KanJam - WordPress.com

Team Play
A coin toss or similar method can be used to determine which team throws first.
An equal number of turns are played, similar to innings in baseball. Partners
stand at opposite Goals, alternating throwing and deflecting. One partner throws
the flying Disc and, when necessary, the other partner redirects it towards or into
the Goal. After both partners complete one throw each, the flying Disc is passed
to the opposing team. The thrower can score points with
Point Scoring (Note: You can only use (1) hand to deflect.)
Dinger 1 point - Redirected Hit – Deflector redirects thrown disc and hits any
part of the Goal.
Deuce 2 points- Direct Hit – Thrower hits the side of the Goal unassisted by
partner. Note: In the rare case should the Disc enter the “Instant Win” slot and
deflect out of the Goal, this is a Deuce.
Bucket 3 points- Slam Dunk - Deflector redirects the thrown Disc and it lands
inside the Goal. This will almost always occur through the top of the Goal, but
may also occur if the disc enters through the slot opening.
Instant Win- Direct Entry – Thrower lands the Disc inside the Goal unassisted
by partner. The Disc can enter through the slot opening on the front or through
the top of the Goal. [ When an “Instant Win” occurs, the throwing team is
declared the winner and the opposing team does not receive a “Last Toss”
option.]
General Rules
1. Players must remain behind the Goal when throwing.
No points are awarded if the player crosses the line.
2. No points are awarded if a throw hits the water or supporting surface
before striking the Goal.
3. No score will result if deflector double-hits, catches, carries the Disc, or
uses 2 hands to deflect.
4. Three points will be awarded to throwing team if an opponent interferes
with play to defend the Goal. If the score is 19 or 20, 1 or 2 points are
awarded.
5. A team must reach an exact score of 21 points to win. If a given throw
results in points that raise a team’s total score above 21, the points from
that play are deducted from their current score and play continues. For
example, if a team has 20 points and score a “Bucket” (3 points), their
score is reduced to 17.
6. Teams must complete an equal number of turns before the game is over
except, when an “Instant Win” occurs.
7. In the event of a tie game, the winner is decided in overtime round. Each
team completes one round and the team with the most points wins.
Overtime rounds continue until the tie is broken.
Other Variations of KanJam
KanJam Switch
KanJam Switch is played with similar rules to original KanJam with a simple twist.
How to Play KanJam Switch
• After each team has a turn throwing and deflecting the disc, the teammates
sprint to the opposite goal for their next turn.
• While running to the opposite goal, if a player makes contact or disrupts the
other team, this results in a loss of turn.
• The game continues in this manner until one team scores exactly 21 points or
throws an “Instant Win”
KanJam Relay
• To play KanJam Relay, set up 2 KanJam courts next to each other and create
two teams with at least 3 throwers lined up behind one goal, and one
deflector set up at the other.
How to Play KanJam Relay
• After each throw and deflect, the player who threw the disc sprints to the other
goal and becomes the new deflector
• The deflector then grabs the disc and sprints to the thrower line, hands off the
disc to the next player and goes to the back of the line and waits their turn
to throw
• Game-play continues in this way until one team scores exactly 21 points or
throws an “Instant Win”
Ultimate KanJam –
Ultimate KanJam is very similar to Ultimate Frisbee, but with a KanJam twist. To
play, goals are created approximately 30 yards apart with a designated 10 foot
scoring zone, where only the deflector can enter. Many teachers will use a 30foot rope to establish the 10-foot scoring zone around the goal.
How to Play Ultimate KanJam
• Create teams of at least 4 students apiece
• Teams pass the KanJam disc to each other without taking more than 3-steps
while in possession of the disc
• As the team advances toward scoring zone, the opposing team can play NO
CONTACT defense
• The defensive team can intercept or deflect passes, as long as they do not
enter the opposing team’s scoring zone
• Any time the disc hits the ground on offense, possession changes to the other
team
• The game is played up to 21 points with the team on offense scoring by
throwing the disc toward the goal where the 1 deflector is in the scoring
zone
• Anytime an offensive player, besides the deflector, enters the scoring zone,
possession changes to the other team and any points scored on that shot
are nullified
• Anytime a defensive player enters the scoring zone, that team receives an
automatic 2-point penalty
KanJam Stack
• To play KanJam Stack, 4 KanJam goals are set-up in a diamond shape, with at
least two courts being created. A throwing line about 40-feet away from
the goals is marked. The same scoring rules as Original KanJam apply.
How to Play KanJam Stack
• Teams of 4-5 players are created with one player becoming the first deflector,
and the rest of the team lining up to throw.
• After each throw and deflect, the thrower runs over to the goals and becomes
the new deflector, while the previous deflector takes the disc and runs
back to the throwing line. The deflector then hands the disc off to the next
thrower and goes to the back of the line to wait their turn
• To score points, the disc must be deflected into one of the 4 goals
• Once a disc is deflected into a goal, that goal is removed from the game and
the team then chooses a new way to align the remaining goals (as long as
each one is touching at least one other goal.)
• Once the disc has been deflected into all 4 goals the team yells “KanJam”
• The first team to yell “KanJam” is the winner
There are no “Instant Win” shots in KanJam Stack