STUDboards

STUDsports

Disc Golf Board

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.

Open the interactive Disc Golf Board

30 Core Ideas / 11 STUD Sides

Park rounds, putting blocks, and doubles groups that want one clean scoring lane

Scene: Park Round. Group size: 2-6. Time: 15-45 min.

Categories

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 15

20-to-30-Foot Pressure Ladder

Category: Discgolf

Climb from shorter circle-edge putts to longer ones and advance only on clean makes. Highest completed ladder wins.

Best for: players bridging the gap between routine putts and true testers.

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.