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By Jaques of London
Est. 1795
Games RulesGarden Games › Frisbee Golf

How to Play Frisbee Golf

The quick answer: The aim of Frisbee Golf is to complete a course of targets in as few throws as possible. Players take turns throwing a flying disc from a tee area toward each target, advancing from where the disc lands until it reaches the goal. Lowest total throws wins.

Frisbee Golf is an outdoor throwing game in which players work through a series of targets or goals, launching a flying disc from a designated starting point and completing each hole in as few throws as they can manage. It combines the scoring logic of golf with the accessible, equipment-light appeal of disc throwing, making it a practical choice for gardens, parks, and open recreation grounds.

Its appeal lies in the balance between power and precision. A strong arm gets you distance, but controlled release and reading the wind matter just as much. Games move at a comfortable pace, players of different ages and abilities can compete meaningfully on the same course, and the only equipment required is a disc per player and a set of targets.

Players1-6
Ages6+
Time30 to 60 minutes
EquipmentOne flying disc per player (or a shared set), plus a course of 6 or 9 portable target goals with tee markers

A little history

The origins of Frisbee Golf as a structured game are unclear, though informal versions of throwing discs at fixed targets have been played since flying discs became widely available as toys in the mid-twentieth century. Formalised disc golf courses began appearing in public parks in the United States during the 1970s, and the concept was quickly adapted into garden game sets sold for home use. The garden game format, using lightweight portable targets rather than permanent basket poles, became a popular product category across Europe from the 1980s onward.

Setting up

  1. Choose your playing area: a garden, park, or open field with enough space to lay out multiple holes without hazards such as roads or fences in the line of play.
  2. Decide on the number of holes for your course. Six holes suits a shorter game; nine holes is standard for a full round.
  3. Place each target goal in a position that creates an interesting challenge. Vary distances and introduce natural obstacles such as trees, slopes, or garden furniture where safe to do so.
  4. Mark a tee area for each hole, at least 2 metres in front of the previous target. A flat marker, disc, or piece of tape on the ground is sufficient.
  5. Agree on a par value for each hole before play begins. Par is the number of throws a competent player is expected to need. Shorter, direct holes are typically par 3; longer or more demanding holes may be par 4 or 5.
  6. Record each player's name on a scorecard. Draw one column per hole. Each player takes one disc, or designate a colour per player if sharing a set.
  7. Determine the order of play for the first hole. A simple method is youngest player throws first on hole 1; thereafter the player with the lowest score on the previous hole tees off first.

How to play

  1. The player whose turn it is stands at or behind the tee marker and throws their disc toward the target for that hole. Both feet must be behind the tee line at the moment of release.
  2. After all players have thrown from the tee, each player throws again from the spot where their disc came to rest. A disc that lands out of bounds (agreed before play) is penalised one throw and replayed from the previous lie.
  3. A player may not move their disc to improve their lie. If the disc lands in an unplayable position such as in dense undergrowth or on top of an object, they take a one-throw penalty and drop the disc within one metre of where it landed, no closer to the target.
  4. Players continue throwing in order of who is furthest from the target. The player furthest away always throws next.
  5. A hole is completed when the disc comes to rest in, on, or touching the target goal according to your set's specific goal design. Check the target type: some require the disc to land inside a ring; others require it to hit a pole or rest in a basket.
  6. Record each player's total number of throws for that hole on the scorecard before moving on.
  7. The player with the lowest score on the completed hole tees off first on the next hole. In the event of a tie, the same order as the previous tee is used.
  8. Continue until all holes have been played. Total each player's throws across all holes to produce their final score.

Winning and scoring

The player with the lowest total number of throws across all holes wins the game. Scoring mirrors golf: finishing a hole in fewer throws than par is noted as under par (good), finishing in more throws than par is over par. If playing competitively, calculate each player's total throws minus the total par of the course to give a plus or minus score. In the event of a tie after all holes, the tied players replay a sudden-death hole: the first player to complete that hole in fewer throws than their opponent wins. If still tied, replay continues on successive holes until the tie is broken.

The fine points

The most common dispute concerns whether a disc has completed a hole. Agree clearly before the round what constitutes a valid finish for your specific target type. For basket-style goals, the disc must rest inside the basket, not merely touch the rim. For ring targets lying flat on the ground, the disc must come to rest with its centre inside the ring. A disc that bounces out does not count as holed. For pole targets, the disc must make contact with the pole on its natural flight, not after striking the ground first.

Out-of-bounds boundaries must be agreed before the round begins, not argued mid-game. Natural markers such as the garden fence, the edge of a path, or a line of trees work well. When a disc lands on the boundary line itself, it is considered in bounds. On windy days it is worth agreeing in advance whether a disc that was blown significantly off course during flight may be replayed without penalty: most casual games allow a single re-throw per round per player for clearly wind-affected shots, but competitive play takes the lie as it falls.

How to win more often

Variations

Match Play

Instead of counting total throws across the round, players compete hole by hole. The player completing each hole in fewer throws wins that hole. A hole is halved if both players take the same number of throws. The winner is the player who wins the most holes. This format works well with two players or two teams and produces a more head-to-head, tactical game than stroke play.

Skins

Each hole is worth one point, called a skin. The player with the lowest score on a hole wins the skin. If two or more players tie for lowest, the skin carries over and is added to the next hole. This continues until a hole is won outright. The player with the most skins at the end of the round wins. Skins works well with three to six players and keeps everyone invested even when one player is dominating the overall score.

Obstacle Course

Set up the course deliberately to require throws through gaps, around trees, or under a garden table before reaching the target. Mandatory obstacles must be navigated in the correct order; skipping one incurs a one-throw penalty and the player must return to throw through the missed obstacle. This variation rewards creativity in club selection and release angle and suits players who find a straightforward course too easy.

Solo Par Challenge

A single player sets a par for each hole on their first run through the course, then attempts to beat their own par score on a second round. This is a practical format for practice or when only one player is available. Track your total par versus total actual throws across both rounds and aim to improve the margin each session. It works equally well as a timed challenge, with players recording how many throws they need to complete all holes within a set time limit.

Frisbee Golf: frequently asked questions

What counts as completing a hole?

The disc must come to rest in or on the target according to your goal type. For baskets it must rest inside; for flat ring targets the disc's centre must be within the ring; for pole targets the disc must strike the pole during its flight. A disc that bounces or rolls out does not count.

What happens if a disc lands out of bounds?

The player adds one penalty throw to their score and replays from the same lie, not from the out-of-bounds spot. Agree the out-of-bounds boundaries clearly before starting the round to avoid disputes mid-game.

Can players share a single disc?

Yes. In a shared-disc game, each player throws the same disc from its resting point and passes it on when done. This slows the game slightly but works fine for casual play. Competitive play works better with one disc per player.

How many players can take part?

Frisbee Golf plays well with one to six players. Beyond four players the round can become slow, particularly on shorter courses, so with five or six it helps to split into two groups playing the course in opposite directions and meeting in the middle.

What age is suitable for Frisbee Golf?

Most children can participate meaningfully from around age six, when they have enough coordination to release a disc with reasonable direction. Younger children can play informally with shorter holes and no strict throw counting. Adults and older children can compete on the same course by adjusting hole distances per player.

What is an unplayable lie and how is it handled?

If a disc lands somewhere it genuinely cannot be thrown from, such as on top of a hedge or inside a bush, declare it unplayable, add one penalty throw, and drop the disc within one metre of the spot where it landed. The dropped position must not be closer to the target.

How do you break a tie at the end of the round?

Tied players replay a sudden-death hole, typically the final hole of the course. The player completing it in fewer throws wins. If they tie again, they replay successive holes until one player finishes a hole with a lower score than the other.

Does the wind affect the rules?

Standard rules make no allowance for wind; you play the disc as it lies. In casual family games many players agree before the round to allow one free re-throw per player per round for a clearly wind-ruined shot. Whatever you decide, agree it before play begins rather than case by case.

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