How to Play

Deck of exactly 54 cards, One 6-sided Dice, Paper/Pencil.
OBJECT: Finish the course with the lowest score to win.
SETUP: Players set up their bags, then choose the first Location to play.
THE CARDS: Disc Cards are Double-Sided. The “Fronts” of the cards are the Discs and are used in Game Play. The “Backs” of the cards are the Locations, which players use to create a new course for every game.

FIG 1: Disc Cards are Double Sided


BAG SETUP: Before we can start playing Locations, all players must fill their Bags. In Disc Cards, a filled Bag has three Drivers, two Mid-ranges, and a Putter. The Bonus Slot is not used during Bag Setup (we’ll cover that in a bit). Shuffle your deck and place it on the table, Location-side-up. Turn over the top card of your deck and place it in the appropriate slot in your Bag (See fig. 2: The Bag).

Fig 2. “The Bag”

rules fig 1 2 sided cards.png
rules fig 2 the bag.png

If your Bag doesn't have an open slot for it, it goes into your hand.  During setup, you may not have more than 6 cards in your hand. If you have 6 in hand, and the Disc you turn over doesn't have an open slot, it goes to your Discard pile. Keep going like this until you are able to fill your Bag. During Setup, you must move a disc in your Bag, if you can, to make room for the next Disc. Once your bag is filled, draw cards until you have six in hand.

CHOOSING A LOCATION: Choose a player who has Honors. That player shuffles and cuts their deck, Location-side-up, and reveals Hole 1 of your Disc Cards course for that game. Place that Location card in the center of the table, visible to all players. After each hole is scored, determine Honors, and the player with Honors shuffles and cuts to reveal the next hole. After each player has a chance to play the Location, the completed Location card goes into its owner's hand.

THE OBSTACLES: There are currently THREE types of Obstacles in play on a Disc Cards Location card: Air, Wood, and Stone. Obstacles are Passed by matching your dice value to the dice value on the Obstacle. Let’s take a closer look at the different types of Obstacles (Fig. 3: The Obstacles)

Fig. 3: The Obstacles

fig 3 - the obstacles.png

STARTING PLAY:  The player with HONORS goes first, then order of play progresses to their left.  Players take turns playing each Location.  While the Active player is taking their turn on a Location, other players may choose to use their Discs’ abilities to help or hinder their progress.  

STEPS OF THE TURN: Each turn is made up of the following Eight steps in order: Retrieve, Card, Arrange, Choose Route, Prepare and Roll (repeat until Route is passed or failed), Putt, Decide, and Score. 


Flip all of your discs from Location side up to Disc side up.  Any Disc in the Bonus Slot is discarded.


Discard down to six cards or, if you have less than six cards in hand, cut your deck and draw one card.


You may do any of the following, in any order, any number of times: 

a. Any Discs in your Bag may be discarded. 

b. Any Discs in your Bag may move to a different available legal slot.

c. You may place a Disc Card from your hand into an empty slot in your Bag.


Each Location Card has at least three Routes. You may choose any Route, so long as you qualify. To qualify for the Ace Route, you must have in your Bag a plurality of discs sharing that color. To qualify for the Birdie Route, you must have in your Bag a plurality of at least one of the two colors shown. Anyone may attempt the Par Route.  You may not have more than one plurality: ties do not count.  Often the disc in the Bonus Slot becomes the tiebreaker.

Taking a Route to the Basket: Each Route has a series of dice obstacles which must be passed, in order from Left to Right, to finish the route.  If there are stacked pairs of dice, as in the Par Route and Putting Stage, you only need to pass one of the two stacked obstacles to make forward progress.


Each Route can only get you a score as low as its name:  Even if you finish the Par Route (on a Par 3) using one Counted Dice Roll, the best score you can get is still a “3”.  To get the Ace or Birdie, you have to go for the Ace or Birdie.  Just like in Real Disc Golf: No Guts=No Glory.


Route Bonuses: Some Routes will have a Bonus listed along with the Obstacles.  You collect the Bonus as soon as you qualify and choose that Route.  You keep the Route Bonus until the end of turn, even if the Route you got it from doesn’t work out for you.


A Note About Putting: The Putt Stage should be considered as part of whatever Route you attempted.  Think of it as representing that moment when your disc either stays in the chains or splashes out: every disc golfer knows either outcome is always possible!  In Disc Cards, the Putt stage can only worsen your score, as it is assumed by completing the Route, you made your Putt.  Concentrate... don't ruin your Bird.


Activate any abilities which happen “before the roll”.  Take note of Skill and Diversity, if in play.  Any Abilities on Items you have in play trigger.  ​​Roll a die, attempting to match the first Obstacle on your route.  You may use any Abilities you have to help your Natural dice roll match one of the Obstacles so it may be Passed.  There are two possible outcomes now:

1. You Match a dice obstacle and move on to the next.  

2. You fail to Match any dice obstacles, count the Roll as a “Stroke” and try again.  

Matching Dice Obstacles:  This is the central game mechanic of Disc Cards.  Once you roll your dice, compare the number with the dice obstacle you are trying to pass. If your roll Matches the number on the Obstacle, great!  You have passed the Obstacle with your Natural Roll: a lucky roll.  If your roll is different than the number on the Obstacle, then it's time to use your Discs’ abilities. You need to find some way to make your roll match one of the obstacles or use an ability allowing you to reroll the roll (rerolls are not counted and are as if the first roll never happened).  It might take several rerolls or card effects to get to a match, so be creative!  You can use any combination of Effects to get your number to match the number on the Obstacle, but the last Effect used is the one that matters for the match (See Fig.2—The Three Different Types of Dice Obstacles).


Counted Dice Rolls: Once a player exhausts all options, however many rerolls or effects that takes, (or whether or not a Match or Matches have been made) the roll is Counted, and the player moves on to the next roll and obstacle.

Passing Routes:  To Pass a Route, you must complete all of the obstacles of the Route, in order, and then make your Putt.   *The Birdie and Ace Routes must be passed using only one Counted dice roll.  If you fail to pass all of the obstacles in one Counted dice roll, you take that one stroke penalty and restart on the Par Route.  The Par Route and the Putt Stage each have a Maximum number of strokes allowed.  Once your number of Counted dice rolls matches those numbers, you stop rolling and take that number of Strokes for that portion into the Score Step.

Fig. 4 - Location Detail

fig 4 loc detail.png


On each Location card is a Putt Stage. Once you have completed your Route, you make a dice roll representing the Putt portion of the Route you have taken to the basket.  In the case of the Ace Route, this symbolizes that fateful moment when the disc either stays in the chains or splashes out. You may use any of your remaining Discs or other abilities to help match one of the Dice Obstacles in the Putt stage. Any dice rolls past the first Putt attempt are added to your Route Score during your Score Step, up to the Maximum in the top-right corner.  *If you completed the Par Route in less than three Counted Dice Rolls, you may use the “extra” rolls for free during your Putt Stage. 


The last thing you must do before your Score Step is Decide.  What you need to Decide is whether keep your current Bag and cards in hand, or Discard all of your cards in hand and Discs in your Bag to do a blind Bag Setup just like you did to start the Game.  It’s up to you: Decide.  It doesn't cost you anything to reset your hand and Bag in this way, but there ARE consequences.  See "Exhausting your Bag" to help with this decision.


You have finished your Route and Putt, now it’s time to put a Score to your performance.  ADD TOGETHER:


One for a completed Ace Route, OR the Par # Minus One for a

completed Birdie Route, OR the Par # for a completed Par Route

OR the number of rolls it took to pass the Par route, up to the Maximum # listed on Par Route.  (Remember, the LOWEST number you can score is determined by the Route you chose)


# of Counted Rolls needed to Pass the Putt Stage (remember to use the free first roll) OR the actual number of Extra Putts needed (after the first) up to the Maximum # listed on Putt Stage


Any Penalty Strokes taken during the Hole


Enter this Score on the Scorecard.  Pass the Location Card to the next player or the Owner, if you’re last.

Exhausting your Deck: When a player draws the last card of their Deck: This is called “Exhausting your Deck”.  When this happens, the player simply shuffles their Discard pile and it then becomes their new Deck.  This player must make a Penalty roll with a 6-sided die:

Add 1 penalty stroke for a “1” or “2”

Add 2 penalty strokes for a “3” or “4”

Add 3 penalty strokes for a “5” or “6”

Abilities may not be used to change this #, unless the Ability specifically states it is for this Deck Exhaustion Penalty roll.  Add penalty strokes into your next Score Step, whether you Exhaust your deck on your turn, or during someone else's turn.


Cooperative or Competitive Mode:  Players may choose to help or hinder another player’s roll, if the Ability allows.  If the Ability does not specifically say “Your #” then it may be used on another player’s rolls.  You can decide to suspend Competitive or Cooperative Mode before the game starts, otherwise it is always “On”.


Ending the Game:  After 9 or 18 holes, depending on what you decide ahead of time, the game is over, and the scorecard is added up.  Lowest total stroke count wins!

​Single Deck Multiplayer Play: You can play multiple players from the same deck, you just eliminate the penalty stroke for having to shuffle your deck. Use a single deck and draw like normal, or draw cards for the group, and have a competitive draft of the drawn cards. You can decide it by Honors, by a dice roll, by attempting the Putt on the Location side of the best card, whatever you like.