Durango boot (or simply Durango or Boot) is a competitive, non-contact sport that makes use of a flying disc (known popularly by the trademark Frisbee), somewhat similar to Ultimate. The name Durango comes from the fact that the sport was first played in Durango, Colorado. The first players used boots to mark the field, so "boot" was added to the name.

GAMEPLAY

OBJECT OF THE GAME

The object is simply to hit any of the 4 score cones (star dots) with the thrown disc.  The disc must be released — no slam dunks.

If the cone is hit by a throw from within the zone in front of the “take-back” zone, it counts as 1 point.  If the cone is hit by a throw from within the “take-back” cones, it counts as 2 points.  If the cone is hit by a throw from beyond of the “take-back” cones, it counts as 3 points.  See diagram for examples of throws.

Games are generally played to 3 points.  Win by one point.  Best 2 out of 3 games.

THE PLAY

Each team fields 3 players.  A disc is flipped at midfield, heads or tails is called, and the winner of the flip immediately picks up the disc and takes the offensive.  They then work the disc trying to get into position to hit one of the score cones.  As in Ultimate, if they fail to complete a pass or if the stall count is reached, it’s a turnover.  The stall count only goes up to 6 and may be counted by any defensive player no matter where on the field he is.  No one needs to mark the thrower.

On a turnover, the defensive team immediately becomes the offensive team, but before they can score, the disc must pass through at least part of the “take-back” zone.  This is done by throwing the disc to someone in the “take-back” zone or on the other side of it.  If the disc is lying in the “take-back” zone after a turnover, there’s no need to take it back.

After a score, the defensive team immediately becomes the offensive team, just like after a turnover.  The only difference is that before they can begin to play any cones that were knocked over must be reset.  There are no “pulls”.

Most of the normal rules of Ultimate apply, e.g. fouls, traveling, etc.  However, we generally avoid making calls unless they’re very blatant.

STRATEGY

Both offense and defense require an amazing amount of strategy.  It’s a very heady game.  Below is the very basic strategy, but there’s lots more to learn as you play.

The basic offensive strategy is to create 2-on-1′s and then take advantage of them with very quick give-and-go’s.  Because there is only one defender trying to defend two cones, one cone will be open.  However, if the 2-on-1 becomes a 2-on-2 because the middle defender hustles back, that end of the field should be abandoned and you should try to create a 2-on-1 to the other end of the field.  It’s almost impossible to score on 2 defenders because they can each defend one cone.  Under no circumstances should you bring in the third offensive player to help because when you turn the disc over (either by a turnover or a score), you’ll have no one back to defend the cones at the other end of the field.

A zone defense is the most effective defense.  One player acts as a goalie at each end and one person plays the “take-back” zone.  The main objective is to stop the 2-on-1 and that’s primarily the responsibility of the middle defender.  Once two offensive players start moving the disc towards one end, the middle defender needs to move with them to help out his goalie, but he has to be careful not to overcommit or the offense will reverse direction and have a 2-on-1 in the other direction.

SAN FRANCISCO VARIATION

Most of the original rules are intact, with the following exceptions/amendments:

There is only one scoring cone per side, generally a Nalgene bottle. To score you must knock it over. You may either throw the disc at the cone or, if close enough, tip it over with the disc in hand.

You may not put down a hand while you have the disc, particularly if attempting to reach in for a score. The result of such a maneuver is a traveling call, and possession is maintained.

Instead of a takeback zone, there is simply a half-field line which must be crossed before one's team can score. This line is usually marked off by a shoe at each end. There is no out-of-bounds unless there are natural hazards.

The initial pull is executed as a hammer throw from one cone to the other, in an attempt to knock it over. If the puller successfully knocks over the other cone, a bonus point is awarded. If not, the receiving team simply picks up the disc and begins play.

ALBUQUERQUE VARIATIONS

Like San Francisco, there is only a half field line beyond which the disc must be cleared before a point can be scored. Once the disc has cleared the half field line, the clearing player yells "clear."

After clearing, a point can be scored on any of the four cones.

A cone must be knocked down by a released disc (it can first hit, or skim the ground, but it must be thrown, not tipped over by a disc in hand).

There is a five-second stall count after which the disc is turned over to the opposing team. The count may be voiced by any defensive player on the field (not just a person marking the disc).

A Two-point play is scored if the cone is knocked down from beyond the half-field line. A rule can also be instituted for a 3-point play is the disc thrown from behind one set of target cones knocks down cones on the far side of the field. In a recent game, a throw knocked over both cones on one side—it was awarded only one point (we rationalized that the disc was dead after it had knocked over the first cone).

Games are played to 7 or 11 points, win-by-two. After a point is scored, the cone is reset by the scoring team who then begins the next point by calling "disc in" (a make-it/take-it rule).

Teams can have 3 or 4 players each.

HIGHLANDS RANCH, CO VARIATIONS

Similar to the above variations, there is a half-field line that must be cleared before scoring is allowed.

Players frequently try to knock down both cones on one side as this results in a 5-point play.

Has been played both indoors and outdoors.

Teams can have as few as 2 players.

WASHINGTON, DC VARIATION

The game is played with a box of four cones at either end. Players can score 1 point for each cone knocked down, or three points by completing a pass while in the box. For the score to count, the receiver can only enter the box after the disc has been thrown. 15 point's wins. This version of the game is called "Boot-Box."

WEYMOUTH, MA VARIATION

Traditionally played every Friday of Weymouth High School's spring Ultimate season. Typically referred to as "Boot Friday".

The game is played similarly to the above variations. The amount of field space is split in half equally by two cones to represent the halfway point of the field. Despite there being no "out of bounds" this halfway line is the clearing line for the offensive side. On each side of the field is a set of cones that are to be knocked over for a score. Once the offense clears their possession over the halfway point of the field, they may attack either side of the field. Typical Ultimate rules are observed unless otherwise manipulated for the sake of the game (E.G. shorter stall counts).

A one-point score is earned simply by reaching down and knocking the cone over with the disc. A two-point score is earned by throwing the disc and knocking the cone over. The disc may slide across the ground before hitting the cone. A three-point score is earned by throwing the disc and knocking a cone over from over the halfway point of the field. In the event that a hit cone lands upright, no score is recorded, for the cone is still standing upright in its final position. If the disc is thrown and the cone is hit and lands upright, once again, there is no score, and possession of the disc turns, as regular play would declare on the touching of the disc to the ground. In the event that a non-disc wielding player knocks over a cone by a mistake, there is a subtraction of a point from the team's score. If the team is in possession of the disc at the time of penalization, the team also loses possession of the disc. Upon scoring, the scoring team retains possession of the disc and immediately puts the disc back into play after standing the overturned cone upright.

The game ends in two ways: A set score is reached by a team, or, when a fatigued player vomits from excessive running, as a tribute to the name of the game, "Boot", which is slang for vomiting. It is typical that players play past the first end of the game, towards a second or third set score.