Frisbee Duelling is a competitive sport for two teams and two or more players, consisting of throwing a Frisbee or equivalent saucer down a hallway. Once thrown, the opponent team must advance or retreat to the landing spot, or must remain in the spot in which the disk was caught, at which point they may thereby throw the disk and repeat the process.
Frisbee Duelling is played with a thrown disk, which may be, but is not necessarily, a Frisbee. Valid substitutes for the disk involve any lightweight, radially-symmetric saucer that can easily be thrown. Considerations should be made as to how much damage the disk can do in the play environment.
The play environment or field is any space of sufficient length, internal or external. The length of this region should be farther than any player can throw the disk in one turn, but not more than ten times the distance of the farthest throw. (A recommended amount is approximately five throws or less, especially if the environment is otherwise constrained.) The width or height of the play environment is not constrained, but take note of any obstacles, easily-damaged objects, or areas where the disk can be caught out of reach.
The chosen length of the field is the play axis, or simply axis. At the end of the field on sides orthonormal to the axis are the score zones. Players on a team will attempt to throw the disk into one of these zones (the team score zone of that team). A point is scored by the team that succeeds in doing so.
- A round will start with the teams situated ten paces away from their score zone, as measured from the center of the play axis.
- At the beginning of the game, the team that begins play will be decided via any available random binary sample; a coin flip is suggested.
- In successive rounds, the team that begins play shall be the team that did not score in the previous round.
- Teams will rotate through players in round-robin fashion, in an order to be decided by the team; a player on a team may not throw the disk any more than once more than the minimum number of throws accrued by all of their teammates per round.
- A teams' players shall not throw the disk more than once before the other team throws the disk.
- At no time may any player interfere with the ability of another player to throw the disk; the disk must be fully released from the player's hands to be considered capable of being caught.
- Once eligible to be caught, the disk may be caught at any time. The disk is considered caught whenever a player of the opposite team from the thrower has an immobilizing grasp on the disk. Picking a disk up from the floor is considered a catch.
- A team scores a point whenever the opposing team catches the disk with the entirety of its volume within the throwing team's score zone. At this point, the round may begin again, as described above.
- Play continues, under normal circumstances, until either team's score reaches an agreed-upon limit. This limit is not constrained by these regulations.
COSI House Rules
A recommended region is the hallway outside of the ITL and COSI; the midpoint of this is approximately the wall nearest the men's bathroom, and the boundaries of the score zones shall be the end of the carpeting near the Concrete Cafe on one side, and the plane formed by the perpendicular hallway wall on the other side. A disk which hits the opposite wall of this perpendicular hallway shall be considered a score for the throwing team.