Inbound the Disc
Decide who starts the game and inbound the disc just like in basketball.
Decide who starts the game and inbound the disc just like in basketball.
Inbound the disc just like in basketball and then move the disc up the court and try and get in a position to score. You get two steps after a catch to stop (pivot), pass again, or shoot. You can not move with the disc in your hand after your two steps.
THROUGH IS TRUE! The disc must enter the DiscHoops Rim from the front and pass through the arc completely to score. The point structure is the same as basletball.
Try to force a stall (count to five out loud while guarding someone), a drop, a deflection, an interception, out of bounds, or the disc hitting the ground to force a turnover. If the offense does not make the catch, get a rebound, or score it is a turnover. The defending team gains possession where the disc comes to rest, goes out of bounds, or where the turnover took place.
Score more points in the time period or be the first to 21 (or whatever score you decide) and take home the victory.
DiscHoops utilizes the measurements of a regulation basketball court and utilizes rules from basketball and ultimate frisbee for play.
Disc Hoops Rim:
The rim will be attached to the backboard as close to 6 inches above the rim as possible. Goals must be set to the same height on both ends of the court.
Disc:
The Innova Makani is the official disc for Disc Hoops.
The Flyzone (or Paint):
The Paint (marked in red) allows players to move freely into and out of this area at any time; however, as in basketball, no player shall remain in the paint for more than three consecutive seconds. If an offensive player violates this, it is a turnover. If a defensive player violates this, the offense is awarded a free throw and maintains possession.
Out of Bounds:
The entire court is in-bounds. The perimeter lines are not part of the court and are out-of-bounds, anything beyond the perimeter lines is out-of-bounds.
If you step on the line or out of bounds under any circumstance, you are out of bounds. No matter if you had possession in bounds. (think basketball not ultimate)
An offensive player who is not out-of-bounds is in-bounds.
An airborne player retains their in-bounds/out-of-bounds status until that player contacts the court or the out-of-bounds area.
Team Size: 4 players per team
Time: Ten minute quarters
Game Start: Decide starting possession, starting possession then switches quarterly between teams.
The offensive team always starts the game (or quarter) with possession of the disc to throw in from their baseline (anywhere on the line underneath the goal).
The player must throw the disc into play within 5 seconds if the inbounder is being stalled (see stall definition in possession section). A turnover is awarded if offense does not throw it in before the stall count completes.
Movement: When a player catches the disc, they are allowed the steps needed to stop or two steps forward after the catch to pass or shoot - they cannot stop and then take their two steps.
Once stopped, players are allowed a pivot foot. Defense must stay arms distance from the offensive player.
All players without the disc can move freely.
Timeouts: Each team will have 3 timeouts (60 seconds) to use each half. You must have possession or be in a stoppage of play to call timeout.
Substitutions: Players can substitute during any stoppage of play: timeouts, after fouls, between free throw attempts, the start of each quarter.
Possession: The Stall: If a player in possession of the disc is being defended and does not get rid of the discs within 5 seconds, it is a turnover and possession is awarded to the other team.
This is known as a stall. The defensive player must be within arm’s length and count the seconds aloud to force this turnover. Stall 1...Stall 2...Stall 3… and so on to 5.
If the offensive and defensive teams both have possession of the disc at the same time, the disc will be awarded to the offensive team.
If the disc takes more than one skip (see one skip pass in unique rules section), is sliding on the ground, or comes to rest on the ground; it is a turnover.
Note: If a defensive player intercepts the disc and lands out of bounds, it is still a turnover for the offense.
Note: If the disc exits the court, the team with possession simply brings it to the point where it exited and resumes play.
Scoring: The disc must enter through the front of the arc and the entire disc must cross the plane of the arc to count as a score.
2 pointer - The offensive team scores two points when the disc is thrown inside the three point line and passes through the Disc Hoop Rim.
3 pointer - If the disc is thrown from behind the three point line and passes through the Disc Hoop Rim, three points will be awarded.
NOTE: There is no "Loose Disc" in DiscHoops, No one should be jumping on the ground to go after a "loose disc"
Officiating: Teams may choose to self officiate or have a referee if agreed on by both teams. Official Disc Hoops Competitions will make the decision on referees.
Fouls: Players will call their own fouls if referees are not available. Play will reset at half court after a foul unless it is a shooting foul.
Any contact made with an offensive player while they are throwing should be considered a foul.
Any pushing off another player on offense or defense should be considered a foul.
A moving pick is a foul.
All players are entitled to the space they are in, whoever arrives first at a disc in the air is entitled to that space.
Shooting Foul:
If a player is fouled while shooting, and the shot goes in, players are awarded one free throw. Free throws are worth one point.
If a player is fouled while shooting, and it doesn’t go in. They are awarded a number of shots based on the shot attempt.
Two shots for a 2 point attempt
Three shots for a 3 point attempt
Free throws are worth one point each.
Possession switches after any foul shots, no rebounding.
Foul shots can be taken anywhere on the three point line.
One skip bounce pass: players are allowed to skip the disc to perform a bounce pass. If the disc skips more than once it is a turnover.
No Back Court Violation (different from basketball)
Setting Picks is allowed (different from ultimate)
The Stall - the stall turnover in disc hoops is 5 seconds unlike ultimate frisbee which is ten seconds.
If an issue comes into play that is not clear in the rule book, the teams will decide how to play it for that game.
Possession will reset to before the incident occurred.
Please contact the DiscHoops Association with the incident so the rules can be adjusted. For the most current version of the rules, please visit dischoops.net