Bottle Bash Rules
- Players
- 4 (teams of 2)
- Ages
- 12+
- Setup time
- 5 min
- Space
- About 20 to 40 ft between poles
What you need
- Two poles, usually ski-pole-style stakes, pushed into the ground (sets include these)
- Two bottles or empty cans to balance on top of the poles as targets
- One flying disc (frisbee)
- Four players split into two teams of two
- An open, flat area about 20 to 40 ft long with nothing breakable nearby
Set it up
Bottle Bash uses 20-, 30- or 40-foot pole spacing for different skill levels. Start at 20 feet if that suits the group, mark the setup, and keep it fixed for the game. A different family distance is an agreed adjustment.
Scoring
- Only the throwing side scores: a dropped catchable disc earns 1 point, a dropped bottle earns 2, and dropping both earns 3 maximum.
- Catching either item prevents its points. A pole hit is not required for an otherwise live, catchable disc to score when dropped.
- A disc below the low-disc zone or otherwise uncatchable does not score a dropped-disc point. A knocked-off bottle remains live even if the disc was low.
- Do not guard or catch the disc in front of the pole. Let the throw reach the target before defending.
- Agree a target of 11, 15 or 21; win by two. To win from a dropped-disc point, the bottle must also have been knocked off the pole on that throw.
How to play
- Set up the two poles. Push the two poles into the ground directly across from each other, roughly 20 to 40 ft apart. A common starting distance is about 20 ft, but tune it to your space and skill. Balance an empty bottle or can on top of each pole.
- Split into teams and pick sides. Make two teams of two. Each team takes one pole and defends it. The two teammates stand on either side of their own pole, ready to catch. Decide who throws first with a quick disc flip or coin toss.
- Throw and keep the disc live. Throw toward the opponent's pole and alternate throwers. Apply the set's low-disc zone: a low or uncatchable disc cannot score a dropped-disc point, but a bottle knocked off the pole is still live.
- Defend by catching everything. The defending team tries to catch the incoming disc and, if it gets knocked off, the falling bottle before either touches the ground. Catching saves you points. Dropping a catchable disc or letting the bottle hit the dirt costs you.
- Add the dropped-item points. Score 1 for a dropped live disc and 2 for a dropped bottle, up to 3 for both. Catches prevent the corresponding points. Record the throw before the teams switch attack and defense.
- Reach the target and lead by two. Play to the agreed 11, 15 or 21 with a two-point lead. A disc-drop point can win the game only if the bottle was also knocked off the pole on that throw.