How to Play Discball
Dodgeball with a frisbee. No teams. No mercy.
Quick Overview
Discball is a free-for-all elimination game played with a single frisbee. Players stand in their own circles and take turns throwing at each other. Get hit without catching it? That's an out. Three outs and you're eliminated, but you keep playing. Last player with fewer than 3 outs wins.
Equipment & Setup
The Disc
One disc per game. Heavier is better. A Big Kahuna (200g) is the gold standard. A regulation ultimate disc works but is lighter. The heavier the disc, the better the bruises.
Players
3-4 players is ideal. This is a free-for-all, not a team sport. Larger groups should subdivide into multiple simultaneous games.
The Field
A flat field with cones marking each player's circle. Inspect for holes before playing or you will hurt yourself (and not in the fun way). Players are arranged in equally spaced positions: 3 players form a triangle, 4 players form a square.
Dimensions
Each circle has a 7-pace radius. Circle centers are 21 paces apart, leaving roughly one radius of separation between circles. A "pace" is a normal walking stride. Beginners can increase the separation so the disc doesn't come in as hot. You'll tighten it up once you stop flinching.
Core Gameplay
Game Start
Winner of the previous game throws first and picks direction (clockwise or counterclockwise). No previous winner? Pick at random. The thrower must verbally declare and get acknowledgement from all players before the first throw.
Throwing
You must stand within your circle when throwing. The recipient must start in the center of their circle until the disc is released. Any throw style is legal: backhand, forehand, hammer, or the dreaded Buzzsaw (a straight overhead vertical throw that drops like a sinker and can be thrown very hard). Goofy, hard-to-catch throws are encouraged. The uglier the throw, the uglier the welt. You may never decline to throw.
Direction of Play
Once a direction is set, every player throws in that direction until an event allows a change. Recording an out on your target lets you switch direction (revenge is encouraged). An uncatchable throw gives the recipient the right to pick a new direction. Winning a race lets the winner pick direction.
Getting Hit = Out
Any contact with the player (body, hair, clothes, anything) that does not result in a catch is an out. 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 in your circle, that IS an out. Warrior Spirit demands effort. Yes, it will hurt. That's the point.
Catching = Survival
A catch is anything that prevents the disc from hitting the ground. If the disc hits your body and you grab it before it touches the ground, that's a catch and you're safe. Once the disc hits the ground, it's dead. After a catch, you throw in the established direction.
Outs & Elimination
Reducing Outs
Errant Throw Catch (-1 Out)
Catch a disc that lands outside your circle on an errant throw and you reduce your out count by 1. Intentionally throwing outside the circle to give someone a chance to reduce is bad form and poor Warrior Spirit.
Trick Catch (-1 Out)
Behind the back or through the legs catches reduce your out count by 1. Dives and layouts do NOT count as trick catches. The disc doesn't care about your feelings, but it respects style.
Stack Them
Pull off a trick catch on an errant throw outside your circle? That's -2 outs. At 0 outs and make a reducing catch? Nothing happens numerically, but you're a badass.
Catching Position
When catching, you can do whatever you want: leave your circle, dive, sprint. But you must have initiated your last ground contact before catching outside the circle.
The Race
When a throw is missed and no out is recorded, the disc is loose and anyone can sprint for it.
The rules: No player may leave their circle until the disc is released. Once thrown, any player (including the thrower) may sprint to retrieve it. A race is only legal when the recipient did NOT receive an out on that throw.
If a non-recipient beats the recipient to the disc, they claim it and pick a new direction. If the recipient gets there first, they throw in the established direction.
No contact allowed during a race. If contact occurs, it's a foul and the disc goes to the fouled player.
Winning
Last One Standing
Last player with fewer than 3 outs wins the round. The winner throws first and picks direction in the next game. There is no set number of games per session. Play until you puke or have too many bruises. Whichever comes first.
Safety
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 and hazards before playing
- • Heavier discs hit harder. You've been warned.
- • Gloves are for weenies, even in winter
- • This is a year-round sport. Play in snow, rain, whatever. Post your bruise photos afterward.
Official rules as established by the Intergalactic Discball Governing Body