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Kan JamRules Card

Setup, scoring, and how to play on one sheet. Print a copy to keep with your set, or read the full Kan Jam rules.

Kan Jam Rules

Players
4 (2v2)
Ages
12+
Setup time
Under 2 min
Space
About 60 ft long by 15 ft wide

What you need

  • Two Kan Jam cans (the slotted plastic containers)
  • One official flying disc (a standard frisbee works in a pinch)
  • Four players split into two teams of two
  • A roughly 60 ft stretch of flat yard, beach, or park
  • A tape measure to set the cans 50 ft apart

Set it up

The two cans are set 50 ft apart for standard play. You throw from your own can and may not cross that line on release. For younger players or tight spaces, shorten the distance so the disc still reaches.

Scoring

  • Dinger / deflector hit: partner deflects the disc and it hits the can, worth 1 point
  • Deuce / direct hit: the thrower's disc hits the can with no deflection, worth 2 points
  • Bucket / slam dunk: the deflector redirects the disc into the can, worth 3 points
  • Instant win: an unassisted throw enters through the top or side slot; the game ends immediately.
  • Reach exactly 21. On an overshoot, subtract the offending throw: 20 + a 3-point bucket becomes 17.
  • Teams receive equal turns unless there is an instant win. At tied 21, play equal overtime rounds; the higher round score wins.

How to play

  1. Set up the cans. Place the cans 50 ft apart with the slots facing each other. Each team has one partner at each end. Choose which team throws first; the other has the last turn, often called the Hammer.
  2. Throw the disc. On your team's turn, one player throws the disc the full 50 ft toward the far can while their partner waits there as the deflector. You must throw from your own can's end and cannot step past the can line when you release.
  3. Deflect toward the can. Your partner may redirect the disc toward the can with one or both hands. Do not catch, carry or hit it twice. A clean deflection can score a hit or a bucket.
  4. Both partners throw, then change teams. One partner throws and the other deflects, then they reverse roles. After both partners have thrown, the other team takes its two throws. Record the score after each throw.
  5. Race to exactly 21. Reach exactly 21. If a throw would take your total above 21, subtract that throw's points instead: 20 plus a 3-point bucket becomes 17. Teams get equal turns; tied scores at 21 go to overtime.
  6. Watch for the instant win. An unassisted throw entering the can through either the top or the side slot wins immediately. No deflection is allowed, and the opponents do not get another turn after an instant win.