Tee-shot accuracy, putting pressure, and doubles activities built for park rounds, field work, and repeat disc rounds.
STUD is the poker chip for IRL challenges. STUD use is optional. Groups should agree on rules and any STUD amount before play.
Core Ideas
Core Ideas are the main ways to play this board.
Core Idea 1
Fairway Gate Ladder
Category: Discgolf
Move through a set of fairway-width gates and score only drives that pass the current gate cleanly before moving up. Highest ladder wins.
Best for: players who want line control to matter more than raw distance.
Core Idea 2
Island Tee Race
Category: Discgolf
Pick a landing island for each tee shot and score only full island hits. First player to the target wins.
Best for: course rounds where landing zones need to feel sharper than simple fairway hits.
Core Idea 3
Hyzer Gate Chase
Category: Discgolf
Call the hyzer entry window and score only discs that hold the line through the target gate. Highest clean total wins.
Best for: backhand players who want more trustworthy shape on command.
Core Idea 4
Anhyzer Hold Run
Category: Discgolf
Score only turnover or anhyzer lines that stay on shape long enough to land in the called zone. Best total wins.
Best for: players who want cleaner turnover control instead of late cut rolls.
Core Idea 5
Low-Ceiling Laser Count
Category: Discgolf
Every drive must stay under the agreed ceiling and still finish in the target lane. Highest clean count wins.
Best for: wooded courses and players who need line discipline under low branches.
Core Idea 6
Shot-Shape Callout
Category: Discgolf
Call forehand, backhand, hyzer, or turnover before the tee shot and score only if the disc finishes through that shape. Best callout total wins.
Best for: players building a fuller shot menu with honest accountability.
Core Idea 7
Forehand Landing Grid
Category: Discgolf
Score only forehands that land in the chosen grid square and stay in bounds. Highest grid total wins.
Best for: players who want cleaner sidearm placement, not just more pace.
Core Idea 8
Backhand Line Builder
Category: Discgolf
Work through three backhand lines from straight to shaped and score only drives that hold the full lane. First through wins.
Best for: players who want one clean progression instead of random reps.
Core Idea 9
Mando Clean Sweep
Category: Discgolf
Every tee shot must clear the called mando lane and still finish in the scoring zone. Highest clean sweep wins.
Best for: course-specific pressure where missing the gap changes the whole hole.
Core Idea 10
Distance-to-Zone Race
Category: Discgolf
Throw from progressively longer tees and score only discs that still land inside the marked zone. Highest completed distance wins.
Best for: distance rounds that still reward control at the end of the flight.
Core Idea 11
Circle 1 Survivor
Category: Discgolf
Everyone putts from Circle 1 spots and loses a life on a miss. Last player still alive wins.
Best for: simple putting pressure that still feels like match play.
Core Idea 12
Around-the-Basket Race
Category: Discgolf
Make putts from every marked position around the basket. First player through the full circle wins.
Best for: angle variety around one basket with a simple scoring loop.
Core Idea 13
Straddle Save Ladder
Category: Discgolf
Each rung adds a tougher stance or obstacle and only clean makes advance you to the next station. Highest ladder wins.
Best for: putting blocks that need more than flat, open looks.
Core Idea 14
Comeback Putt Freeze
Category: Discgolf
A made first putt only counts if the comeback from the next mark is also converted. Best freeze score wins.
Best for: players who want two-putt discipline to matter as much as the opener.
Core Idea 16
Headwind Putt Count
Category: Discgolf
Putts only score if they hold the chosen line through a headwind or fan-forced breeze. Highest clean count wins.
Best for: players who need more trust in nose angle and commitment.
Core Idea 17
Make-and-Move Relay
Category: Discgolf
Partners advance the next station only on a make, and the first team through the full relay wins.
Best for: doubles groups that want putting pressure with shared momentum.
Core Idea 18
Elevated Basket Nerves
Category: Discgolf
Play a short card of elevated or awkward-angle putts and score only clean makes. Highest nerves total wins.
Best for: players who want one putting block that feels less flat and predictable.
Core Idea 19
One-Miss Reset Round
Category: Discgolf
A single miss sends you back to the previous station, so only steady putters stay alive. Fastest clean round wins.
Best for: pressure putting where one mistake actually changes the card.
Core Idea 20
Three-Station Putt Run
Category: Discgolf
Hit all three stations in sequence before your turn ends or the run resets. Most completed runs wins.
Best for: rhythm, recovery, and slightly faster putting rounds.
Core Idea 21
Best-Shot Birdie Chase
Category: Discgolf
Partners play best shot and score only birdie or clean par-save results across the chosen hole set. Best chase total wins.
Best for: doubles rounds where one clean scoring lane keeps everyone engaged.
Core Idea 22
Alternate-Shot Fairway Hold
Category: Discgolf
After the drive, partners shift into alternate shot and score only holes where the fairway plan stays intact. Best hold total wins.
Best for: teammates who want more shared decision-making after the tee.
Core Idea 23
Team Match Play Six
Category: Discgolf
Play a six-hole match-play sprint and count each hole like a full head-to-head battle. Most holes won takes it.
Best for: quick park loops that still feel like a real match.
Core Idea 24
Best-Disc Scramble Sprint
Category: Discgolf
Pick the best lie every throw and race another pair through a shortened loop. Fastest winning score wins.
Best for: friendly doubles groups that want flow and a visible scoreboard.
Core Idea 25
Partner Up-and-Down Race
Category: Discgolf
Every pair starts off the fairway and scores only complete up-and-down saves from the chosen spots. Fastest clean team wins.
Best for: approach and putting teamwork without needing a full round.
Core Idea 26
Greensome Line Call
Category: Discgolf
Both players drive, one lie is chosen, and the partner teams alternate from there. Best line-call total wins.
Best for: doubles groups that want both tee shots to matter before choosing a plan.
Core Idea 27
Worst-Lie Recovery Round
Category: Discgolf
Pick the tougher lie after the drives and score only the pairs that still save the hole. Best recovery total wins.
Best for: partner rounds that want pressure and problem-solving, not only easy birdie runs.
Core Idea 28
Alternate Tee Partner Card
Category: Discgolf
Partners alternate tee duties hole by hole and build the card only on the chosen starter's clean opener plus the team's finish. First card wins.
Best for: teammates who want both players to own the first shot equally.
Core Idea 29
Two-Hole Pressure Set
Category: Discgolf
Every two holes make one set, and the pair that wins more sets takes the round. Set wins matter more than total strokes.
Best for: groups that want match-play swings inside a shorter loop.
Core Idea 30
Best-Shot to Alternate Finish
Category: Discgolf
Play best shot from the tee, then switch to alternate finish on the green and approach. Lowest total wins.
Best for: pairs that want the easy drive choice plus tougher finishing teamwork.
STUD Sides
STUD Sides are optional side-point challenges. Earned side points count for you, side points against you count against you, and any STUD amount should be agreed before play.
STUD Side 1
Tree Tax
Category: Side Challenge
Hit the first available tree and add 1 side point against you. Save par to erase that side point against you.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 2
Metal Hit Bonus
Category: Side Challenge
Hit chains, cage, or band from outside the circle and earn 1 side point.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 3
OB Toll
Category: Side Challenge
Land out of bounds and add 1 side point against you unless the next shot saves par.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 4
Circle Two Call
Category: Side Challenge
Call a C2 putt before throwing. Make it and earn 1 bonus side point.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 5
Roller Gamble
Category: Side Challenge
Call roller before the throw. Park it and earn 1 side point; turn it over badly and add 1 side point against yourself.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 6
Disc Search Timer
Category: Side Challenge
If the group searches longer than the agreed timer, the thrower adds 1 side point against themselves.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 7
Star Frame Bank
Category: Side Challenge
If everyone on a team birdies the hole, that team earns 1 side point from the other side.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 8
Chain-Out Refund
Category: Side Challenge
Chain out on a clean putt and make the comebacker to erase 1 side point against you.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 9
Gap Hit Bonus
Category: Side Challenge
Call the fairway gap and hit it cleanly to earn 1 side point.
Before throwing, the player calls the intended gap. If the disc passes cleanly through that gap and stays playable, they earn 1 side point.
STUD Side 10
Circle-One Shield
Category: Side Challenge
Make a circle-one putt to erase 1 earlier side point against you.
Any made putt from the agreed circle-one distance erases 1 side point against that player. The group can agree whether tap-ins are excluded.
STUD Side 11
Gap Hit Claim
Category: Side Challenge
Call the flight gap before throwing. Hit it and land safe to earn 1 side point.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.