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
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