Skkeeckk : Disc playing game played on a basketball court


The #1 disc throwing game played on a basketball court


The Rules of Skkeeckk (First Edition)

Skkeeckk is played with a minimum of four players and a maximum of 8 total players; four on a side. The object of the game is for the thrower to skip the disc into one of the marked zones without the opposing team catching the disc before it hits the ground. The defensive side, or the catching side, must stay within the catching zone they have chosen to occupy. No more than two players can share a catching zone. By catching the disc while still in the catching zone, the defensive team stops the thrower from earning points for their turn. Each throwing turn will last ten throws or three catches by the defense, which ever happens first. The game is over once each player has taken their turn as the thrower. Teams take turns at being the throwing side. Throws must cross the halfway line before skipping or that counts as a catch for the defensive side. Throwers may utilize a roll, but the roll must cross the halfway line inside of the lines of the court. The catchers must pick up the roll before it comes to a complete stop. Rolls that are not picked up are worth one point regardless of the zones it rolls through. The number of points awarded to the thrower is dependent upon which zone the disc first skips in. The basketball hoop, backboard, and pole are all hazards. If the thrower's disc touches this hazard at all, then that player's turn and points from that turn are forfeited. If the disc hits the hazard and is caught by a defensive player, then the game is over resulting in a victory by the defensive team. This action is called a "Razzle Dazzle". The side with the most points after each player has had a turn wins the match. 

Court markings

  • Throwing zones may go back as far as desired. 
  • Catching Zones may go outwards from the court as far as desired. We recommend at least 6 feet if possible. 
  • The other dimensions of the zones must follow the markings of the court. For instance, zones E,F,G, and H always reach from the top of the key to the base line of the court. 
  • Markings should be made with street chalk or tape. 


  • Skkeeckk should always be played with a freestyle disc.

This is the first  edition of "Skkeeckk" so please give us feedback to help the development of the game.