Section 6: Scoring
Points are scored only by the throwing team, based on how the disc contacts the target can. There are four scoring outcomes:
- Deflection (1 point): The Deflector touches or redirects the disc in-flight and it subsequently strikes any part of the can.
- Direct Hit (2 points): The disc strikes the can directly, without being touched by the Deflector at all.
- Bucket — Instant Win (disc thrown directly into the slot): If the Thrower's disc goes directly into the can's slot without any deflection by the opposing player, that team wins the game immediately, regardless of the current score.
- Slam Dunk — Instant Win (disc deflected into the slot): If the Deflector redirects the disc into their own team's can through the slot, that team wins the game immediately, regardless of the current score. (Note: the Deflector is scoring for their own team by guiding the disc into their own can — this is the signature highlight play of KanJam.)
6.1 Winning condition. Aside from an instant-win Bucket or Slam Dunk, a team wins the game by reaching a total score of exactly 21 points. If a scoring throw would push a team's total beyond 21, those points do not count and the team's score remains unchanged for that turn (commonly called "busting"). Play continues until a team lands on exactly 21 or achieves an instant win.
6.2 Score tracking. Either team may keep score verbally, on a scorecard, or on a portable scoreboard. Because reaching exactly 21 matters, teams should track running totals carefully as the score approaches the target.
6.3 Match/series scoring. In tournament settings, a "match" is commonly best-of-three individual games, with the first team to win two games taking the match.