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Kan Jam Rules | How to Play Kan Jam

You throw a flying disc at a plastic can. Your partner deflects it. Score points. Win the game.

Kan Jam started in Buffalo, New York in the 1980s when friends threw frisbees into garbage cans. They refined it. Patented it. Now millions play it at beaches, tailgates, and backyard parties.

The game combines frisbee throwing with teamwork. Fast paced. Easy to learn. Instantly addictive.

Let me show you how to play.

Kan Jam requires minimal equipment.

You need two Kan Jam goals. These are cylindrical plastic containers that look like large buckets or cans. Each goal stands about 40 inches tall and measures roughly 18 inches in diameter. Each goal has a slot cut in the front about 7 inches wide.

You need one official Kan Jam flying disc. This disc weighs exactly 168 grams. It’s heavier and more stable than regular frisbees. The official disc is specifically designed for Kan Jam and required for tournament play.

That’s everything. Complete Kan Jam sets package both goals and the official disc together with a carrying bag.

You can set up a match fast with this Kan Jam set. It includes both goals and the disc you need.

Two black Kan Jam goals with the yellow "Kan Jam" logo are shown. One goal has a bright yellow frisbee resting in front of it.

  • Top Brand
  • Great Quality
  • Ease of Assembly
  •  Portable & Easy Setup

Place the two goals 50 feet apart. This is the official distance for regulation play.

Measure from the front of one goal to the front of the other goal. Get this distance right. Too close makes the game too easy. Too far makes scoring nearly impossible.

Position the goals so the slot openings face each other. The slots should be on the same side, pointing at the opposite goal.

Make sure you have clearance around the goals. Each player needs space to move and deflect the disc.

Your court is ready. No lines needed. No boundary markers required. Just two goals 50 feet apart.

Kan Jam is strictly a four player game.

Two teams of two players compete. You and your partner form one team. Two opponents form the other team.

Partners stand at opposite goals. You stand next to one goal. Your partner stands next to the other goal 50 feet away.

This setup means you throw toward your partner, and they deflect the disc to score points.

Understanding a few core rules gets you playing immediately.

One partner throws the disc. The other partner deflects it. These roles switch every turn.

The thrower must stay behind the front edge of the goal when releasing the disc. No stepping past the goal.

Slap, hit, kick, knee, or redirect the disc. Anything goes except carrying or catching.

You cannot catch and throw. You cannot palm it to control flight. You cannot stop it in midair. Clean deflections only.

Going over 21 deducts points. First team to exactly 21 wins. Or score an instant win anytime.

Both teams must throw the same number of times unless an instant win occurs.

Two black Kan Jam goals stand on a vibrant green lawn under a clear, sunny sky, with a yellow frisbee lying flat on the grass between them. In the background, a wooden fence encloses the yard, and various trees and bushes add greenery. A house with a patio umbrella is partially visible on the right.

Each turn follows a simple pattern.

Player A from Team One throws the disc from behind their goal toward the opposite goal where their partner stands.

Player B, the partner standing at the opposite goal, tries to deflect the thrown disc to score points. They can slap it, redirect it, or let it fly past if the throw looks good.

After Team One completes their throw and deflection, Team Two takes their turn. One of their players throws from behind their goal toward their partner.

This alternating pattern continues until one team wins.

After each throw, partners switch roles. The thrower becomes the deflector. The deflector becomes the thrower.

Four different scoring outcomes exist in Kan Jam.

Dinger (1 point): The deflector redirects the thrown disc and it hits any part of the goal. Just touching the outside of the can scores 1 point.

Deuce or Direct Hit (2 points): The thrower hits the side of the goal without any help from the deflector. The disc flies directly and strikes the goal unassisted. Scores 2 points.

Bucket (3 points): The deflector redirects the thrown disc and it goes inside the goal through the top opening or the slot. The disc must land inside the can. Maximum points for a regular scoring play.

Instant Win: The thrower throws the disc directly through the slot without any deflection from their partner. Game over immediately. Throwing team wins regardless of current score.

Only these four outcomes score points. Misses score zero.

Victory requires reaching exactly 21 points.

Keep a running total after each turn. First team to hit exactly 21 wins.

The exact point requirement creates strategy. If you have 20 points, you need exactly 1 point to win. A dinger wins the game. A bucket would give you 23 points.

Going over 21 deducts points. This is the bust rule. If you have 20 points and score a bucket worth 3 points, you bust. Those 3 points are deducted from your score. You drop to 17 points.

Example: Team has 18 points. They score a bucket for 3 points. Total becomes 21. They win.

Example: Team has 19 points. They score a bucket for 3 points. Total would be 22. They bust. Points are deducted. New score is 16 points.

Instant win ends the game immediately. If either team throws the disc through the slot without deflection, that team wins instantly. Current score doesn’t matter.

Player throwing yellow Kan Jam disc toward black goal, partner standing ready to deflect, backyard game action, summer day photography, recreational sports moment

The hammer is the advantage of throwing last.

At the start of the game, flip the disc like a coin. One team calls heads or tails. The Kan Jam logo side is heads. The blank side is tails.

The team that wins the flip decides whether to throw first or throw last. Throwing last is called having the hammer.

The hammer is considered an advantage. You get the final opportunity to score or tie before turns end.

Both teams must complete equal turns before the game ends. The hammer ensures the team throwing last always gets their final attempt.

The only exception is instant wins. If the first throwing team scores an instant win, the game ends immediately. The hammer team doesn’t get their turn.

If both teams reach 21 points in the same round, the game goes to overtime.

Each team gets one complete turn in overtime. Both partners throw once.

The team with the most points after one overtime round wins. If still tied, continue additional overtime rounds until someone wins.

An instant win still ends the game immediately during overtime.

The hammer advantage continues in overtime. The team with the hammer throws second, giving them the last chance.

Deflecting properly is crucial to Kan Jam.

Legal deflections include: Slapping, hitting, striking, kicking, kneeing, redirecting with any body part. Use one hand. Use both hands together. Use your knee or foot. All acceptable.

Illegal deflections include: Catching and throwing. Carrying the disc. Palming to control flight. Stopping the disc in midair to drop it down. Pulling the disc. Pushing the disc. Double hitting. Lifting the disc.

A clean tip means hitting the disc’s edge or top center with hands together. This redirects the disc cleanly without carrying it.

If an illegal deflection occurs, no points are awarded for that throw. The turn ends and play continues.

The best deflection technique uses the back of your hand or both hands slapping together. This creates a clean hit without risk of carrying.

Good Kan Jam players use specific tactics.

Throw toward where your partner can easily reach and deflect. A perfectly thrown disc that your partner can’t touch scores nothing.

Put rotation on the disc for stability. Side arm throws work great for Kan Jam. Backhand works too. Find what’s comfortable.

Stand slightly to the side of the goal, not directly behind it. This gives you better angles to redirect the disc.

If you’re leading and your opponent needs multiple points, aggressive bucket attempts make sense. The risk is worth the reward.

If trailing late in the game, focus on consistent dingers and deuces rather than risky bucket attempts.

Throwing through the slot is incredibly difficult but wins instantly. Practice this shot. You might nail it when it counts.

Talk to your partner. Call out where you want throws. Discuss strategy between turns.

Know exactly how many points they need. Adjust your aggression based on their situation.

Close up of flying disc entering Kan Jam goal slot for instant win, dramatic scoring moment, black goal container detail, outdoor game victory capture

New players make predictable errors.

Throwing too hard. Power doesn’t equal accuracy. A smooth, controlled throw beats a rocket that your partner can’t handle.

Deflector standing too close to the goal. Give yourself room to react and redirect. Standing right next to the goal limits your options.

Carrying the disc accidentally. Beginners often palm or catch briefly while trying to deflect. Focus on clean slaps.

Forgetting the bust rule. Players celebrate scoring 3 points when they have 19, not realizing they just dropped to 16 points.

Not utilizing your whole body. You can kick, knee, or head the disc. Don’t limit yourself to just hand deflections.

Throwing at the goal instead of partner. Aim for your partner’s position, not the goal itself. They redirect it into the goal.

Getting too aggressive too early. Patience wins games. Build your score with dingers and deuces before attempting risky buckets.

If you enjoy backyard games, check out my guide on how to play cornhole, bocce ball, and horseshoes.

Creative players have developed different ways to play.

Shortened distance: Place goals 30 or 40 feet apart instead of 50. This works better for kids or limited space.

No deflection mode: Play where throwers must score without partner help. Only direct hits and instant wins count. Much harder.

Beverage rules: House rule where players must hold a drink in one hand while playing. Adds difficulty and party atmosphere.

Team challenge: Play with multiple pairs rotating. Winner stays format creates tournaments.

Time limit games: Play for 15 or 20 minutes. Highest score when time expires wins.

Always agree on rules before starting. Tournament play uses only official rules with no variations.

Understanding space requirements helps with planning.

  • Court length: 50 feet from goal to goal
  • Goal height: Approximately 40 inches
  • Goal diameter: Approximately 18 inches
  • Slot width: Approximately 7 inches
  • Disc weight: 168 grams
  • Minimum court spacing: 15 feet between multiple courts
  • Playing surface: Grass, sand, dirt, or indoor gym floors all work

You need roughly 60 feet of length total to allow throwing space behind each goal. Width needs are minimal since play happens in a narrow corridor between goals.

Kan Jam adapts to many different surfaces.

Grass provides the most traditional experience. Flat lawns work perfectly. The goals stand stable and the disc bounces predictably.

Sand at beaches or playgrounds is ideal. The goals need weighted bases to prevent tipping. Wind affects throws more on beaches.

Gym floors allow indoor play. Great for rainy days or school settings. Disc bounces more on hard floors.

Dirt or gravel works fine for camping or parks. Make sure the surface is relatively level.

Parking lots accommodate Kan Jam at tailgates. Asphalt is harder on the disc but playable.

Avoid extremely windy conditions. Strong gusts make accurate throwing nearly impossible.

Proper maintenance extends your set’s life.

  • Disassemble goals after use. Unlock the tabs carefully. Collapse the goals flat for storage.
  • Store in the carrying bag. Keep goals and disc together in the original bag. This protects them and makes transport easy.
  • Clean the disc regularly. Wipe off dirt, sand, or grass. A clean disc flies better.
  • Avoid prolonged sun exposure. UV rays fade the plastic goals over time. Store indoors when not playing for extended periods.
  • Check for cracks. Inspect goals before each game. Cracked plastic can break during play.
  • Replace worn discs. Discs get dinged and warped over time. A damaged disc affects flight. Buy official replacements.

Official regulation distance is 50 feet measured from the front of one goal to the front of the other. You can shorten to 30 or 40 feet for casual play or younger players.

No. Catching and throwing is illegal and scores zero points. You must deflect the disc cleanly by slapping, hitting, or redirecting it. No carrying allowed.

An instant win occurs when the thrower throws the disc directly through the slot without deflection from their partner. This ends the game immediately regardless of score.

The points from that throw are deducted from your current score. If you have 20 points and score 3, you bust. Your new score becomes 17 points.

You can for casual play, but the official Kan Jam disc weighs 168 grams and flies differently than standard frisbees. Tournament play requires the official disc only.

Exactly four players divided into two teams of two. Each team has partners standing at opposite goals. The game doesn’t work with different player counts.

Kan Jam delivers fast action and competitive fun. Setup takes two minutes. Learning the rules takes one game. Mastering deflections takes practice.

Set up your goals. Grab your disc. Decide who has the hammer. Start throwing.

Your first Kan Jam game is ready to begin.