Disc Up

3 on 3 ultimate, hot seat or against the computer. First to 3.

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Aqua turnovers: 0 Pink turnovers: 0

The app counts turnovers and scores. What they cost is whatever you both agreed to: sips, push ups, dishes, nothing.

How to play
  • The pull. Both teams start on their own goal lines. A coin flip decides who receives. After every score both teams reset to their lines and the team that got scored on receives.
  • One action per turn. Move one player up to two squares in any direction, one square at a time around other players, or throw if you have the disc.
  • No running with it. The thrower is anchored. Their only action is a throw.
  • Curve. Twice a game you can bend one: an L with one hard angle, or a C, a long arc. It goes around bodies a straight throw cannot get past, and it reaches teammates who are not on any straight line from you. Only teammates the curve can actually reach light up, so what you tap is what happens. Two per team, per game, so pick your spot.
  • No handoffs. The disc has to cross at least one open square before a teammate can catch it. You cannot throw to someone standing right next to you, straight or curved.
  • First body in the lane catches it. A teammate is a completion. A defender is a block and a turnover, but only if he is actually guarding somebody. A defender standing in an empty lane with nobody within a square is marked OFF, and the disc goes straight over him. Blocking lanes is not defense. Covering people is.
  • Three in the key. A cutter may stand in the endzone for two of your turns. On the third the disc goes down where it is, the other team picks it up, and the camper is sent all the way back to his own line. On turn two you pick: throw it to him, walk him out, or eat the turnover.
  • Stall count. Hold the disc as long as you like until a defender steps next to your thrower. Then he counts, one per turn of yours: stall 1, stall 2, stall 3. Stall 3 is your last turn. Throw it, because a move instead is a stall out: the disc goes down right there and the mark picks it up. If he steps off, or somebody new takes the mark, the count starts over. It is counted in turns, not seconds, so nobody is ever racing a clock. The Stall count button turns it off if you want a house rule with no count.
  • Board and Pause. Board, or the B key, calls out the whole field: score, who has the disc, where everyone stands, who is open, and the stall count. Against the computer it also pauses the game, so the computer cannot move while you listen. Pause, or the P key, holds the computer. Resume, P again, or taking your turn starts play again. R repeats the last line, with or without voice.
  • Voice commands. Optional, Chrome only, needs microphone permission. Turn it on and say "board", "pause", "resume" or "repeat".
  • Burn. Sometimes one of your cutters beats his man. He is marked x3 and can cover three squares this turn.
  • Closing speed. Sometimes a defender who is covering somebody gets a jump. He is marked LO, the empty squares around him get a dotted ring, and any throw that passes through one of those squares is a layout block. You see it before you throw.
  • Throwaways go to the defense. A throw that hits nobody is picked up by the closest defender right where it landed. You cannot chase down your own bad throw. Then every other player jogs one square toward the disc, the way they would on a real field, and play restarts with the other team on offense.
  • Somebody always steps up. Every turnover, the nearest defender is placed in front of whoever gained the disc. You never have to leave a man back to have pressure.
  • Endzone turnovers. Win the disc anywhere inside either endzone and it comes out to midfield, row 5. No free scores, and no free goal line stand either.
  • Score. Catch a throw anywhere in the far endzone, which is two rows deep with a marked goal line. Cut back to the front of it, take it in a corner, whatever gets you open. First to three wins.
  • After a score. The game stops on the catch. The list under the field says how the point was scored, one line per action. Watch replay plays it back on the board, with the disc flying its real path. Next point lines everybody up, and the team that got scored on receives. Every scoring play of the game stays listed under Scoring plays.
  • Computer levels. Beginner throws it away a lot. Medium moves the disc forward and chases the thrower. Hard gets receivers open, hucks deep when stuck, and on defense blocks your lanes and marks your thrower.
  • Who is who. Each team has a Handler (H), a Cutter (C) and a Deep (D). Squares are a letter and a number, like c4. No contact: defense is lanes, marking, and the stall count.

Recent actions

    Scoring plays

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      Version: 2026-09-26 build 23