Double Disc Court
(DDC) is a sport played outdoors with
four people and two
discs. Picture a game of doubles
tennis where the net is replaced
with a 17 meter expanse of space between the two halves
of the court, and two discs are served instead of one tennis ball. That's a decent approximation.
The game sounds a little whacky at first, but after
a game or two it can become very addictive. Good
partner communication and an eye for trick throws go far.
It's fun to alternately throw discs towards opposite sides of the court
and watch people run themselves ragged chasing them.
Also fun is to throw a very high, long arc towards
someone's head. When the disc they threw comes to you,
immediately slam it at their ankles. Jump or duck? Jump
or duck? (THWACK!)
Each team of two lives in their own court, 13 meters on
a side. Like volleyball, the game is played to 15 with a required lead of 2 points to win.
Players on a team take turns serving. On a serve, one player from each turn hurls his disc towards the other team's court. If
a disc lands inside the opposition's court, it is a point for you. If a disc lands inside your court, it is a point
for the opposition. If a disc you last touched lands out of bounds, the opposition scores a point. If a disc is caught,
it may be thrown back, and play continues until one of the discs hits the ground.
Therefore, if you throw your disc into the opposing court
and your opponent throws his disc out of bounds, you score
two points. If both sides score one point on a serve, neither point is counted. Also, if one team holds both
discs at once, even momentarily, they are charged with
a "double", and their opponents score two points.
DDC is a relatively unknown sport except
among disc golf and ultimate frisbee players. Pity, because it requires only four people and is an enjoyable
competitive game unless you include someone who horribly outclasses you. A deployable pair of courts can be
made with eight stakes and some yellow cord cut to the
corect lengths.
Official Rules for DDC
203 Discs:
- A. Any flying discs meeting WFDF specifications set forth in
Article I may be used as long as they meet the specific requirements of
203 B and are acceptable to both teams.
- B. Special Restrictions: For game design and safety considerations,
discs in play must meet both the W.F.D.F. general disc specifications
and these additional
specifications:
- Rim configuration: must achieve a rim configuration rating of 75
or greater (may not be beveled - ).
- Weight: must weigh no more than 6.7 gm per cm of outside diameter.
- Rigidity: must not exceed 9.1 kg (20 lbs.) of pressure as measured
by the flexibility testing procedure
C. If teams cannot agree, the official discs for play will be two
orange 23A or 23B mold Frisbee brand discs weighing approximately 110
gm.
D. If the teams cannot agree upon two specific official discs for
play as described in 203 C, two options are available:
- each team shall supply one official disc for play of the match;
or,
- if that solution is not acceptable to both teams they shall
resolve the disagreement through the disc flipping method set forth in
of the WFDF rules. The team
winning the flip shall then supply both official discs for the match.
204 Rules of Play
- 204.01 Procedures of Play:
- A. Preliminary Considerations: Prior to the start of play,
the teams shall resolve the preliminary considerations through the disc
flipping method . The team
winning the flip shall have its choice on one of the three options for
the first exchange of the match:
- which court they will defend; or,
- which team shall initiate; or,
- which team shall declare its server.
The team losing the flip shall then have its choice on one of
the two remaining options, leaving the final option to the team winning
the flip.
- B. Readiness: Each team shall prepare for the commencement
of play by standing within the court it shall defend. A player on each
team shall be in possession of a disc and prepared to serve it. The
server of the initiation team must establish and maintain a position in
the court during the 3 seconds prior to the beginning of the serving
call. After the beginning of the serving call, that player and all
others may move as they wish. Serves must be made from within the court.
- C. Service: Upon a serving call from the non-serving
member of the initiation team, play begins by a player from each team
throwing simultaneously. Players on a team must alternate serves. The
serving call shall be a count of, "Ready, two, one, throw." There shall
be equal time intervals between each word in the count. The total time
of the count shall not be shorter than 2 seconds nor longer than 3.5
seconds. Servers must throw on the word "Throw," Immediately prior to
the serving call, the player making the call shall announce the current
game score, giving the initiation team's score first.
- D. Incorrect Service: If an incorrect serving call is
given, the non-initiation team may call, "Bad call." If a server throws
early, the opponents may call, "Early." If a server throws late, the
opponents may call, "Late." To be valid, these calls must be made
immediately. The team making the call then may either take any points
they have scored on the service, replay the service or if the service
resulted in both discs being caught, they may play on after all players
are ready. for the definition of the
"play on" procedure.
- E. Incorrect Servers: If any player realizes that a
service took place using incorrect servers, he must call, "Wrong
servers," immediately. If the call is made before either: a serve
touches the ground, or before a subsequent throw in the exchange: the
service must be redone correctly regardless of the outcome of the
service. Otherwise, play continues to the conclusion of the exchange
with points scored being duly awarded. Regardless, the next service in
the match shall return to the correct serving combination.
- F. Initiation: The initiation on the first exchange of a
game shall be determined as per section .
On subsequent exchanges and replays in a game, the initiation team shall
be the team having won the previous point. In matches of more than one
game, the initiation team on the first exchange of each new game shall
be the team having won the previous game.
- G. Serving Combinations: The serving combinations for the
first game of a match shall be determined as per section . In matches of more than one game, the serving
combinations shall alternate from one game to the next; i.e., if player
A of team A/B and player C of team C/D were a serving combination in the
first game, player A should serve against player D and player B should
serve against player C in the second game. In the first exchange after
any alternation of serving combinations, the initiation team declares
its server.
- H. Court Switches: During a game, teams shall switch
courts after every five points total are accumulated. In matches of more
than one game, the team losing the previous game has its choice of court
for the next game in the match.
- I. Time Outs: Time out periods shall be 1 minute in
duration and may be called by either team between exchanges. Each team
is permitted 1 time out per game.
- J. Pace of Play: After the end of an exchange and
determination of points, teams shall retrieve their discs without delay
and prepare to serve. The initiation team must begin the serving call
within 10 seconds after all players are ready. Breaks between games in a
match shall not exceed 3 minutes in duration. Breaks between scheduled
matches in a round shall not exceed 5 minutes in duration. These time
limits are to serve as general guidelines for the normal pace of play.
Special situations such as weather conditions may require consideration.
204.02 Play:
- A. General Procedure: Both discs shall be used during the
exchange. Play is accomplished by:
- the players attempting to throw a disc into the opponents' court
such that it lands with a legal angle and stops without ever having
touched out-of-bounds; or,
- the players attempting to cause both discs to be touched
simultaneously by a player or players on the opposing team. Play
continues until a disc touches out-of-bounds, stops dead in the court,
or until both discs are touched simultaneously by a player or players on
one team. If a disc touches the ground inside the court and is then
touched by a player prior to the point being determined, the point is
scored for the opponent.
- B. The Impasse: When ever during an exchange a player on
each team holds a disc an impasse occurs. It is the responsibility of
the initiation team to throw within 4 seconds of the time the impasse
occurred, unless their opponents choose to break the impasse by
throwing. If the initiation team fails to initiate correctly, the
opponents may call, "Stalling." See section
for the call procedure.
- C. Deformation: When a court or disc is deformed during the
exchange, either team may call, "Court," or, "Disc," to request that the
court be restored to its official shape, or the disc be replaced at the
next impasse. After restoration or replacement, play may continue with
all players ready and in their respective court positions which they
held at the impasse. See section 207 for the definition of the "play on"
procedure.
- D. Interference: Should a disc or player be interfered
with by the actions of an outside agent, such as a spectator or animal,
a replay of the exchange will be allowed if it is determined that play
was altered by the interference.
- E. Coaching: Coaching of players shall not be permitted
during the exchange. Other coaching is permitted provided the
pace-of-play rules are not violated.
- F. Courtesy Signals: Certain situations occur during
a game when a signal would clarify the play for the opponents and the
officials. The following non-mandatory courtesy signals should be used
when these situations occur:
- When the exchange has just ended and a disc has touched
near the boundary line where the officials or the opponents may be
unsure if the disc was in or out, the following signals should be used.
If the disc was out, the player should point an arm and finger at a 45
degree angle up and away from the center of the court. If the disc was
in, the player should point an arm and finger at a 45 degree angle down
and toward the center of the court.
- When a team calls a double and the opposing team agrees
with the call, they should indicate the acknowledged double touch by
displaying two fingers in a manner known as the "victory" or "peace"
sign.
204.03 Throwing:
- A. Court Position: A player's court position is a 1 m
diameter circle centered directly under the center of his hips. Court
position is established at the coincidence of a catch and contact with
the ground. Should the disc be caught out-of-bounds, the court position
is centered at the nearest point inside the court from the point where
it was caught. If momentum carries a player closer to the opponents'
court after a catch and ground contact, the player must back-step the
forward distance gained in order to establish a court position. If
momentum carries a player in any direction not closer to the opponents'
court, the court position will be established where the player stops. A
player moving laterally or toward the rear of the court while making a
catch, may throw before establishing a court position only if the throw
is made prior to the player making 3 ground contacts after the catch.
Other than the serve, each throw must be made with a supporting point on
the court position or with no part of the thrower in contact with the
ground, in which case the last contact with the ground must have been at
the court position.
- B. Traveling: A player has traveled if all contact with
the court position is removed and subsequent ground contact is made
elsewhere while still holding the disc. If a player throws after
traveling, the opponents may call, "Traveling." See section for call procedure.
- C. Line Faults: If a thrower is legally on the court
position and in contact with the boundary line during a throw, the
opponents may call, "Line fault." See section
for call procedure.
- D. Throws From Out-of-Bounds: Throws made with a
supporting point completely out-of-bounds, or, from mid-air with the
last supporting point contact having been out-of-bounds, are scored for
the opponent. A throw made after a throw from out-of-bounds is
considered a late throw. See section
G.
- E. Landing-Angle Restrictions: All throws must strike the
ground at an angle of 30 degrees or less from horizontal except for a
throw that rolls away from the thrower upon initial ground contact and
is under 2.5 m as it passes the opponents' front line. When it appears
that a disc will hit the ground with illegal angle, the non-throwing
team may call, "Angle." This call must be made prior to the disc hitting
the ground.
- F. Offensive Interference: If a player is hit above the
knees by a high velocity shot while he is in position to play a lead
shot, the defending team may call, "Offensive interference," and a
replay is taken. If it is determined that the defending player
intentionally moved into the shot, there is no replay and the exchange
is scored under the usual rules.
- G. Late Throws: Competitive throws made after a point has
been scored are considered to be late and may not score for the thrower.
However, late throws shall be scored for the opponents of the throwing
team if the throw goes out-of-bounds.
204.04 Catching:
- A. General Procedure: A player may use one or both hands to
catch a disc. Legal catches include, in addition to the standard
catches, those that are made with simultaneous contact with the ground
or boundary lines, those that are made with simultaneous contact between
teammates, and those that are made without the use of hands, such as
body traps. A player may catch a disc that has been tipped or bobbled by
his teammate. A disc caught simultaneously by both players on a team may
be thrown by either player.
- B. Double-Touch: If a player or team touches both discs at
the same time or uses a disc in their possession to touch the other
disc, a "double-touch" has been committed. When the attacking team
observes what they believe to be a double-touch by their opponents, they
may call, "Two," immediately after the assumed double. If the defending
team agrees with the call, play stops and 2 points are scored for the
attacking team. If the defending team does not agree, they must call,
"No," immediately after the call of, "Two," and play on without
interruption until the next impasse or undisputed score occurs. At that
time players must maintain their court position and any disputed calls
shall be discussed and determined in the order in which they occurred.
If a disputed call is resolved such that a point or points are scored,
the exchange is ended. If, however, it is determined that none of the
disputed calls result in a point or points scored, then either: any
undisputed points which have been scored are awarded, or play should
continue after all players are ready. See section 207 for the definition
of the "play on" procedure. In games using observers, the observer for
the court is to call, "Double," or, "Clean," immediately after any
disputed call. A confirming call of "Double," ends the exchange and a
call of "Clean," indicates that the exchange is not to be affected by
the erroneous double call.
204.05 Tipping:
- A. General Procedure: Tipping is a standard method of
escaping double touch situations and is usually done with the first disc
touched by a team. Except in escape situations, teams are allowed only
one tip. An escape situation occurs when both discs are thrown at
the same court. Violations of this rule constitute traveling. See section for call procedure. In all non-catching contacts, the disc
must be sharply struck. Tips and air-brushes are legal provided the disc
is not held in prolonged contact or lifted while being touched. Any
prolonged contact with the disc, including a delay or an illegal tip,
constitutes a catch.
- B. Two-Handed Tips: Two-handed tips and air-brushes must
comply with section (A) and meet the
additional restriction that no pair of opposite sides of the disc are
touched simultaneously.
204.06 Scoring:
- A. General Procedures: Whenever a thrown disc comes to
rest completely inside the court, having landed at a legal angle, and
having never touched out of-bounds, a point is scored by the team
attacking that court. Whenever a thrown disc touches any out-of-bounds
area, a point is scored by the opponents of the team that last touched
the disc. A disc which comes to rest inside the court and which is
breaking the vertical plane of the inside edge of the boundary line, but
not touching it, is considered out-of-bounds. A point is scored by the
opposing team whenever, during play:
- a thrown disc is touched and dropped by a player;
- a player touches his own throw or his teammate's throw;
- a player hands the disc to his teammate. Whenever a player or
team touches both discs simultaneously during play, two points are
scored by the opposing team.
B. The Break: Whenever both discs land and the result is a
scoring situation against each team, a break occurs. No points are
scored and play is restarted, using the other serving combination of the
game.
C. Mid-Air Contact: If the two discs make mid-air contact
at any time, a point will be scored by the opponents for each disc that
lands and stops in a team's court. If a player or team touches one or
two discs after the contact, which they subsequently fail to catch,
their opponents receive a point for each dropped disc, in or out of the
court. After mid-air contact, no further throws may be made and the
landing-angle restriction and double-touch rules do not apply for the
remainder of the exchange. A replay is taken when no points are scored,
or when the result is a point scored against each team.
204.07 Infractions:
- A. General Procedure: In order to make a call of an
infraction (traveling, line fault, or stalling), the call must be made
during or immediately after the occurrence. The angle infraction call
must be made prior to the disc hitting the ground. If the team on which
the call is made accepts the call as valid, play stops immediately with
any throws made after the occurrence being of no consequence. The team
making the call then may either:
- dismiss the infraction with any points that have been scored in
the exchange being awarded without consideration of an infraction; or,
- charge their opponents with an infraction and replay the exchange.
On the third and subsequent instances of a team being charged with any
combination of infractions in a game, the team not committing the
infraction is also awarded one point if they choose the replay option.
- B. Disputed Calls: If a player disagrees with an
infraction call, that player must call, "No," immediately following the
infraction call and play continues without interruption until the next
impasse or undisputed score occurs. At that time, players must maintain
their court positions and any disputed calls shall be discussed and
determined in the order in which they occurred. If a call is determined
to be valid, the team making the call then chooses from the options
listed under section 204.07(A). If no calls are determined to be valid,
then either the undisputed points which have been scored are awarded, or
play continues after all players are ready. See section
for the definition of the "play on" procedure.
- C. Offsetting Infractions: In the event that one or more
valid infraction calls are made against each team during the same
exchange, the infractions shall be considered to offset one another. The
exchange is to be replayed with no infraction being charged to either
team.