The most important rules
- At the start players carry two discs, and may carry a third disc to replace a disc that may be lost to out of bounds. Four to five players may run in a single race and are spaced along the starting line. The race starts with a throwing cadence — “Ready, two, one, THROW!”. The players’ next throws are made from within 1.5 meters of where the former disc came to rest. The two discs are thrown alternately. Only when the next throw has been made, may the previously thrown disc be picked up.
- Players cannot influence the flight of a disc. Therefore, you cannot touch a disc in the air. There is one exception: A player can try to catch a disc after throwing around a single obstacle. When the player catches the disc, they can play the same disc from that position where it was caught.
- When a number of players are running the course simultaneously, they may not intentionally obstruct each other. In principle, the player who is ready to throw has right of way over a player who is approaching.
- Besides the obstacles, the boundaries of the course are also indicated. These are natural boundaries such as roads, a flowerbeds or a lakes. When a disc lands outside the playing field, it is out of bounds. A player cannot continue playing with that disc. When he has chosen to carry a third spare disc, he can continue the race with that disc from the position where the former disc left the playing field. When a player has only one disc remaining, he may not finish the race.
- Sometimes a player cannot find a disc he has thrown. In that case, he can continue the race with his spare disc (if it is still available) and receives a penalty of 10 seconds. When he already used his spare disc, he may not finish the race.
- At the finish, a player must have two discs in play.
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World Flying Disc Federation