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Disc Golf games

Tee-shot accuracy, putting pressure, and doubles activities built for park rounds, field work, and repeat disc rounds.

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All Disc Golf games (31)

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.