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How to Play Circle One DGPG
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Complete Rules & Instructions

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Circle One is the most fun and exciting way to learn and improve disc golf putting skills. With the roll of the game dice and the use of the patent-pending Circle One Game Scoring-Grid players can learn all of the different putting styles and stances and then utilize them to score playing the game and on the disc golf course. It takes different types of putting styles and stances in the game of disc golf to get a putt to hit and stick the chains; The Circle One Game is where to learn to get good at all of them.

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Each putt made is assigned a “Points-Value” based on the distance from the basket and difficulty of the stance and putting-stroke needed to make the putt hit the chains and fall into the basket. All styles and stances and the distances that correlate are found on the scoring grid. ​​​​​The roll of the dice can be brutal. If you are not putting well, stay strong! The more you play the better you get. Advanced play is hard. ​​

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​​Setup

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1. Place the first Circle One Distance Marker five feet from the base of the disc golf basket. 

2. Continue placing markers in increments of five feet until reaching a distance of approx. thirty feet from the basket.

 

5 feet

10 feet

15 feet

20 feet

25 feet

30 feet

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By following these steps, Set-Up for Circle One Game is complete and is ready for play. Advanced Play extends this range incrementally. The same grid-scoring values apply.

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​​​Circle’s Edge is where the rules change. Step-putts and jump putts allowed beyond Circle's Edge only - These putts are used for bonus points when players need to come from behind or need to get a bigger lead. However, "Step" or "Jump" must be called. If Player makes a step or jump at this distance, 100 points is awarded! This can end a game!

 

​​​Rolling Dice for Stance, Style and Distance - The Putting Stance and/or Style will be determined by rolling the dice included in the game. The Scoring Grid contains a list of putting Stances and Styles that correlate with specific numbers found on the dice. Two Six sided discs are provided- 1-Red and 1-Blue. The Blue die represents the Style & Stance for the putt while the red die represents the distance. ​Rolling Doubles: If a player rolls doubles (two of any number, [and] makes the putt, player records the score and takes another turn.  

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​​​​​Penalty for Foot-Fault applies - Players must maintain balance while putting from inside the circle and avoid stepping through intentionally or losing balance and stepping through unintentionally. This results in a foot-fault penalty of: No points awarded for the putt if made. In competition a foul must be first called by any player involved in the match [and] seconded by any other involved player. Players should call foul on him/herself if no one sees it.  

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Putting Styles & Stances:

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1. In-Line Putt: The 'standard-putt' with front foot behind marker and back foot in line with the front foot.

2. Straddle-Putt: Stance with feet perpendicular to the basket, shoulder width apart.

3. From-the-Knee: Stance that is down on one knee for putting under obstacles or on lower terrain.

4. Scoober-Putt: Backhand tomahawk throw released upside down.

5. Turbo-Putt: Palm-up grip, flicking the wrist like throwing a ball overhand.

6. Flick-Putt: Side-arm putt with thumb on top and fingers inside the disc.

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​Bonus Putts - If a player rolls 6 (30 feet, station 6) with the distance-die (blue), the player can attempt a Step or Jump putt for additional points. HOWEVER, the player must call aloud which putt will be attempted. These are worth 100 points. ​

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7. Step-Putt: Stepping through the putt (past marker with foot) for momentum.

8. Jump-Putt: A putt where the player leaps forward toward the basket and both feet come off the ground. Player lands beyond the marker; in this case landing near the initial marker.  

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​​​​​Scoring Grid - The scoring grid shows the points-value for each combination Style/Stance with the distance rolled within the intersecting cells on the grid. ​​​The longer the putt, the more difficult it is and the higher the points-value. Putt-Values start at 5 points and increase by 5 points as the distance increases.

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​Recording Score - Record the putt's value found by matching the Horizontal ‘Distance’ Column (under grid) to the Vertical ‘Stance/Style’ Column (left of grid) [and] locate the square or ‘cell’ where the two meet. The value shown inside the cell is the ‘Putt-Value’ to be recorded.

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​​Games and How To Play Them

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Be Courteous & Kind. Do not razz your opponents (unless they start it!).  :)   

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Player -vs- Player Games

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Roll the Dice to see who goes first. Highest number goes first. Rock, Paper, Scizzors settles all disputes. Players always get a chance to tie. 

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​Race Game 1 - 1 Putter 1. Agree on the target to race to: 100, 200 or 300. 2. Roll the dice, 3. Attempt the putt. 4. Record score if made. Next player's turn. 

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​​​Race Game 2 - 2-Putter - 1. Roll Blue Dye for Style/Stance. First player to make this putt from every station wins. Resume where last miss occurred.  

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​​Eliminator-Game - 1 Putter -  All players start with 200 points. 1. Players take turns rolling the dice, attempting putts. Points deducted on misses only. Last player with points wins! See, your teacher was right... Math is important!

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The Gallows - 1 putter - Like Hang-Man but with putter and dice. 1. Draw Gallows on scorepad. 2. Players take turns rolling dice and putting. 3. If player makes putt, they draw a part of a hanged-man on their opponent's scorecard [or] If player misses the putt, they draw a part of the gallows on their own scorecard. 4. When a player’s gallows is completed they are hanged and out must sit out until remaining players finish... R.I.P. until the next dead player!  

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3 or 9

First player picks 3 putts or 9 putts to play. Best cumulative total score of all of the putts wins. 2 out of 3., maybe?  

Round of 3 - 3 putters - 3 Putts - Players putt three putts each of any putting Style/Stance and Distance. Highest score for 3 putts wins! 

Round of 9 - 3 putters - 9 Putts - Players putt three putts each of any putting Style/Stance and Distance. Highest score for 9 putts wins!  

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​Tic-Tac-Toe - Players take turns rolling dice and attempting to make a series of putts and out-wit one another in a Tic-Tac-Toe game. Draw the Tic-Tac-Toe-pattern on any score-pad and be the first player to connect three squares- horizontally, diagonally or vertically to win the game. If you make a putt, record your mark (x,o or other mark) in any square. If you miss, it is the next player's turn. Players repeat until three are connected.​​

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​Range Game - Best Practice to Master Styles & Stances. Starting with the Standard/In-Line Putt, players take turns with each style & stance. Starting at station one with the goal being station six, each player attempts to make this putt at every station, consecutively until a make at station six is achieved. First to do this has mastered that style. First to make all of the is declared 'Range Game Champ'. Excellent for revealing actual range with each style and stance. ​

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One Jump/One Step - Roll dice for first - First to make one jump and one step putt out past circle's edge wins!  

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Eraser Mode - Adding this element to any game allows players to 'attack' one another to remove points or putts from total score or putt tally. By calling "Eraser" [and] any opponent's name, the attacking player attempts the last putt that player made to remove its value or tally from their score. If attacker makes the putt, the attacking player receives the same points deducted from the named player's score total. Big Strategies, Big Fun!

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Best Solo Practice​​

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Build muscle memory for better mechanics, and reduce unnecessary (wasted) motion for more accurate results and better scores. Proper repetition with the proper mechanics make us better putters inside and outside of the circle. Repetition builds muscle memory and allows for rapid improvement with different putting strokes. For optimal putting practice, Circle One recommends 2 putters, the Range Game. Also make all of the comeback putts when you miss. Next make sure you play the Gauntlet. This will help you become proficient at all of the putting styles and stances. These are perfect for developing and finding range as well as the touch and feel needed for proper pace around the basket. Want to really get better? Add Uphill/Downhill.

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​Advanced, Tournament & Pro-Level Play​​​​​​​

 

'Expert' & 'Pro' Play- The initial Set up is "Beginner' level. To set the game up for 'Expert' or 'Pro' play simply move the first two cones nearest to the basket to the end of the line changing the distance range from 15 to 40 feet instead of 5-30 feet. This is 'Expert' level. Do that again and the game field is set up for 'Pro' level play.


​Comeback Putts - For Advanced Skill Level Players the comeback putt is necessary. If a player misses his/her initial putt, the player must make the comeback putt no matter the distance. If the comeback is missed, the putt's value is deducted from the player's total score. So stay focused. 

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Other Challenges

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Up-Hill/Down-Hill - The basket is placed in a manner where there is a distinct grade creating an 'Up-hill' side and a 'Down-hill' side. Players now have the option to play the game with another element found on the golf course - Elevation. All games can be played with this addition.

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​Obstacles - Place obstacles in the direct path of the basket at certain intervals forcing the player to play over or around the obstacle. This element forces the addition of the hyzer putt and annie putt. 

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Left Hand / Right Hand - 2 putter - Ambidexterity Test - Toughest of All Games - Race to 100 - Players roll dice and must make the putts with both hands to score. 2 putts - both hands. Player that makes it the furthest out with a make with both hands wins!     

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Official Competition - Tournament Rules - The toughest rules always apply.  â€‹

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​Players Improve the Game! Community-Driven Development & Engagement: This game has evolved into its current platform with the help of an incredible disc golf community. 

Share your ideas, provide feedback, and help shape the future of the Circle One Disc Golf Game. Maybe you can help develop the next game mode. 

Competitive Fun: Help, Start & Join our community with tournaments, leagues, and competitive challenges to test your skills against other players.

Community Connection: Connect with fellow disc golf enthusiasts and build a stronger d.g. community based on this fun and competitive game platform.

Circle One is dedicated to sharing the experience and thrill we find around the disc golf basket. Practice your putting like never before!

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How to putt the In-Line Putt
How to putt the Flick-Putt
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How to putt the Step-Puttfrom the knee
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