Less chasing. More playing.

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

Pass. Position. Play.

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 the basics

Meet the field.

Start with the zones. Find your next pass. Then follow a point.

Fins attack right →

6 zones and 12 playersTwo staggered rows. One player from each side pairs at every circle. Fins is inside on offense; Bees is outside on defense. FINS is the illustrated offense. FINS owns the upper-left end zone; BEES owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. FINS attack right; BEES attack left. Each circle pairs one human pictogram inside with one just outside. Fins has fin torso marks; Bees has geometric stripes and wing cues.

← Bees attack left

Players play zones.

Two players per zone, one from each side. Each side attacks the opponent’s end zone, marked by a double ring.

12 players → 6 zones

Twelve players is the reference. Other layouts are optional based on the size of the teams.

Room to move in your zoneA Fins receiver inside an 11-foot circle. A Bees defender stays outside. Player icons are illustrative.

Your circle gives you room.

The receiver can move inside the circle to find space. The defender moves outside to influence the passing lane.

The circle is protected space. Defense must not enter or reach through it. No contact; no pivot-foot rule inside the circle.

The smaller player symbols show the available space. Positions are examples, not required spots.

Fins attack right →

Move forwardA1 → B1 crosses rows and moves toward the opponent’s end zone. FINS is the illustrated offense. FINS owns the upper-left end zone; BEES owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. FINS attack right; BEES attack left. Circles show zones; the path shows a disc pass, not player movement.

✓ Opposite row · legal pass

Across, not along.

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

Every pass crosses rows. Go forward, go back, or skip ahead. The zig-zag describes the layout, not a required passing sequence.

These passing examples use the six-zone reference. Catching and scoring have their own requirements.

Fins attack right →

Pass backB1 → A1 crosses rows and moves back. You don’t have to advance with every pass. FINS is the illustrated offense. FINS owns the upper-left end zone; BEES owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. FINS attack right; BEES attack left. Circles show zones; the path shows a disc pass, not player movement.

✓ Opposite row · legal pass

Across, not along.

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

Play-test Reset Pass: both the thrower’s and receiving defenders stand clear. A clean catch is still required; an incomplete backward pass is a turnover.

These passing examples use the six-zone reference. Catching and scoring have their own requirements.

Fins attack right →

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

× Same row · illegal pass

Across, not along.

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

Every pass crosses rows. Go forward, go back, or skip ahead. The zig-zag describes the layout, not a required passing sequence.

These passing examples use the six-zone reference. Catching and scoring have their own requirements.

Look beyond the next zoneA2 → B2 crosses rows, looking past the nearer B1. You can skip a zone; there’s no need for an intermediate pass. BEES is the illustrated offense. FINS owns the upper-left end zone; BEES owns the lower-right end zone. Both end zones have a bold double ring and an END ZONE label. FINS attack right; BEES attack left. Circles show zones; the path shows a disc pass, not player movement.

← Bees attack left

✓ Opposite row · legal pass

Across, not along.

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

Every pass crosses rows. Go forward, go back, or skip ahead. The zig-zag describes the layout, not a required passing sequence.

These passing examples use the six-zone reference. Catching and scoring have their own requirements.

Fin marks and bee stripes identify the demonstration sides.Team names, diagrams and player positions are illustrative.

Learn by following the disc

Play a point.

Follow one point from the opening Serve through a score. Along the way, compare four possible outcomes when the disc reaches a receiver.

Fins attack right →

Six-zone example pointFollow one example point. Six zones, twelve players, and two sides taking turns on offense. Fins is inside every circle; Bees is outside. End ownership stays fixed.

One disc. A whole field of choices.

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

The players begin together on the sideline, then enter their assigned zones.

Player movement illustrates passing lanes, not a required formation or movement speed.

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 players begin together on the sideline, then enter their assigned zones.

  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.

    The coin lands heads. Fins choose the Serve; Bees defend.

  3. Take the field.

    Fins serve and attack right. Bees defend and attack left when possession changes.

    The players move from the sideline into their assigned zones.

  4. Every zone = two players.

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

    Offense Inside and Defense Outside are shown once here; later close-ups remove the repeated labels.

  5. Start with an unobstructed Serve.

    The disc starts in the serving side’s own end zone. The server’s defender cannot interfere; receiving defenders remain active.

    This example Serve crosses from Fins’ own end zone to B2.

  6. A catch brings the point to life.

    The receiver moves across the zone and controls the Serve. Normal play is now live.

    An untouched incomplete Serve changes possession 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.

  7. Ten seconds. Find your next pass.

    With possession, move within your circle and release within the current 10-second play-test count.

    The large clock shows the count. No pivot-foot rule applies inside the circle.

  8. Body on the thrower.

    The defender moves outside the protected circle to block a throwing lane while the attacker moves to create an angle.

    No hand swats, interference with the throwing motion, or contact.

  9. Interference? An unobstructed rethrow.

    The defender steps into the protected circle. A red X marks the violation; offense keeps possession and the 10-second count resets.

    The offending defender stands clear for the rethrow. Receiving defenders remain active.

  10. Across the rows. Your choice.

    From B2, A1 and A2 are legal forward choices. B1 and the far end zone are unavailable because they are in the same row.

  11. You can also pass backward.

    B2 can pass back to Fins’ own end zone. Both defenders must stand clear for this protected backward cross-row pass.

    A clean catch is required. An incomplete throw or drop is a turnover.

  12. Send the disc across.

    The thrower shifts left in B2 and sends the disc to A1.

    The receiver shifts inside A1 to create an opening.

  13. A clean catch. Keep playing.

    The offensive receiver catches and controls the pass.

    Possession stays with Fins. No turnover occurs.

  14. A touch is not an interception.

    The defender touches the pass but does not control it. Possession is awarded to the intended receiver in A1.

    A tip, swat or deflection without control is not a turnover.

  15. Catch AND control. Turnover.

    The defender catches and controls the disc outside the circle, then becomes the attacker inside A1.

    The circle changes color as Bees establishes possession.

  16. Nobody controls the untouched pass. Turnover.

    The disc stops on the ground before roles change. Bees then receives possession in A1.

    An untouched bad throw or offensive drop is a normal incompletion.

  17. Every zone changes roles.

    Bees moves inside and Fins moves outside at every circle.

    The full field remains visible while all six pairs change roles. Team identity and end ownership stay fixed.

  18. Play toward the other end.

    The Bees complete an ordinary cross-row pass from A1 to B2.

    The view focuses on Fins’ own end zone, B2 and A1.

  19. Find the opponent’s end zone.

    The Bees throw from B2 toward Fins’ own end zone.

    A legal reception in the opponent’s end zone scores one point.

  20. Caught in the end zone. One point.

    The disc lands in Bees’ raised hands. The player and disc celebrate as the scoreboard changes to 1–0.

    Fins, the side scored upon, receives the next Serve.

  21. Scorers rotate clockwise.

    The scoring team rotates clockwise: the Bees teammates move first, the Fins server steps into the end zone for the handoff, then the Bees scorer completes the move to A1.

    Fins stays in its assigned zones and becomes the serving offense.

  22. Handoff starts the Serve Clock.

    The Bees scorer hands the disc to Fins’ server. The 30-second Serve Clock begins at that handoff.

    The scorer has completed their clockwise rotation to A1.

  23. Delay of Game. Turnover.

    Fins does not Serve within 30 seconds and loses possession. Bees receives the disc in B2.

    Normal play begins immediately. This is not an incomplete Serve.

  24. First to 11. Or 30 minutes.

    The game ends when a side reaches 11 points or 30 minutes expires.

    If tied at 30 minutes, play continues until one side scores the deciding point.

Receiving scenarios

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.

Still learning from play

FIELD DIMENSIONS

The six-zone reference uses the standard dimensions below.

Reference spacing for the end zone, B2 and A1Three eleven-foot-diameter circles. The clear edge-to-edge distance is eleven feet from the end zone to both A1 and B2.
Six-zone reference spacing. Distances show the clear space from one circle edge to the next.
How to mark an eleven-foot zoneA marked center point anchors a five-and-a-half-foot string. A spray can labeled chalk marks the boundary while the string stays taut.
Mark each zone. Mark the center point, measure a 5½-foot string, keep it taut and walk the circle with field-marking chalk.
Circle diameter
11 ft (5.5 ft radius)
End zone to A1
11 ft edge to edge
End zone to B2
11 ft edge to edge

No outer field boundary is specified by these diagrams.