe that suits their throw and will give them the best opportunity to score Premier bullseyes and Clutches.
If an axe is damaged during a match, the thrower may choose a replacement.
An axe is considered “damaged” when the handle or blade has cracked or broken and is determined by a referee to be either: 1) unsafe for the thrower to use, or 2) further use would jeopardize the thrower’s ability to preserve the axe.
A damaged axe replacement may occur at any time during the match.
The replacement axe will then be thrown for the remainder of the match.
Players must score a Premier bullseye before “unlocking” Clutch during a Big Axe tiebreaker.
A previous “majority bull” now scores a 4 or 3, so these throws will not be considered a bullseye for the purpose of unlocking the Clutch.
Once each player has scored a Premier bullseye, Clutch may be called by one or both players, and both touch Clutch and Premier Clutch scoring values are then available.
Players are allowed 3 missed attempts in a row at Big Axe Clutch before they must “bull-in” again. Each time the clutch is hit by both players, this count resets.
The scoring portion of a blade is measured at the surface of the target as normal.
Scoring
A Premier bullseye, as defined by the IATF, scores 5 pts.
1.1. The blade may cross the inner edge of the black painted line but not the outer edge. The axe may stick fully within the paint of the black line.
A blade that lies fully within the 3-point scoring ring scores 3 pts.
3.1. A blade that crosses from the 3-point ring into the outer edge of the black line but does not cross the inner edge of the black line scores 3 pts.
3.2. The blade may cross the inner edge of the red painted line but not the outer edge. The axe may stick fully within the paint of the red line.
A blade that crosses the inner & outer edges of the black painted line scores 4 pts.
2.1. The majority of the blade is not considered in this ruling. If both edges of the black line are crossed, the axe scores 4 pts.
A blade that crosses the inner and outer edges of the red painted line scores 2 pts.
4.1. The majority of the blade is not considered in this ruling. If both edges of the red line are crossed, the axe scores 2 pts.
A blade that lies fully within the 1-point scoring ring scores 1 pt.
5.1. A blade that crosses from the 1-point ring into the outer edge of the red line but does not cross the inner edge of the red line scores 1 pt.
5.2. The blade may cross the inner edge of the blue painted line but not the outer edge. The axe may stick fully within the paint of the blue line.
A Premier Clutch scores 7 pts.
8.1. An axe that sticks fully inside the white painted Premier box, with no blade breaking any edge of the box, also scores as a Premier Clutch.
A touch Clutch scores 6 pts.














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