New to Discball? Wondering if it actually hurts? (It does.) Click any question below to expand the answer.

Dodgeball with a frisbee. A free-for-all elimination game where 3-4 players stand in their own circles and take turns throwing a single disc at each other. Catch it or wear it. Three outs and you're eliminated. Last player standing wins.
100% real. Discball was invented in the spring of 2020 by three Minnesota friends who wanted a way to hang out while staying socially distant and still hurt each other. The bruises are very real. You should try it.

One disc per game. The heavier the better.

  • Best: Big Kahuna (200g). The gold standard. Heavy enough to leave a mark.
  • Fine: Regulation ultimate disc. Works but is lighter.

You only need one disc. This is not a multi-disc situation.

A 200-gram disc thrown hard from 14 paces away? Yeah, you'll feel it. A Buzzsaw to the thigh will leave a welt you'll be showing off for days. That's part of the fun. If you're not sore the next day, you weren't trying hard enough. Post your bruise photos on the group thread. It's tradition.

Players stand in equally spaced circles: 3 players form a triangle, 4 players form a square.

  • Circle radius: 7 paces
  • Distance between centers: 21 paces

A "pace" is a normal walking stride. Beginners can spread out more so the disc doesn't come in as hot. You'll tighten it up once you stop flinching.

Any contact with the player (body, hair, clothes, anything) that does not result in a catch. If the disc grazes your fingertips and you don't secure it, that's an out. If it hits your leg and you grab it before it hits the ground, that's a catch and you're safe.

A disc that lands in your circle but is genuinely uncatchable is NOT an out. But if you don't attempt to catch a catchable disc, that IS an out. Warrior Spirit demands effort.

You're eliminated, but you keep playing. You stay in your circle and continue throwing. You can't win, but you CAN still deliver outs to other players, including the decisive blow that determines the winner. You can also reduce your own outs through trick catches and errant-throw catches, potentially getting back below 3 and re-entering contention. Never count out the dead.
  • Errant throw catch: Catch a disc outside your circle on an errant throw. That's -1 out.
  • Trick catch: Behind the back or through the legs. That's -1 out.
  • Both combined: Trick catch on an errant throw outside your circle. That's -2 outs.

Dives and layouts do NOT count as trick catches. The disc doesn't care about your feelings, but it respects style. Zero outs is the floor. You can't go negative.

Once a direction is chosen (clockwise or counterclockwise), every player must throw in that direction until an event allows a change:

  • Record an out: You can switch direction. Revenge is encouraged.
  • Throw uncatchable: The recipient picks a new direction.
  • Win a race: The winner picks direction.

When a throw is missed and no out is recorded, the disc is loose and anyone can sprint for it. No player may leave their circle until the disc is released. Once thrown, any player (including the thrower) may sprint to retrieve it.

If a non-recipient beats the recipient to the disc, they claim it and pick a new direction. No contact allowed during a race. If contact occurs, it's a foul and the disc goes to the fouled player.

A straight overhead vertical throw that drops fast, like a sinker in baseball. It can be thrown very hard. If you see one coming, good luck. It's the most feared throw in Discball.
Dead disc. Once it touches the ground, it cannot be caught and does not count as an out. Ground bounces or rolls into a player don't count. But a loose disc on the ground often triggers a race.
No. In fact, goofy hard-to-catch throws are encouraged. The uglier the throw, the uglier the welt. Any throw style is legal: backhand, forehand, hammer, Buzzsaw, whatever you can come up with. Wild throws can be harder to catch than perfect ones.
The non-involved player(s) decide. Neither the thrower nor the catcher judges their own dispute. The game is self-policed with Warrior Spirit as the ultimate arbiter. If you know you should have caught it, take the out. Don't be lazy.
Allowed? It's highly encouraged. If not required. Getting your opponent on tilt is a legitimate strategy. Players are separated by 21 paces with no contact, so it's not going to spiral. Don't play with people who can't handle it.
This is a year-round sport. Rain, snow, sleet, heat. Playing in the winter just makes it hurt more. Cold hands make catches harder and drops funnier. Gloves are for weenies, even in January.
Whatever you want. Long sleeves might soften the blow, but they won't save you. Good shoes with traction help for races. Gloves are for weenies. Dress for the weather and the bruises.
There is no set game length or number of games per session. Play until you puke or have too many bruises. Whichever comes first.
Subdivide into multiple games. 3-4 players per game is ideal. More people doesn't mean bigger games. It means more games happening at the same time.
You can deliberately not catch a disc (or deflect it without catching) to take an out and change the throw direction. It's sometimes strategic. But remember, three outs and you're eliminated. Choose wisely.
Play more. Practice weird throws. Work on your catching under pressure. Learn to read your opponents. Develop your trash talk game. And get comfortable with the disc hitting you, because it will. A lot.
Getting hurt is part of the game. Getting seriously injured is not. Bruises are badges of honor. Broken bones are not. Inspect the field for holes before playing. If someone is actually injured, stop and take care of them. Warrior Spirit includes knowing the difference between pain and injury.

Still Have Questions?

The best way to learn Discball is to stand in a circle and let someone throw a heavy disc at you.

Grab some friends, one heavy disc, and a flat field. The rest you'll figure out. Probably the hard way.

Answers approved by the Intergalactic Discball Governing Body