Grades for Games
All games will ge run in 3 grades called A, B abd C. A dog competes in one grade only.
  • Grade A: Dogs that run in senior agility will be in grade A.
  • Grade B: Dogs that run in novice/intermediate agility will be in grade B.
  • Grade C: Dogs that run in Starters agility will be in grade C.
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Gamblers
This is a game with two parts: in the first part, the “opening”, the handler creates their own course accumulating as many points as possible in a given time; and in the second part, the “Gamble” the handler negotiates the dog through a set sequence from behind a line.

During the first part:
  • Each obstacle is given a number for scoring purposes. eg jump=1, tunnel=3 etc
  • You start between the start poles.
  • You can negotiate any obstacles from any direction but may only score each obstacle twice.
  • If the dog misses a contact etc, it will not score and you may redo the obstacle to score it.
  • Obstacles may NOT be taken back to back except in the event of a missed contact.
  • Every obstacle correctly negotiated within the time allowed earns you that number of points.
  • Knocked poles and missed contacts are simply obstacles not scored
  • Poles are not replaced during the round so that obstacle once hit is considered ‘dead’ for the remainder of that competitor’s run.
At the completion of 30 sec, the timer will blow the whistle at which point the dog must be taken to the start of the GAMBLE.
  • The gamble is a course of approx 4 obstacles to be completed in sequence, within 15 sec.
  • The dog must complete the gamble within 15 sec
  • The handler who must remain behind a line on the ground beside the first gamble obstacle.
  • The handler may move up and down this line but may not cross it.
  • Handler putting foot over gamble line results in no points being received for the gamble.
  • The timer is set on the last obstacles of the gamble
  • The dog is not penalised for negotiating (non gamble) obstacles when moving from the end of the Point Accumulation Period to the start of the Gamble Period; however, the scores do not count.
  • During the gamble points are gained for each obstacle successfully completed. Points scoring ceases when any fault or wrong course, but NOT refusal, occurs. i.e. a bar down on the 3rd obstacle would result in the points for the first and second obstacles counting.
The winner is the dog with the highest points. In the event of a tie, the dog the with the fastest time is declared the winner.

Scoring
Hurdles1ptTunnels, tyre, Long Jump3pts
Contact gear5 ptsWeave (all 12 poles)7pts

Gamble
First obstacle2 ptSecond obstacle4 pts
Third obstacle6 ptsFourth obstacle8 pts
A Gamble with 4 obstacles will be worth 2 + 4 + 6 + 8 = 20 Points.
SNOOKER
The course is set up with three “red” jumps and 6 other “colour” obstacles, the yellow, green, brown, blue, pink and black in order of difficulty (numbered 2-7)..

Opening Sequence
In the first part of the game the dog negotiates a “red” jump (1 point) followed by any “colour” obstacle (2-7 points).

They then take a different “red” jump followed by any “colour” obstacle; then the last red jump followed by any “colour” obstacle.
  • A red can be taken from either direction
  • A red must be taken successfully before a colour is taken
  • If a red is knocked down, the handler MAY NOT carry on to a colour, but must take another red obstacle.
  • Each red can be taken only once, i.e. doing the same red twice result in disqualification
  • There are NO refusals during the opening sequence
  • If the last red is knocked down the handler CAN proceed to the closing sequence
Closing Sequence
In the second part you complete the “colour” obstacles in numerical order, beginning with number 2 and continuing through number 7.

  • a refusal or a fault causes the game to end. The judge blows the whistle and the handle immediately takes the dog over the finish line.
  • A wrong course is disqualification. judge blows the whistle and the handle immediately takes the dog over the finish line.
  • If time runs out while the dog is on the course the judge blows the whistle and the handle immediately takes the dog over the finish line.
  • Points cease to be added after the whistle is blown.
  • The time is set by measuring the highest possible combination during the first part (ie red, black, red, black, red, black) which will be the longest route and is set fairly tight.
The dog with the most points wins and in the event of a tie, the fastest time prevails.
Jumpers Pairs Relay

Jumpers Pairs will be run in three grades. Pairs can be made up of two dogs that are in different grades. In this case the pair runs in the grade of the highest qualified dog.

i.e. Ben is in grade B and Danny is in grade C, they make up a pair and run in grade B.

Jumpers is an agility course that does not have any contact equipment nor a weave. There will be two courses of a similar level that may have tunnels in common.

The team will consist of two dogs and two handlers. The dogs maybe different heights. Where there are mixed heights in the pair, the smaller dog must run second.

The first dog negotiates the first course. When they complete the last obstacle, the second dog starts and negotiates the second course.

Standard scoring for jumpers applies. The team with the lowest faults and the fastest time wins.
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