How To Score A Match: NATF Style
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How To Score A Match: NATF Style
How Points Work

- The bullseye or black ring is worth 5 pts
- The red ring is worth 3 pts
- The blue ring is worth 1 pt
- The green dots in the corner, or Clutch(TM*) are worth 7 pts.
Clutch

- Players must declare that they are going to throw for Clutch before attempting, also referred to as 'Calling Clutch' or to 'Call Clutch'
- Players can only throw for Clutch on the 5th and final throw of the round
- An accidental clutch is not valid, even on a 5th throw, no call, no points
- The green dots in the corner, or Clutch(TM*) are worth 7 pts.
- Once Clutch is called, only that point area is valid and all other point areas are worth zero
- A Clutch call can be taken back after it is called but must be announced to their opponent and scorekeeper
On The Paint

- All scoring is based on where the majority of the blade lands and stays in the target
- The area to be counted on an axe sunk into a target is the area that is breaking the surface of the target
- Clutch is an exception to the majority rule: When throwing for clutch, as long as any of the axe blade is breaking the green clutch paint, the throw is good