Disc Cards GLOSSARY

DISC CARDS GLOSSARY 

The Disc Side

The Location Side

The Abilities

Gameplay

The Turn

The Disc Side:   (back to top)

APPROACH:  One of the Six types of discs in Disc Cards.  Approaches may be Arranged into a Putter or Midrange slot in your Bag, as well as the Bonus Slot.

DRIVER: One of the Six types of Discs in Disc Cards.  A golfer’s bag has slots for three Drivers, and it may be placed in the Bonus Slot.

FAIRWAY:  One of the Six types of discs in Disc Cards.  Fairways may be Arranged into a Driver or Midrange slot in your Bag, as well as the Bonus Slot.

GIANT:  One of the Six types of discs in Disc Cards.  Giants may be Arranged into any slot in your Bag.

MIDRANGE:  One of the six types of Discs in Disc Cards.  A golfer’s Bag has slots for two Midranges, and it may occupy the Bonus Slot.

PUTTER:  One of the Six types of Discs seen in Disc Cards.  Your Bag has a slot for One Putter.  You may also place a Putter in the Bonus Slot.

 

The Location Side:   (back to top)

AIR DICE OBSTACLE: May be Matched with a Natural Roll, Spin Effect, or a Skip Effect.  It is OK to use a Bounce effect in a combination of Effects, but the last one used must be a Spin or Skip. 

STONE DICE OBSTACLE:  May be Matched with a Natural Roll, Bounce Effect, or a Skip Effect.  It is OK to use a Spin effect in a combination of Effects, but the last one used must be a Bounce or Skip.

ROUTE:  Each Location card in Disc Cards has an Ace Route, a Birdie Route, and a Par Route.  The Ace Route is on the top-right side of the card, the Birdie Route in the middle-right, and the Par Route is on the bottom-right side.  If your Bag has a majority of Discs matching the color of the Ace Route, you can go for it!  If you have a Majority of Discs in your Bag matching one of the two colors by the Birdie Route, you can go for it.  You may always attempt the Par Route. Each Route will usually have a bonus associated with it, and you get that bonus when starting that Route. 

ROUTE BONUS: This is an Effect(s) you gain when you start a Route containing a Bonus or the Putt stage.  As soon as you start the Route or Putt stage, you get the bonus, until it is exhausted or until the end of the turn.

WOOD DICE OBSTACLE: May be Matched with a Natural Roll, Bounce Effect, or a Spin Effect.  It is OK to use a Skip effect in a combination of Effects, but the last one used must be a Bounce or Spin.

The Abilities and Effects:   (back to top)

ABILITY:  Anything a Disc or Location does to help you (or hinder your opponent) is called an Ability.  An Ability causes some Effect to happen.

BONUS:  These are found on Location cards and are associated with a Route.  Once a player starts a Route, they get that Bonus Ability's Effect.  Bonus abililities are only in play for the player attempting the Route.

CONFIDENCE:  Factor Ability associated with Red Discs.  If Confidence is in play, Confidence Points are gained at the end of each hole in various amounts depending upon how things went.  They are not lost at the end of turn and are retained regardless of whether Confidence remains in play.  If Confidence is in play, it is in play for all players.  Confidence Points may be spent anytime to activate the given Effect, as long as the Ability text is visible on the playfield (for example, Thrown Discs may not be activated).

EFFECT:  Once the requirement of the Ability is carried out (turning a disc over for Throw Abilities, Discarding a Disc for Griplock abilities, having a given Natural Roll Value come up for Finesse Abilities, etc.) then the Effect happens.  All Effects expire at the beginning of the Score Step unless otherwise stated.

GRIPLOCK:   Some Discs have a GRIPLOCK ability which requires you to Discard them to activate an effect.  If a GRIPLOCK ability is used, the Disc is placed into your Discard Pile and then the Effect(s) happen.

DIVERSITY:  Factor Ability associated with Purple Discs.  If Diversity is in play, Diversity Points are gained for a player after the Arrange Step, according to how many different colors are in their Bag.  Diversity Points are not lost at the end of turn and are retained regardless of whether Diversity remains in play.  If Diversity is in play, it is in play for all players.  Diversity Points may be spent anytime to activate the given Effect, as long as the Ability text is visible on the playfield (for example, Thrown Discs may not be activated).

FACTOR / FACTOR ABILITIES:  There are six Factor Abilities in Disc Cards: Focus, Skill, Confidence, Guile, Wind, and Diversity.   

FOCUS: Factor Ability associated with Blue Discs.  Focus Abilities may be used as long as the text is visible on the playfield.  If Focus is in play, Focus Points are gained for a player whenever a card is drawn by any player.  Focus points are retained regardless of whether Focus remains in play but Focus Points ARE lost at the end of the player's turn.  If Focus is in play for a player, it is only in play for that player.

GUILE:  Factor Ability associated with Green Discs.  If Guile is in play, then the numbers on the dice may be manipulated higher from 6 to 1 and beyond, and lower from 1 to 6 and beyond.  One and Six are connected as with a bridge, or two sides of a video game screen.  If Guile is in play, it is in play for all players until the Turn or the End of the Round.  Find a "Guile is in Play" card and place it on the playfield until the Turn or the End of the Round.

BOUNCE:  A BOUNCE Effect may be used to change a dice's value to Match a Wood or Stone obstacle.  You may use the Effect in combination with other Effects, but as always, the last Effect used before a Match is the one that counts.

SKILL:  Factor Ability associated with Yellow Discs.  If Skill is in play, a certain game state takes effect after the Arrange Step, according to that player's Majorities of Color and Condition within the discs they have in their Bag.  Skill abilities may only be used if Skill is in play.  If Skill is in play, it is in only in play for that player.

SKIP: A SKIP Effect may be used to change a dice's value to match an Air or Stone obstacle. You may use the Effect in combination with other Effects, but as always, the last Effect used before a Match is the one that counts.

SPIN: A Spin effect may be used to change a dice's value to match an Air or Wood obstacle. You may use the Effect in combination with other Effects, but as always, the last Effect used before a Match is the one that counts.

THROW: Some Discs have “Throw” abilities.  When a Throw ability is triggered, the effects happen in numerical order, if any.  Turn the Disc over, Location-side-up.  It can be Retrieved and used again later.

WIND:  Factor Ability associated with Orange Discs.  If Wind is in play, each player draws two cards whenever they would draw one.  If Wind is in play, it is in play for all players until the Turn or the End of the Round.  Find a "Wind is in Play" card and place it on the playfield until the Turn or the End of the Round.

Gameplay:   (back to top)

​BAG:  During a Round, your Bag is on the Course (table) in front of you and is made up of up to Seven Discs.  The Bag has spots for one Putter, two Midranges, and three Drivers.  There is also a Bonus Slot, which may hold any disc, but that disc is always discarded at the end of your turn.

BONUS SLOT: Any Disc may be placed here, but it is discarded during your Retrieve Step.

EFFECT:  The actions which occur or game condition which results from using a Throw, Griplock, Bonus, Item or Factor ability.  Effects expire at the beginning of the Score Step unless otherwise stated.

LOST:  A Disc which has become Lost is considered Out of Bounds until the effect ends. Once the effect ends, the card returns to owner's hand.

MARKER:  Some effects will result in a Marker being Set Aside.  This Marker represents a dice value which may possibly be accessed later.  Players may keep track of Markers using a dice, a number marked on a piece of paper, a token, anything representing a dice value which a golfer has Set Aside.  Markers expire at the beginning of the Score Step unless otherwise stated.

MATCH: When a dice value is the same as an Obstacle on a Location card, a Match has been made.  When trying to complete a Route, a Match will pass a Stage.  When attempting the Putt Stage, a Match will confirm your disc stayed in the chains.

​​

​NATURAL VALUE:  The original value of a rolled dice before any Change or Modify is done to it. 

OUT OF BOUNDS:  A Disc which is Out of Bounds may not have any of its abilities used and is not counted in your Bag for Color or Condition. 

​ROUND: A game of Disc Cards is usually 9 or 18 holes in length, and this is decided ahead of time. 

SET ASIDE:  Something in the game which has been Set Aside is considered Out of Bounds, but with the understanding it may be called upon again as the result of some effect. 

 

STEPS OF THE TURN:  Retrieve, Card, Arrange, Choose Route, Prepare & Roll, Putt, Decide, and Score. 

STROKE: A Counted Roll becomes a Stroke and is figured into your score for the hole during the Score Step.

The Turn:   (back to top)

1. RETRIEVE:  During the Retrieve Step, all of your Discs which have been turned over from being Thrown are turned right side up again, ready to Throw. Any Disc in the Bonus Slot is Discarded.

2. CARD STEP:  During this step, discard down to six cards in hand, or if you have less than six, draw one card from your Deck.  

3. ARRANGE: During your Arrange Step, and any other time you are allowed/required to Arrange your Bag, you may do the following: 

#1) Any Discs in your Bag may be Discarded without effect to your Discard Pile. 

#2) Any Discs in your Bag which may legally occupy more than one spot may move to a different available spot.

#3) You may place any number of Disc Cards from your hand into an appropriate slot in your Bag.

4. CHOOSE ROUTE: This is when the colors in your Bag will matter most.  The Ace route will have a Color associated with it.  In order to Choose the Ace Route, you must have in your Bag a Numerical Majority of that color discs.  This could be as few as two discs of a given color, if you have enough variety in your Bag.  In any case, ties do not count, which is a good reason to carefully consider what goes into your Bonus Slot.  The Birdie Route will have two colors associated with it, and so to qualify to Choose the Birdie Route you must have a majority of discs in your Bag matching one of the two colors.  It doesn't matter what color your discs are for the Par Route.  Once you Choose your Route, the Bonus Ability for that Route triggers.

 

5. PREPARE and ROLL: Activate any abilities which happen “before the roll”.  Take note of Skill and Diversity, if in play.  Any Item Abilities resolve. Roll a dice, attempting to match an obstacle(s) on your route. Two outcomes are possible: one or more dice obstacles are Matched, or no Matches are possible and you roll again.  In either case, a Roll is Counted, and a Stroke added to your score.  Repeat this step until you pass the Route or until you have equaled the Maximum number of strokes for that Route or Stage (see Fig 4 Location Detail). 

7. PUTT STEP:  After you successfully throw your Route, it is time to Putt.  Roll a dice, trying to Match one of the Putt Obstacles.  You may use any of you remaining Discs to help.  After the first roll, each roll costs you a Stroke, up to one plus the total number of Obstacles in the Putt stage.

8. DECIDE STEP: After putting, you have the opportunity to Discard all of your Discs in play, Discard all of the Cards you have in Hand, and then perform a Bag Setup (like you did to start the game).

9. ​SCORE:  The last of the "Steps of the Turn", this is when you have finished the hole, and count the number of dice rolls you used to pass the Location.  This is the equation:

# of Strokes taken to complete your Route, or the Route Value (whichever is Greater)

+

# of Strokes taken to Pass the Putt Stage

+

# of Penalty Strokes taken.

Mark this number on the Scorecard.