Setting Up for Play
1. Set up the holes in a safe area and suitable for the type of play selected. Consider the age and overall ability of the players. Make the lay out fun and reasonable for all ages and skill level of players. A lay out could include one to eighteen holes.
2. Setting up a course - Course play has three or more holes. Decide on how many holes are going to be in the course (this may be limited to the number of holes which are available). For instance, if there are three holes available, a course of three holes could be set up. At the end of the three holes, the player with the lowest score is the winner. Or, play the three holes and then reverse directions and play back through all three holes and have a course of 6 holes. Low score in 6 holes would be the winner of that round.
RULES OF THE GAME
1. Players take turns throwing their disc toward an above ground portable hole trying to land their disc inside the net of the hole in the fewest number of tosses.
2. Generally, everyone should use similar and approximately the same size and type of discs.
3. When starting a new hole or starting the game, all players must toss from behind or 10 feet on either side of the previously completed hole or other agreed upon spot. They may not step in front of the hole or spot until they have released their disc. Players can run and throw or stand and throw as long as they do not cross the previously completed hole.
4. Throwing from where a player’s disc lands. On throws after the first throw of a hole, the player goes to where their disc landed, picks up the disc and places one foot where their disc landed. The other foot may move 360 degrees in any direction to throw. Players may step to throw but must keep one foot where the disc landed. It is permissible to bend, sit, kneel or lay down to make a throw as long as one foot remains on the spot where their disc landed.
5. “Tap in” - A “tap-in” is when a player can tap the top of the hole with both feet together standing where the disc landed without stepping, jumping or moving their feet. The tap-in counts as one toss. If a player cannot “tap-in,” they must toss their disc into the hole. If a disc lands under the hole but not inside the net, it is an automatic “tap-in” and counts as one toss.
6. In the event of a tie at the end of a round, players who are tied select and agree upon any hole on the course within sight and throw to that hole. Low score on that hole wins. If there is a tie again, repeat this process until there is a winner. Individuals alternate who throws first at each sudden death hole.
7. Low score is the winner of a specifically defined round. Total low score is the winner of two or more rounds.
8. Every effort should be made to play the disc where it lies. If a disc is lost or otherwise unable to retrieve, players should agree upon a possible penelty stroke, or playing the next shot from the closest possible area to where the disc was lost.
A. Set up the field of play away from, people, vehicles, equipment and structures. Insure that consideration is given to allow for errant throws.
B. Be especially aware that a thrown disc which hits a baby, child or person will hurt or may cause injury. Avoid placing holes where errant throws could hit anyone near the field of play.
C. If a player throws a disc and it is headed toward people, yell, “Fore!” or “Disc!” This is similar to how it is done in the game of golf. Yelling, “Watch out” or, “Heads up” or something like that could also be used to warn people.
D. Avoid placement of holes where errant throws could hit, break, dent or damage, structures, windows, vehicles, equipment, power or phone lines, fences and any other improvements. Avoid possible damage to vehicles and building windows which could be cracked or broken by a thrown disc.