Other Flying Disc Sports
The following is a brief description of all the official disc
sports, as well as a few not-so-official ones.
The aim of disc golf is similar to that of ball golf. Instead of
a ball and clubs, the player throws a disc, and tries to hit
individual targets in as few throws as possible. The "official"
targets are elevated baskets surrounded by chains, so that when the
disc hits the chains it drops into the basket. Generally, any
object can serve as a hole, things such as trees, poles and posts
being ideal. Holes are usually between 80m and 150m and are rated
par 3, but longer and shorter ones can be designed.
The discs used in disc golf are smaller and heavier than those
used for ultimate. They fly further (when you know how to throw
them) and are more resistant to trees and the like.
Visit the ADG web site for more information on disc golf in Australia.
There is also a page listing a number of object courses
DDC is a little like tennis with frisbees. There are two
frisbees in action in the game, and two players on each team, and
the main aim is for your team not to be holding both discs at once.
The teams stand in square courts of about 13m a side, separated by
17m and throw the frisbees at each other. A team scores a point if
the other side drops one of the discs, throws a disc which lands
outside the square that they are throwing into, and they score two
points (a double) if the other team is touching both discs at once.
Scoring is cumulative, to a maximum of two per rally. Game is
usually to 15 or 21.
Guts is a sport where teams alternate between throwing a disc as hard as they can, and trying to catch such throws. There are two teams of one to five players each. The objective is to be the first team to score 21 points. To start play, each team lines up facing each other 14 m apart. Play is accomplished by a player attempting to throw the disc toward or at the opposing team and within the reach of at least 1 player of that team, in such a manner that the opposing team cannot make a clean catch. Scoring is contingent on the success or failure of the throwing team. A good throw, without a catch, results in a point for the throwing team and a bad throw results in a point for the receiving team.
Discathon is a competition which resembles disc golf with time
constraints. The competitors must throw their discs around a course
which has many mandatories - places where the throw must pass to
the left or right of certain objects. The aim is to complete the
course in the fastest time. Most competitors carry at least 2
discs, so that they can throw one disc and pick the other up on the
run.
Along with MTA (Maximum Time Aloft), TRC (Throw, Run and Catch)
and Accuracy, Distance is really an event rather than a
competition. The aim is fairly obvious - throw the disc as far as
you can!
Check out the current WFDF distance world
records.
The aim of MTA is to keep a disc in the air for as long a time
as possible. The time recorded is the time from when the competitor
releases the disc to when (s)he first touches it again. For the
time to be scored, they must catch it cleanly with one hand.
Check out the current WFDF MTA world records.
The aim of TRC is to throw the disc as far as possible and still
be able to catch it. The rules are basically the same as MTA except
that distance is recorded instead of time.
Check out the current WFDF TRC world records.
Accuracy involves making 28 throws - 4 from each of 7 "stations"
- into a 2m square net. The competitor scores 1 for each succesful
throw into the net. The seven stations are at varying distances and
angles from the net which make the throws of varying
difficulties.
Check out the current WFDF accuracy world
records.
Unofficial
Hotbox is a variant of Ultimate which is playable even with
small numbers of people (usually teams of 2 or 3). The playing area
is a 1m to 2m goal square inside a larger square (say 8m to 16m).
The rules are the same as Ultimate with the following alterations
:
- There is only a 5 second stall count
- Scoring is in the goal square, not an endzone
- In the event of a turnover, the team receiving possession must
pass the disc to the outside of the large square before they can
attempt to go for the goal square (like half-court
basketball).
This makes for a fast and energetic game.
Double box is like hot box, except it is played with two boxes
separated by about 30m. When a team scores in one box, they are
immediately attacking the other box, so a team can score a lot of
goals in quick succession if they get on a roll.
Unofficial
Five hundred is another good game when numbers are low, but can
also be played with larger sides. Split into two team, preferably
where the players on the same have roughly equal catching
ability. Teams stand facing each other about 30m-40m apart. A
player from one team throws the disc into the air above the other
team, and the players on that team try to catch it. Scoring is as
follows (although it may be altered as desired) :
- Catching a contestable throw - 100 points
- Catching an uncontestable throw - 50 points
- Making a layout catch - bonus 50 points
- Not laying out for a catchable throw - lose 50 points
- Throwing an uncontestable throw (catchable swill) - lose 50
points
- Throwing an uncatchable throw (uncatchable swill) - lose 100
points
- Throwing a catchable throw which is not touched - 100
points
Uncontestable refers to a throw which can only be caught by one
person. The next throw is made by whoever catches the previous
throw, or anyone, if the throw is dropped. The aim for the throwers
is to throw high, floaty, difficult to read but possible to catch
throws. The first person to score 500 points wins. To even the
teams up after each game, the person with the lowest score on the
team that has the winner swaps with the person with the highest
score on the other team.
Unofficial
A variant of Guts. The aim is essentially the same, namely to
catch a disc thrown by the opposing team with one hand only, no
trapping against the body. The difference is that the teams are
only 2 or 3m apart, and the throws are only allowed to be soft
(unlike Guts, where the throws are often over 120km/h). The trick
is to throw passes which are spinning in unusual ways, and which
are very hard to catch with a single hand grab. Score 1 point for a
drop by the other team and 1 point for a throw out of reach or too
hard (if you want to score at all).
Unofficial
A sort of a variant of Guts, but really an excuse for drinking.
Two teams set up about 14m apart, each player on a team having an
empty stubby (short beer bottle) in front of them and a full one
behind. Teams throw discs at each others' stubbies trying to knock
them over. If either of your stubbies is knocked over, you have to
scull from your full stubby. You then have to return your stubby to
the upright position before you can throw again. You are also
required to scull if :
- one of your throws is caught on the full by the other
team.
- you goal tend ie. you block or catch the disc before it reaches
your front stubby.
The most popular throw tends to be the hammer, since it is the
easiest throw to skid along the ground, and so is least likely to
be caught on the full. The real pros don't bother with their back
beer on the ground - they keep it in their hand ready to drink,
since it saves them valuable drinking, er playing, time.
Unofficial
The official rules of Butt
Guts, from the WBF (World Butt-Guts Federation) have now been
released.
Unofficial - not endorsed by the PDGA or WFDF
A variant on golf. Find nearest multi-level carpark. Players
take turns selecting holes and tees. Examples include :
- that pole in the opposite corner of this level.
- the white Mazda on the floor below.
- into the first shopping trolley we see on the top level, tee
off from the ground floor.
The ultimate hole, however, is always from the top level of the
carpark to a pole 2 or 3 levels down (but still well above the
ground). The ballsy play is to launch the disc off the roof in the
vain hope that it will float back in 3 levels down. Carpark golf is
best played at night to avoid too many angry car owners mobbing you
as they see their pride and joy being selected as Hole #5.
Schtick is the most complex and dangerous of disc sports.
It is played on a field with two halves. There is a box in each
half about 2m a side. Each box is about 20m from the halfway
line.
The aim of the game is to throw the disc so that it lands in and
stays completely within the box when it comes to rest. So the
closer you throw from, the easier it is to score a goal, and if you
can get close enough you can just drop or place it in the box. No
players, offence or defence, are allowed to step inside the box.
Once a disc has landed in the box no-one is allowed to touch it
before it comes to rest or rolls outside the box.
Check out the official
Schtick website.
You are allowed to run with the disc, but if you get tagged by
an opponent in your attacking half you lose possession and must
immediately drop the disc. If you are in your own half, the other
team cannot tag you. The only way they can get possession is to
intercept a pass between defensive teammates.
Any disc on the ground in your defending half belongs to your
team and only your team can pick it up. If you are attacking the
other half, you can throw the disc back into your half and your
team will retain possession.
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