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Favorite Games
Anyone can think of a few games to play with Aerobie sport toys - the games of catch and Ultimate come to mind for our rings & discs whereas football (not surprisingly) might be a popular choice for our Aerobie footballs. But if you're in the mood to try something new, check out the following game suggestions.
If you invent a game for any Aerobie products, we'd love to hear about it - just send us its title & rules. Thanks!

Catch

Playing catch with a friend is the most popular game played with Aerobie flying rings. A game of catch over a distance of 50 yards or more is a thrilling game of catch.

Aerobie Volleyball

The game of Aerobie volleyball is played by two or four players with a Superdisc on a sand volleyball court.

The object of the game is to get the Superdisc to land on the opposing player's side of the net, within the lines, without them being able to catch it.

You can throw the disc however you like but it must land flat (The edge can not hit the ground first or at least not perpendicular to the ground.)

When one player catches it, he or she throws it back to the other side and so on until one player or team is unable to make a catch.

The player to win the last point "serves" the next point from behind the back line. A player does not need to be the "server" to receive a point.

It works best for a one on one game, but for players not wanting or able to move as much, two on two works as well.

Play games to eleven and switch sides after each game to account for wind and sun. First player or team to win two games wins. The Aerobie Superdisc is the best disc to use. The game will test the players' prediction ability as well as accuracy, spin use, and agility. Be prepared for a great workout. Game submitted by Reed Wilson of Burr Ridge, Illinois

AeroStep

AeroStep is a great game for building accuracy and long legs. Two players make a team. They throw and receive from two markers set 30 or more yards apart.

You can play against other teams or just with your teammate trying to set your own team records.

Each player throws to his teammate who tries to catch the Aerobie ring while keeping a foot on his marker. If a player leaves the marker to make the catch, the player must count the number of steps needed to get back to the marker. A missed catch counts as ten steps.

The receiver then throws back to the other player who counts steps away from the marker in the same way.

The team score is the total number of steps for a round of ten throws. A perfect round is a zero score (all catches made with a foot on the marker.) When you are consistently scoring below ten, try greater distances.

The strategy is to throw low and accurately and to take the biggest steps you can.

AeroSpeed

AeroSpeed is a fast game. A team of two players throw and catch as quickly as possible from behind two lines set 30 or more yards apart.

The team can race the clock or other teams.

The object is to make ten catches in the shortest possible time. The only rule is that all throws and catches must be from behind your line. If you run forward to fetch a short throw, you must run back behind your line before throwing back.

The clock starts with the first throw. Each time a catch is made the catcher calls out the count. The match ends at the count of ten.

The strategy is to keep your throws low, fast, and accurate. If you run back to fetch an overthrow, throw it back from wherever you picked it up; then run up to your line in time to catch the return throw.

When you get good, you can try:


Double Speed - the same game played with two Aerobie rings.
End Zone - Throw from an end zone of a football field to another player who must catch the ring within the opposing end zone.

AeroGoal

AeroGoal is an exciting game of "goal tending" that will give the players lots of exercise.

The field has two goal lines, each about 20 yards wide and about 30 yards apart. You can use wider goal lines if you have more than one player per side or if you space the goals farther apart.

The object is to throw the ring past (but not over) the defending player or team.

All throws and catches must be made from behind the goal line. A "fair" throw must cross the defender's goal-line between the end markers and below head height. A "foul" throw is either above the defender's head, wide of the goal line, or falls short of the line.

The thrower gets a point if the defender fails to catch a fair throw. The defender gets a point for any foul thrown by an opponent. The defender gets two points if he or she catches a foul throw.

A match is completed when one side gets 10 points.

If you have more than one player per side, make the goal lines about ten yards wider for each extra player and use one ring for each player per side. For example, with three players per side use three rings and 40 yard wide goal lines.

Strategy: Throw low, fast, and accurately

Variation: Try allowing only one handed catches

Aerobie Golf

Aerobie golf is very much like disc golf except it is played with an Aerobie ring. The game can be played on a disc golf course or, if allowed, on a regular golf course but is most frequently just played in any park or other open area.

The game can be played with as few as two or as many as you would like. Each player must have an Aerobie ring. Each player is in competition with the other players.

The objective, like in regular golf, is to complete the game with the lowest number of throws. The player with the lowest score wins.

Assuming you are playing in a park or other open area, play begins with one player picking the first target. Targets are usually trees or garbage pails or rocks or practically any fixed object. Players throw their rings toward the target and count to see how many throws it takes before a throw hits the target. Each successive throw is thrown from the spot where the previous throw stopped. The number of throws required to hit the target is a players score on the first "hole."

Play on the second and following hole begins when all players have finished the previous hole. Players should take turns selecting the next target. There is practically no limit to the distance to the next target. Some players may feel they have an advantage from picking far away targets while other players may feel they derive an advantage from selecting a target that will require throws that bend around obstacles.

The game does not need to be for 18 holes but players should agree to the number of holes before play begins.

Links to Others Games:

Aerostix

Barn Run Mania

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If you invent a game for any Aerobie products, we'd love to hear about it - just send us its title & rules. Thanks!