Dangle

Game of Dangle: The Rules

Summary

Dangle is a flying disc game played for between two and eight people using up to four frisbees and a minimum of 6 bottled beers. Players take turns attempting to hit bottles with discs to score points.

Minimum Requirements

  • two people
  • one disc
  • six bottled beers
  • open space at least 60 feet long and 20 feet wide.

Recommended Play

  • four people
  • four discs
  • 18 bottled beers
  • groomed grass surface 80 feet long and 35 feet wide.

General Illustration & Definitions

Areas

  • FIELD: the loosely defined in-play area of the game; a reasonable proximity to the game.
  • GROUND: the surface of the earth, a structure, or plant emerging from said earth.
  • SIDE: one of two areas on the field where players stand, keep their stores, set the triforces, and execute their throws.
  • LOCAL SIDE: the side from which players are currently making throws.
  • OPPOSING SIDE: the side to which discs are currently being thrown.
  • FRONT PLANE: the plane defined as perpendicular to the ground and parallel of the two front bottles of the local triforce which passes through the local rear bottle. (The front of the DMZ)
  • BACK PLANE: the plane parallel to the front plane, but passing through the rear opposing triforce bottle. (The back of the DMZ)
  • DMZ: the area of the field between the front and back planes; discs in this area are not to be cleared until throwing is completed. This region’s width is not specifically limited, although it need not be any larger than the arc a disc may take at a height of 6 feet from the ground and still return to the proximity of the opposing triforce.

Objects

  • DISC: the Frisbee that a player introduces to the playing field during the current throw.
  • SPENT DISC: a disc that has been removed from the field or has yet to be entered that half-round. Spent discs are not in play.
  • BOTTLE: a single serving beverage container.
  • STORE: the collection of empty and full bottles which are not in play and are within a storage device.
  • BEER: a bottle that was opened by a player on the opposing side and has not yet been returned empty to the store.
  • TRIFORCE: an equilateral triangle with edges about 3 disc diameters in length formed by placing three triforce bottles on the ground.
  • TRIFORCE BOTTLE: one of the three empty bottles used to compose the triforce of each side of the field.
  • STONE: a disc or bottle that has come to rest in front of or intersecting the opposing back plane; stones are not immediately removed.

Durations

  • THROW: an opportunity for a player to place a disc in play.
  • TURN: the entirety of one player’s throws in a half-round. The number of throws in a turn is dictated by the number of discs and players.
  • HALF-ROUND all the players’ turns from one side. All disc will be on the opposing side after one half-round.
  • ROUND: the two half rounds during which each player has had one turn. This process returns the Frisbees to their starting orientation, after which the players may rotate positions if it is necessary in the playing configuration.
  • END: a set of 10 rounds.
  • GAME: a set of X ends, where X is the number of players or other agreed integer.

Example 1: With 2 people and 1 disc, each turn has one throw, each half-round has one turn (1 throw), each round has 2 turns (2 throws), each end has 10 rounds (20 throws), each game has 2 ends, (40 throws)
Example 2: with 4 people and 4 discs, each turn has 2 throws, each half-round has two turns (4 throws), each round has 4 turns (8 throws), each end has 10 rounds (80 throws), each game has 4 ends, (320 throws)

Gameplay

Pre-Game

Make 6 empty beer bottles.

Warm-up sessions may played with as many bottles as possible, dividing the bottles evenly by placing the greater number on the side occupied by the least number of players.

Set-Up

Empty Triforce bottles are spaced a goodly distance apart in 2 groups of 3.

The bottles shall be placed in, as close as ground conditions allow, a triforce with side length no more than three disc diameters.

The Triforce is oriented with the point away from the dmz.

Dangle

  • Players throw discs from behind the front plane of the local triforce at bottles on the opposing side.
  • If there are enough discs that a player’s turn consists of more than one throw, he takes all thows consecutively.
  • If a player knocks over a bottle it is scored immediately; if it rests within the DMZ or intersecting the back plane it is left in place on the field as a stone until that player’s turn has concluded.
  • Opposing and local players should keep clear of the DMZ during throws and may not interfere with discs in that area.
  • After the turn is complete, all displaced Triforce bottles are returned to Triforce orientation for the next throwing player.
  • Discs that come to rest behind the back plane may be cleared by the opposing side, however discs that do not clear the back plane are to be left in play as stones until the half-round is over.

Scoring

  • Score is determined by the number and type of valid contacts made to bottles.
  • Each player is responsible for his own score and shall keep a running tally in his head.
  • Points are generated from the following types of contact:
    1. the disc or a stone touches the bottle (a dink) + 1 point
    2. the disc or a stone knocks the bottle over after contacting the ground + 2 points
    3. the disk knocks the bottle over without first contacting the ground + 4 points

Clarifications and Addenda

  • Beers are in play and hold the same value as Triforce bottles, even outside of the DMZ.
  • If a stone is placed into motion by the disc (or another stone) it may generate valid contacts with bottles.
  • If more than one bottle is contacted by the disc or a stone in a single throw all contacts are scored as normal and the result is multiplied by 2.