The sport · working name · two rule sets to compare · 2026-10-06
Turnover
Land your piece on the grid. Trap theirs between two of yours and they flip to your color.
Version A · Classic · keptThe game everyone plays
Your rules exactly as written: a 5 × 5 mat, reversible bean bags, 8 throws a team. Flips in every direction.
Version B · Build · out after playtestThe board grows
Every player adds 6 squares. Flat flip discs, a flip shot taken from ddakji, the paper-tile game in Squid Game, and chain reactions.
Version C · The Can · out after playtestOne jackpot shot
The same 5 × 5 mat plus one can. Rows and columns only. Sink a bag in the can and every one of theirs in its row and column flips.
Field · the sport · newTurnover on grass
A 30-foot grid, a frisbee, 3 a side. Land it and the square is yours. Get caught and the defense takes it.
A · 5 × 5 mat, bags
B · board built by 4 players, discs
C · 5 × 5 mat, bags, one can
All three at a glance, mid-round. Gold squares are one team and dark squares the other.
Try it
Play a round
Pass the phone between two people, or play both colors yourself. Switch versions to feel the difference.
Gold throws
Gold 0 sq · 0 ptsDark 0 sq · 0 ptsRound 1
What it looks like
The court
Drawn to scale, 14 px to the foot. Version B uses the same throw lines. Only the board changes.
Version A · Classic · your rules, unchanged
Fixed court
1. Gold aims at the end of a dark row.
2. The bag lands. Two dark bags are trapped.
3. Flip them by hand. Gold takes both.
Gear: a 5 × 5 mat of 12-inch squares and 16 reversible bags, gold on one side and dark on the other.
A throw: underhand, your color up. A bag claims the square it covers most. Land on top of their bag and the square is yours.
The flip: look along the new bag's row, column and both diagonals. Their bags trapped between two of yours flip.
Scoring: 8 throws a team, count squares, and the difference is the round score. First to 21. The team that lost the round throws last next round.
Version B · Build · new
The board grows with the party
A square for every player
Every player brings 6 squares. Before the game, players take turns putting one square down, touching another square along a full edge. Gaps are allowed, and a gap breaks a line, so where you put your squares is your first move. Two people play on 12 squares, and eight people play on 48.
Sample boards. The numbers show which player put each square down.
The flip shot
Taken from ddakji. Instead of landing on an empty square, throw your disc at one of theirs. If it ends up flipped, your color up, it's yours.
Discs shown edge-on: the top stripe is the side facing up. Your thrown disc counts too if it stops on an empty square.
Chain reactions
In Version B, every disc that turns your color, from a flip shot or a trap, checks its own lines too. It keeps going until nothing else flips.
1. Gold takes a flip shot at the dark disc on the left.
2. It flips, and that traps two more in the row.
3. A new gold disc traps one more above it. One throw, four flips.
The rest of the rules
Teams: 2 to 8 players on two teams, gold and dark, alternating throws.
Pieces: flat, stiff discs about 4 in across, gold on one side and dark on the other. They don't stack: a disc that stops on top of another is removed.
Throws: 4 per player per round, so the board always ends about two-thirds full.
Scoring: the same as A. Count squares, the difference scores, first to 21, and the losing team throws last.
Version C · The Can · new
One can, one jackpot
The same 5 × 5 mat as A, so everyone has the same setup. The only thing added is one can.
Three shots
Easy. Land on an empty square and it's yours.
Smart. Trap their bags in a row or column and flip them.
Hard. Sink the can. Every one of theirs in its row and column flips.
The can shot, step by step
The blast zone is the can's row and column: 8 squares wherever the can stands.
Before: Dark owns six squares in the zone. Gold lobs a bag into the can.
After: all six flip to gold. One throw, a 12-square swing.
Rows and columns only
Gold lands here. Two dark bags look trapped: one along the row, one along the diagonal.
Only the row flips. The diagonal one stays dark, so there's nothing to argue about.
The comeback
Round 1 ends. Gold has more squares and wins the round.
The board clears. Dark lost, so Dark puts the can on any square for round 2.
Dark also throws last. Gold can't answer Dark's final shot.
The can
Drawn to scale, 10 px to the inch. The can's width is the difficulty dial: wider is easier. Bags have to be about 4 inches so they fit, smaller than cornhole's 6-inch bags.
The rules
Gear: the 5 × 5 mat from A, 16 reversible 4-inch bags, and one can about 7 in across and 10 in tall.
The can's square can't be claimed, and it breaks any line that runs through it. Round 1 starts with the can in the center.
A bag on the mat claims its square and flips their bags trapped in its row or column.
A bag in the can flips every one of their bags in the can's row and column. The bag in the can doesn't claim a square.
A bag that bounces off the can plays wherever it stops.
Scoring: 8 throws a team, count squares, the difference scores, first to 21.
The comeback: the team that lost the round places the can for the next one and throws last.
Free version
Tape a 5 × 5 grid on the carpet, use rolled socks for bags, and stand a coffee can on the middle square. A coffee can is a tight target for a sock, so start a step closer.
Tune it
Change the can's width until a good thrower sinks a few per game, not one every round. If the can is too easy, the mat stops mattering. If it's too hard, nobody tries it.
Turnover Field · the sport · new
Turnover on grass
The same flip rule as Classic, blown up to a field, with a defense. In sports a turnover is losing the ball, and here it's exactly that.
Drawn to scale, 6 px to the foot. Cones on the corners. Reversible floor spots, gold on one side and dark on the other, mark who owns each square. The open circles are players.
A turnover, step by step
1. Gold throws for the top corner, which Dark owns.
2. A dark defender jumps and catches it over this square.
3. Turnover. Dark puts a spot where they caught it.
The rules
Gear: a frisbee, 4 cones, and 25 reversible floor spots. Mark a 5 × 5 grid of 6-foot squares, 30 feet across.
Teams: 3 a side. The throwing team stands behind a line 15 feet back. The other team defends from inside the grid.
Lands: a disc that hits the ground untouched claims the square it stops in. Their spots trapped in that row or column flip.
Caught: a defender who catches it claims the square where they caught it, with the same flips for their side. That's the turnover.
Out of the grid: nothing happens. The throw is gone.
Turns: the teams swap throwing and defending after every throw. 8 throws a team per round, then count squares. The difference scores, and first to 21 wins.
The comeback: the team that lost the round throws last in the next one.
Why it's a sport
Running, jumping, reading a throw, team defense. It's Ultimate's catching with cornhole's aim, and the scoreboard is the field itself.
For everyone
Kids and grandparents throw from a closer line. A disc that just lands still scores. Defense is where the athletes go.
Side by side
All four side by side
A · Classic
B · Build
C · The Can
Field
Board
Fixed 5 × 5 mat
6 squares per player, 12 to 48
Fixed 5 × 5 mat plus one can
30 ft grid on grass
Stuff to carry
Mat and 16 bags
A stack of squares and discs per player
Mat, 16 smaller bags, one can
Frisbee, 4 cones, 25 spots
Players
2 or 4
2 to 8
2 or 4
6, three a side
Flips
Every direction
Every direction, and chains
Rows and columns only
Rows and columns only
The hard shot
None
Flip shot at a disc
Sink the can
Beat the defense
Swings
Medium
Huge and hard to predict
Big, but only when someone earns it
Every catch is a steal
Arguments
Diagonals get disputed
Chains get disputed
Few: straight lines and a can
Few: where it was caught
Great-grandma test
Passes
Passes, but the flip shot favors a strong arm
Passes: the can is a soft lob
Passes on offense; defense is athletic
Free version
Tape grid and coasters
Paper squares and coasters
Tape grid, socks, a coffee can
Any frisbee, shoes for cones, paper plates for spots
Playtest
Kept
Out: too many flips in person
Out
Not yet
Biggest risk
Calm between flips
Too much gear, and the flip shot is unproven
The can's size has to be tuned
Untested on a real field
Before anything gets built
What to test first
The flip shot
Throw a coaster at another coaster on carpet and on a driveway, 20 times each. Count how often it flips. Ddakji works because the tile is stiff and slammed down. A tossed disc may flip too rarely, or so often that it's a coin toss. Somewhere around 1 in 4 is a skill shot.
The bag
Version A needs a bag that lands flat and doesn't flop over. A cornhole bag sewn with a different fabric color on each side should work. Throw 20 and check that each one shows its top color.
The board above follows the rules exactly. In it, every flip shot works so you can see what the rule does. On a real floor, some will miss.