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INTERMEDIATE GAMES
| OBSTACLE COURSE |
| The object here is to
run through a designated course for time while doing specific tricks with the SpinJammer and overcoming obstacles. Have fun and be
creative in designing your own course. If you drop the disc or if it stops spinning, then
you need to stop running and re-start to continue. |
|
| 500 |
| This
variation is similar to three flies up except that each catch is worth points: Catch in the Whatchamastallit 200 Regular Catch 100 Catch while it is rolling 50 Pick up after stopped 25 |
| When someone reaches 500 they are up to throw. |
| STRIKEOUT |
| This game can be played
with two or more players. The first player does a freestyle trick like a finger stall to a
behind the back catch and each of the other players try to duplicate the move. if the
following players fail to complete the move as described and performed by the first player
then they receive a strike. Three strikes and a player is out of the game, the last player
remaining wins. The first player calls the move before attempting it and if the player
fails they receive a strike, someone else calls a move and tries to complete it. |
| CONE CATCHER |
This game is a variation of the ol egg toss. The object is to see how far apart two players can stand and toss the disc accurately while catching the disc in the center. The players must catch the disc cleanly in the spinning cone and may not move from their spot (with the exception of pivoting) after the disc is thrown. After catching the disc, the player moves back one step. Start the game with the players standing 3 feet apart. A variation is to catch the disc in the cone and stall it for 3 seconds before advancing to the next distance. |
| THE CIRCLE |
| A keepaway circle may be developed by forming a circle with six or more people. Make it large enough so that someone can stand in the middle and try to catch or bat the disc down as it flies by . If one of the people making the circle drops a disc then they must go into the center of the circle. The player who was in the middle now takes the place in the circle where the person who dropped the disc was standing. If a drop is the result of a bad throw (an over-throw or grounder) then the thrower goes in the middle. Once in the middle, it you bat the disc to the ground or catch a disc as it goes by then you take the place of the person who threw that disc and he or she goes into the center. |
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