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Classes

UK Agility shows will be offering the following classes to competitors.

Agility
The object of this class is to negotiate a full course of agility equipment with a minimum of 17 obstacles to a maximum of 20 obstacles.

All obstacles must be performed in order and direction defined by number.

The class must include the dogwalk, A-frame, seesaw, and a set of weave poles and may also include a table, unless unsatisfactory conditions cause the use of any obstacle to be unsafe.

In order to receive a clear round, the dog must run the course under standard course time (SCT) and have not been faulted.

Jumping
The object of this class is to negotiate a course, without contact equipment, with a minimum of 17 obstacles and a maximum of 20 obstacles.

All obstacles must be performed in order and direction defined by number.

The class can include all equipment with the exception of the 3 contacts and table. Weave poles must be included unless unsatisfactory conditions cause the use of the obstacle to be unsafe.

In order to receive a clear round, the dog must run the course under standard course time (SCT) and have not been faulted.

Steeplechase
The object of this class is to negotiate a course made up with only jumps (excluding the tyre and long jump) and tunnels, with a minimum of 17 obstacles and a maximum of 20 obstacles.

All obstacles must be performed in order and direction defined by number.

In order to receive a clear round, the dog must run the course under standard course time (SCT) and have not been faulted.

Gamblers
The goal of the game is to accumulate as many points as possible within the time allotted and then to make a decision and perform one of the two short closing sequences.

The Gambler’s course is set up with the obstacles placed randomly throughout the ring, without specific flow. Each obstacle is worth points and is awarded to the dog if successfully completed. Points can only be awarded twice for each obstacle.

The game consists of two parts. The first is the opening period that has a designated time of 25, 30, 35 or 40 seconds. This is the time to gather as many points as possible by successfully completing obstacles before the period ends.

Points Obstacle
1 point Jumps
2 points Tunnels
  Tyre
  Spread jumps
  Long jump
3 points Seesaw
  Weave poles (6 poles)
  Table with down and go release by judge
4 points A-frame
5 points Dogwalk Weave poles (12 poles)

General Gambler Rules:

If an obstacle is attempted but not completed successfully (i.e. missed contact) a dog may attempt the obstacle again as many times as necessary until it is completed successfully.

The opening period ends when the whistle is blown. This also designates the beginning of the second half of the game where the time begins for the gambles.

The judge will present two options (2 gambles) one of which will be of more challenge and therefore more points. It is up to the handler to choose which option to attempt (therefore Gamble).

The time allotted for the gambles shall be determined by the judge’s discretion and common sense, typically between 12 to 18 seconds.

The gamble points shall be awarded if the dog completes the chosen sequence within the specified time.

Option 1 Gamble (less difficult) = 10 points Option 2 Gamble (more difficult) = 15 points

If the judge chooses to restrict the handler’s distance while directing the dog through a gamble, the sequence will be designated by a line on the ground. The dog must complete the gamble while the handler remains on the other side of the line. Numbers may also be placed in sequential order at each of the obstacles in a gamble.

The dog will not be given the gamble points if any of the following occur:

The dog fails to complete the sequence within the allotted time and/ or incurs faults.

The handler steps on or over the line when a distance restriction is in effect.

The dog knocks a gamble bar down in the opening period of the gamble they attempt.

If the table is used as the finished line of the gamble and the dog touches it in the opening.

The dog must be awarded enough opening points to qualify in the game. To calculate the minimum required opening points multiply the opening time by 6 and drop the zero. (ie – Opening time: 30 seconds X 6 = 180. 18 opening points needed to qualify in the opening)

There are two ways to qualify: 1. Minimum opening points must be earned in the opening and one of the gambles must be completed successfully within the allotted gamble time. 2. Or, if a dog isn’t able to accumulate the required opening points, needing 5 points or less, they can make up those missing points by successfully completing the 15 point gamble. Time is a tiebreaker only. Time ends on the table or across a finish line. Points shall determine the placement of dogs.

Snooker
The object of the game snooker is to score as many points within the maximum course time set by the judge. The scoring is the same as the game snooker. However, the judge may place the obstacles in the ring in any way.

The judge will design a course consisting of 3 or 4 red jumps and one of each of the other snooker colours.

These will be scored the following way:
  • Red Jumps -------------------- 1 point each
  • Coloured Obstacles:
    • Yellow ---------------- 2 points
    • Green ---------------- 3 points
    • Brown ---------------- 4 points
    • Blue ---------------- 5 points
    • Pink ---------------- 6 points
    • Black ---------------- 7 points

Snooker consists of two sections. The opening section allows the dog and handler to collect as many points as possible by completing each red jump followed by any coloured obstacle. The second part, the closing, requires the dog and handler to complete the coloured obstacles 2 through 7 in sequential order before course time has elapsed. Once the dog has completed the last obstacle, the handler should direct the dog to the finish line to stop the clock.

General Snooker rules:

Time starts the moment the dog crosses the start line.

Course time is set per judge’s discretion and usually ranges between 45 to 55 seconds. (The judge may add up to 3 seconds for the 12 and 15 inch jump heights.)

A red jump must be successfully taken in either direction, in order to be able to attempt a coloured obstacle. Points are then awarded for successful completion of the obstacles.

The judge may choose to design a course with 4 red jumps but only 3 of the 4 red jumps are allowed to be completed before moving onto the second part of the game.

Each of the three red jumps may only be completed once whether successful or not (knocked bar).

If a red jump bar is knocked the handler must proceed directly to another red jump before attempting a coloured obstacle. (If all three red jumps are knocked, the handler must proceed to the second part of the game and will not be awarded any points for the first section of the game.)

The judge may choose to set up a combination of obstacles to make up one coloured obstacle. The judge will designate the order of the combination but may allow the combination to be taken in any direction or flow during the first part, however the combination must be taken in the designated direction in the second section.

In the first part of the game, refusals do not eliminate the dog, however, the dog must continue to attempt an obstacle once it has obviously chosen to do so.

In the first part of the game, missed contact points and knocked bars do not eliminate the dog, however no points will be awarded for that obstacle and the dog and handler may continue on.

In the first part of the game, if a bar is knocked from any jump of a coloured obstacle 2-7, the bar does not have to be reset, however that same obstacle may still be used for the remainder of the game. Even though the bar remains displaced, the dog will still be awarded points for going through the uprights.

In the second section of the game, all refusals, missed contacts, knocked bars, running over maximum course time and any other standard agility faults will result in the end of point accumulation. A whistle will sound at this time at which the handler shall direct the dog to the finish line. Crossing the finish line stops the clock.

Scoring:

The winner will have collected the highest points with the fastest time.

To receive a qualifying/clear round, the dog must have collected a minimum of 37 points.

The maximum amount of points that can be earned in the game is 51 points as shown below.

In the first section, a maximum of 24 points can be earned as follows:

red jump (1 point), black obstacle (7 points)
red jump (1 point), black obstacle (7 points)
red jump (1 point), black obstacle (7 points)
= 24 points.

In the second half, 27 points are earned if coloured obstacles are successfully completed sequentially before maximum course time is up, as follows:

2 (yellow) + 3 (green) + 4 (brown) + 5 (blue) + 6 (pink) + 7 (black)
= 27 points

See the diagram below for an example of a snooker course. The following is an example of a plan a competitor may choose to execute on this course:

Red jump at bottom left to line of 3 jumps (6a, 6b,6c)
Then red jump at top to weave poles (7)
Then red jump at bottom right, back to weave poles (7)
Start the closing running directly to tunnel # 2 to 3 to 4 to 5 to 6 to weave poles (7),
running to finish line.

Total points collected = 50 points

Figure 1.

Power & Speed
The goal of this game is to test the dog’s versatility on a course designed in two parts. The first part is the power section followed by the second part, the speed section.

The power section is made up of the three pieces of contact equipment, maximum long jump, one maximum spread jump and one set of 12 weave poles.

A standard course time (SCT) for the power section will be set through a rate of 1 metre per second. Time faults will be assessed for the power section if the team goes over the set SCT.

The speed section may be made up with jumps, tunnels and the tyre.

The speed section’s course time will be determined using the standard course time rate for the Steeplechase class. To qualify, the dog must be under course times, without any faults.

If dogs are faulted on the power section, this will be marked as an elimination. However, dogs may continue to negotiate the speed section for NFC.

Time Fault and Out
The object of this game is to test a dog and handlers agility skills against the clock where the goal is to complete the greatest number of obstacles without accumulating any faults in the allocated time.

A course is set using the same equipment and guidelines for standard agility classes and the judge sets a maximum course time (MCT). The handler and dog must negotiate the course without faults and within the set course time. If the handler and dog complete the course before the maximum course time is up the handler and dog immediately begin the course again. A whistle will be blown when the maximum course time has been reached. The dog must cross the finish line to stop the clock.

If the dog faults any obstacle, the judge will blow the whistle, at which time the dogs run ends and must cross the finish line to stop the clock.

Time is a tiebreaker only. The highest number of obstacles completed successfully shall determine the placement of dogs.

To gain a clear round, the dog and handler must make it through the number of obstacles set by the judge within the maximum course time. This is determined by using the agility class travel rate for each level.

Special Classes unique in Great Britain to UK Agility

Nursery
This class has been designed for the beginner handler and/or beginner dog that may need some ring experience by being offered a smooth flowing course without the seesaw or weave poles. It allows the dog to jump one jump height lower than their competition height. The 12” (305mm) jump height will jump at 8” (203mm). The A-frame will be set at 5’3” (1.60m). This class is open to all dogs eligible for Beginners or Novice Classes. Dogs entered in Nursery class may not enter any other class on that day. Clear round rosettes are awarded, but no progression is available.

Dogs must be at least 16 months of age to enter this class.

The standard course time should be worked out by using Beginners Agility travel rates.

The Nursery class ring should be enclosed by netting/fencing whenever possible.

Casual
This class has been designed for the new dog, dog recovering from injury, or older dog where the handler would like to run the dog in the competition environment. This class is open to all dogs that are not entered in any other class but Casual for that day. This class will award placements and rosettes, but results will not be recorded by UKA, thus it is not for progression and titles.

Casual classes will run both jumping and agility and shall follow the same rules as standard agility and jumping classes, however it allows the dog to jump one jump height lower than their competition height. The 12” (305mm) jump height will jump at 8” (203mm). The A-frame will be set at 5’3” (1.60m) and the courses will not include spread jumps, long jumps or tyres.


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