
Disc Dog Dash
Game Play & Rules
Disc Dog Dash
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The need for speed—with a catch.
Objective
In Disc Dog Dash, each Team is timed on how quickly their dog can sprint the full 50-yard field and make a successful catch.
Fastest time to the finish with a catch wins.
Field Setup
- Played on the standard K9 Frisbee Toss & Fetch field (50 yards long, 10 yards wide at the ends)
- A10-yard-wide cone gate marks the finish zone at the 50-yard line
- The disc may be caught anywhere on the field, but the dog must run through the gate for the run to count
Game Format
- Each Team gets 3 timed attempts to complete the course
- Dog must start fully behind the starting line and may be restrained by a second handler
- Round begins on the“Ready, Set, Go” audio signal
- Time starts when the dog crosses the starting line
- Throwing handler may stand anywhere on the field but may not cross the 30-yard line
- Roller throws are allowed, and Teams may switch between air and roller throws between attempts
- A starting line judge checks for false starts (dog crossing before “Go”)
- 1st false start = restart
- 3rd consecutive false start = attempt forfeited
- A finish line judge stops the clock when the dog:
- Fully crosses the 50-yard finish gate between the cones
- Has made a valid catch (anywhere on the field before or after the 50-yard line)
- Only the fastest valid time of the three attempts is recorded for ranking
Scoring
- Score is the elapsed time (in seconds) from "GO" to the dog crossing the 50-yard gate after a catch
- Catch is required for the time to count
- Dog must pass between the cones at the finish line
- Fastest valid time out of three attempts determines placement
- Incomplete runs or no catch = DNF (Did Not Finish)
Skill Focus
Disc Dog Dash develops:
- Sprinting speed and drive
- Clean field pathing and finish targeting
- Catch timing at full speed
- Strategic throw placement (roller or air)
Divisions & Ranking
- Teams are ranked by fastest valid time
- Local, regional, and worldwide leaderboards may apply
- Optional: Rankings by dog size or experience level
- Awards or titles may be based on threshold times
✅ Rules Summary
- Standard 50-yard Toss & Fetch field
- 3 attempts per Team
- Dog starts behind the line; handler may restrain
- Handler must stay behind the 30-yard line
- Catch can happen anywhere; dog must cross finish gate with disc
- One false start = redo; two in a row = forfeit
- Best time of three valid runs is recorded
- Incomplete = DNF
Exceptions to League Rules
- Rollers are allowed and may be switched between attempts
- Only one disc may be used per attempt
- Dog may be restrained at start
- No out-of-bounds on the field
- Catch can occur anywhere, but dog must pass through gate for time to count
Strategy Tips
- Use a restrainer for explosive starts
- Focus on placing throws that meet your dog mid-sprint
- Train your dog to finish straight through the gate to avoid DNF
- Experiment with roller vs. air throws to find your fastest combo