HOW TO PLAY
How to Play
The goal of the game is to score points by:
- Offense splits the poles without knocking off cups
- Offense strikes the pole and knocks cup(s) to the ground, or
- Defense catches the cup(s), one handed
Cups must be put back on the pole(s) after each dislodging.
Order of Play
Discs are thrown consecutively:
- Team 1, player 1
- Team 1, player 2
- Team 2, player 1
- Team 2, player 2
For 1 on 1 games, each player throws twice per turn. Teams switch sides once one of the teams reaches 11 points.
The game can be played with either 1 on 1 or in teams of two.
To determine which team goes first, each team takes turns throwing both discs at the other teams’ poles. Whichever team scores the highest number of points earns first position. If the score is tied, repeat until a winner is established to begin game play. The losing team chooses which side they want to defend.
The objective of CupCheck is to be the first team to score 21 points, winning by two and not clinching on defense.
4 point: Offense knocks both cups to the ground.
3 points: Offense splits the poles without knocking off cups.
2 points: Offense strikes the pole and knocks a cup to the ground. Two cups on the ground = 4 points
1 point: Defense catches a cup with one hand (1 point per cup)
The game cannot be won on defense. A defensive team with 20 points can only score one point by catching cups. In the event of a tied game at 20 or beyond, the team who catches the cup(s) can only earn one point until the game is over.
For example: in a 20-20 game and a game is caught by Team A, the score is now 21-20, Team A. If both cups are caught, only one point is awarded. Should Team B then catch a cup when they are playing defense, the score would become 21-21. If Team B catches both cups, the score is now 22-21, Team B. A game can only end on offense points scored (2, 3, or 4)
- defender must catch the cup with one hand, but can “trap” the cup with any part of their body (except their other hand). Using the wrist or forearm, for example, is allowed. Try holding an object in one hand to avoid using both hands (preferably nothing sharp or dangerous).
- There is not 7-0 “skunk” rule… all games must be played to 21, winning by 2 or more offensive points.
- NO “FASTBALLS” at any time. Throwing a disc at a high rate of speed can be both dangerous to players and bystanders, and it slows down the pace of the game.The disc is designed to be thrown at a moderate rate of speed, maximizing accuracy and distance to score. It is recommended that each team agree on what is considered “too fast” before play begins.
- In the event the defense challenges the speed of the disc thrown by an offense player, the offense will be ordered one “do-over” before forfeiting possession. Please use good sportsmanship and discretion when establishing the speed of the disc, and always be considerate of your surroundings.
- The disc must travel entirely through the poles without hitting the ground first, leaving both cups on the pole(s), in order to be awarded 3 points.
- If the disc hits the ground before striking a pole, the throw is considered an offensive “violation” and results in the loss of turn for the thrower, regardless if potential points scored. The play is immediately forfeited.
- If defense knocks the disc into the pole(s) causing a cup to become dislodged and hitting the ground, the offensive team gets the points.
Due to the nature of airborne objects associated with playing CupCheck™, protective eyewear is highly recommended.