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Disc Dog Dash
Game Play & Rules

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