Chains & Chaos

A Kansas City disc golf game

Heritage Park Β· Water Works Β· 20 players to draft

Step 1 of 3

Pick a course

Round

Hole lengths and pars come from the published UDisc layouts. Fairway shapes, trees, and elevation are approximations, not a survey.

Step 2 of 3

Who is throwing?

Players

Pass the phone between turns. CPU players draft and throw on their own.

Step 3 of 3 Β·

Rip a pack

How to play

Aim

Drag on the map to aim. The dotted line shows a full-power throw with the current disc, shot, and wind.

Throw

Tap Throw to start the meter. Tap again to set power. Tap a third time when the needle crosses the white zone. Early releases go right on a backhand, late ones hook left. The Pin mark shows the power that reaches the basket.

Shape it

Pick a disc class, then Under, Stable, or Over. Each shows its flight numbers (speed, glide, turn, fade). Understable discs turn right on a backhand, overstable ones fade hard left. Add backhand or forehand and a hyzer, flat, or anhyzer release. Overpowering a disc makes it turn more.

Low or high

Low shots stay under the big canopies, so you only have to miss the trunks. High shots carry over short trees but drift more in the wind. Leaves are not walls. A disc can punch through a canopy if it misses the trunk.

Bonus gaps

Some holes have a gold-flagged gap in the trees. Thread it below the treetops and you knock a stroke off that hole.

Putt

Inside 66 feet you putt. Tap when the marker sits in the green. Wind slides the green sideways. Push putts fight wind. Spin putts have more range.

Wild cards

After the draft you get a pack of ten, face down. Arm one before any throw or putt and you flip a random card from your pack. The shot swings much harder, good or bad. It might skip across a pond, ride a hawk to the pin, or get carried off by a duck.

Lies and penalties

Trees, thorny thickets, and hillsides cap your power. Water and OB cost a stroke and you play from where it went out. Stats at the end follow the PDGA Live categories.