How to Play Kan Jam: Complete Rules & Strategy Guide
How to Play Kan Jam: Complete Rules & Strategy Guide
Kan Jam (sometimes spelled Can Jam) is a fun, disc-throwing game where you aim to toss a frisbee into a can for points. It’s super easy to start playing! Read on to learn the complete rules, how scoring works, and what strategies to employ to win. You’ll be a Kan Jam pro in no time!
Kan Jam Overview

How to Play Kan Jam

Set the cans 50 feet (15 m) apart and attach the label and tabs. For cans from the official Kan Jam set, attach the label above the Instant Win slot on the front of each goal. Insert the three tabs on the back into the slotted openings from the outside and secure them by folding them to the inside of the container. Then, set the cans 50 feet (15 meters) apart and grab the frisbee disc to begin playing.

Gather 2 teams of 2 players, then send 1 teammate to each can. Kan Jam requires 4 players total, with one member of each team at each can. This is integral to the flow of the game, as one person will throw the disc and the other will be the deflector (the one trying to redirect the disc into the can).

Have the players stand behind the goals. Once the goals are 50 feet (15 meters) apart and you’ve chosen your teams, set the players up behind the goals and draw a line at the front of the can (at the 50 ft/15 m mark) to define the goal line. This will set up the area where you can move. Players can move anywhere behind the goal lines, but they can’t step over them to throw or deflect discs.

Toss the disc toward the can so your teammate can deflect it for points. Each team works as a pair: one player tosses the disc, and the other deflects or redirects it to hit or enter the can. Each player takes one turn tossing and deflecting before passing the disc off to the opposite team. Throwers, make sure to stay behind the goal line and aim for the can. Deflectors, try to deflect the disc at or into the can. Points are rewarded if: The deflector deflects it on or into the can (your team earns 1 or 3 points, respectively), or the thrower lands the disc on or in the can (your team earns 2 points or an instant win, respectively). No points are rewarded if: Players move past the goal line when tossing or deflecting, deflectors double hit, catch, or carry the disc, or the throw hits the ground before the goal. Each teammate takes one turn throwing and deflecting before passing the disc to the opposite team. This ensures that the number of throws per team remains even.

Have the opposing team throw next to complete the round. After your thrower and deflector have both been given the chance to alternate, pass the disc off to the opposing team to continue the game and ensure that the number of turns remains even. Both teams get to throw in each round, all the way up to 21 points. Tip: When a play turns out to be illegal, issue a warning to the opposing team. If they incur a second violation, they don’t get any points from the play and are not allowed to re-throw during the play.

Continue alternating throws until one team reaches 21 points to win. Once you start approaching that 21-point mark, make sure you’re thinking about how many points to go for, as you must score exactly 21 to win. If both teams score 21, you must go into overtime, and if you go over 21, you’ll lose some points.

Kan Jam Scoring Values

A dinger is 1 point. A dinger occurs when the deflector hits the disc onto any outside part of the goal. As long as it hits or is touching the goal after the deflector redirects it, it counts as one point. If it narrowly misses the goal or grazes the ground beside it, it doesn’t count. If the disc goes into the goal but bounces back out, it counts as a dinger.

A deuce is 2 points. A deuce occurs when the thrower tosses the disc and hits the side of the goal without any assistance from their partner. As long as the disc hits or is touching the side of the goal after being thrown by the thrower, it counts for 2 points. If it stops just short of the goal without touching it, it doesn’t count.

A bucket is 3 points. A bucket is scored when the deflecting teammate hits the disc into the goal. In the case of a bucket, the deflector can only earn the points if they hit the disc once and it gets into the goal, either through the top or through the slot in front. If they hit the disc twice, it doesn’t count. Typically, a bucket occurs when the disc is hit into the top of the goal, but if the deflector manages to hit it through the front, it still counts for 3 points.

A direct entry is an instant win. A direct entry is when the thrower lands the disc directly inside the goal without any assistance from their partner. With a direct entry, the disc can enter the goal through the front slot or the top opening. In the case of an instant win, the throwing team immediately wins and the opposing team is not given a “last toss” option.

If an opponent interferes, 3 points are awarded to the opposing team. If an opponent interferes with your play or defends their goal against your thrower or deflector, your team will be given 3 points. Whereas a regular play that results in a score over 21 would deduct the amount of points scored from the throwing team, if the opponent interferes when your team has a score of 19 or 20, you automatically win.

What if you go over 21 points?

Deduct the points you made from your last goal and continue playing. You must score exactly 21 points to win, so if you go over, you may put yourself at a disadvantage. Say you have 19 points and score a bucket. Instead of automatically winning with 22 points, 3 points will be deducted from your current score, so you’ll go from 19 to 16. The same is true if you hit a deuce at 20. Since you didn’t hit 21 exactly, you’d go from 20 to 18, so make sure to strategize!

What if there’s a tie?

If there’s a tie, the game goes into overtime until someone wins. Each team takes a single turn so that the number of throws between them remains even. After the first team finishes their turn, the next team goes and must either tie with them to force another overtime or score more points to secure the win. For example, say the first team goes and scores a deuce. If the second team follows up with a bucket, they automatically win.

Strategies for Winning Kan Jam

Try to be the last person to go. Choosing to be the last person to throw is called being The Hammer. When you’re The Hammer, you typically have an advantage over the other players, as you have a chance to shoot an Instant Win shot and end the game no matter how many points the opposite team has. So, try to be the second team to go so you’ve got the final chance each play.

Go for 10 deuces (2 points) and a dinger. Talk to your partner before the game and come up with a hand gesture, like raising 2 fingers on your left hand and 1 on your right. Set yourself up to be the second one to go, and observe your opponents’ skills during the first play. If they turn out to be subpar, flash the gesture to your partner, then keep going for deuces until you hit 20. Once you do, have the thrower finish the game off with a dinger. These are the two easiest shots in the game, and they’re easy ways to rack up points. If your opponents turn out to be good at landing buckets, you may want to forgo this strategy.

Go for 7 buckets (3 points). This one works best if you and your partner are good at controlling the frisbee disc. If so, enlist this play and shoot for buckets during each turn. If you land 7, you’ll quickly be at 21 without having to worry about going over, making it a good strategy for fast players who can consistently land the frisbee where they want it to. Have the deflector be on guard just in case the frisbee misses. If it does, the deflector should still knock it in for 2 points. If you have to settle for the deuce, keep a good eye on your score so you don’t end up going over 21.

Aim for the top of the goal instead of the Instant Win slot. Since both the top of the goal and the slot count as an Instant Win, aim your throws at the top of the goal so you have more of a chance to make it. The top is much bigger than the slot, increasing your chances of an Instant Win.

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