The VISUAL EXPLANATION

Visual Game Guide

The VISUAL REFERENCE

Strategically position your Ultimate team to complete throws and catches, while moving your team toward the opponent's end zone. Successfully complete end zone catches to be the first team to score 7 points, and win the game.

The UP CALL

The Up Call begins when the game disc is thrown, and ends when the game disc is either caught, or successfully defended, resulting in a turnover. Upon completed catch, or successful turnover, the play cycle is repeated.

Players adjacent to the game disc may roll dice to take different actions.

Each player's roll result is added together, acting as the total action "Count". Defenders who "Bid" on the game disc must roll a higher action count than the offensive action count to take control of the game disc, resulting in a "Turnover".

After the Up Call, each team rolls 3 dice to move; dividing the roll count between select players. Players move individually, until the full move count is completed. Handlers in possession of the disc do not reposition during team movement.

Gameplay Field Manual

New Huck + Monster Coaches should start with basic game guidelines before incorporating more advanced rules. Seasoned Huck + Monster Coaches should reference the full list of guidelines, including those advanced techniques marked as "Expert", or "Pro".

Disc Possession

Offensive team players must be adjacent to the game disc to take possession, or action, on the disc.

The offensive team in possession of the disc acts first to move, Throw, Continue, or Catch. The Defensive team acts second to Mark, Intercept, or Challenge. The defensive team only acts first when starting a new point; when initiating the starting throw, or "Pull", to the offensive team.

Disc color should always be adjusted to match the color of the team in possession of the disc. During turnovers, physically flip the game disc, or switch it out with a team disc, to indicate the color of the offensive team now in disc possession.

Field Setup + Starting Pull

GETTING STARTED

Teams begin each point on their starting lines, inside their end zone. For each new point, place the offensive game disc on the remaining open defensive line space.

Defense begins point by rolling 3 dice for the initial Throw, or “Pull” distance. Move the game disc to any open field space within the total roll count. Do not roll dice to defend, or Catch, the disc on Pulls.

After initial throw, Offense and Defense each roll 3 dice to move. Divide the total move count across team players. Move players individually, subtracting from the total move count for every new space. Offensive team (receiving the disc) moves players first, followed by the defensive team.

End Zone Play + Final Catch

POINT AND GAME

Complete Catches in the opponent's end zone to score 1 point. The first team to score 7 points (win by 2) wins the game.*

Players must be inside the end zone to score. Receiving players inside the end zone may Catch adjacent discs inside, or outside, of the end zone.

Successful end zone bids from Marks or Challenges result in a turnover. Successful end zone Intercepts result in a defensive point (aka: The Callahan).

Handler Tip: *Play a faster 3 point game when other Coaches are waiting for their turn to play. Keep track of the "Race to 3" winners to start your own mini-tournament.

Field Setup + Starting Pull

GETTING STARTED

Teams begin each point on their starting lines, inside their end zone. For each new point, place the offensive game disc on the remaining open defensive line space.

Defense begins point by rolling 3 dice for the initial Throw, or “Pull” distance. Move the game disc to any open field space within the total roll count. Do not roll dice to defend, or Catch, the disc on Pulls.

After initial throw, Offense and Defense each roll 3 dice to move. Divide the total move count across team players. Move players individually, subtracting from the total move count for every new space. Offensive team (receiving the disc) moves players first, followed by the defensive team.

End Zone Play + Final Catch

POINT AND GAME

Complete Catches in the opponent's end zone to score 1 point. The first team to score 7 points (win by 2) wins the game.*

Players must be inside the end zone to score. Receiving players inside the end zone may Catch adjacent discs inside, or outside, of the end zone.

Successful end zone bids from Marks or Challenges result in a turnover. Successful end zone Intercepts result in a defensive point (aka: The Callahan).

Handler Tip: *Play a faster 3 point game when other Coaches are waiting for their turn to play. Keep track of the "Race to 3" winners to start your own mini-tournament.

Disc in Action

DISC PATH MOVEMENT

The "Handler" is the player in control of the game disc. Handler must be adjacent to the game disc to take action. Handler may throw disc in any direction, along any open path.

Handler rolls 3 dice to determine maximum Throw distance. Combine dice results to determine the total Throw count. Move the game disc along any open path up to, or within the distance of the total Throw count.

Disc path may change direction mid-flight. Disc cannot pass over, or through, spaces occupied by players, except those defenders who have lost an active bid.

Handler Tip: Match the game disc color with your team color to keep track of team possessions. Always show the disc moving along it’s path for Throws in progress.

HANDLER PIVOT

PRO RULE: AREA OF PIVOT (AOP)

New Handlers may “Pivot” after a successful Catch to reposition the game disc before the next Throw. Pivots are not dependent on a dice roll, and cannot be defended. Pivots are limited to open spaces adjacent to Handler (Area of Pivot).

Handlers may only pivot after successful catches, and must pivot before defensive team movement. Disc cannot Pivot during active Up Calls, or defensive movement.

Disc motion is limited to AOP spaces directly accessible from the point of completed catch. Disc cannot pass through any other players within the AOP. Disc cannot Pivot into the end zone, or act as a Throw, Continue, or Catch.

Handler Tip: This is an optional game mechanic that significantly increases the mobility of offensive game play.

DEFENSIVE STANCE

ZONE OF CONTROL (ZOC)

Defenders may Mark, Intercept, or Challenge any disc within their Zone of Control (ZOC). ZOC is limited to any hex space immediately adjacent to the defensive player. Defenders cannot take action outside of their ZOC.

Depending on position, defenders roll different numbers of dice to "bid" against the offensive Throw, disc path, or Catch.

Disc stops for any defensive bid at the first point of ZOC contact. Disc plays from the first point of ZOC contact for any following action.

Disc remains at first point of contact on turnover. Disc continues on the original Throw count if defensive bids are unsuccessful. Disc may travel over defensive players with unsuccessful bids, but cannot travel over offensive players at any time.

Mark + Intercept

DEFENDER BIDS

The defender adjacent to the disc during a Throw is the “Mark”. The Mark rolls 3 dice to bid against the total Throw count. Mark must be adjacent to the game disc to bid against Throws. Highest dice count wins the bid. Only one Mark is allowed per Throw.

The defender adjacent to the disc path is the “Intercept”. Intercepting players roll 2 dice to bid against the previous total Throw count.

Successful defensive bids result in a turnover from point of contact. Successful Marks and Intercepts become Handlers on Turnover. Roll 3 dice to move the new offensive team first after Turnovers.

Pro Rule: Rethrow: If defending bid is successful, the Intercept has the option to immediately roll 3 dice to rethrow the game disc as the new Handler, without moving offensive or defensive teams after a turnover.

CONTINUE

PRO RULE: CATCH + RETHROW

Receivers without a defensive Mark or Challenge are not required to roll dice to successfully complete Catches. Without a defender next to the Receiver, or the disc, Unguarded Catches have the option to “Continue” initial Throw.

Continue a previous Throw by adding the result of 1 new dice roll to the remaining count of the incoming Throw total. Move the game disc the corresponding count distance, including the remaining distance from the incoming Throw.

Teams do not roll to move for continuation throws. Each Continue player may only take action on the disc once per full Up Call.

Defenders may roll to bid from any existing (including double team) positions when defending against Continue Throws.

Pro Rule: Rethrow: The Continue has the option to immediately roll 3 dice to rethrow the game disc as the new Handler, without moving offensive or defensive teams after a completed Continue Catch.

Mark + Challenge

CHALLENGING THE CATCH

"Receivers" are the intended target of offensive Throws. Unguarded Receivers do not roll dice to complete a Catch. Guarded Receivers roll 3 dice to complete Catches that are actively contested by either the Mark, or the Challenge.

Similar to a Mark on a Throw, a Mark on a Catch is any defensive player adjacent to the disc when the disc is also next to the Receiver. Each Mark rolls 3 dice to bid for disc on Catch. Double teams are allowed for Marks on Catch.

Defenders adjacent to a Receiver, but not also adjacent to the disc, are "Challenges". Challenges adjacent to the Receiver each roll 2 dice to to bid on disc Catch.

Bid-winning defenders control the disc on Turnover. Disc must be played from point of turnover, unless citing a specific game rule, or modification.

Game Flow

Huck + Monster game mechanics combine disc movement, player position, and field setup to complete a comprehensive turn-based strategy framework. Certain steps may be completed many times, while other steps may be frequently skipped.

Game mechanics work as a linear set of actions. Each key step (indicated by a dot) is an opportunity for team players to take an action. If no defensive players are within the distance of offensive action, then the action is automatically successful, with play continuing as planned.

The offensive team acts first to Throw, Continue, or Catch. If positioned correctly, defensive players then roll dice to "bid" against offensive actions.

Defensive players must roll a higher dice count than the offensive dice count to win the bid. The player with the higher dice count then takes possession of the game disc, becoming the new Handler on the next Up Call.

Strategy Playmakers

Strategy Dice + Pins

Modify standard gameplay results by combining any Strategy Playmaker with any action roll except the “Pull”. Team players must be directly involved in the active play to roll, or spin, Strategy Playmakers during play. Playmakers may only be used once per “Up Call”.

Strategy Playmakers

All Huck + Monster Gamekits include a set of strategy playmakers. Marked as light for offense, or dark for defense, the Strategy Playmaker (dice or pin) may be used once per Up Call to adjust the outcome of any active player action.

Add the Strategy Playmaker results (dice or pin) to the results of any player action. Teams must have a player actively participating in the play with a player action to use Strategy Playmakers. Playmakers cannot be used independently of an active player.

Strategy results are incorporated at the time of action roll, and do not carry over to following actions, or Up Calls. It is not necessary to use Playmakers at the same time as your opponent. Do not use Playmakers during team movement.

Refer to the Regulation Gameplay Guide for an alternate explanation of Strategy Playmakers.

Compare Strategy Playmakers

Playmaker Selection

Strategy Playmaker Dice are included in all Huck + Monster Gamekits, and are recommended for tabletop game play. Certain Gamekits also include Upgraded Strategy Playmaker Pins, which increases the number of strategy outcomes from 6 results, to 9 results, per team.

Playmaker Dice Set

D6 STRATEGY PLAYMAKER DICE

Playmaker dice are included in each gamekit. Playmaker dice are Light for offense, and Dark for defense. Teams exchange Playmaker dice during turnovers. Offense should always roll the dice marked "Huck". Defense should always roll the dice marked "Monster".

Add Strategy roll outcomes to any action roll. Dice may be used once per "Up Call" by either team, and cannot be stored, or otherwise banked.

Teams rolling Playmaker dice must take the action as rolled, and cannot opt-out of dice outcome unless expressly indicated on the resulting instruction. Please note: Both dice also contain a single negative outcome, which could work against dice roller.

Full dice results can be found on the "Strategy: Playmaker Dice" section of the Regulation Gameplay page. Extra backup dice sets are also available on the Strategy Playmaker Dice page.

View additional Strategy Playmaker Dice details, or grab a backup pair of Strategy Dice on our Strategy Playmakers page. Strategy dice are updated more often than you'd think, so check back often for updates.

Strategy Pins

SPINNING METAL ALLOY PINS

Playmaker pins are included in Limited Edition Gamekits, and are designed to be shared by offense and defense.

Add spin results to any active player action, replacing the Strategy Playmaker Dice with spin outcomes from the Strategy Playmaker Pin.

Pin includes raised metal alloy "spinner", set against an 18-outcome decision wheel. Light wheel spaces are ideal slots for offense; Dark wheel spaces are ideal slots for defense.

In the event the mini spin indicator lands on opponent's space, starting coaches may use the resulting + / - number to modify the player's action count accordingly.

Full spinner results can be found on the "Strategy: Playmaker Pins" section of the Regulation Gameplay page.

Pro Rule: The Purist: When using "The Purist" Pro Rule, the Strategy spin count is zero when result is not possible in a real-world Ultimate game. (ex: Offense cannot spin a Monster.) Check the Regulation gameplay guide for additional information in the Expansions game play section.

Strategy Cards

COMING SUMMER 2023

This alternative game strategy is currently preparing for 2023 release.

In an effort to offer options to tabletop game fans, Huck + Monster will be releasing the Strategy Playmaker Card deck. Designed to push gameplay in a more strategic "deck building" direction, these card represent a significant move forward for the starting Huck + Monster Gamekits.

This Strategy Playmaker Expansion Deck incorporates deck building, throw selection, on-field coordination, and new counter-play techniques, into any existing Huck + Monster Gamekit.

Check back later in the first quarter of 2023 to add a full pack of strategy game cards that will significantly change the nature of Huck + Monster game play.

Join the Sideline Team on our Contact page for Strategy Playmaker Deck updates, as well as pre-release game testing invites, and extended sideline discounts.

Handler Tip: Keep a close eye on new Spring Gamekit Field releases, which may, or may not, include a full deck of Strategy Playmaker Cards as a bonus upgrade.

Pickup Gameplay Guide

Download the abridged Pickup Gameplay Guide as a slim reference for basic Huck + Monster rules. Designed for travel, this mini-pamphlet rolls easily into any Pickup Game Bag.

Download Pickup Guide

Pickup Gameplay Guide

Download the abridged Pickup Gameplay Guide as a slim reference for basic Huck + Monster rules. Designed for travel, this mini-pamphlet rolls easily into any Pickup Game Bag.

Download Pickup Guide

The REGULATION GAME GUIDE

For those Coaches who prefer fully written instructions, or need additional clarification on the linear Huck + Monster Gameplay process, refer to our full Regulation Gameplay rules and regulations. Note: Rulesets may vary slightly between game guideline versions.

Extended Instructions