This game was invented in the 1980s by Charles Sciandra and Paul Swisher in New York. They started by throwing discs into banged-up metal garbage cans. It involves a flying disc and two cans.
Players are expected to deflect the disc into the cans. A team of two players competes tossing a disc between two plastic cans. Points are scored upon when either the disc hits or is deflected into one of the cans.
The target score for a win is 21 points. But a player may also win if they throw the disc through the slot or top of a can without the assistance of their teammate.
The two official tournaments for Kan Jam are the World championship held every 2nd Saturday of August in New York and Klassic which is played annually since 2004.
In regulation play, Kans are placed 50 feet apart. You and a partner stand opposite sides of the two Kans throwing and deflecting the disc in turns.
When playing, you both target one of the following three eventualities: make the disc hit the can, get inside of the can through the top opening, or an instant score.
One of the participants tosses the disc toward the can as their colleague redirects it. The official disc for competition weighs 168 grams.
Where do you stand when throwing the disc?
All male participants above the age of 12 throw the disc from behind the can front edge. All women and boys below the age of 12, strands 10 feet closer and no body part is allowed to cross that line.
You are only permitted to remain at the back edge of the goal, to avoid the dangers of crossing the line.
Who makes the first toss?
To decide the throwing order, just make a quick round of “odds and evens”. You can also consider tossing a coin. The outcome winner decides whether to toss the disc first or second, but it is always advantageous to throw last.
Throwing last, increase the chances of scoring the game via the instant win described as having “The Hammer”. Players from both teams take one turn tossing and one turn deflecting before handing over to their counterparts.
How do you score?
You are considered a winner after scoring 21. Making scores in this sport is relatively simple. How is how it works:
- Dinger – It carries one score. Acquired when your team member deflects the toss to hit the can.
- Deuce – It harbors two scores. When a toss hits the can, unassisted by a team member.
- Bucket – It has three scores. When your team member deflects the toss into the can.
- Instant win – When the toss goes into the can through the small slot opening in the front. It is considered a game over.
What happens in the case of a tie?
In case of a 21 points tie in the same number of rounds, the game proceeds to overtime. Each side makes a throw at a time with the Hammer team throwing second. Overtime is played as follows:
- Team 1 and Team 2 go for an overtime round.
- Team 1 tosses first and scores two points while Team 2 scores a three-point Bucket on their first toss. TEAM 2 WINS.
- Team 2 gets less than two points. TEAM 1 WINS.
- Team 2 gets two points to tie Team 1. A repeat overtime round will be played. Overtime continues until a winner is decided.
An instant win may also automatically send the game in overtime.
Kan Jam Rules
- A participant should stand behind the goal when making a toss. No points are given if a player crosses the line.
- If a throw hits the ground or supporting surface, the player gets no points.
- When the deflector double hits, catches, carries the disc or uses both hands to deflect, no points are awarded.
- Three points are given to a tossing side if an opponent interferes with play to defend the goal. Points are awarded to hit the 21 points mark.
- A team must get a maximum of 21 points to win.
- Both groups must have an equal number of turns before finishing the game except where there is an “instant win”.
- If the teams get a tie, the winner is decided in the overtime play. Each team finishes one round and the team with more points wins.
- A participant must have both feet at the back edge of the goal when releasing the throw.
- When a throw is considered illegal or wrong, the throwing team is given a warning.
- If the violation is repeated, the playing group is given no point in that platy.
- Tipping should be carried out with only one hand.
- If a team gets 13 points exactly for a win, they minimize their point total.
- Players cannot tip a throw in front of their own goal.
Kan Jam Stack
Kan Jam Stack has four set goals. The goals are set in a diamond shape, with at least two courts being erected. A throwing line is marked 40-feet away from the target goal. The original Kan Jam rules are also applied here.
When playing Kan Jam stack, groups of 4 to 5 members are set. One member is appointed as a deflector with the rest of the team members lining up for a toss.
After each disc toss and deflect, the thrower heads to the goals as a new deflector. At the same time, the immediate former deflector takes the disc back to the throwing line.
The deflector then passes on the toss to the next thrower and proceeds at the back of the line to wait for their turn.
To get points the toss must be deflected into one of the four targets. Once a disc is deflected into a target, that target is eliminated from the game.
The remaining goals are then aligned afresh. Once the toss has been deflected into all 4 targets, the team yells, “ Kan Jam”. The winning team is allowed to yell first. It is good to note that there is no “instant win” in Kan Jam Stack.
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