How To Score A Match: NATF Style

Author Sean Malvey | 20 June 2017

How Points Work

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  • 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

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  • 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

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  • 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