Technical
Details about Selected Holes
Disclaimer: These rules outline the precedents set by
years of Disc Golf play, which have been passed on through the
generations.
General Rules
-
No running starts, except at the tee for each hole.
(i.e. On every throw after the first throw, you must plant one pivot foot
where the disc lands, and throw from there.)
-
No bouncing off water. There isn't much
water on the course, so just stay away.
-
No "most advantageous land."
With water penalties, you play the disc from the closest point of
land.
Hole 1
- To decide the order of play for the first hole, players must try to land
their disc as close to the cannon as possible. Players stand on the
road in front of Whig/Clio, and then get one upside-down throw at the
cannon. Whoever lands nearest the cannon goes first, continuing with
the next closest, etc.
- One mulligan (retry) is allowed only for the first throw of the first
hole. (You can start over once.)
Hole 6
- The tee includes the whole stone circle in the middle of the 1903
courtyard.
- Freshmen attempting to hammer over 1903 are permitted one mulligan.
Hole 8
- The tee includes the area behind the fence, but to the left of the
small tree. Thus, a flick along the side of the building is not
allowed.
Hole 9
- The tee is the concrete pad at the top of the staircase. Players may
not start the hole from on top of the Rock Mag Lab.
Hole 11
- Water is defined by the roads (meaning cars drive on them). Thus, the asphalt walkways connecting
the road to 1915 are not considered water
- However, any contact with water (scraping sounds) suffer the water
penalty. (i.e. - no "bouncing off the water")
Copyright 2001. David Follette. Version
2.2
Email: follette@princeton.edu