GAMEPLAY RULES

  • GP1.00 ORDER OF PLAY
    • GP1.01 The Hammer: The right to throw last is called having “The Hammer”. Choosing to throw last is generally considered to be an advantage, similar to having “last at bats” in baseball.
    • GP1.02 Disc Flip: The start of each game begins with a disc flip.
      • Teams decide who will flip the disc and who on the opposing team will call heads (top of disc) or tails (underside of disc).
      • The team who wins the disc flip determines one of two pre-game options:
        • Hammer: Which team will have “The Hammer”.
        • Starting End: From which end of the court throws first.
      • The unchosen option goes to the team that lost the disc flip.
    • GP1.03 Court Ends: Players will decide which end of the court they will play from.
      • Players may not switch court ends in the middle of a game.
      • Players on the end of the court with the scoreboard are responsible for keeping score.
  • GP2.00 DISC USAGE
    • GP2.01 WKJL Discs: Only WKJL provided Official Kan Jam (168g) discs may be used. 175g Ultimate discs can not be used for WKJL play.
  • GP3.00 GAMEPLAY
    • GP3.01  Play consists of four players divided into teams of two. Members of the same team (partners) stand at opposite goals.
    • GP3.02  One partner throws the flying disc and, when necessary, the other partner deflects (redirects) it toward or into the goal. After both partners complete one throw each, that team leaves the court. The second team then steps onto the court to take their turn.
    • GP3.03  There should only be one team on the court at a time. The team that is not actively throwing or deflecting should give the active team adequate space to complete their turn and stand out of court boundaries.
    • GP3.04  The thrower can score points with a direct hit to the goal, or the deflector can score by deflecting the flying disc to hit or land inside the goal.
    • GP3.05  Deflectors can move anywhere around the goal to redirect the disc, including in front of the goal if necessary.
    • GP3.06  Players cannot hold anything in their hands (besides the flying disc) while throwing or deflecting.
    • GP3.07  No player substitutions are allowed in the middle of a game.
  • GP4.00 POINTS & SCORING
    • GP4.01  DINGER – 1 point (1P): Disc is deflected and hits any part of the goal.
    • GP4.02  DEUCE – 2 points (2P): Thrown disc hits the goal unassisted.
    • GP4.03  BUCKET – 3 points (3P): Disc is deflected and lands inside the goal. This normally occurs through the top of the goal, but may also happen if the disc is deflected into the slot opening.
    • GP4.04  WIN SHOT (WS): Disc lands inside the goal unassisted.
      • (a) The disc can enter through the slot opening on the front or through the open top of the goal.
      • (b) This shot is not worth points but is a winning shot that could end a game.
      • (c) For fairness, both teams will have an equal number of turns. If Team A hits a Win Shot first, Team B will have a chance to also hit a Win Shot. This is known as the Redemption Rule.
    • GP4.05  No points or Win Shots are awarded when the disc hits the ground or an object before contacting the goal directly or being deflected.
      • (a) A disc is considered to have hit the ground or an object when the trajectory has been altered. Some examples include:
        • (1) If the disc hits the ground and the trajectory is changed or stopped, the play is dead.
        • (2) If the disc only grazes weeds or grass blades, but continues on its original path, this is considered a legal throw.
        • (3) If the disc hits a tree branch, leaves, or any object overhead and the trajectory is changed or stopped, play is dead.
        • (4) If the disc grazes leaves overhead but continues on its original path, this is considered a legal throw.
  • GP5.00 REGULATION
    • GP5.01  In Regulation, the game is played until a team reaches exactly 21 points without going over.
    • GP5.02 In the event of weather or sunlight concerns during the regular season WKJL may implement a round limit of 10 rounds. In the event of a round limit a game will be over once 10 rounds have been completed. At the end of the 10 rounds the team with the higher score (even if its less than 21) will be deemed the winner. If the teams are tied the game automatically goes into over time until a winner is determined. See GP7.00 Overtime
    • GP5.03  One round consists of each team completing two throws, one per player. After all four players have thrown the disc, the round is considered over. This is similar to innings in baseball; an inning is over once both teams have had the opportunity to bat.
    • GP5.04  Teams must complete an equal number of turns, including if a Win Shot is thrown. See Redemption Rule.
    • GP5.05  If the team that starts the game reaches 21 points first, the team with The Hammer always has their last turn to either catch up in points to force Overtime, or, if 21 points is not attainable from one round of play, throw a Win Shot. If the team with The Hammer reaches 21 points first, they are the winners; the other team does not have another round to tie.
    • GP5.06  If a team reaches 21 points exactly, their turn is over, and that team cannot score any more points. If a score of 21 is reached on the first throw of a turn, the disc must be thrown back to the starting end to complete the round; however, a team cannot be penalized for any additional points scored on this return throw. This return throw is not counted as a legal throw, it is only to get the disc back to the starting end.
  • GP6.00 GOING OVER PENALTY
    • GP6.01  Teams must score exactly 21 points. This encourages clear communication, teamwork, and strategy. If a given throw results in points that raise a team’s score above 21, the points from that play are deducted from their current score and play continues. The following scenarios will cause a team to go over 21 points:
      • (a) If a team has 19 points and deflects the disc for a Bucket (3 points), their score is reduced to 16 points (current score of 19 points – 3 points = 16 points).
      • (b) If a team has 20 points and deflects the disc for a Bucket (3 points), their score is reduced to 17 points (current score of 20 points – 3 points = 17 points).
      • (c) If a team has 20 points and hits the goal on the fly for a Deuce (2 points), their score is reduced to 18 points (current score of 20 points – 2 points = 18 points).
  • GP7.00 OVERTIME
    • GP7.01  If both teams reach exactly 21 points in the same number of rounds, the game is extended to Overtime.
    • GP7.02  Overtime consists of each team taking a single turn; each player will get one throw. After the first team completes their turn, the team with The Hammer must either tie the opposing team’s Overtime score to force a second Overtime round or simply score more points for the outright victory.
    • GP7.03  The team with The Hammer may not need to complete both throws in Overtime. For example, Team A throws and scores 2 points total. If the team with The Hammer scores a clean Bucket (3 points) on their first throw, the game is over as a victory for Team B. In this case, they can toss the disc back to the starting end and do not need to attempt to score any more points.
    • GP7.04  If both teams score the same number of points, another round of Overtime begins. The game proceeds as one round of Overtime as needed until one team outscores the other.
    • GP7.05  If a Win Shot is thrown in Overtime, teams will still have an equal number of turns and must follow the Overtime Redemption Rule
  • GP8.00 REDEMPTION RULE
    • GP8.01  Both teams will be afforded an equal opportunity to win a game, and an equal number of turns. This avoids the possibility of a game ending after a single throw with The Hammer team never having an opportunity to play. This applies to both Regulation and Overtime.
    • GP8.02  Regulation Redemption Rule: Once a team throws a Win Shot in Regulation, that team’s turn ends immediately. Should Team A throw a Win Shot, Team B (the team that has The Hammer) will have a Redemption round.
      • (a) When Team A throws a Win Shot, Team B will have two attempts (one per player) to also throw a Win Shot. If Team B is successful and throws a Win Shot on either attempt, their turn is over and the game moves directly to Overtime. If Team B does not throw a matching Win Shot, Team A will be declared the winner.
      • (b) Any points scored before the first Win Shot by Team A will count towards overall stats, but no other points by either team will be scored for that round. Any points scored by Team B while attempting the redemption Win Shot will be considered a miss or 0 points.
    • GP8.03  If Team A does not throw a Win Shot and Team B does throw a Win Shot in the bottom half of that round, Team B will be declared the winner. Team A does not receive a Redemption round as both teams have had an equal number of turns.
    • GP8.04  Overtime Redemption Rule: In Overtime, teams are matching points one round at a time for use as a tiebreaker only. Points in Overtime are not tabulated in overall stats in tournaments; therefore, a Win Shot will take precedence over any points scored and be considered a winning shot. If a Win Shot is thrown by Team A, no other points will matter for that round. Since the Win Shot takes precedence to any points, Team B must only match the Win Shot, and does NOT have to also match any points scored. Matching the Win Shot is enough to force another round of Overtime.
      • (a) If Team A throws a Win Shot on their first throw, their turn is now over. Team B has two attempts to match the Win Shot. If Team B is successful, the game proceeds to another Overtime Round. If Team B is unsuccessful, Team A will be declared the winner.
        • (1) Scenario: Team A scores 3 points on their first throw and a Win Shot on their second throw. The initial 3 points do not matter as the Win Shot will take precedence. Team B scores 2 points on their first throw and a Win Shot on their second throw. Since the Win Shot was matched, the game will proceed to another Overtime Round.
        • (2) Scenario: Team A throws a Win Shot on their first throw. Team B scores 2 points on their first throw and a miss on their second throw. Since Team B did not match the Win Shot, Team A is declared the winner.
      • (b) If Team A does not throw a Win Shot and Team B does throw a Win Shot in the bottom half of that Overtime round, Team B will be declared the winner. Team A does not receive a Redemption round as both teams have had an equal number of turns.
        • (1) Scenario: Team A throws 3 points and 3 points for a total of 6 points. Team B throws a Win Shot on either throw. Team B is declared the winner and the game is over.
  • GP9.00 WINNING THE GAME
    • GP9.01 A team can win in the following ways
      • (a) A team scores exactly 21 points, without going over, and their opponent is not able to match them in the same number of Regulation rounds.
      • (b) The league has enacted a round limit and a game has reached the round limit with no team having scored 21 points. In this case the team with the most points is declared the winner.
      • (b) If a game is forced into Overtime, the team that outscores their opponent will win the game.
      • (c) At any point, in Regulation or in Overtime, either team can throw a Win Shot. This is a game winning shot; however, the team with The Hammer will always have their chance to match the Win Shot and extend the game. See Redemption Rule.
  • GP10.00 THROWING
    • GP10.01  Players must have both feet completely behind the front edge of the goal when releasing the disc.
    • GP10.02  If a player steps past the front edge of the goal on their throw, the play is considered dead. There will be no re-throw or make up of that play. Any points scored or Win Shots thrown do not count.
    • GP10.03  If a player throws the disc and hits the goal on their own end, the play is considered dead; no points shall be awarded for that throw.
  • GP11.00 DEFLECTING
    • GP11.01  Kan Jam is a game of deflection. While there is no one perfect way to deflect, there are many plays which should be considered carries. A carry is not only when a player catches and throws the disc into the goal; a carry is called on any illegal deflection.
    • GP11.02  Clean Deflection – A player deflects the disc, striking the disc’s middle edge or the disc’s top center. Hands should be close together when striking the disc.
      • (a) Deflections can be made using one hand or both hands at the same time.
      • (b) Deflections off other body parts (such as foot, stomach, etc.) are valid, as long as there are no double-hits.
      • (c) All contact of the disc should be momentary and in one motion.
    • GP11.03  Illegal Deflection – Any play considered illegal, as outlined below, will result in no points scored or Win Shots awarded.
      • (a) Carries – Players may not control the disc while deflecting. The following are considered carries with one hand or two:
        • (1) Stopping the disc in the air – Players cannot trap the disc between their palms or fingers to end its flight. While this would result in the disc dropping into the goal, it is not a clean deflection. This is almost always seen when a deflector ‘sandwiches’ the outer edges of the disc.
        • (2) Catching or throwing – It is a violation when the disc is thrown or tossed toward the target. This is most common on errant throws where simply stopping the flight of the disc is not enough to score. Players cannot catch the disc and throw or toss it toward the goal.
        • (3) Pushing or lifting the disc – A push or lift is an illegal attempt to flip a low throw up and into the goal using PROLONGED contact with the underside of the disc (the rim or the flight plate) and the motion of the flip continues up and forward, this is considered a carry. Upward taps of low thrown discs that do NOT involve prolonged contact are allowed.
        • (4) Pulling the disc – A pull is an illegal attempt to deflect a high throw. A pull happens when a deflector stops or grabs the disc and moves it toward the goal, usually in a straight line, with the disc sandwiched between their hands.
      • (b) Double Hits – Players may strike the disc only once.
        • (1) Two hands may be used as one contact point, as long as they make contact with the disc simultaneously.
        • (2) A disc may not strike one body part and then another.
        • (3) If a player makes contact with the disc a second time, the play is dead upon second contact. Whatever happened before the second contact will count, but no other action will be counted thereafter.
          • (A) For example, a player slams the disc, the disc bounces off the top of the goal, and the player hits the disc again into the goal. This play results in only 1 point.
  • GP13.00 DISPUTES
    • GP13.01  Any disputes over the score, rules, or a specific play should be resolved at the moment they occur. It is up to the players to call their own games. Players should voice their concern immediately when they feel a violation has occurred or there is a discrepancy in the outcome of a play.
      • (a) Violations or discrepancies must be brought up prior to the next throw. If a violation is called out and another throw is made after the call, the player that threw the disc will get an opportunity for a rethrow once teams have decided on a resolution of the previous play.
      • (b) If a call has been made that the opposing team does not agree with, all players should come together to discuss the dispute. Disputes cannot go unresolved; a decision must be made, even if that means arbitrarily flipping a disc to determine an outcome. Players are expected to follow the Spirit of the Game rule and not abuse disputes to their own advantage.
      • (c) If players are not able to come to an agreement on their own, they are allowed to seek the opinion of spectators, staff, or players not involved in the game. If it is a judgement call, players may seek the perspective of spectators or staff for additional opinions, provided they saw the play in question. In the Spirit of the Game, it is the responsibility of those spectators, staff, or other players to remain unbiased and honest. If they did not clearly see the play in question, they should not offer their perspective. In this case, it is still up to the teams to make a final decision after seeking outside assistance.
      • (d) If players still cannot make a final decision, and there are no spectators or officials available to make a judgement a disc flip must be used to determine the outcome.
  • GP14.00 INTERFERENCE
    • GP14.01  If a player purposely interferes with play, they automatically forfeit the game, and the opposing team is declared the winner.
    • GP14.02  If it is incidental interference, teams will come to a mutual agreement if a rethrow should be warranted. This will happen mostly when multiple courts are set up next to each other. It is not unusual to have players from adjacent courts running out to make a play on or near another court. If a player from another court is in the way, interference can be called and a rethrow is permitted.
    • GP14.03  There is no rethrow for things such as wind unless the entire goal itself blows away in the middle of a throw or a deflection. There is also no rethrow for a situation where a player jumps for a deflection and the disc hits a tree or other object.