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ABOUT & RULES

ONLY THE DISCS ARE ANGRY.

Killer B serves the purpose salons and their likeness (e.g. the jazz clubs in the 50’s, coffee houses of the 60’s) have served since time immemorial as bastions of free thinking, where ideas are explored that are alternative to the established belief, the party line, or popular opinion, during times of Revolution or Renaissance.

 

The silent quests of the salon are privy to the over-the-top pomposity of the free souls as they give voice to every thought that excites them – no matter how profound or profane, ridiculous or sublime, in their never ending love affair and courtship with the B and retention of neoteny.

 

Be forewarned, Killer B will offer no apology or explanation, for this spiritual odyssey, ultimately, all is forgiven.  With this in mind, one can relish in the antics of our heroes as they try nobly to illuminate mankind’s collective unconscious, and act as a catharsis for this world’s troubled soul.  With Style, Wit, Grace, Beer and Aim, Killer B’s philosophy unfolds with invitation for all to join in making this odd, bittersweet journey called Camp D’homme a glorious and satisfying end unto itself.

 

In this we are committed.

MEET THE COMMISSIONERS
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Creator, Global Co Commissioner, Beijing & Thailand Commissioner

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Global Co Commissioner,

Canada Commissioner

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Hong Kong Commissioner

STEVE
NORTHCOTT

Meet Steve, a laid-back beach lover with a knack for fun. He thrives on sipping craft beers by the shore, crafting quirky games for his crew, and turning every gathering into an unforgettable party. With a frisbee in hand and laughter in the air, Steve’s your ultimate good-time guy.

SHAWN
TRIPP

Shawn is 1/2 of the mastermind behind every epic hangout, crafting menus and moments his friends never forget. Wise beyond his years, he’s the go-to guy for advice and good vibes. Though winning isn’t his goal, Shawn dives into every game with passion, proving it’s all about the joy of playing.

GEOFF
BALLARD

Geoff is a vibe master, radiating positivity and unstoppable creativity wherever he goes. With a knack for turning the ordinary into the extraordinary, he’s always up for adventure—no matter how wild or weird. With Geoff around, there’s no such thing as a bad time at Killer B.

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Brazil Commissioner

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Portugal Commissioner

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Vietnam/California Commissioner

GARY
BLANTON
LUKE
TURNER
DAVID
ROSS

Gary, a free-spirited Dead Head, is a living legend with tales that rival any MAGA grandpa’s war stories. Sporting a pickled liver and a robotic back, he’s unstoppable. Gary’s heart beats for Killer B, and while he’ll never retire from it, one thing’s certain—Killer B retires from Gary!

Luke, a Killer B icon, is celebrated for his winning streaks and legendary screams. A true competitor with a golden heart, he’s the first to steer you away from a bad choice—right before diving headfirst into his own. With Luke around, the stories are as epic as the games.

Meet Ace, aka Frisbee Freddy—a six-string strumming maestro fueled by vodka-mixed concoctions. Always ready for a frisbee toss, Ace brings endless silliness, funzies, and tomfoolery to the mix. With a guitar in hand and a mischievous grin, he’s the life of every gathering and the king of good times.

THE 'RULES'

SECTION 1: Preparation

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S1.1  Materials
 S1.1a Frisbees. Official weight is 175 grams.
 S1.1b Dudes. 

  S1.1c In the past, we've evolved to include banners, cones, draft sheets, etc.  These in no way enhance the fun.  They just make us look pretty.

S1.2  Field of Play

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  S1.2a Killer B is typically played on a beach, but can be played on natural grass, clay, artificial turf, or pavement.
  S1.2b The field of play has five parallel lines: two endlines, the half line, and two "3-quarter" lines.
  S1.2b.1 The distance between each line is measured in paces: 5 paces from an endline to a 3-quarter line; and
                5 paces from the 3-quarter line to the half line.
  S1.2b.2 Beyond each endline is an unmarked drop zone that is part of the field of play. It is recommended that at
                least one athlete not involved in the current game being played manage this zone in order to:
  S1.2b.2A Protect unaware pedestrians and sunbathers nearby with gentlemen 'spotters'. Provide beer or appropriate cocktail for any inconvenience offered by frisbee.
   S1.2b.2B Alleviate exertion of current competitors and reduce game duration by retrieving frisbees.
    S1.2b.3 Sidelines are drawn in tournament play to inform spectators of where the action is intended to be played.
(Note: A popular version of the game is played around a rectangular swimming pool, where two endlines and two sidelines are defined by the pool's dimensions)

S1.3  Picking the Teams
S1.3a How teams are chosen varies, but it occurs within 24 hours of the tournament.
   S1.3a.1 Random methods are encouraged in the spirit of no team being intentionally stacked.
   S1.3a.2 In the case when schoolyard rules are used, the last one picked is awarded the Kid in Jeans trophy.
S1.3b When possible, first time participants are assigned as captains.

S1.4  Pregame Ritual
Before each game, all team members meet their opponents at the half line, offer some sort of bro-mance gesture, and declare that “Only The Discs Are Angry" (a reminder that friendships will be maintained despite intense competition).

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SECTION 2: Game Protocol

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S2.1  Length of Game
 S2.1a An official Championship game of Killer B has 9 innings. Within each inning, both teams have a turn at playing offense and a turn at playing defense. The team with the most points at the end wins. The game cannot end in a tie. In large tournaments, it is totally acceptable to shorten the games to 5 innings for round robin play.
 S2.1b The 9th inning is the only regulation inning when both teams take two consecutive turns at offense and defense.

S2.2  Tie-Breaker
In the event of a tie, the game continues where an additional inning is played in the 9th inning format.

S2.3  Honor System
Killer B uses and relies on the Honor System to satisfy all disputes.

SECTION 3: Offense

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S3.1  Procedure
 S3.1a During the offense's turn of an inning, each player is armed with one frisbee.
 S3.1b From behind the team's designated endline, each player throws their frisbee at their opponents standing along the opposite endline.
 S3.1c In the event that the offense has one less member than the defense, players rotate in throwing the additional frisbee.

​

S3.2 Scoring

 

S3.2a The offense is awarded one point for every frisbee that hits an opponent. A frisbee can hit multiple opponents and an opponent can get hit by multiple frisbees. 1 body = 1 point. If a frisbee hits 2 body party of one individual on one throw, it is still considered 1 hit.  A frisbee hits two different individuals with one throw, its a "double".  We've never seen a triple and we are excited for its eventual throw.
 S3.2b A hit is considered any part of the body whether it is covered in clothing or not. A frisbee that hits only clothing,however, is not considered a hit. There are two exceptions to this rule:
   S3.2b.1 Hats, caps, bandanas, and any kind of headgear is considered part of the body.
   S3.2b.2 Beer cans, beer bottles, and any kind of object held in the hand is considered part of the body

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SECTION 4: Defense

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S4.1  Procedure
S4.1a Players on defense line up side-by-side along their designated endline.
S4.1b A defender can take any stance he chooses, but he must:
   S4.1b.1 Keep his head up in its natural position.
   S4.1b.2 Extend both arms so that they are parallel to the ground and to the endline.
   S4.1b.3 Touch the hands of teammates on either side of him.
   S4.1b.4 Keep both feet on the ground.
   S4.1b.5 Not bend the waist or knees.
S4.1c Once all of the defenders have taken their stance, the defensive unit is considered set.

ts eventual throw.

​S4.2  Recommendations
Although not required, the following can reduce the effects and/or chance of a hit. A player on defense may:
S4.2a Stand with his back to the offense.
S4.2b Place one foot in front of the other.
S4.2c Extend his fingers.
S4.2d Wear a hat, cap, bandana, or any "soft" type of headgear for sun and/or neck protection. Any form of helmet is not allowed.

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SECTION 5: Penalties

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S5.1  Penalty Shot


 S5.1a When a team is awarded a penalty shot, one player from that team throws a frisbee at the player who made the infraction ... from the half line.
 S5.1b When more than one penalty shot is awarded to a team during a game, players must rotate throwers.

S5.2  3-Quarter Line Rule


 S5.2a When a throw from an offensive player results in the frisbee coming to rest behind the 3-quarter line closest to the defending team, the defense is awarded a penalty shot.
 S5.2b How the frisbee ended up behind the 3-quarter line is irelevant, although it must arrive there on its own.
 S5.2c If a defender was hit in the process, the point counts.
 S5.2d The defending team's penalty shot is taken once all of the frisbees have been thrown by the offense.
(Note: There is no 3-quarter line in the swimming pool version of the game. Hence, all 3-quarter line rules apply when the frisbee thrown by the offense ends up in the pool)

S5.3  Flinch


Once a defensive team is set, no defender is allowed to move, including in the event he is hit, until all frisbees have been thrown by the offense. A defender who moves is considered a flincher.
 S5.3a When a member of the defense flinches, the offense is awarded an additional throw by every member of the offense.
 S5.3b There are two exceptions to the flinch rule:
   S5.3b.1 When a defender is hit, he is allowed to raise a finger or hand in order to inform the offense.
   S5.3b.2 Natural swaying (not stumbling) due to conditions caused by weather or alcohol is not considered a flinch.
 S5.3c If the offense is distracted for whatever reason, it is common courtesy for the offense to inform the defense. In which case, the defending team is allowed to relax and reset their stance once the offense is ready. However, no defender should ever assume that the offense is distracted, no matter how long it takes for them to make the first throw.
 S5.3d If the final frisbee thrown by the offense during an inning causes a defender to move, this is not considered a flinch. (Note: After the final throw, it is customary that defenders who get hit hard during the inning gesture in full dramatic fashion purely to maximize the entertainment value)

SECTION 6: Tournament Play

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S6.1  Format
 S6.1a Tournaments are run in a round robin format followed by playoffs.
 S6.1b For playoffs, the team with the best record during the round robin plays the team with the worst, second-best plays second-worst, and so forth.

S6.2  Championship Game
 S6.2a The number of games played is decided by the two finalists, which typically depends on the conditions of the players, the conditions of the weather, or both. Historically, it has been either one single game, or a best-of-three series.
 S6.2b Teams switch endlines so that there are an equal number of throws from each side (9 inning game means switch in bottom of 5th)
   S6.2b.1 For the single game championship, this occurs at the end of the 5th inning.
   S6.2b.2 For the best-of-three series, this occurs at the end of the 5th inning in only the third game, if it is played.
   S6.2b.3 If the final game is tied at the end of regulation, then teams switch endlines at the end of every odd-numbered inning, starting with the 9th inning. 

SECTION 7: For the wives

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S7.1  
  Don't Die.

S7.2  
  Don't get arrested

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