
Star Jam
Once a year the MNDDC gets together to play disc under the stars! Its an evening of Classic MNDDC games that you cannot play anywhere else. Check out the games and rules listed below.

Freestyle
-
Description: It’s Freestyle! But with Minnesota Disc Dog Club Rules
-
Number of Discs: Unlimited
-
Division Timing & Rounds:
-
Pro - 2 minutes, must play 90 seconds to receive a score
-
Intermediate - 1:30, must play 1 minute to receive a score
-
Novice - 1 minute, must play 45 seconds to receive a score
-
-
Gameplay & Judging:
-
Three judges score the routine from 0 to 10 on the overall routine. Judges will reward ingenuity, difficulty of routine, a variety of disc releases, dog safety, field usage, and handlers featuring the dog’s strengths. A 10 is a perfect score, and tenth of points can be awarded. Judging and timing starts immediately when music begins. The judges scores are added together for a total for that round (maximum of 30 for this portion).
-
After the freestyle round the handler gets a bonus throw from one Catch 22 bonus zone to the other (3 points for a catch in the square, 2 points for a catch past the square, 1 point for any other catch).
-
The maximum score for one round is 33 points regardless of division.
-
Catch 22
-
Description: A throwing game with a TWIST! Teams are allowed 5 throws and your score is determined by how you throw the disc, where the dog catches the disc, how the dog catches the disc, and how fast all five throws are finished compared to other teams competing.
-
Number of Discs: 3
-
Time Limit: 60 seconds
-
Throws: 5 total throws. Rollers are allowed!
-
Scoring:
-
1-3 points - catch (zone dependent, see image)
-
0.5 points - earned for every unique throw (max of 2.5 points total)
-
0.5 points - air bonus for catch (four paws off the ground in an intentional leap upwards, max of 2.5 points total)
-
Time Bonus: 2.0, 1.5, 1.0, 0.5 pts for four fastest teams
-
Maximum score: 22 points
-
How to Play:
- Time begins when either the first thrown disc or the dog leaves the throwing box. Time ends when the last disc (throw #5) has been caught or hits the ground and the dog returns to the handler in the throw box.
- Teams must alternate the direction they are throwing between the two 3 point boxes. Teams may choose which side they start throwing towards on Throw #1.
- Unique throws include both unique grips and unique release locations. For example, a normal backhand earns 0.5 points, as does a backhand released under the legs, as well as a backhand released behind the back. If a dog fails to catch a throw, the handler's "unique throw" doesn't count and can be thrown again for the 0.5 point bonus still.
- Dogs must have at least ONE PAW fully within the 3 point box to earn the 3 points. Any straddling of the line to the 2 point zone between 1 points and 2 points will default the leading edge of the disc.


How to Play:
- Make a successful catch past each yard line until 3 strikes or missed catches have occurred. A catch PAST the line marker for that round allows a team to move on to the next round. For example, if you are in the 10 yard round, then a catch past 10 yards allows you to move to the next round. Rollers are allowed!
- A miss or a catch short of the line or on the is a strike. 3 strikes and a team is eliminated. Team throws again immediately after a miss or short catch, until they get a successful catch or hit 3 strikes.
- Round Play:
- 10 Yard Line ⭐ 20 Yard Line ⭐ 30 Yard Line ⭐ 40 Yard Line ⭐ 50 Yard Line
- If there are still teams in the game after 50 yards, play starts moving down to 40 yards, then 30 yards, etc.
- Top three/tie breakers:
- Multiple teams can be eliminated at a distance, but if one of those would have been in the top 3, the team entering that round with the fewest number of misses wins. If those teams are equal in misses, players return for ONE SINGLE throw each. The longest catch wins! Those catches will be measured to the half yard increment.
Long Shot
-
Description: Make a successful catch past each yard line until 3 strikes or missed catches have occurred. This game is all about distance and accuracy.
-
Field Set Up:
-
One Throwing Line
-
Catch Lines at 10 yards, 20 yards, 30 yards, 40 yards, 50 yards (50 yards if space allows)
-
No out of bounds. A trailing paw on the line will award the higher point zone
-
-
Scorekeeping & Judging:
-
Each 10 yard marker is a “round”. Ex - 10 yard Round, 20 yard Round, etc
-
Need foot fault judge, head judge, and sideline judge
-
Toss & Fetch
-
Description: Try to get as many catches as you can in 60 seconds. Points are awarded based on which zones the catches are made on the field.
-
Time Limit: 60 seconds
-
Division Discs & Rounds:
-
Pro - 1 disc allowed
-
Novice/ Intermediate - 1 throwing disc, 1 lure disc (lure disc may not be thrown)
-
-
Scoring:
-
0-10 Yards - 0 Points
-
10-20 Yards - 1 point
-
20-30 Yards - 2 points
-
30-40 Yards - 3 points
-
40-50 Yards - 5 points
-
0.5 point bonus for “air catches”
-
Small Dog Bonus (17” or less at withers) - 1 Bonus Point for every CATCH
-
No out of bounds. A trailing paw on the line will award the higher point zone.
-
Rollers are allowed!
-

Leapfrog


-
Description: Starting in the sweetspot, throw to any of the numbered zones to score those points. The zone where the catch was made becomes the new throwing zone, run to it for the next throw! Each successful catch closes the zone. Complete catches in all zones to reset the board.This game is about field movement with your dog and disc management as you go!
-
Number of Discs: 4
-
Time Limit: 75s
-
Scoring: A scoring catch is only successful if the throw was made from the appropriate throwing zone! (the previous catch zone)
