Sports
KanJam games
Direct disc throws, slot scores and short-lane can challenges for parks and yards.
All KanJam games (58)
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Short-Lane Precision · KanJam
Run compact disc-can play.
Players: 2-8Time: 10-40 minEnergy: Low
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Team Average Discs · KanJam
Compare team averages with equal turns.
Players: 2-8Time: 10-40 minEnergy: Low
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One-Throw Pressure · KanJam
Create pressure with one-throw frames.
Players: 2-8Time: 10-40 minEnergy: Low
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Partner Switch Cans · KanJam
Mix partners socially.
Players: 3-8Time: 10-40 minEnergy: Low
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Foul-Line Freeze · KanJam
Make foul lines easy to judge.
Players: 2-8Time: 10-40 minEnergy: Low
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Comeback Extra Throw · KanJam
Give trailing teams a comeback door.
Players: 2-8Time: 10-40 minEnergy: Low
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Safety Pause Round · KanJam
Build stop culture on the lane.
Players: 2-8Time: 10-40 minEnergy: Low
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Captain Distance Call · KanJam
Let captains set distance.
Players: 2-8Time: 10-40 minEnergy: Low
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Three-Frame Mini Match · KanJam
Keep matches short and social.
Players: 2-8Time: 10-40 minEnergy: Low
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Beginner Spot Line · KanJam
Welcome beginners fairly.
Players: 2-8Time: 10-40 minEnergy: Low
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Final Frame Double · KanJam
Make the last frame matter.
Players: 2-8Time: 10-40 minEnergy: Low
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Soft-Toss Only End · KanJam
Reward control over power.
Players: 2-8Time: 10-40 minEnergy: Low
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Captain Chart Lock · KanJam
Avoid mid-game arguments.
Players: 2-8Time: 10-40 minEnergy: Low
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Two-Team Rotation · KanJam
Keep large groups moving.
Players: 2-8Time: 10-40 minEnergy: Low
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Boundary Respect Round · KanJam
Respect lane edges.
Players: 2-8Time: 10-40 minEnergy: Low
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Practice Beat Allowed · KanJam
Warm up without pressure.
Players: 2-8Time: 10-40 minEnergy: Low
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Honesty Call Bonus · KanJam
Reward fair self-calls.
Players: 2-8Time: 10-40 minEnergy: Low
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Clean Reset Credits · KanJam
End with a clean lane.
Players: 2-8Time: 10-40 minEnergy: Low
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Process Sheet Visible · KanJam
Keep scoring transparent.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Zone Ladder
Climb scoring zones with equal turns.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Equal-Turn Sprint
Short race with equal turns for everyone.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Partner Handoff
Partners alternate legal attempts.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Soft-Touch Control
Soft controlled attempts only this round.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Captain Setup Call
Captain locks one safe rule before the round.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Verify-First Finish
No cheer until the result is verified.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Comeback Lane
Trailing side gets one legal extra finale attempt.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Blind Order Draw
Draw turn order before play.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Kids Track Split
Kids use a simpler track on the same flow.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Process Sheet Round
Visible score sheet scores 1 process point.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Boundary Respect
Out past the hard line scores 0.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Practice Beat Free
One free practice attempt before scoring.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Honesty Self-Call
Self-called fouls earn 1 honesty point.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Silent Focus Beat
One round uses gestures only.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Mirror Match
Copy the prior legal attempt style with equal turns.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Relay Chain
Each teammate completes one legal attempt in order.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Target Swap
Targets or prompts swap mid-round once.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Precision Window
Only attempts inside a tight window score.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Warm Seat Start
New players get one free orientation turn.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Shadow Score
Keep a shadow sheet for disputed calls.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Pace Ladder
Each equal-turn set slightly speeds the table clock.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Split Field
Two fair sub-fields run the same rules in parallel.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Guest Guide
A guest sets one safe house rule for the round.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Carry Token
Bank one legal success as a carry into the next set.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Quiet Corner
Offer a quiet lane or seat for low-stim play.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Spotter Assist
One named spotter may stabilize props once per turn.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Tiebreak Draw
Ties resolve with one equal-turn sudden finish.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Shared Trophy
Celebrate co-winners when totals match after verify.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Reset Ritual
Group reset between sets earns one process point.
Players: 2-8Time: 10-40 minEnergy: Low
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KanJam Twists (58)
Optional one-rule scoring twists for a game your group already plays.
Chart Lock Rule · KanJam
Scoring chart must be announced before frame 1.
- Scoring chart must be announced before frame 1.
- For “Instant Slot Score”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Read the complete 5/2/1/0 chart aloud before frame one and keep it fixed for the match. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Chart Lock Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Chart Lock Rule · KanJam; stop at the agreed finish condition.
One-Turn Frame · KanJam
Each player gets one attempt this frame.
- Each player gets one attempt this frame.
- For “Instant Slot Score”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Before starting, designate frame three as the one-throw frame. Play: In each of five frames, use the same listed player order. Each player takes three controlled flat throws, except in frame three when each takes one. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Highest legal value wins frame three, tied highest values share it; post only the actual throw value, without an extra frame-win point. If nobody records a legal throw, that frame has no winner and everyone posts 0. Finish: Highest total after five complete frames wins; tied totals share. Each player has thirteen attempts: three in each ordinary frame and one in frame three. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score One-Turn Frame · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after One-Turn Frame · KanJam; stop at the agreed finish condition.
Soft Finale Rule · KanJam
Final frame requires soft controlled attempts.
- Final frame requires soft controlled attempts.
- For “Instant Slot Score”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Mark a scoring boundary 1 metre beyond the can’s far edge. Keep a generous clear overshoot area beyond it: the mark is not a protective barrier and does not make an occupied lane safe. Announce the soft-throw condition before play. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Frame five requires soft controlled throws. A disc that crosses that far boundary scores 0 even if it returns or previously touched the can. Observe from behind the throwing line, never from beside the target. Stop for unsafe force or anyone entering the lane regardless of where the disc lands. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Soft Finale Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Soft Finale Rule · KanJam; stop at the agreed finish condition.
Foul Honesty Rule · KanJam
Self-called fouls earn 1 honesty point.
- Self-called fouls earn 1 honesty point.
- For “Honesty Call Bonus · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. A player may call their own foul immediately; another player confirms kindly. Stop for any safety issue even if the foul has already been acknowledged. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. The first confirmed self-call earns that player 1 honesty point, capped at 1 per match in a separate recognition column. It does not change competitive totals or cancel a pause. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Foul Honesty Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Foul Honesty Rule · KanJam; stop at the agreed finish condition.
Challenge Once Rule · KanJam
Each side gets one score challenge per match.
- Each side gets one score challenge per match.
- For “Can Measure Challenge”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns on a visible sheet. Give each side one challenge token. Name a scorer from the players, who watches from behind the throw line and announces each result. Play: Play twelve frames. In each frame, the next listed player from each side takes a turn of three controlled flat throws. Alternate which side takes its turn first; rotate each side’s thrower through its fixed roster. Each side receives 36 attempts. With unequal rosters, members of the smaller side throw more often, so compare side totals, not individual totals. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After every throw, wait for the disc to stop, record the result, then retrieve and reset the can. Nobody throws during retrieval. A pass scores 0 without reducing later turns. Before the next throw, or before accepting the final total after the last throw, either side may spend its token to question the recorded slot, top, contact, miss or foul call. Stop play and compare what both sides actually observed. A tape can check a marked line, but cannot reconstruct a flight that nobody saw. Correct the call only when both sides agree; otherwise keep the recorded call. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add each side’s twelve frame totals; there is no cancellation. A confirmed correction also earns the challenging side 1 bonus point. Spend the token on its first challenge, successful or not. An incorrect or unresolved challenge adds no bonus; the underlying score still posts. Finish: Highest side total after all twelve frames wins; tied totals share the win. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Challenge Once Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Challenge Once Rule · KanJam; stop at the agreed finish condition.
No Crowding Rule · KanJam
Target area must clear before each attempt.
- Target area must clear before each attempt.
- For “No Crowding Edge · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Before every throw, the current scorer checks the target’s sides and back and confirms everyone else is behind the active line. Keep throwing stopped until the lane is clear. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Completing those checks earns the group 1 process point at match end. Enter process points in a shared group column, separate from competitive totals; they cannot change the game winner. Clearing the lane remains mandatory even if a missed check loses that point. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score No Crowding Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Crowding Rule · KanJam; stop at the agreed finish condition.
Comeback Extra Rule · KanJam
Trailing side gets one extra legal finale attempt.
- Trailing side gets one extra legal finale attempt.
- For “Comeback Extra Throw · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns on a visible sheet. Before play, announce one extra finale throw for the side trailing after frame eleven; a tie at that checkpoint gives neither side an extra throw. Play: Play twelve frames. In each frame, the next listed player from each side takes a turn of three controlled flat throws. Alternate which side takes its turn first; rotate each side’s thrower through its fixed roster. Each side receives 36 attempts. With unequal rosters, members of the smaller side throw more often, so compare side totals, not individual totals. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After every throw, wait for the disc to stop, record the result, then retrieve and reset the can. Nobody throws during retrieval. A pass scores 0 without reducing later turns. After both sides finish their ordinary frame-twelve turns, the previously identified trailing side chooses one member for one extra throw from the same line. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add each side’s twelve frame totals; there is no cancellation. Add that single extra throw using the same 5/2/1/0 chart. Eligibility stays fixed after frame eleven even if the lead changes during the finale. Finish: Highest total after twelve ordinary frames and the declared extra throw wins; ties share. That one comeback throw is the announced exception to equal side quotas. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Comeback Extra Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Comeback Extra Rule · KanJam; stop at the agreed finish condition.
Short Option Rule · KanJam
Captain may call short distance for one frame.
- Captain may call short distance for one frame.
- For “Captain Distance Call · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns on a visible sheet. Mark the second line 3 metres from the can. Each side names a captain; before play, name one frame in which the first side’s captain may choose that shorter line. All other frames use 6 metres. Play: Play twelve frames. In each frame, the next listed player from each side takes a turn of three controlled flat throws. Alternate which side takes its turn first; rotate each side’s thrower through its fixed roster. Each side receives 36 attempts. With unequal rosters, members of the smaller side throw more often, so compare side totals, not individual totals. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After every throw, wait for the disc to stop, record the result, then retrieve and reset the can. Nobody throws during retrieval. A pass scores 0 without reducing later turns. Announce the choice before that frame’s first throw. Both sides use the same line throughout it, and everyone waiting moves behind the active line. Values stay unchanged. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add each side’s twelve frame totals; there is no cancellation. Finish: Highest side total after all twelve frames wins; tied totals share the win. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Short Option Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Short Option Rule · KanJam; stop at the agreed finish condition.
Blind Order Rule · KanJam
Draw order before play.
- Draw order before play.
- For “Blind Draw Order · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Put one numbered slip per player in a bag, draw once each, and write names in that order before frame one. Do not redraw after play starts. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. At match end, award the group 1 process point if the recorded order was followed or a mistake was corrected before the affected throw. Enter process points in a shared group column, separate from competitive totals; they cannot change the game winner. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Blind Order Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Blind Order Rule · KanJam; stop at the agreed finish condition.
Beginner Spot Rule · KanJam
New players get one closer spot line.
- New players get one closer spot line.
- For “Beginner Spot Line · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Mark a second line 3 metres from the can. Before play, identify new players who may use it for one whole turn each. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. A new player must announce their closer-line turn before its first throw; all three throws use that line. Move everyone behind it, mark the option used, then return to the ordinary line for later turns. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Beginner Spot Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Beginner Spot Rule · KanJam; stop at the agreed finish condition.
Double Final Rule · KanJam
Announced final frame scores double.
- Announced final frame scores double.
- For “Final Frame Double · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Announce before frame one that frame five will count double. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. In frame five only, a slot scores 10, an open-top finish 4 and other direct contact 2; a miss or foul stays 0. Shared process points do not double. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Double Final Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Double Final Rule · KanJam; stop at the agreed finish condition.
Kids Track Rule · KanJam
Separate shorter kids track on same setup.
- Separate shorter kids track on same setup.
- For “Kids Spot Lane · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. For a mixed-age group, mark a supervised younger-player line 3 metres from the same can. Announce the two tracks and their member lists before play. An adult supervises from behind the active line. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Younger players use the 3-metre line and adults the 6-metre line, in separate turns at the same target. Move everyone behind whichever line is active. Each player keeps all five turns. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Compare five-frame totals within each distance track, never across tracks. Each track has its own winner; tied totals share within that track. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Kids Track Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kids Track Rule · KanJam; stop at the agreed finish condition.
Silent Frame Rule · KanJam
One frame uses gestures only.
- One frame uses gestures only.
- For “Silent Frame · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Agree on clear, stop, next and score gestures before starting. Use them during frame three. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Spoken safety calls are always allowed. If speech is needed for understanding or participation, skip the quiet condition and continue ordinary play without penalty. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Silent Frame Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Silent Frame Rule · KanJam; stop at the agreed finish condition.
Team Average Rule · KanJam
Match uses team average.
- Match uses team average.
- For “Team Average Discs · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Form two teams, splitting players as evenly as possible. Fix both membership lists before frame one; every listed player retains all five turns. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Add each team’s member totals and divide by its listed membership count, including players who passed. Compare exact fractions before rounding: 24 ÷ 2 = 12 beats 33 ÷ 3 = 11. Finish: Highest team average after five equal turns per player wins; equal averages share the win. Averaging adjusts for team size, not differences in skill. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Team Average Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Team Average Rule · KanJam; stop at the agreed finish condition.
Pause Free Rule · KanJam
Safety pauses never cost points.
- Safety pauses never cost points.
- For “Safety Pause Round · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Anyone may call stop for a person near the target or lane. Resume only when clear. Replay a genuinely interrupted throw free; earlier completed results stay. A pause after a disc has settled does not erase its result. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. A safety pause never deducts points or consumes a future turn. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Pause Free Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pause Free Rule · KanJam; stop at the agreed finish condition.
Color Draft Rule · KanJam
Draft colors or equipment before play.
- Draft colors or equipment before play.
- For “Disc Color Blind Draft”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns on a visible sheet. Use two otherwise matching discs in different colours, each with a distinct readable mark. Put one slip for each disc in a bag; each side chooses a captain, who draws once and records which side owns each disc. The marks allow identification without relying on colour alone. Play: Play twelve frames. In each frame, the next listed player from each side takes a turn of three controlled flat throws. Alternate which side takes its turn first; rotate each side’s thrower through its fixed roster. Each side receives 36 attempts. With unequal rosters, members of the smaller side throw more often, so compare side totals, not individual totals. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After every throw, wait for the disc to stop, record the result, then retrieve and reset the can. Nobody throws during retrieval. A pass scores 0 without reducing later turns. Each side uses its drawn disc throughout the match. Do not swap colours mid-match; stop and choose another format if a damaged disc cannot be replaced safely with an equivalent one. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add each side’s twelve frame totals; there is no cancellation. A completed pregame draft earns the group 1 process point. Enter process points in a shared group column, separate from competitive totals; they cannot change the game winner. Finish: Highest side total after all twelve frames wins; tied totals share the win. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Color Draft Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Color Draft Rule · KanJam; stop at the agreed finish condition.
Closest Only Rule · KanJam
Optional frame scores closest legal result only.
- Optional frame scores closest legal result only.
- For “Closest Can Duel”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Before starting, select frame three for closest-only scoring. Use the same can and line. Bring a tape measure; keep an individual distance column. Trace the target’s initial base outline on the ground so the measuring reference stays fixed if the can moves. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Measure each legal disc’s resting distance in frame three before retrieval: a disc inside the can, touching any part of it, or overlapping the marked base outline has distance 0; otherwise measure the shortest ground-level gap from the disc’s nearest edge to that fixed outline. A ground-first throw may be measured in this frame. Fouls, passes and discs outside the clear lane supply no valid distance. Record each player’s smallest valid distance across their three throws; restore the can to its mark after every throw. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. In frame three, replace all ordinary hit points with 2 points for the smallest valid recorded distance; tied closest players each receive 2. Others receive 0. If nobody has a valid result, all score 0. Use the normal chart in every other frame. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Closest Only Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Closest Only Rule · KanJam; stop at the agreed finish condition.
Two-Team Rotation Rule · KanJam
Rotate two teams through equal frames.
- Rotate two teams through equal frames.
- For “Two-Team Rotation · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns on a visible sheet. Play: Play twelve frames. In each frame, the next listed player from each side takes a turn of three controlled flat throws. Alternate which side takes its turn first; rotate each side’s thrower through its fixed roster. Each side receives 36 attempts. With unequal rosters, members of the smaller side throw more often, so compare side totals, not individual totals. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After every throw, wait for the disc to stop, record the result, then retrieve and reset the can. Nobody throws during retrieval. A pass scores 0 without reducing later turns. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add each side’s twelve frame totals; there is no cancellation. Finish: Highest side total after all twelve frames wins; tied totals share the win. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Two-Team Rotation Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Two-Team Rotation Rule · KanJam; stop at the agreed finish condition.
Practice Beat Rule · KanJam
One free practice attempt before frame 1.
- One free practice attempt before frame 1.
- For “Practice Beat Allowed · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Before frame one, offer every player one unscored practice throw in the listed order; passing is allowed. Play: Complete the practice circuit, retrieve the disc and start every score at 0. In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Practice never contributes points or replaces a scored turn. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Practice Beat Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Practice Beat Rule · KanJam; stop at the agreed finish condition.
Boundary Zero Rule · KanJam
Attempts past the far safety line score 0.
- Attempts past the far safety line score 0.
- For “Short-Lane Precision · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 3 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Mark a scoring boundary 1 metre beyond the can’s far edge. Keep a generous clear overshoot area beyond it: the mark is not a protective barrier and does not make an occupied lane safe. Play: In each of five frames, every player takes three soft controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. A disc that crosses that far boundary scores 0 even if it returns or previously touched the can. Observe from behind the throwing line, never from beside the target. Stop for unsafe force or anyone entering the lane regardless of where the disc lands. Before each frame, the host points out the unchanged far boundary from behind the throw line. Do not move it mid-frame. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Boundary Zero Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Boundary Zero Rule · KanJam; stop at the agreed finish condition.
Process Sheet Rule · KanJam
Visible score sheet scores 1 process point.
- Visible score sheet scores 1 process point.
- For “Process Sheet Visible · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns on a visible sheet. Show the fixed chart, throwing roster, twelve frame columns, side totals, any permitted bonus and a separate shared process column where both sides can see them. Play: Play twelve frames. In each frame, the next listed player from each side takes a turn of three controlled flat throws. Alternate which side takes its turn first; rotate each side’s thrower through its fixed roster. Each side receives 36 attempts. With unequal rosters, members of the smaller side throw more often, so compare side totals, not individual totals. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After every throw, wait for the disc to stop, record the result, then retrieve and reset the can. Nobody throws during retrieval. A pass scores 0 without reducing later turns. Read each result aloud before retrieval; show and announce corrections so both sides can follow. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add each side’s twelve frame totals; there is no cancellation. The completed visible record earns the group 1 process point. Enter process points in a shared group column, separate from competitive totals; they cannot change the game winner. Finish: Highest side total after all twelve frames wins; tied totals share the win. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Process Sheet Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Process Sheet Rule · KanJam; stop at the agreed finish condition.
Clean Reset Rule · KanJam
Group reset scores 1 shared point.
- Group reset scores 1 shared point.
- For “Clean Reset Credits · KanJam”, use this complete format. Setup: After the match, stop all throwing and agree who will collect the disc, carry the cans and check the lane for litter. Wait until every disc has stopped before entering the target area. Play: Count and stack the discs safely, empty and store the cans, collect the score sheet and leave the lane clear. The host thanks people for specific helpful jobs; nobody has to accept a public spotlight. Scoring: The completed reset earns the whole group 1 shared point. Record it separately from the finished game; it cannot change that game’s result. Finish: Everyone shares the win when the space and equipment are reset. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Clean Reset Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Clean Reset Rule · KanJam; stop at the agreed finish condition.
Partner Switch Rule · KanJam
Switch partners every two frames.
- Switch partners every two frames.
- For “Partner Switch Cans · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Prepare one named row per pair with four throw columns. This partner-switch format needs at least three players. List every distinct pair once. Each pair takes two consecutive frames with one throw per partner per frame; all other players wait behind the line. Play: Follow the complete pair list. Each listed pair plays its two frames, then the next pair replaces it. Throw one at a time and retrieve only after the disc stops. Keep both feet behind the line at release; a foul or pass scores 0. No partner stands by the can or deflects. Each player partners with every other player once. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the four throw values in each pair’s own row; there is no cancellation. Points stay with that exact pair; do not transfer them to a later partnership. Finish: Complete the entire pair list. Highest four-throw pair total wins; equal pair totals share. Every participant receives the same number of turns. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Partner Switch Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Partner Switch Rule · KanJam; stop at the agreed finish condition.
Captain Chart Rule · KanJam
Captain confirms values before frame 1.
- Captain confirms values before frame 1.
- For “Captain Chart Lock · KanJam”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Form two sides of 1–4 players, split as evenly as possible. List each side’s throwing order and twelve frame columns on a visible sheet. Each side chooses a captain. Before frame one, both captains read and confirm the visible 5/2/1/0 chart and twelve-frame endpoint. Keep those values throughout the match. Play: Play twelve frames. In each frame, the next listed player from each side takes a turn of three controlled flat throws. Alternate which side takes its turn first; rotate each side’s thrower through its fixed roster. Each side receives 36 attempts. With unequal rosters, members of the smaller side throw more often, so compare side totals, not individual totals. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After every throw, wait for the disc to stop, record the result, then retrieve and reset the can. Nobody throws during retrieval. A pass scores 0 without reducing later turns. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add each side’s twelve frame totals; there is no cancellation. Confirming the chart before play earns the group 1 clarity point. Enter process points in a shared group column, separate from competitive totals; they cannot change the game winner. Finish: Highest side total after all twelve frames wins; tied totals share the win. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Captain Chart Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Captain Chart Rule · KanJam; stop at the agreed finish condition.
Three-Frame Cap Rule · KanJam
Match ends after three frames unless tied.
- Match ends after three frames unless tied.
- For “Instant Slot Score”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and three frame columns plus one possible tie-frame column on a visible sheet. Play: In each of three frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the three frame totals; there is no cancellation. Finish: Highest total after three full frames wins. If the highest totals tie, only those tied players take one more equal three-throw frame at the same values; add it to their totals. If they remain tied, share the win. Do not add another frame. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Three-Frame Cap Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Three-Frame Cap Rule · KanJam; stop at the agreed finish condition.
No Cash Prize Rule · KanJam
Points or stickers only.
- Points or stickers only.
- For “Instant Slot Score”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Points or stickers only. No gambling. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score No Cash Prize Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Cash Prize Rule · KanJam; stop at the agreed finish condition.
Fair Pass Rule · KanJam
Passing a turn never reduces future fair turns.
- Passing a turn never reduces future fair turns.
- For “Instant Slot Score”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. A player may pass one throw or a whole turn without giving a reason. Do not redistribute declined attempts. Let the player rejoin at their next scheduled turn. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Fair Pass Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Fair Pass Rule · KanJam; stop at the agreed finish condition.
Finale Order Rule · KanJam
Final frame throw order is announced first.
- Final frame throw order is announced first.
- For “Instant Slot Score”, use this complete format. Setup: Use a disc and a can target with an open top and a front slot large enough for the disc. This is a direct-throw house challenge, with its own point chart. Set one target upright on a flat, clear lane and mark its base position; mark a line 6 metres from its near edge. Leave generous clear space beyond and beside it. Everyone waits behind the active line; nobody stands at the target or deflects a disc. Write each player’s name and five frame columns on a visible sheet. Play: In each of five frames, every player takes three controlled flat throws in the same listed order. The next waiting player records the result from behind the line and still keeps their own turn. Release with both feet behind the line; touching or crossing it at release makes that throw a foul. After each throw, wait for the disc to stop, record the result, then retrieve and reset the can before the next throw. Nobody throws during retrieval. A pass counts 0 and preserves every later turn. Before frame five, read the existing full order aloud; keep all three throws per player and do not redraw or skip anyone because of the current score. Scoring: Post each throw as soon as the disc stops: a direct flight through the front slot is 5; a direct flight into the open top that stays inside is 2; other direct can contact is 1; a miss or foul is 0. A foul overrides every hit value. Score only the highest legal result once. Ground-first contact scores 0. A slot hit never ends the match early. Add the five frame totals; there is no cancellation. Finish: Highest total after five complete frames wins; tied totals share the win. Every player receives fifteen scored attempts. Set cans on a clear lane away from walkways, roads, and glass. One thrower at a time, keep others behind the throw line, never throw discs toward people, and pause for anyone near the cans. Scored results are tracked as challenge points.
- Score Finale Order Rule · KanJam as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Finale Order Rule · KanJam; stop at the agreed finish condition.
KanJam Announced Bonus Zone
One announced zone or prompt scores double once.
- One announced zone or prompt scores double once.
- Announce before attempts begin. Name the bonus can-contact or slot result before throwing and say whether a partner deflection is allowed. Check that announced result before applying the double score once. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Announced Bonus Zone as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Announced Bonus Zone; stop at the agreed finish condition.
KanJam Equal Attempt Cap
Everyone gets the same attempt count before totals.
- Everyone gets the same attempt count before totals.
- Extra attempts outside the cap score 0. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Equal Attempt Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Equal Attempt Cap; stop at the agreed finish condition.
KanJam Neutral Verify Rule
A neutral player verifies disputed results.
- A neutral player verifies disputed results.
- Replay if the group cannot agree. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Neutral Verify Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Neutral Verify Rule; stop at the agreed finish condition.
KanJam Soft Reset Token
One clean reset can restart an interrupted turn.
- One clean reset can restart an interrupted turn.
- Resets never erase safety stops. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Soft Reset Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Soft Reset Token; stop at the agreed finish condition.
KanJam Role Rotate Call
Caller, scorer, and starter roles rotate each round.
- Caller, scorer, and starter roles rotate each round.
- Nobody is stuck judging alone. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Role Rotate Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Role Rotate Call; stop at the agreed finish condition.
KanJam Low-Impact Option
Any player may choose the lower-impact version first.
- Any player may choose the lower-impact version first.
- Lower-impact completion scores the same. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Low-Impact Option as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Low-Impact Option; stop at the agreed finish condition.
KanJam No-Shame Pass Rule
Passing never reduces future fair turns.
- Passing never reduces future fair turns.
- Celebrate participation. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam No-Shame Pass Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam No-Shame Pass Rule; stop at the agreed finish condition.
KanJam Banked Streak Rule
Bank a clean streak before risking the next attempt.
- Bank a clean streak before risking the next attempt.
- Unbanked misses reset only the current streak. Record points from verified disc results before the next throw. A later miss leaves the banked total intact. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Banked Streak Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Banked Streak Rule; stop at the agreed finish condition.
KanJam First Clean Bonus
First clean legal result of the round earns +1.
- First clean legal result of the round earns +1.
- Must be verified before the next turn. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam First Clean Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam First Clean Bonus; stop at the agreed finish condition.
KanJam Boundary Zero Rule
Boundary breaks score 0 for that attempt.
- Boundary breaks score 0 for that attempt.
- Set boundaries before play. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Boundary Zero Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Boundary Zero Rule; stop at the agreed finish condition.
KanJam Captain Fair Call
Captain names one fair scoring clarification pre-round.
- Captain names one fair scoring clarification pre-round.
- Cannot add unsafe or money rules. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Captain Fair Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Captain Fair Call; stop at the agreed finish condition.
KanJam Partner Assist Cap
One invited assist is allowed per trailing player.
- One invited assist is allowed per trailing player.
- Assists cannot take over the whole turn. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Partner Assist Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Partner Assist Cap; stop at the agreed finish condition.
KanJam Tempo Cap Rule
One slow-down call must be honored.
- One slow-down call must be honored.
- No shaming for pace requests. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Tempo Cap Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Tempo Cap Rule; stop at the agreed finish condition.
KanJam Clean Credits Rule
Group reset scores 1 shared process point.
- Group reset scores 1 shared process point.
- Leave the space better than found. For the shared reset point, wait for the disc to stop, retrieve it, and clear the throw lane. Restore the can position before the next thrower begins. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Clean Credits Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Clean Credits Rule; stop at the agreed finish condition.
KanJam Finale Double Cap
Announced final equal-turn set scores double.
- Announced final equal-turn set scores double.
- Fouls still score 0. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Finale Double Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Finale Double Cap; stop at the agreed finish condition.
KanJam Open Table Invite
Anyone waiting may join the next equal-turn set.
- Anyone waiting may join the next equal-turn set.
- Wait for the next set to add a player; do not interrupt an attempt already in progress. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Open Table Invite as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Open Table Invite; stop at the agreed finish condition.
KanJam Soft Landing Rule
A safe miss scores 0; respond without blame.
- A safe miss scores 0; respond without blame.
- Encourage the player as they reset safely for the next attempt. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Soft Landing Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Soft Landing Rule; stop at the agreed finish condition.
KanJam Dual Scorer Check
Have two scorers agree on the totals before making them final.
- Have two scorers agree on the totals before making them final.
- If a result is disputed, replay only that attempt. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Dual Scorer Check as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Dual Scorer Check; stop at the agreed finish condition.
KanJam Skill Band Split
Split players into two skill groups that use the same winning condition.
- Split players into two skill groups that use the same winning condition.
- Recognize the result in each group separately. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Skill Band Split as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Skill Band Split; stop at the agreed finish condition.
KanJam Prop Budget Cap
Each side must use only the announced equipment.
- Each side must use only the announced equipment.
- An attempt using equipment outside that allowance scores 0. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Prop Budget Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Prop Budget Cap; stop at the agreed finish condition.
KanJam Kind Coach Line
Each trailing player may receive one coaching tip per set.
- Each trailing player may receive one coaching tip per set.
- The coach gives advice; the player must make the attempt. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Kind Coach Line as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Kind Coach Line; stop at the agreed finish condition.
KanJam Weather Pause Token
Pause the clock once for weather or noise.
- Pause the clock once for weather or noise.
- When play resumes, each side must still have the same number of turns remaining. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Weather Pause Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Weather Pause Token; stop at the agreed finish condition.
KanJam Consent Prompt Swap
Any player may exchange one prompt for a PG option they are more comfortable with.
- Any player may exchange one prompt for a PG option they are more comfortable with.
- The swap does not use up the player's turn. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Consent Prompt Swap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Consent Prompt Swap; stop at the agreed finish condition.
KanJam Floor Clear Bonus
Clear the play area completely after play to earn 1 shared process point.
- Clear the play area completely after play to earn 1 shared process point.
- The group loses this bonus if anything unsafe is left behind. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Floor Clear Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Floor Clear Bonus; stop at the agreed finish condition.
KanJam Last Call Equalizer
The trailing side chooses who starts the final set of equal turns.
- The trailing side chooses who starts the final set of equal turns.
- Only the starting order changes; the attempt rules stay the same. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Last Call Equalizer as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Last Call Equalizer; stop at the agreed finish condition.
KanJam Observer Vote Cap
Observers may settle one tie by a respectful majority vote.
- Observers may settle one tie by a respectful majority vote.
- Players may decline the vote and replay instead. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Observer Vote Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Observer Vote Cap; stop at the agreed finish condition.
KanJam Hydration Break Mark
Announce a water break during the set, then resume scoring after the break.
- Announce a water break during the set, then resume scoring after the break.
- Use the break for water, not to delay play for an advantage. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Hydration Break Mark as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Hydration Break Mark; stop at the agreed finish condition.
KanJam Rookie Shield
First-time players may discard one foul without score loss.
- First-time players may discard one foul without score loss.
- Shield is once per gathering. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Rookie Shield as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Rookie Shield; stop at the agreed finish condition.
KanJam Spotlight Pass
Winners pass the next starter role to another side.
- Winners pass the next starter role to another side.
- Winners must make this handoff once. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Spotlight Pass as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Spotlight Pass; stop at the agreed finish condition.
KanJam Memory Note Rule
Write one rule clarification on a visible card.
- Write one rule clarification on a visible card.
- Use the written clarification to settle disagreements about the rule during the round. One thrower at a time; never throw discs toward people. Scored results are tracked as challenge points.
- Score KanJam Memory Note Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after KanJam Memory Note Rule; stop at the agreed finish condition.































