Disc Golf Rules for Recreation Play

General Play

Disc golf is played like ball golf using a flying disc. One point is counted each time the disc is thrown and when a penalty is incurred. The object is to acquire the lowest score, (without cheating).

Tee Throws

Tee throws must be completed within or behind the designated tee area. Do not throw until the players in front of you are out of range.

Lie

The spot where the previous throw has landed, mark with a mini disc or turn over the thrown disc, directly towards the hole or dog leg.

Throwing Order

After teeing off, the player whose disc is farthest from the hole always throws first. The player with the least amount of throws on the previous hole is the first to tee off on the next hole.

Fairway Throws

Fairway throws must be made with the foot closest to the hole on the lie. The other foot may be no closer to the hole than the lie. A run-up and normal follow-through, after release, is allowed.

Dog Leg

A dog leg is one or more designated trees or poles in the fairway that must be passed as indicated by arrows. Until the dog leg is passed the closest foot to the dog leg must be on the lie when the disc is released.

Completion Of Hole

A disc that comes to rest in the Disc Pole Hole® or chains constitutes successful completion of that hole.

Un-Playable Lie

Reprinted with permission. . "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html Any disc that comes to rest above the ground is considered an un-playable lie. The disc must be thrown from the lie on the ground, directly underneath the un-playable lie. Relocated to avoid damage to the vegetation.

Out Of Bounds

If O. B. is visible between the disc and O. B. line? A throw that lands out of bounds, must be played from a point 3 feet in bounds from where the disc went out of bounds, permanent water hazards and public roads are always out of bounds.

Penalties

Recreational players will not be penalized for rule infractions. Other players will keep you honest.

Course Courtesy

Please pick up trash and help new players play by the rules. Your are the one that makes it work. By your example, disc golf will change your life and theirs too. Remember the most important rule: The one who had the most fun wins! Tee off & fly freely.

How to Throw by “Steady” Ed Headrick

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html

Throwing a Disc The biggest problem with throwing a disc is that most new players have to unlearn bad habits. This short instruction is aimed in that direction.

The Proper Grip Everybody has their most comfortable grip, here are some guidelines to find yours.

The basic throw is backhand and the proper grip is the key. Look at the drawing, then pick up your disc and imitate it. Almost the entire grip is between the thumb and index finger. The other fingers change the angle of release or help add more grip. Many players learn to throw by using the thumb and finger grip only. Remember the harder your throw the harder your pinch. Relax the rest of your body and throw. Don’t try to establish a record until your throw and follow through are relaxed and consistent.

Foot Placement A good stable stance sets up your throw and is the foundation of your shot.

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html The stance for a drive is shoulders and feet in line with the line representing the line of throw you desire. The distance throw is always on this line. As you get closer to the hole and are making an approach throw, you can loosen up your foot placement to as much as 45 degree for a putt.

The back swing is like winding a spring. Plant your feet on the line. Sit down two or three inches to loosen your hips then bring the disc back as far as you can reach. Your arm should be directly over the line to the target and your wrist should be cocked so that the disc is touching the inside of your throwing arm. The throw is an unwinding of the spring, first the ankles, knees, hips, stoMach, shoulders and lastly your arm. If you feel like you have snapped a whip, you are getting the idea.

Anhyzer & Hyzer Right arm release-disc curves to to the left (anhyzer / understable), right arm release-disc curves to the right (hyzer/overstable.)

To throw a left curve, tilt the disc to the left and a right curve tilt disc to the right. Experiment!

Backhand Throw Straight arm or bent elbow?

There are many schools of thought as to bending the elbow during the back swing. The fully extended arm is the longest fulcrum we have available to throw with. Why take a chance that it may not be fully extended during the throw? Start with it straight and end with it straight. This will insure maximum hand velocity and you won't have to worry about timing.

Stand with your shoulders and feet in line with the direction of flight. Start the back-swing with your wrist cocked and the side of the disc furthest away from you aimed at the spot on the ground about 20' away from you. Your right elbow should be straight and rigid. Complete your back-swing at a point as far back as you can stretch, like winding a spring.

Tee Off and Fly Freely Focus on your release, wrist and follow through.

Flex your knees, squat down 2" and start your throw (unwind) from your ankles, knees, hips, stoMach, shoulders, arm, and last, but most important your wrist. Then follow through, let your arm continue to swing until it pulls your shoulders around with it. If the disc wants to turn over as it leaves your hand, you may have allowed the edge furthest from you to come up, or your grip between your thumb and index finger needs to be increased.

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html

The History of Disc Golf

From a Niche Game to One of Today's Fastest Growing Sports

"Disc Golf" as it is known today began with "Steady" Ed Headrick, the father of disc golf and modern day disc sports. Headrick was the driving force responsible for the modern era of sports. Ed founded the International Frisbee Association, established the Junior Frisbee Championship, established and organized the World Frisbee Championship and went on to create and standardize the sport of Disc Golf.

Modern day disc golf started in the late 60's. The early frisbee golf courses were "object courses", using anything from trees, trash cans, light poles, chicken wire baskets, pipes to fire hydrants as targets. The roots of the sport begin when “Steady” Ed Headrick designed the modern day Frisbee (US Patent 3,359,678, issued 1966) while working for Wham-O Toys back in the 60’s. Captivated by the flight and feeling of control he could

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html master with the Frisbee, Ed saw potential for the disc well beyond what anyone had envisioned or imagined. The game was formalized when Headrick invented the first Disc Pole Hole™ catching device, consisting of 10 chains hanging in a parabolic shape over an upward opening basket, (US Patent 4,039,189, issued 1975). The Disc Pole Hole™ became the equivalent to ball golf's “hole” and was installed in the first standardized target course (what was then known as Oak Grove Park Pasadena, California). Ed had said one of his many inspirations for the "Disc Pole Hole™" invention was so he and his buddies could get on with playing instead of arguing over whether or not someone actually had hit one of the objects in their make shift object courses.

The Discoblus

Disc golf in one form or another has been with us since the beginning of time. The early cavemen in their search for weapons to extend their ability to slay food probably found rocks before clubs. If they could kill something from a safe distance it would be much safer than a club or a sharp stick.

Test of skill were a necessary pastime, closest to the target sounds familiar! Flat rocks had a different flight and flew further than round objects, skipping flat stones on the water, throwing shields, Eureka! Then came the discus that Discoblus threw which certainly resembled a Frisbee.

“Scaling”

In the early steel age sharpened rings were thrown with devastating effect. They flew with accuracy, caused serious injury and looked like the modern Aerobie. Then came the ancient word "scaling" (to throw a thin flat object so that its edge cuts through the air). Pie pans, film can lids and toy flying saucers were the recent predecessors of the modern Frisbee which was

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html invented in 1964 by Ed Headrick, US Patent 3,359,678. He also formed the International Frisbee Association which had over 112,000 members by 1972.

Early Frisbee Targets

Since that time disc golf evolved from man’s natural competitive nature. Early games used targets of trees, trash cans, light poles, chicken wire baskets, pipes, and coeds. The game was formalized when Headrick invented the first Disc Pole Hole catching device, consisting of 10 chains hanging in a parabolic shape over an upward opening basket, US Patent 4,039,189, issued 1975.

The First Disc Golf Course

The first formal disc golf course was designed and installed that same year in Oak Grove Park, (Pasadena, California), by Headrick and was an instant success. He also founded the Professional Disc Golf Association in 1975, which he turned over to the players in 1983.By the time of his death, Ed has designed over 200 courses.

The First Disc Golf Basket Evolution of the Disc Pole Hole™ catching device.

The Disc Pole Hole has evolved continuously since the first Mach I.

For the past two decades our products have been established and accepted worldwide as the industry standard for the sport of Disc Golf. All of our hardware is hot-dipped galvanized from head to toe and guaranteed for 20 years against rust and corrosion. To protect your discs, all of our chains are hot-dipped galvanized and hand polished. Accept no copies or imitations. Let he who is without stone, cast the first disc.

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html

How to Play Disc Golf — Rules of Play

Getting Started Playing Disc Golf The rules are quite similar to the rules used in the game of “Club Golf”

The rules are quite similar to the rules used in the game of "Club Golf", including the matter of courtesy. It is only fair that your opponent’s turn to throw be without distraction, just as you would like it to be for yours. Do not throw your disc until you are sure its flight or landing, will not distract another player.

Tee off order on the first tee will be by mutual arrangement or by flipping discs. The printed side is heads and the odd man should be first. Tee off order on all subsequent holes is determined by the score on the previous hole. The player with the lowest score tees off first.

A marker disc is used to mark every throw and should be a special disc, like a pocket mini disc model that is not used in normal play. The thrown disc is always left on the lie, (where it came to rest,) until the marker disc is placed on the ground directly in front of and touching the disc. The thrown disc is then picked up.

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html Proper foot placement when throwing will require some practice. The foot that you put you weight on when you throw, i.e., the "plant" foot, must be as close as is reasonable to the front line of the tee or to the marker disc: in no case ahead of the line or disc, or more than 1 foot behind the line, or disc. The other foot can be any place you choose as long as it is no closer to the hole than the rear of the marker disc.

Follow through, (stepping past marker disc after throwing), is allowed on any throw except when putting, (any throw where the rear of the marker disc is within 10 meters of the hole). Falling forward to keep your balance after a putt is not allowed. This infraction is called a falling putt.

If the disc is stuck in a tree or a bush more than 2 meters above the ground, the marker disc is placed exactly beneath it and it is carefully removed from the tree. You have also just added one throw to your score. This is called a penalty throw. You may now proceed; however, take extreme care not to damage the tree or bush, or reshape them in any way to improve your throwing conditions. Some courses have "out of bounds" areas; or for the safety of the players. Observe the boundaries carefully and try to stay out. If your disc is "out-of-bounds" , i.e., you can see "out-of-bounds" area between the edge of your disc and the "inbounds" line, place your marker disc "inbounds" at the place where your disc went "out-of-bounds" and give yourself a one throw penalty. Again, please be careful of natural vegetation.

Water hazards are to be avoided because your disc will sink! If, however, you have been so unfortunate as to land in the water, play it like you do the "out-of-bounds" throw, and don’t forget to take a one throw penalty. If the disc is touching any shore above the water , it is "inbounds". Standing water or mud on the course that is caused by sprinklers or rain is not considered "out-of-bounds" and the disc may be relocated to a dryer area no closer to the hole with no penalty.

A mandatory dog-leg is sometimes used to keep players out of alternate-use areas or to make a particular hole more difficult. It is normally designated as such on the tee sign. The arrow indicates the side and direction the disc must pass. If your disc goes on the wrong side, it can be thrown back on either side of the dog-leg and then passes as the arrow indicates.

Unfortunately, there are usually litterbugs found on every disc golf course. Hopefully, everyone else will get the idea sooner or later.

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html Strategy and the Putt

The variety of situations you will encounter on a professionally designed disc golf course are infinite. We will therefore deal with the finesse of the game and leave the power.

The most important throw you can make is the putt. Most players concentrate on distance but if you can sink them from 30’ consistently you can win all but the longest holes. If you would like to win concentrate on putting and let distance and power happen naturally.

The muscular coordination required when putting must be absolutely automatic. Baseball and club golf stress the need to "groove your swing". If you think about the putt as the last part of your normal back hand throw you may be pleasantly surprised to find that it is already automatic! The players who change their throwing style when putting are the players who really have the work to find a new "groove." In other words, you can probably be a reasonably accurate putter with any style you choose, if you can concentrate on just throwing. But as soon as you apply concentration to the link of chain that is your target, compensate for wind, blank out people in the background, how far behind you are, etc. you will probably make your putt.

Perhaps a better example of how long it takes to establish a new groove is to go back to your first attempt at throwing a Frisbee disc. How long was it from that first try until you could throw a disc to a friend accurately and without any particular thought, i.e., automatically? It takes a long time for your mind to record the proper "relax and contract" information for all the muscles involved. It takes even longer for it to learn to properly issue these instructions in a fraction of a second. If the putt is part of this already established program, your mind already knows "the groove". All you have to do is to learn how to give it the correct information. This ability requires total concentration.

Stand facing the target. Relax and feel the wind on your face. Some players like to drop blades of grass or dust to gauge the wind velocity. Mentally record wind direction. Wind from either side is not too important unless you need to throw a curve. Wind from the front will cause the disc to hit higher than your aiming point and wind from the rear will cause it to drop. The more wind, the more radical the variation will be. A lot of practice and a heavy putter will help.

Next, turn 45 degrees from the target. Believe it of not, this is where the release usually occurs in your normal back hand throw, "the groove". Then judge the distance and move your

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html arm. With the disc in your hand, towards the target at about the velocity and angle you want it exactly "in the groove". Pick a point to focus on. A link of chain, a mark or whatever but, focus on it until you don’t see anything else. Then throw with your mind only. See the disc hit its mark. Now throw! If anything happened to break your concentration, the message to your computer has been garbled and you will most assuredly miss. Do not throw!! Stop and repeat the whole process. When you get so that you can putt consistency well, amid all sorts of distractions, start to work on the rest of your game.

Basic Disc Golf Terminology

• Tee Pad - The location or designated area in which the first throw of the golf hole is suppose to take place from. Tee Pads are typically be made of concrete or rubber. A portion of a side walk or a utility marker flag or spray painted box may also be used as a tee pad.

• The Basket - Born of the original tone pole, the game of Disc Golf advanced rapidly with the invention of “Steady” Ed’s Pole Hole or “Basket” as it is commonly referred to by disc golfers. Once a disc comes to rest in the trapper basket, the hole is considered complete.

• Throw - The act of advancing the disc towards the basket. This can be accomplished by many different throwing styles; Backhand, Forehand, Rollers. Each throw is counted towards the player’s score.

• Lie - the spot where the disc comes to rest. This is often marked by a mini-disc marker.

• Par - like in ball golf, each disc golf hole has a posted par. The par is the desired number of strokes that a player would need to complete the hole. To the competitive disc golfer, every hole is a par three, making the total par for 18 holes always 54. This serves to simplify the game.

• Drive - any throw off of the tee pad, or a throw from the fairway designed for maximum distance.

• Approach - usually the second shot of a hole, designed to place the disc within putting distance.

• Putt - The final throw(s) of the hole aimed at getting your disc to come to rest in the trapper basket. Any throw within the circle ( 10 meter radius).

• Ace - known as a hole in one in ball golf. An ace occurs when a player makes their first shot, or drive, into the basket. One of the unique practices in disc golf is to have all participants in the ace group or all spectators sign the "ace disc." Aces are more

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html common in disc golf than ball golf as the top pros boast as many as 100+ aces in their careers.

• The Circle - This is what helps defines a true disc golf putt. If a player is throwing his/her disc at the basket with in a 10 Meter or 30 Ft circle of the basket, they must follow an addional set of putting rules defined by the PDGA. Basically if you’re in the circle, your disc has to come to rest in the basket before any part of your body touches past the mini marker towards the basket. Failure to do so can lead to a “falling putt” penalty stroke.

• Distance Driving - a throw that is designed to produce a great deal of distance. When trying to throw for a max distance, the ideal flight path of the disc, for an RHBH thrower, is to turn slightly to the right, straighten out, and then fade to the left. This will look like a ')' or an elongated ‘?’.

• Approaching - if a player is not driving the disc, he is either approaching or putting. Professional players consider around a 200-250ft shot to be an approach. For many players, however, this is the length of their normal drives. For some players, a shot does not truly become an approach until around 100ft.

• Putting - officially, a disc is being putt if it is being thrown within the circle. However, many players use their putting motion from much further away. There are many different types of putts which are explained below. As with anything, a disc golfer must find what is comfortable for them, and go with it. There is no ‘wrong’ way to putt. A good video of putting instruction can be found at this link: http://www.discraft.com/resources.html

• Backhand - when throwing backhand, a thrower must determine for himself what kinds of discs work best for them, depending on how much ‘snap’ they throw with. ‘Snap’ is generated by high arm speed and by a player cocking his wrist and literally snapping the disc on the release. When thrown correctly, a disc will literally make an audible snapping sound upon release. Players who throw with a great deal of snap should throw over stable discs, whereas a player who doesn’t throw with a great deal of snap should throw under stable discs.

• Forehand - As with backhands, players have to determine for themselves what sort of discs work for them. Generally, forehand throws generate more snap than a backhand throw, so usually, forehand shots require more over stable discs.

• Hyzer - a hyzer is a throw that is designed to take advantage of the natural angle of the disc. For example, an RHBH hyzer is a shot that fades to the left. There are a few types of hyzers. A soft hyzer is a throw that gradually fades, whereas a spike hyzer is a throw where the disc fades hard and drastically. Spike hyzers can result in discs that are literally ‘spiked’ into the ground. These types of throws are used to navigate

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html certain obstacles. A disc that is slightly over stable with a high glide, such as the Innova Valkyrie, are good for soft hyzers, whereas a disc that is very over stable with a low glide, such as Innova Firebirds, are best for spike hyzers.

• Anhyzer - an anhyzer is a throw that is designed to go against the natural angle of the disc. For example, an RHBH thrower who throws a disc that fades to the right would be throwing an anhyzer. To execute an anhyzer, an RHBH would tilt the disc to the right when he releases the disc. Under stable discs are best used for anhyzers. As with hyzers, soft and spike anhyzers are options. The Innova ‘Roadrunner’ and ‘Stingray’ are good for anhyzer shots.

• Helix - a helix throw utilizes both aspects of the throw to produce an "S" flight shape. For example, an RHBH thrower will release and overstable disc (natural flight that finishes to the left) to the right in order for it to return to the left at the end of flight. This is a highly skilled shot requiring knowledge of disc flight dynamics and multiple angles. A very useful shot to avoid the obstacles that grace the disc golf course.

• Turnover - a disc is ‘turned over’ when it flies against the natural angle of the disc. For example, an RHBH thrower has turned a disc over if it flies to the right when released flat. This differs from an anhyzer because of the angle of release. Turnover drives are generally released flat or at a slight angle, whereas an anhyzer is released at a more drastic angle. Ideally, the disc will ‘flex’ back to the natural fade, creating an ‘S’ curve. Some curves are more drastic then others. A more under stable disc will turn over harder than an over stable disc. Depending on the shot, a certain type of turnover drive may be required. Lighter discs will turnover much easier than heavier discs. An ideal drive for max distance is usually slightly turned over. Depending on the thrower, many discs can be used for turnover drives.

• Hammer/Tomahawk - an overhand throw where the thrower grips the disc much like he would a forehand. This throw has a unique flight pattern which is best learned by throwing a few out in a field. It is useful for going over difficult obstacles. Mid-range discs with high glide are best for hammers. The Innova Max and Roc are good discs for hammers.

• Thumber - an overhand throw that involves placing the thumb inside the lip of the disc. Like the hammer, the thumber has a unique flight patter than is best learned by throwing a few out in a field. It is also useful for going over difficult obstacles. The Innova Monster is a good thumber disc.

• Roller - this is a shot designed to travel a short distance in the air and then roll towards the target. Rollers can be thrown forehand and backhand, and should be considered a very advanced throw. Many disc golfers can roll a disc farther than they can throw it. Rollers are very effective in going under obstacles, such as a circle of

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html trees around the basket. They are difficult to control, and require a great deal of practice. Innova Sidewinders and Roadrunners make good long distance rollers, and Innova Leopards and Cheetahs make for good mid to short range rollers.

• In-line Putting - a style of putting where the plant foot is directly behind the lie marker and pointed right at the basket, and the other foot is placed behind the plant foot. The disc is thrown from the chest generally straight at the pin. Some in line putter throw the disc with a bit of snap and run right at the basket, while others try to float the disc into the basket. This is just a matter of personal taste or what the situation dictates. In-line putters almost always putt backhand.

• Straddle Putt - a style of putting where one foot is placed behind the lie marker and the other is parallel, rather than behind, the plant foot. The putter often squats a bit an uses their legs to propel the discs. Straddle putts can be used to navigate around obstacles and provide a clear line to the basket. Some prefer the stability of straddle putting for shorter putts and many use the stance for jump putting. Most straddle putts are backhand putts, though they can be forehand putts.

• Jump Putt - outside the circle, jump putting is used to generate more power. It is similar to straddle putting except the putter jumps forward with the release of the disc. This is a tough skill that requires some practice, but can be very effective. Many golfers do not bother with jump putting, though many use it very effectively. Jump putting is illegal within the circle. Jump putting is almost always done with a backhand throw.

• Turbo Putt - an interesting style of putt where the thumb is placed in the middle of the disc and the fingers are rested on the outer rim of the disc. The putter spins the disc slightly with the release and pushes with his fingers to propel the disc. This style of putting is not very effective outside of the circle.

• Kneeling Putt - in disc golf, the situation often dictates that a throw must be made from a kneeling position. Any point of contact is legal as long as it follows previously stated rules, i.e., in line with the marker disc, no closer to the hole and within the acceptable distance behind the marker.

Reprinted with permission. Disc Golf Association. "Disc Golf Education." September 1, 2009. http://www.discgolfassoc.com/education/index.html