Disc Up

3 on 3 ultimate, one turn at a time, against the computer or hot seat. First to 3.

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Aqua turnovers: 0 Pink turnovers: 0

The app counts turnovers and scores. What they cost is up to you: push ups, sprints, dishes, bragging rights, or nothing.

How to play
  • Walkthrough. On your first game against the computer a coach walks you through your first point, one step at a time: it says the next step in the status line (aloud with Play by ear) and marks the one square or button to tap with a white ring and a TAP tag, which a screen reader calls suggested. Every step comes from the game, so it stays right whatever the computer does. For that first point Aqua starts with the disc, the computer plays Beginner, and there are no burns or closing speed. It ends when you score, and this device remembers. The Walkthrough button turns it off, or back on.
  • The pull. Both teams start on their own goal lines. A coin flip decides who receives. After every score both teams reset to their lines and the team that got scored on receives.
  • Two actions a turn. On offense an action is a move or a throw. A throw ends your turn, so you can cut and throw in the same turn. On defense both actions are moves. Two actions can be one player twice or two players once. End turn, or the E key, stops early.
  • Who moves how on offense. The Cutter (C) cuts up to four squares, straight or around one corner like an L, and can go over other players. The Deep (D) runs up to three squares in a straight line, any direction, but nobody can be in his way. The Handler (H) steps one square, any direction.
  • Defense. Any defender moves one square in any direction, or hops over a player right next to him to the empty square straight behind.
  • No running with it. The thrower is anchored. His only action is a throw.
  • Curve. Only a Handler can bend one, twice a game per team: an L with one hard angle, or a C, a long arc. It goes around bodies a straight throw cannot get past, and it reaches teammates who are not on any straight line from him. A curve floats, though: a defender right next to the catcher knocks it down, so a guarded teammate cannot get one. Only teammates the curve can actually reach light up, so what you tap is what happens.
  • No handoffs. The disc has to cross at least one open square before a teammate can catch it. You cannot throw to someone standing right next to you, straight or curved.
  • First body in the lane catches it. A teammate is a completion. A defender is a block and a turnover, but only if he is actually guarding somebody. A defender standing in an empty lane with nobody within a square is marked OFF, and the disc goes straight over him. Blocking lanes is not defense. Covering people is.
  • Stall count. The count starts when a defender stands on any of the eight squares touching your thrower: that defender is marked M, and the STALL box shows the count to both teams. You get three turns to cut: stall 1, 2 and 3. Stall 4 is throw only. A move or End turn on stall 4 is a stall out: the disc goes down right there and the marker picks it up. If he steps off, or somebody new takes the mark, the count starts over. It is counted in turns, not seconds, so nobody is ever racing a clock. The Stall count button turns it off for a house rule with no count.
  • Three in the key. A player may stand in the endzone he attacks for two of your turns. If he is still there when your third turn starts, the disc goes down where it is, the other team picks it up, and the camper is sent all the way back to his own line. Walking him out starts his count over.
  • Board and Pause. Board, or the B key, calls out the whole field: score, who has the disc, where everyone stands, who is open, and the stall count. Against the computer it also pauses the game, so the computer cannot move while you listen. Pause, or the P key, holds the computer. Resume, P again, or taking your turn starts play again. R repeats the last line, with or without voice.
  • Voice commands. Optional. Needs a browser with speech recognition (Chrome, Edge and Safari have it, Firefox does not) and microphone permission. Say a player and a square to move him: "cutter c 4". To throw: "throw to deep", or "throw to c 7". "Curve to cutter" works the same. Also "end turn", "cancel", "board", "repeat", "pause", "resume", "next point", "replay", and "help" for the list. If it does not understand, it tells you what it heard.
  • Sounds. Pick Arcade, Field or Cartoon in the Sounds menu, or Off. They are made for this game and only add to what the screen and the voice already say.
  • Burn. Sometimes one of your players beats his man. He is marked +1 and can go one square further this turn.
  • Closing speed. Sometimes a defender who is covering somebody gets a jump. He is marked LO, the empty squares around him get a dotted ring, and any throw that passes through one of those squares is a layout block. You see it before you throw.
  • Throwaways go to the defense. A throw that hits nobody is picked up by the closest defender right where it landed. You cannot chase down your own bad throw. Then every other player jogs one square toward the disc, the way they would on a real field, and play restarts with the other team on offense.
  • Somebody always steps up. Every turnover, the nearest defender is placed next to whoever gained the disc. You never have to leave a man back to have pressure.
  • Endzone turnovers. Win the disc anywhere inside either endzone and it comes out to midfield, row 5. No free scores, and no free goal line stand either.
  • Score. Catch a throw anywhere in the far endzone, which is two rows deep with a marked goal line. First to three wins.
  • After a score. The game stops on the catch. The list under the field says how the point was scored, one line per action. Watch replay plays it back on the board, with the disc flying its real path. Next point lines everybody up, and the team that got scored on receives. Every scoring play of the game stays listed under Scoring plays. At the end of a game, Share result sends the score and the stake to whoever owes up.
  • Computer levels. Beginner throws it away a lot. Medium moves the disc forward and chases the thrower. Hard gets receivers open, hucks deep when stuck, and on defense blocks your lanes and marks your thrower. You play the computer unless you choose Two players on one phone on the opening screen, or turn Play the computer off.
  • Who is who. Each team has a Handler (H), a Cutter (C) and a Deep (D). Squares are a letter and a number, like c4. No contact: defense is lanes, marking, and the stall count.
  • Offline. After your first visit Disc Up also works with no signal. On a phone, Add to Home Screen puts it next to your apps.

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      Version: 2026-10-10 build 29

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