Sports
Disc Golf games
Tee-shot accuracy, putting pressure, and doubles activities built for park rounds, field work, and repeat disc rounds.
All Disc Golf games (31)
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Fairway Gate Ladder
Move through a set of fairway-width gates and score only drives that pass the current gate cleanly before moving up. Highest ladder wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Disc Golf CTP Sprint
Play closest-to-pin from three approach marks. Closest safe lie each station scores; best total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Island Tee Race
Pick a landing island for each tee shot and score only full island hits. First player to the target wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Hyzer Gate Chase
Call the hyzer entry window and score only discs that hold the line through the target gate. Highest clean total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Anhyzer Hold Run
Score only turnover or anhyzer lines that stay on shape long enough to land in the called zone. Best total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Low-Ceiling Laser Count
Every drive must stay under the agreed ceiling and still finish in the target lane. Highest clean count wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Shot-Shape Callout
Call forehand, backhand, hyzer, or turnover before the tee shot and score only if the disc finishes through that shape. Best callout total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Forehand Landing Grid
Score only forehands that land in the chosen grid square and stay in bounds. Highest grid total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Backhand Line Builder
Work through three backhand lines from straight to shaped and score only drives that hold the full lane. First through wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Mando Clean Sweep
Every tee shot must clear the called mando lane and still finish in the scoring zone. Highest clean sweep wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Distance-to-Zone Race
Throw from progressively longer tees and score only discs that still land inside the marked zone. Highest completed distance wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Circle 1 Survivor
Everyone putts from Circle 1 spots and loses a life on a miss. Last player still alive wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Around-the-Basket Race
Make putts from every marked position around the basket. First player through the full circle wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Straddle Save Ladder
Each rung adds a tougher stance or obstacle and only clean makes advance you to the next station. Highest ladder wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Comeback Putt Freeze
A made first putt only counts if the comeback from the next mark is also converted. Best freeze score wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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20-to-30-Foot Pressure Ladder
Climb from shorter circle-edge putts to longer ones and advance only on clean makes. Highest completed ladder wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Headwind Putt Count
Putts only score if they hold the chosen line through a headwind or fan-forced breeze. Highest clean count wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Make-and-Move Relay
Partners advance the next station only on a make, and the first team through the full relay wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Elevated Basket Nerves
Play a short card of elevated or awkward-angle putts and score only clean makes. Highest nerves total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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One-Miss Reset Round
A single miss sends you back to the previous station, so only steady putters stay alive. Fastest clean round wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Three-Station Putt Run
Hit all three stations in sequence before your turn ends or the run resets. Most completed runs wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Best-Shot Birdie Chase
Partners play best shot and score only birdie or clean par-save results across the chosen hole set. Best chase total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Alternate-Shot Fairway Hold
After the drive, partners shift into alternate shot and score only holes where the fairway plan stays intact. Best hold total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Team Match Play Six
Play a six-hole match-play sprint and count each hole like a full head-to-head battle. Most holes won takes it.
Players: 2-6Time: 15-45 minEnergy: Medium
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Best-Disc Scramble Sprint
Pick the best lie every throw and race another pair through a shortened loop. Fastest winning score wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Partner Up-and-Down Race
Every pair starts off the fairway and scores only complete up-and-down saves from the chosen spots. Fastest clean team wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Greensome Line Call
Both players drive, one lie is chosen, and the partner teams alternate from there. Best line-call total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Worst-Lie Recovery Round
Pick the tougher lie after the drives and score only the pairs that still save the hole. Best recovery total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Alternate Tee Partner Card
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.
Players: 2-6Time: 15-45 minEnergy: Medium
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Two-Hole Pressure Set
Every two holes make one set, and the pair that wins more sets takes the round. Set wins matter more than total strokes.
Players: 2-6Time: 15-45 minEnergy: Medium
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Best-Shot to Alternate Finish
Play best shot from the tee, then switch to alternate finish on the green and approach. Lowest total wins.
Players: 2-6Time: 15-45 minEnergy: Medium
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Disc Golf Twists (30)
Optional one-rule scoring twists for a game your group already plays.
Tree Tax
Hit the first available tree and add 1 penalty point against you. Save par to erase that penalty point against you.
- Hit the first available tree and add 1 penalty point against you. Save par to erase that penalty point against you.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Tree Tax as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Tree Tax; stop at the agreed finish condition.
Metal Hit Bonus
Hit chains, cage, or band from outside the circle and earn 1 challenge point.
- Hit chains, cage, or band from outside the circle and earn 1 challenge point.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Metal Hit Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Metal Hit Bonus; stop at the agreed finish condition.
OB Toll
Land out of bounds and add 1 penalty point against you unless the next shot saves par.
- Land out of bounds and add 1 penalty point against you unless the next shot saves par.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score OB Toll as 1 challenge point, separate from the main score.
- Reset and rotate evenly after OB Toll; stop at the agreed finish condition.
Circle Two Call
Call a C2 putt before throwing. Make it and earn 1 bonus challenge point.
- Call a C2 putt before throwing. Make it and earn 1 bonus challenge point.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Circle Two Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Circle Two Call; stop at the agreed finish condition.
Roller Call
Call roller before the throw. Park it and earn 1 challenge point; turn it over badly and add 1 penalty point against yourself.
- Call roller before the throw. Park it and earn 1 challenge point; turn it over badly and add 1 penalty point against yourself.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Roller Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Roller Call; stop at the agreed finish condition.
Disc Search Timer
If the group searches longer than the agreed timer, the thrower adds 1 penalty point against themselves.
- If the group searches longer than the agreed timer, the thrower adds 1 penalty point against themselves.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Disc Search Timer as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Disc Search Timer; stop at the agreed finish condition.
Star Frame Bank
If everyone on a team birdies the hole, that team earns 1 challenge point.
- If everyone on a team birdies the hole, that team earns 1 challenge point.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Star Frame Bank as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Star Frame Bank; stop at the agreed finish condition.
Chain-Out Refund
Chain out on a clean putt and make the comebacker to erase 1 penalty point against you.
- Chain out on a clean putt and make the comebacker to erase 1 penalty point against you.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Chain-Out Refund as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Chain-Out Refund; stop at the agreed finish condition.
Gap Hit Bonus
Call the fairway gap and hit it cleanly to earn 1 challenge point.
- Call the fairway gap and hit it cleanly to earn 1 challenge point.
- Before throwing, the player calls the intended gap. If the disc passes cleanly through that gap and stays playable, they earn 1 challenge point.
- Score Gap Hit Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Gap Hit Bonus; stop at the agreed finish condition.
Circle-One Shield
Make a circle-one putt to erase 1 earlier penalty point against you.
- Make a circle-one putt to erase 1 earlier penalty point against you.
- Any made putt from the agreed circle-one distance erases 1 penalty point against that player. The group can agree whether tap-ins are excluded.
- Score Circle-One Shield as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Circle-One Shield; stop at the agreed finish condition.
Gap Hit Claim
Call the flight gap before throwing. Hit it and land safe to earn 1 challenge point.
- Call the flight gap before throwing. Hit it and land safe to earn 1 challenge point.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Gap Hit Claim as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Gap Hit Claim; stop at the agreed finish condition.
Scramble Par Save
Save par after an off-line drive to earn 1 challenge point.
- Save par after an off-line drive to earn 1 challenge point.
- A player earns 1 challenge point when an off-line drive leaves trouble, but they recover and save par. A recovery attempt that hits the first obstacle or goes out of bounds adds 1 penalty point against that player.
- Score Scramble Par Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Scramble Par Save; stop at the agreed finish condition.
Safe Layup Call
Call a safe layup zone and land inside it to earn 1 challenge point.
- Call a safe layup zone and land inside it to earn 1 challenge point.
- Before throwing, call a safe layup zone. If the disc lands in that zone and leaves a clean next shot, the player earns 1 challenge point. Missing the safe zone into rough or out-of-bounds adds 1 penalty point against that player.
- Score Safe Layup Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Safe Layup Call; stop at the agreed finish condition.
Circle-One Save
Save par from inside circle one after a bad lie to earn 1 challenge point.
- Save par from inside circle one after a bad lie to earn 1 challenge point.
- A player earns 1 challenge point when they recover from a tough lie and make the next legal putt from inside circle one to save par or better. A rushed putt that hits an unsafe line adds 1 penalty point against the player.
- Score Circle-One Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Circle-One Save; stop at the agreed finish condition.
Uphill Putt Hold
Make an uphill putt from the agreed range to earn 1 challenge point.
- Make an uphill putt from the agreed range to earn 1 challenge point.
- Before the hole, agree on a fair putting range. A player earns 1 challenge point when they make an uphill putt from that range. A comeback putt missed after a roll-away adds 1 penalty point against that player.
- Score Uphill Putt Hold as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Uphill Putt Hold; stop at the agreed finish condition.
Forehand Gap Claim
Call a forehand gap and hit it cleanly to earn 1 challenge point.
- Call a forehand gap and hit it cleanly to earn 1 challenge point.
- Before throwing, a player may call a forehand gap. If the disc passes cleanly through that gap and finishes in a playable lie, the player earns 1 challenge point. Clipping the first tree, missing the gap, or landing out of bounds adds 1 penalty point against that player.
- Score Forehand Gap Claim as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Forehand Gap Claim; stop at the agreed finish condition.
Anhyzer Line Call
Call an anhyzer line, land safe, and earn 1 challenge point.
- Call an anhyzer line, land safe, and earn 1 challenge point.
- Before throwing, the player calls an anhyzer line or agreed turning flight. If the disc follows that line and finishes in bounds with a playable next lie, the player earns 1 challenge point. A called line that turns into out of bounds, deep rough, or an unsafe miss adds 1 penalty point against that player.
- Score Anhyzer Line Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Anhyzer Line Call; stop at the agreed finish condition.
Wind Disc Choice
Call the wind-safe disc, throw it cleanly, and earn 1 challenge point.
- Call the wind-safe disc, throw it cleanly, and earn 1 challenge point.
- Before the tee or approach, a player calls the disc choice and the wind-safe landing zone. If the disc finishes in that zone, they earn 1 challenge point. A called wind choice that turns into OB, deep rough, or a blocked lie adds 1 penalty point against that player.
- Score Wind Disc Choice as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Wind Disc Choice; stop at the agreed finish condition.
Safe Skip Landing
Call the skip landing zone and finish there for 1 challenge point.
- Call the skip landing zone and finish there for 1 challenge point.
- A player earns 1 challenge point when they call a safe skip zone, land the disc before it, and finish in the agreed zone. A skip that carries OB, into water, or behind an unsafe obstacle adds 1 penalty point against that player.
- Score Safe Skip Landing as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Safe Skip Landing; stop at the agreed finish condition.
Mando Line Call
Call the safe mandatory line and hit it to earn 1 challenge point.
- Call the safe mandatory line and hit it to earn 1 challenge point.
- Before the throw, the player calls the safe mandatory line or agreed gap. If the disc travels through that line and finishes in play, they earn 1 challenge point. Missing the called line into trouble adds 1 penalty point against that player.
- Score Mando Line Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Mando Line Call; stop at the agreed finish condition.
Patent Pending Save
Use a patent-pending recovery stance and save the hole for 1 challenge point.
- Use a patent-pending recovery stance and save the hole for 1 challenge point.
- A player earns 1 challenge point when they call a patent-pending stance, throw safely from trouble, and save par or bogey. A forced recovery that hits the first obstacle or goes out of bounds adds 1 penalty point against that player.
- Score Patent Pending Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Patent Pending Save; stop at the agreed finish condition.
Forehand Flex Line
Call the forehand flex line and land safely for 1 challenge point.
- Call the forehand flex line and land safely for 1 challenge point.
- A player earns 1 challenge point when they call forehand flex, shape the disc through the intended lane, and finish in the fairway or agreed safe zone. A forced flex line that hits the first obstacle or goes out of bounds adds 1 penalty point against that player.
- Score Forehand Flex Line as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Forehand Flex Line; stop at the agreed finish condition.
Turnover Line Hold
Hold the called turnover line and land safe for 1 challenge point.
- Hold the called turnover line and land safe for 1 challenge point.
- A player earns 1 challenge point when they call a turnover line, hold the intended shape, and land in the agreed safe zone. Turning into rough, water, or out of bounds adds 1 penalty point against that player.
- Score Turnover Line Hold as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Turnover Line Hold; stop at the agreed finish condition.
Discgolf Call-It Bonus
Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
- Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
- The call must be heard before the attempt and judged the same way for everyone. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette.
- Score Discgolf Call-It Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discgolf Call-It Bonus; stop at the agreed finish condition.
Discgolf Clean Reset Point
A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
- A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
- The reset must help the group continue safely without changing the main score unfairly. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette.
- Score Discgolf Clean Reset Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discgolf Clean Reset Point; stop at the agreed finish condition.
Discgolf Comeback Window
The trailing side gets one announced comeback window for a bonus challenge point.
- The trailing side gets one announced comeback window for a bonus challenge point.
- Use it once, call it before the turn, and keep the score visible. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette.
- Score Discgolf Comeback Window as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discgolf Comeback Window; stop at the agreed finish condition.
Discgolf Team Swap Rule
Partners or teammates rotate after a score so the matchup stays fresh.
- Partners or teammates rotate after a score so the matchup stays fresh.
- Do not use the swap to isolate weaker or younger players. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette. Scored results are tracked as challenge points.
- Score Discgolf Team Swap Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discgolf Team Swap Rule; stop at the agreed finish condition.
Discgolf Precision Finish
The final legal attempt can break a tie only if it was controlled and verified.
- The final legal attempt can break a tie only if it was controlled and verified.
- Lucky, unsafe, or disputed finishes do not break ties. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette. Scored results are tracked as challenge points.
- Score Discgolf Precision Finish as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discgolf Precision Finish; stop at the agreed finish condition.
Discgolf Streak Bank
A player can bank a clean streak before risking the next turn.
- A player can bank a clean streak before risking the next turn.
- Banked streaks stay; missed unbanked turns reset only the current streak. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette. Scored results are tracked as challenge points.
- Score Discgolf Streak Bank as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discgolf Streak Bank; stop at the agreed finish condition.
Discgolf No-Repeat Rule
The same player, target, clue, or move cannot repeat until others have had a turn.
- The same player, target, clue, or move cannot repeat until others have had a turn.
- Passing counts as a turn when the group agreed passing is allowed. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette. Scored results are tracked as challenge points.
- Score Discgolf No-Repeat Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discgolf No-Repeat Rule; stop at the agreed finish condition.































