Discathon
Discathon combines running and throwing skills in a cross-country race. Players navigate a course with various checkpoints, aiming to complete it in the shortest time. Discathon tests endurance, strategy, and disc control, with players balancing speed and accuracy.
Setting Up the Course
A Discathon course is best set up in a public park, using natural obstacles like trees, lampposts, benches, and fences. The course consists of mandatory obstacles (or "mandatories"), which the disc must pass on a specific side—either left or right. Some obstacles stand alone, while others are paired to create a "gate" that the disc must pass through.
Certain areas of the course include tests, where a player must throw the disc through a target (like a hula-hoop or a height-restricted window). Failing a test means the player must take a penalty route before continuing.
Types of Obstacles
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Single Obstacles (Mandatories)
- The disc must pass on the designated left or right side.
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Double Obstacles (Gates)
- The disc must pass between two obstacles, sometimes with an added height restriction (e.g., a rope between two trees).
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Tests & Penalty Courses
- A test requires the disc to pass through a specific target.
- If the disc fails the test, the player must throw around an extra penalty obstacle before proceeding.
- Players may choose to skip a test but must still complete all mandatory obstacles, including the penalty route.
Finishing the Course
- The finish line is always a double obstacle with a height restriction (like a gate).
- The race is complete only when a player’s disc fully passes through the gate.
Discathon Rules
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Starting the Race
- Players begin with two discs and may carry a third spare in case of an out-of-bounds throw.
- Four to five players can race at once.
- The race starts with a countdown: "Ready, two, one, THROW!"
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Throwing & Running
- Players throw one disc at a time, then run to it before making their next throw.
- A new throw must be made from within 1.5 meters of where the previous disc landed.
- A player cannot pick up their last-thrown disc until they have thrown the next one.
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Flight & Interference
- Players cannot touch a disc while it's in the air.
- Exception: A player may catch their own disc after it clears an obstacle, then throw it again from the catch point.
- Players may not block or interfere with other competitors. The right-of-way goes to the player ready to throw.
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Out of Bounds & Lost Discs
- Natural boundaries (roads, flowerbeds, lakes) mark the edges of the course.
- If a disc lands out of bounds, it cannot be used again.
- A player with a spare disc may continue from where the previous disc left the course.
- If a player loses a disc and has no spare, they cannot finish the race.
- A lost disc results in a 10-second penalty if a spare is available.
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Finishing the Race
- To complete the course, a player must have two discs in play when reaching the finish.
Sample Course
Arrows & numbers indicate mandatories. T denotes Test. P denotes Penalty.

