Texas Shootout

A fast paced game with accurate toss and catches and immediate knockouts. The main goal is for your dog to make catches in the catch zone from progressively farther distances. During a round each team attempts to make the designated number of catches in the zone. Each miss is a strike, you only get three* strikes per round, and 3-5 strikes for the entire event depending on the wind rule.

Due to time constraints this game will allow a limited number of teams to compete. Also the Event Deadline Time Rule ensures the game ends on time.

Round 1: Three catches in the zone from the 10 yard line

The handler may attempt up to 5 throws from behind the 10 yard line. The dog must make 3 catches in the catch zone. Any miss counts as a strike. Any catch counts as long as the dog has at least a toenail in the zone, all close calls GO TO THE DOG. An obvious foot fault counts as a strike but a catch on that throw counts as a catch.


Round 2: Two catches in the zone from behind the 20 yard line

The handler may attempt two or more throws from behind the 20 yard line. The dog must make two catches in the zone. Any miss counts as a strike. The team continues throwing until they complete the 2 catches in the zone or strike out.

Round 3: One catch in the zone from behind the 30 yard line

The handler may attempt one or more throws from behind the 30 yard line until the dog makes a catch in the zone or the team strikes out.


Rounds continue 1, 2, 3, 1, 2, 3 until only one team remains and is declared the winner.

The event begins with all teams (handler and leashed dog) gathered in the back of the field or nearby ready to go. Each team is one-by-one introduced to the spectators and called to the 10 yard throwing line where they will make their first attempt at three catches in Round 1. Some will strike out and most will move on to Round 2.

In Round 2 the remaining teams continue to stand ready at the back of the field or nearby. Each team is reintroduced with their number of strikes and called to the line to attempt their two catches from 20 yards. More will strike out and some will move on to Round 3.

By Round 3 we have fewer contestants but some already carry a few strikes. Here the contestants must remain on the perimeter of the field or nearby and ready to go. Each team attempts 1 catch from 30 yards. Few will survive and the rest strike out.

Any survivors of this round will return to the Round 1 distance of 10 yards but carry with them any earlier strikes.

If all teams strike out on a given round, then they all survive and reattempt that round.

The game will continue until one team survives above the rest.

  • Teams

    • Each competitor may compete with only 1 dog. Choose your most reliable T&C dog for this one!

  • Catches: For a catch to count:

    • The throw must be from behind the line for that round,

    • The dog must make the catch in the zone or land in the zone with at least a toenail in the zone,

    • All close calls go to the dog and the team survives,

    • Otherwise it’s a strike.

  • The Number of Strikes

    • Current plan is to allow 3 strikes to each team. We may choose to allow additional strikes for the event to ensure an adequate running time.

    • The Wind Rule: If the wind is judged to be ridiculous, the head judge may choose to start all teams with additional available strikes. For example: all teams might start with 5 or more strikes available.

    • The Outhouse Rule: if the dog or handler soil the field during their turn that counts as a strike. The handler must immediately cleanup and wash the field but then may continue that round if they have not struck out.

  • The Event Deadline Time Rule

    • This is a time boxed event. If there are too many teams remaining at certain time intervals, some will be knocked out.

    • When the event begins a Deadline Time will be determined.

    • At 30 minutes before the deadline, when the current round ends, any teams with 3 or more strikes will be automatically knocked out.

    • At 20 minutes before the deadline, when the current round ends, any teams with 2 or more strikes will be knocked out.

    • At 10 minutes before the deadline, when the current round ends, any teams with 1 or more strikes will be knocked out. Remaining teams will move into a sudden death mode where any strike is a knockout.

    • At the deadline time. Any remaining teams will be declared tied and split the winnings.

  • Tie Breakers

    • If all teams strike out in a given round, every team in that round is returned to 1 strike remaining and the round is repeated.

    • Example: In Round 6 we are in Zone3 there are 4 teams remaining. All 4 strike out. All 4 receive another attempt in Zone3. Any team that makes a successful catch will move on to the next round. If all teams strike out again, then a reset is made and everybody gets another try at that zone.

  • Interference

    • If a team is interfered with in any way (for example: by another team, a loose dog, or a spectator) they will have an opportunity to continue their round once the interference is cleared. If the interference caused a strike, they will get a reset on that strike and continue.

  • Rulings

    • All rulings by head judge are final.

For additional information, questions, clarifications, philosophical debates, or just to chat, please contact Chaz King.