Everything here assumes you already know the three rules. This is the practical half: what to carry, how a round actually runs, and how to be fast without being a menace.
This is the cheap door into the sport. Three discs (a putter, a midrange, a fairway driver), any shoulder bag, and a free public course is a completely legal loadout. There is no disc limit, but you carry every one of them against a clock, so it is a ceiling that sets itself rather than a shopping list.
One honest ask first: play a couple of casual rounds to learn to throw and finish holes. Disco Golf assumes you can complete a course, not that you are any good at it. Slow founding records count forever.
You know 95% of this already. Every rule of disc golf still applies, and the format adds one idea and two clarifications. Fair warning from experience: the first three holes feel strange. Then it feels like freedom.
What to carry
Your first round, step by step
Finding your tempo
Speed is never free. Rush and your throws fall apart, and a bad throw costs you the stroke and the walk to go find it. Crawl and the clock eats whatever your accuracy earned you. Somewhere in between is the pace where you score best, and finding it is most of the skill in this sport.
The practical version: walk fast, throw calm. Almost all the time you save is saved between throws, not during them. Sprinting to your disc and then rushing the shot is how a thirty-minute round becomes a thirty-four minute round with six more strokes on it.
If you want a starting pace to run to, the playlist makes that case properly.
Creek crossing, bag on, clock running
Courtesy, which was never really a rule
This one used to be written down as a rule. It is not one anymore, because it never needed to be: it is simply how you avoid ruining a course for everybody else on it.
You are the fastest thing on that course, and it is not your course. The group ahead has the right of way, always, and you announce yourself before throwing anywhere near anyone. But catch them at their tee and ask nicely: most players can see you are running a fast round and are glad to wave you through, especially once they watch you send a drive past them without breaking stride.
Every friendly play-through is somebody's first look at the sport. Make it a good one.
That is the whole thing. When you finish a round you have a number, and a number is worth something: your home course almost certainly has a founding record nobody has claimed.