Dog Agility - Competition Classes

Competition Classes

Given the available set of obstacles and possible faults, there are many permutations of games, or classes, that one can play on the agility field. A typical course is laid out within a 100-by-100-foot (30 by 30 m) area, with roughly 10 to 20 feet (3.0 to 6.1 m) between obstacles.

Judges design their own courses (in NADAC, judges can do so or can select from previously designed courses) using the rules of the sanctioning organization. Each organization decides which classes are valid for achieving titles and how each must be performed, but there are many similarities.

Some of the common types of courses or classes are

  • Standard, Regular, or Agility: This is a numbered course consisting of (usually) at least one of each of the three primary contact obstacles (not including the crossover) plus jumps, tunnels, and weave poles of various flavors. A novice course might consist of as few as 15 obstacles; a higher-level course might have 22. The dog must negotiate the obstacles in the correct order within the standard course time (SCT).
  • Jumpers or Jumping: This numbered course consists primarily of various types of jumps and, depending on the organization, also weave poles and tunnels. The dog must negotiate the obstacles in the correct order within the standard course time (SCT). The dogs achieve their fastest speed on these courses because there are no contact obstacles to slow them down.
  • Gamblers, Jackpot, or Joker: An unnumbered course. The game typically consists of two parts, an opening period and the closing period, also known as the gamble, joker, or jackpot. In the opening period, the dog has a certain amount of time in which to do whatever obstacles the handler deems appropriate and accrues points based on the obstacles completed. At the end of the allocated time for the opening period, a whistle blows. At that point, the gamble begins. The dog has a certain small amount of time (about 15 seconds) in which to complete a sequence of obstacles designated by the judge ahead of time. The challenge is that there is a line on the ground past which the handler must not step, typically paralleling the gamble obstacles, from 10 to 20 feet (3.0 to 6.1 m) away depending on the level of competition. The handler must choose an opening sequence that flows comfortably for the individual dog's skills and experience. The sequence must also be planned so that, when the whistle blows, the dog is in a good position to immediately begin the gamble. The greatest challenge is the distance handling – getting the dog to move or even turn away from you.
  • Snooker: Loosely based on the billiard game of Snooker. The course has at least three red jumps, each numbered 1, and six other obstacles numbered 2 through 7. The dog accumulates points based on the obstacle's number. This also has two parts, an opening sequence and a closing sequence. In the opening sequence, the dog must complete a 1, then any obstacle numbered 2 to 7, a different 1 and any 2 to 7 obstacle (including the one already performed), and yet another different 1 and another 2-7 obstacle. For example, the dog could perform the red on the left for 1 point, the 7-point obstacle, the red in the middle for 1 point and then the 7-pointer again, then the red on the far side of the course and the 7-pointer one more time, for a total of 24 points in the opening. After successfully completing this, the dog must complete the obstacles 2-7, in order, for an additional possible 27 points. Failure to follow these rules exactly (such as knocking a bar or taking 2 reds in a row) results in the dog and handler being whistled off the course.
    • Strategy and entertainment value: The dogs might have to negotiate between other obstacles without taking them or make a difficult entry to the obstacle, often combined with a longer distance between the reds and the 7 so that it consumes more time to do the higher-point obstacle in the opening.
  • Power & Speed: The course consists of two sections. The first is an untimed "Power" section, which features the contact equipment and any of the following at the discretion of the judge setting the course: weaves, table, a-frame, spread jump, long jump. If this section is negotiated without accruing any faults, the dog and handler may go on to the "Speed" section, which consists of a timed jumping course.
  • Team, Pairs, or Relay: Two or three dog-and-handler teams each execute a portion of a Standard agility course, with the handlers exchanging a baton between sections.
  • Variations and combinations of the preceding, such as AKC's Fifteen and Send Time (FAST) class.

Read more about this topic:  Dog Agility

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