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
Choose the best lie after each team throw and finish the same short loop in the fewest throws.
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
Call a patent-pending recovery stance, throw safely from trouble, and save par or bogey to earn 1 challenge point.
- Call a patent-pending recovery stance, throw safely from trouble, and save par or bogey to earn 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. Optional house overlay for an already playable discgolf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt at the basket; success means the putt completing the hole under the course rules, and reset means clear the basket and wait for the next legal turn without adding practice throws. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before each eligible turn, the player names the task and its success criterion aloud; the judge repeats the call. A verified called success earns exactly 1 separate challenge point, at most once per turn. An uncalled result earns no challenge point. Use only turns already allotted by the base game. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- 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. Optional house overlay for an already playable discgolf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt at the basket; success means the putt completing the hole under the course rules, and reset means clear the basket and wait for the next legal turn without adding practice throws. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. After an ordinary miss or stalled turn, the active player completes the stated reset. A neutral observer checks every reset step before restart. Award exactly 1 separate challenge point, at most once per allotted turn; do not deliberately create a miss to farm resets. Required safety stops never cost a point or use a replay token. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- 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.
- Before play, name the task, the window's duration, and the result that earns the point. Use it once and call it before the turn. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette. Optional house overlay for an already playable discgolf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt at the basket; success means the putt completing the hole under the course rules, and reset means clear the basket and wait for the next legal turn without adding practice throws. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, give each side one comeback window consisting of its next single normally allotted turn after it first trails. Write the eligible task and success criterion beside the score. The trailing side must announce the window before that turn. A verified success earns 1 separate challenge point; otherwise it earns 0. The window expires at the turn’s normal end and cannot add an attempt or extend physical effort. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- 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. Optional house overlay for an already playable discgolf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt at the basket; success means the putt completing the hole under the course rules, and reset means clear the basket and wait for the next legal turn without adding practice throws. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Use only with a base activity that permits willing partner or team changes. After a score, wait for the next dead ball or completed turn; exchange one willing player from each side before restarting. Keep earned points with the original team. Maintain the same number of scheduled turns for every participant. If a swap is declined or prohibited by the base rules, skip it without penalty. No challenge point is awarded merely for swapping. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
- 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
Use one final legal attempt under the tiebreak criterion agreed before play.
- Use one final legal attempt under the tiebreak criterion agreed before play.
- Verify the result by that criterion; do not reject a legal result afterward because it seemed lucky. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette. Scored results are tracked as challenge points. Optional house overlay for an already playable discgolf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt at the basket; success means the putt completing the hole under the course rules, and reset means clear the basket and wait for the next legal turn without adding practice throws. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before the game, name a binary tiebreak criterion for the last normally allotted turn: completion of the declared legal task. At a tied finish, compare those recorded final turns; a sole success takes the challenge tie. If both or neither succeeded, share the challenge result. Do not add an extra shot, strenuous rep, water task, or course delay. This never changes the base-game winner. Use this only to settle the stated challenge tie. Record the comparison separately; it never changes the base-game result. If the comparison is unavailable, equal or prohibited by the base rules, share the challenge tie.
- 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. Optional house overlay for an already playable discgolf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt at the basket; success means the putt completing the hole under the course rules, and reset means clear the basket and wait for the next legal turn without adding practice throws. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Count consecutive completions of the same declared task across the player’s normally allotted turns. Before each next turn the player may bank the current count; add that count to the separate challenge ledger and start a new streak at zero. A miss resets only the unbanked streak. At the base game’s finish, bank any remaining completed streak. Each completed result can be counted once only; no extra turns are created. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- 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 been offered a turn.
- The same player, target, clue, or move cannot repeat until others have been offered a turn.
- Passing counts as a turn; no explanation or substitute action is required. For Discgolf, keep it within tee shots, approaches, putting circles, out-of-bounds, and course etiquette. Scored results are tracked as challenge points. Optional house overlay for an already playable discgolf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt at the basket; success means the putt completing the hole under the course rules, and reset means clear the basket and wait for the next legal turn without adding practice throws. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, identify which rotation this applies to: the active player, chosen target, clue, or move. List the available legal choices. Offer each listed choice or participant once before repeating it. A pass counts as the offer being used, without explanation or substitute action. Skip this variation if the base game requires a particular repeat or order; never alter compulsory serve, batting, hand, or safety order. No automatic challenge penalty is added. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
- 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.































