Less chasing. More playing.

A flying-disc game built around passing, positioning and playing your zone.

Public play-test edition

A good game starts here

Get in your zone.

Throw, catch, and think one pass ahead. Finsbee is a non-contact flying-disc game built around passing and positioning instead of running the field.

Two teams. One cross-row rule. A field that fits your group.

Learn by following the disc

Play a point.

Your pace. Your next pass. Follow a point, then try a different receiving outcome.

Sun Side attacks right →

Six-zone example pointFollow one example point. Six zones, twelve players, and two sides taking turns on offense. Sun Side is inside every circle; Shade Side is outside. End ownership stays fixed.
Sun Side’s end zoneThe highlighted zone, close upOne offensive player inside the protected circle, one defender outside.

The circle is protected offensive space.

Sun SideInside · offense
Shade SideOutside · defense

Sun emblem / striped torso identify the sides. Names and player positions are illustrative. Disc paths show passes, not running routes.

Accepted concept

One disc. A whole field of choices.

Follow one example point. Six zones, twelve players, and two sides taking turns on offense.

The full field stays in view. The close-up below shows the players at the highlighted zone.

Read the point without animation
  1. One disc. A whole field of choices.

    Follow one example point. Six zones, twelve players, and two sides taking turns on offense.

    The full field stays in view. The close-up below shows the players at the highlighted zone.

    Accepted concept
  2. Win the toss. Make a choice.

    The coin-toss winner chooses first possession OR which end to defend. The other side gets the remaining choice. First possession begins with a Serve.

    For this example, Sun Side starts with the disc at its own end. This is a demonstration, not a required opening choice.

    Accepted concept
  3. Every zone = two players.

    One player from each side takes a zone. The current offense plays inside the circle; the current defense stays outside.

    Sun-emblem players are inside. Striped players are outside. These roles apply at every zone.

    Accepted concept
  4. Start with an unobstructed Serve.

    The disc starts in the serving side’s own end zone. The server’s defender cannot interfere with the first throw. Receiving defenders remain active.

    This example Serve crosses from Sun Side’s end to B2. The path is the disc, not a running route.

    Accepted concept
  5. A catch brings the point to life.

    The receiver controls the Serve in their zone. Normal play is now live.

    If an untouched Serve is incomplete, possession changes at the intended receiving zone. The new offense must complete one legal pass before the opponent’s end zone becomes live. A clean Serve interception is immediately live.

    Accepted concept
  6. Ten seconds. Find your next pass.

    With possession, move within your circle and release within the current 10-second play-test count. No pivot-foot rule applies inside the circle.

    The count is a play-test value (DQ-003), not a finalized optimum. Jumping is allowed; no grounded-catch rule is introduced.

    Play-test rule
  7. Body on the thrower.

    While the disc is possessed, the nearby defender uses body position outside the protected circle. No hand swats, interference with the throwing motion, or contact.

    Illegal on-disc interference means an unobstructed rethrow: offense keeps possession, the count resets, and receiving defenders remain active.

    Accepted concept
  8. Interference? An unobstructed rethrow.

    If the on-disc defender illegally touches the possessed disc or interferes with release, offense keeps possession and the 10-second count resets.

    The offending defender cannot interfere with the rethrow. Receiving defenders remain active: this is a free throw, not a guaranteed catch. This is a penalty example, not a required event in every point.

    Accepted concept
  9. Across the rows. Your choice.

    Choose an opposite-row zone: forward, backward, nearby or skipping ahead. Same-row passes are unavailable. There is no mandatory route through intermediate zones.

    Solid highlighted zones are opposite-row targets. Same-row zones are marked ×. Backward passes have no special Reset Pass protection; DQ-009 remains open.

    Accepted concept
  10. Send the disc across.

    For this example, the receiver in B2 chooses A1. Players keep their assigned zones while the disc travels.

    A different legal choice could skip A1 or go backward to Sun Side’s end. The pictured path illustrates this throw only.

    Accepted concept
  11. Hands on the pass.

    Once the disc is in flight, the receiving defender may use hands to play it, while staying outside the protected circle and avoiding contact.

    Choose an example outcome below. A point does not have to include a deflection or turnover. Jumping is allowed, but not required.

    Play-test rule
  12. A clean catch. Keep playing.

    The offensive receiver catches and controls the pass in their zone. Possession stays with Sun Side.

    This branch shows a successful possession; no turnover is required.

    Play-test rule
  13. Find the opponent’s end zone.

    The offense throws across rows toward the opponent’s end zone. A legal reception there scores one point.

    The bold double ring marks the end zone. Ownership has not changed with possession.

    Accepted concept
  14. Caught in the end zone. One point.

    A legal offensive reception in the opponent’s end zone ends the point. The side scored upon gets the next possession.

    Scoring requires a legal reception. This example does not resolve unusual boundary or awarded-possession edge cases.

    Accepted concept
  15. New point. New matchups.

    Players rotate after a score, then the side scored upon serves from its own end. The exact rotation pattern is still being decided.

    Rotation animation pauses here until the owner resolves DQ-002. Replay this point or try another receiving outcome.

    Open decision

Other receiving outcomes · play-test rules

A receiving defender’s touch without control awards possession to the intended offensive receiver. A clean catch and control creates a turnover. An untouched bad throw or offensive drop is a normal incompletion. Turnovers reverse roles at every zone, while side identity and end ownership stay fixed.

Meet the field

Players play zones.

Two players per zone. Build the field to fit the group. Every circle pairs one attacker inside with one defender just outside.

Provisional design exploration. SUN SIDE and SHADE SIDE name the opposing sides in these diagrams only. Real teams choose their own names. These names, motifs and colors are not finalized Finsbee rules or branding.

12 players → 6 zones

Play-test teaching layouts. Twelve players is our reference; other arrangements are provisional. Rows can have different numbers of zones. The zig-zag describes the layout, not a required passing order: you can skip zones or pass back.

6 zones · 12 playersSUN SIDE is offense in this view

SUN SIDE attacks right toward the opponent’s end zone

6-zone field and 12 playersTop row, left to right: END ZONE — A1 — A2. Bottom row, left to right: B2 — B1 — END ZONE, staggered to the right. At all 6 zones, SUN SIDE is inside on offense and SHADE SIDE is outside on defense. SUN SIDE is the illustrated offense. SUN SIDE owns the upper-left end zone; SHADE SIDE owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. SUN SIDE attacks right; SHADE SIDE attacks left. Each circle pairs one human pictogram inside with one just outside. Sun Side has sun-emblem torsos; Shade Side has striped torsos.

SHADE SIDE attacks left toward the opponent’s end zone

SUN SIDE: sun on torsoSHADE SIDE: striped torso

Every zone = one attacker + one defender. All 6 SUN SIDE players are inside; all 6 SHADE SIDE defenders are outside. Sides can switch roles. The marker positions are examples, not required spots.

Top row: END ZONE — A1 — A2. Bottom row: B2 — B1 — END ZONE. SUN SIDE owns the upper-left end zone; SHADE SIDE owns the lower-right end zone. Both end zones have bold double rings and an END ZONE label. Both use the same solid boundary treatment. Each team attacks the opponent’s end zone. End ownership stays fixed.

Find your next pass

Across, not along.

Every pass crosses to the opposite row. Go forward, go back, or skip ahead—you choose the route.

Passing examples use the six-zone reference field. Catching and scoring have their own requirements.

✓ Legal row crossing · solid path

Move forward

SUN SIDE offense · attacks right toward the opponent’s end zone

Move forward: A1 to B1A1 → B1 crosses rows and moves toward the opponent’s end zone. SUN SIDE is the illustrated offense. SUN SIDE owns the upper-left end zone; SHADE SIDE owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. SUN SIDE attacks right; SHADE SIDE attacks left. Circles show zones; the path shows a disc pass, not player movement.

A1 B1

A1 → B1 crosses rows and moves toward the opponent’s end zone.

✓ Legal row crossing · solid path

Pass back

SUN SIDE offense · attacks right toward the opponent’s end zone

Pass back: B1 to A1B1 → A1 crosses rows and moves back. You don’t have to advance with every pass. SUN SIDE is the illustrated offense. SUN SIDE owns the upper-left end zone; SHADE SIDE owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. SUN SIDE attacks right; SHADE SIDE attacks left. Circles show zones; the path shows a disc pass, not player movement.

B1 A1

B1 → A1 crosses rows and moves back. You don’t have to advance with every pass.

✓ Legal row crossing · solid path

Look beyond the next zone

SHADE SIDE offense · attacks left toward the opponent’s end zone

Look beyond the next zone: A2 to B2A2 → B2 crosses rows, looking past the nearer B1. You can skip a zone; there’s no need for an intermediate pass. SHADE SIDE is the illustrated offense. SUN SIDE owns the upper-left end zone; SHADE SIDE owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. SUN SIDE attacks right; SHADE SIDE attacks left. Circles show zones; the path shows a disc pass, not player movement.

A2 B2

A2 → B2 crosses rows, looking past the nearer B1. You can skip a zone; there’s no need for an intermediate pass.

× Illegal same-row pass · dashed path

Same row? No pass.

SUN SIDE offense · attacks right toward the opponent’s end zone

Same row? No pass.: A1 to A2A1 → A2 stays in the same row. Choose a player in the opposite row instead. SUN SIDE is the illustrated offense. SUN SIDE owns the upper-left end zone; SHADE SIDE owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. SUN SIDE attacks right; SHADE SIDE attacks left. Circles show zones; the path shows a disc pass, not player movement.

A1 A2

A1 → A2 stays in the same row. Choose a player in the opposite row instead.

Still learning from play

PLAY-TEST FIELD DIMENSIONS

This is a six-zone reference, not a final field specification.

Circle diameter
12 ft (6 ft radius)
Downfield center spacing
About 22 ft
Row-center spacing
About 20 ft

11 ft horizontal stagger: visualization / implementation assumption. It is independently configurable and is not a finalized Finsbee field dimension. Final dimensions remain open in DQ-001.

Player-marker positions and pass-path curves are illustrative. They do not prescribe exact player positions or model disc physics. No outer field boundary is specified by these diagrams.