Fly Green Disc Golf 101

Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
Fly Green Disc Golf 101
What is Disc Golf?
The sport of disc golf has evolved off of the many games created by the World Famous
Frisbee®. The disc golf game started by using Frisbees and playing a round of golf by
throwing at targets. These targets were generally things such as street signs, trees,
trashcans, light poles, or other large objects. All you needed was a Frisbee and Disc
golf was born.
Disc golf is just like regular golf; Although, instead of using standard golf clubs and balls
to play a round, Disc Golfers use special golf discs and aim for a Disc golf target or
basket, Usual a standardized metal bar with a 26 inch basket attached approx. 32
inches above the ground to catch the discs in. Chain‟s are hung from the metal bar
above the basket to stop the flying disks and trap them in the basket below. The same
rule as golf applies: Lowest score wins.
Disc golfers start from a tee box area and finishing at the Disc Basket or pole.
Generally, a course is 9 or 18 Disc Baskets (holes) long. Players start at “hole” one (tee
box # 1) and complete the course in order, playing through to the last hole. The player
with lowest total cumulative score wins. Most common Par for 18 holes is 54 throws - 3
throws per hole. 1 drive, 1 approach, and 1 putt. Some longer holes will have par 4 or
even 5.
Disc Golf is far different from Traditional Golf in many ways. Most importantly, a disc
golf course can be build for $10,000 - $20,000. A traditional course can cost as must as
$15,000,000. This makes disc golf a great option for so many local municipalities. Disc
golf courses can use a wide variety of environments, including urban, park, mountain,
field, river, marsh, or lake settings. In many cases, land not usable for other activities or
developments is an excellent location for a disc golf course. Disc golf is one of the best
lifelong fitness sports. It mixes, walking, Frisbee, golf, and competition all together. It is
inexpensive and easy to learn to play. Disc golf is a healthy activity, and Available to
men, women, and children of all ages, health and fitness levels. If you can throw a
Frisbee®, enjoy the outdoors and like having fun, you to can play disc golf.
Today there are over 3,500 Disc Golf Courses (public and Private) in the United States.
There are between 9,000,000 and 10,000,000 people who have played the game. Since
1975, there have been over 39,940 members of the Professional Disc Golf Association
(PDGA). Pro and amateur players compete in more than 500 nationwide sanctioned
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
tournaments and several World Championship Events annually. The amazing interest
levels of more Disc Golfers and the growing demand for newer, better, and harder
courses have led to the expansion of the sport all over the country, and around the
world. From small towns to urban areas, to mountain towns, disc golf courses are
popping up all over.
Disc Golf Basic Rules of Play (PDGA 2012 Rules)
The rules are quite similar to the rules used in the game of Golf; this includes the areas
of Etiquette and courtesy. And just as you would expect for yourself, your opponent‟s
throw should be completed without distraction. Make sure your throw will not get in the
way of the disc golfers in front of you, or others on the course.
Your Tee off order on Tee box # 1 will be by agreed upon by the group by flipping discs,
coins or by other means. The score on the previous hole determines tee off order on all
subsequent Tee boxes. The player with the lowest score tees off first. When there is a
tie, go back to the prior hole for tiebreaker. Just keeping track of how many holes you
win in called a skins game.
A mini marker disc is used to mark every throw and should be a mini disc. 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 the disc while touching the front. The thrown disc is then
picked up.
The Mini marker allows the thrower to talk away and survey his/her next shot options.
Always consider more then one option of throws before making your shot. If you‟re
behind a tree, consider a hyzer, and then maybe a hammer throw (see Throwing a disc)
Using the Proper foot placement when throwing will require some practice, but the
rewards are worth it. The frond foot that you plant and 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: When driving from the Tee box, the goal is to have the plant foot
end up within 1 foot of the front of the Tee box marker, put not 1 inch over the line.
When throwing from the Fairway, the plant foot must be touching the mini marker. 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, or over the line of the Tee box.
Following through after your shot, (stepping past marker disc after throwing), is allowed
on any throw except when putting, This is considered to be any throw where the rear of
the marker disc is within 10 meters (30 feet) of the hole. Falling forward to keep your
balance after a putt is not allowed. This infraction is called a falling putt and a penalty
throw or shot is added to the total throws on that hole.
If the disc lands in a bush or tree more than 2 meters (6 feet) above the ground, the
marker disc is placed exactly beneath it and it is carefully removed from the tree. You
must add 1 penalty stroke to your score. This is called a penalty throw. If the disc was
below 6 feet high, no penalty stroke is added. You may now take your next shot.
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
However, always take great care not to break or damage the foliage in front of you in
any way to improve your disc lie. (Throwing condition). Many courses will have "out of
bounds" areas. Observe the boundaries carefully and try to stay within them. If your disc
is thrown "out-of-bounds" give yourself a one-throw penalty, and move your disc
perpendicular to the basket until you are back inbounds. Make your next throw from
there. Make sure not to advance your disc in any way towards the basket.
Lake, stream and other Water hazards are always considered out of bounds. This is a
penalty, but more importantly unless you have a special floating disc, yours will sink (the
biggest cost of the game) if you have been thrown your prized disc in the water, play it
just like it‟s an "out-of-bounds" throw, and take a one-throw penalty. If the disc is
touching any shore above the water, it is "inbounds". Any standing water, rain made
stream runoffs or mud on the course that is caused by park sprinklers or excessive rain
fall is not considered "out-of-bounds" and the disc may be moved to a dryer area not
allowing the thrower to get any closer to the basket.
Sometimes a mandatory dogleg left or right is used to keep players out of alternate-use
areas or to make a particular hole more challenging for the throwers. In most cases, this
is normally indicated on the tee sign or often an M and arrow on a big tree. The arrow
indicates the side and direction the disc must pass. If your disc goes on the wrong side,
it must be thrown back around the dogleg and then on to the basket.
Basic Disc Golf Terminology
* Tee Pad/Tee Box - The location or designated area in which the first throw of the
golf hole is supposed to take place from. Also know as your Drive. Tee Pads are
typically made of concrete or rubber, but sometimes can be gravel or even dirt. A
portion of a sidewalk or a spray painted marker may also be used to indicate a tee
pad. Each hole will start on the Tee pad.
* Disc golfers most often refer to the Basket/Goal/Chains - Original a tone
pole, Disc Golf advanced rapidly with the invention of “Steady” Ed‟s
Basket as it. Made by several companies, the standard basket is 56 inches tall, with
the chains hanging from the top 22 inches across and 22 inches down. Usually its
approx. 16-18 chains, and a 26-inch basket hanging below approx. 32 inches above
the ground. Once the throwers disc comes to rest in the chain basket, the hole is
complete and the scores are tallied.
* 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. A mini-disc marker often marks this.
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
* 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. 2 would be a Birdie, and 4 a Boggy.
* 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 - Also referred to as a hole in one in Traditional golf. An ace happens when a
player makes their Tee shot 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 common in disc golf than traditional golf as many pros have aced as many as
100+ holes.
* 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 additional 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.
* Penalty Shot - When your disc ends up in a water hazard, Falling putt, or out of
bounds, the thrower must add 1 point to their total score for that hole.
Throwing a Disc 101
Grips:
The Proper Grip
There are many comfortable grips, here are some idea‟s to help you find yours.
The basic throw is a backhand and using the proper grip is essential to the throw.
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
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
thumb and finger grip only. Remember the harder your throw the harder your pinch.
Relax the rest of your body and throw.
Foot Placement
A good stable stance sets up your throw and is the foundation of your shot.
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 degrees 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 the left (anhyzer / under stable), 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 backswing 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 let it Fly
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
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
from you to come up, or your grip between your thumb and index finger needs to be
increased.
Drive, Approach, and Putt.
* 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 „?‟.
* Approach - if a player is not driving the disc, he is either approaching or putting.
Professional players consider around a 200-250 ft shot to be an approach. For many
players, however, this is the length of their normal drives. For most players, a shot
does not truly become an approach until around 100 ft. Once within 100 ft, it‟s a
golden rule to make the basket in only 2 throws.
* 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 that 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. Most
players consider a putt when within 30 feet or 10 meters.
Distance Throws - 2 main throws are the Backhand and Forehand
* 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
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.
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
* 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 over stable 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 that 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
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.
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
* Putting/Approach
* 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
and 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.
Mental Game - A huge part of this game is right in your own mind. Once you
have figured out the basics of the game, you will soon need to add the mental edge.
This is 80% of the Pro‟s game. Allow yourself a moment before each shot to catch your
breath, and analysis what options you have for your shot. Once selected, make sure to
visualize the shot in your head. When putting, focus and stare at 1 individual chain near
the center of the basket. Make sure your arm path, and angle of your wrist are when
you want them to be. A practice motion with proper arm and body angles allows your
brain to see the shot. Use the same routine for practice as you do for play, and
Tournament play. Always remember to give yourself a positive affirmation before any
shot. I say, “I will make this shot”. And remember: practice makes perfect. Good Luck.
Disc Golf Rules, Basic Play Strategy, Throwing and putting information guide, and Terminology.
Fly Green Disc Golf.
9910 E Costilla Ave. Englewood, CO 80112
303-754-3472(DISC)
www.flygreendiscgolf.com