
KanJam is a flying-disc game where teams try to score by hitting, redirecting, or slotting a disc into a goal can.
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Turn timer
Keep turns moving with a per-player clock for KanJam.
Official two-player-team KanJam with redirects and instant-win slots.
KanJam is an outdoor disc-throwing team game where two-player teams take turns throwing a flying disc at a specially designed goal can. Partners alternate between throwing and deflecting to score points by hitting, entering, or slamming the disc into the can.
KanJam is a 2-vs-2 outdoor disc game played with a flying disc and two specially designed goal cans (open top, front slot). Teams of two stand at opposite cans, 50 feet apart. One partner throws the disc while the other stands near the goal can to deflect it. Teams alternate throws and try to reach exactly 21 points.
2 KanJam goal cans (cylindrical cans with an opening on top and a slot in the front).
1 flying disc (standard 175g disc).
Place the two goal cans 50 feet apart, facing each other.
Teams of 2: one partner stands behind each can.
Determine who throws first (disc flip or coin toss).
Teams alternate turns. On your team's turn:
The thrower stands behind their can and throws the disc toward the opposite can.
The deflector (partner standing near the target can) may use one hand to redirect or swat the disc toward or into the can.
Score based on the result.
Partners swap roles each round (thrower becomes deflector and vice versa).
| Result | Points | Description |
|---|---|---|
| Dinger | 1 | Deflector redirects the disc to hit the outside of the can |
| Deuce | 2 | Thrower hits the outside of the can unassisted (no deflection) |
| Bucket | 3 | Disc enters the can through the top (with or without deflection) |
| Instant Win | Game over | Thrower lands the disc directly through the front slot (no deflection) |
First team to reach exactly 21 points wins.
If a throw would put you over 21, the points from that throw do not count (you stay at your current score).
An Instant Win (direct slot entry, unassisted) ends the game immediately regardless of score.
The deflector may only use one open hand to redirect the disc. No catching, grabbing, or carrying.
The deflector may not stand in front of the can or obstruct the slot.
The disc must be released from behind the throwing line (behind your own can).
If the disc hits the ground before reaching the can, the deflector may still redirect it.
A disc that enters through the top after a deflection is a Bucket (3 points), not an Instant Win.
An Instant Win requires unassisted entry through the front slot only.
If both teams reach 21 in the same round, the game is tied and goes to overtime (additional rounds until one team leads after equal turns).
The deflector cannot catch or trap the disc against the can.
Dinger = 1 (deflected hit), Deuce = 2 (unassisted hit), Bucket = 3 (disc enters top). First to exactly 21 wins. Going over 21 forfeits those points. Unassisted front-slot entry = instant win.
Record the final score for each team. Note if the win was via instant win (slot entry). Optionally track dingers, deuces, and buckets per team.