| Gamblers |
The
object of a Gamblers Game is to choose your own course and accumulate as
many points as possible. The dog with the most points wins. If dogs have
the same points, the fastest dog wins.
There are two parts to a Gamblers game: the opening sequence and the closing
sequence, which is also known as the Gamble. In the opening sequence obstacles
are in random order and points are gained for obstacles correctly negotiated.
The Gamble includes specific obstacles within a handler containment area.
These obstacles need to be completed successfully in order with the handler
at the required distance from the dog. |
| Opening
Sequence |
The
alloted time for an opening sequence for Midi/Maxi dogs is either 40 or
50 seconds, and for Toy/Mini dogs is either 45 or 55 seconds. The handler's
strategy is to accumulate as many points during that time as possible. It
is also important to use strategy to finish the opening sequence near the
start of the closing sequence at the end of the time available- so it is
important to know your dogs pace. The opening sequence will sometimes include
a joker (double points) which may be an obstacle or a group of obstacles
and may include a handling (distance) restriction. |
| Rules
for the Opening Sequence |
- Refusals/Run-outs
are not faulted.
- Points are only
awarded for two successful attempts of each obstacle, although each
obstacle may be attempted as many times as desired (except when near
the start of the gamble to use up time)
- If a dog attempts
an obstacle unsuccessfully it may be repeated later or back to back,
as long as a pole has not been dislodged.
- Points will
be awarded for successul back to back performance of 1 and 2 point obstacles
only. Points will not be awarded for successful back to back performance
of a 3-point or 4-point obstacle or Joker.
- It is also at
the judge's discretion (stated during the judge's brief) as to whether
points will be awarded for the performance of a 3-point, 4-point or
joker obstacle if the previous obstacle was a 3-point, 4-point or joker
obstacle.
- 1-point obstacles:
Hurdles
- 2-point obstacles:
Tunnels, tyre, long jump
- 3-point obstacles:
contact obstacles, less than 10 weave poles
- 4-point obstacles:
weave poles(10 or 12)
- Joker : 2 times
the value of obstacles
|
| To
be allowed to complete the Gamble |
- During the opening
sequence the dog must not perform two or more of the gamble obstacles
in sequence (forward or reverse).
- During the opening
sequence the handler must not stand idle in the area close to the start
of the Gamble.
- During the opening
sequence the dog must not perform obstacles repeatedly without accumulating
points for the purpose of waiting for the start of the Gamble.
|
| The
Gamble |
Successful
completion of the gamble within the time limit will result in a doubling
of the points earned during the opening sequence.
- If once the
whistle blows to signify the end of the opening sequence, the dog is
eligible to complete the gamble then the dog is required to execute
the Gamble obstacles in the prescribed order and direction without fault
and finish within the time limit.
- The Gamble will
consist of at least three obstacles, plus a finish point.
- The handler
must stay behind a containment line (painted on ground or a line of
obstacles)
- The dog must
work at a distance of no less than 2 metres and no more than 5 metres
away from the handler.
- The time limit
for the gamble will be set by judge and for maxi/midi dogs will be between
10 and 20 seconds and for toy/mini dogs will be between 12 and 22 seconds.
|
| Qualifying
Certificate |
To receive a Qualifying
certificate, the class must be open standard and the dogs must successfully
complete the gamble within the time allowed AND accumulate the following
number of total points. For example
- Maxi./Midi Opening
Sequence Time of 40 seconds requires 50 points
- Toy/Mini Opening
Sequence Time of 45 seconds requires 50 points
|
| Snooker |
The
object of Snooker is to accumulate as many points as possible (51) within
the time limit. Snooker consists of two segments- the opening sequence
and the closing sequence. During the opening sequence the object is to
accumulate as many points as possible while leaving enough time to complete
the closing sequence. The closing sequence requires obstacles to be completed
without fault in the required sequence.
The
course will consist of four or five "red" obstacles worth one
point each. And six obstacles or obstacle combinations called "colours"
worth 2 points through to 7 points in value.
|
| Opening
Sequence |
- Requires the
handler to select and successfully complete six obstacles, or obstacle
combinations.
- These must be
taken in the following order: "red"- "any colour"-
"different red"- "any colour"- "different red"-
"any colour".
- The colour after
each red may be the same obstacle or a different obstacle, the reds
however can only be used once.
- If the dog faults
one of the reds then it must complete a different red that hasn't already
been completed before going on to a colour.
- If a colour
is faulted the dog must perform an unused red unless it is the last
of the "any colour" in the sequence, then it continues on
to the closing sequence.
- Once the opening
sequence has been completed, the closing sequence should be attempted.
- If there is
any mistake in the sequence of obstacles, such as colour-colour, or
unsuccessful red-colour, or the same red is jumped twice, then the game
is over and it must return to the finish line.
- The opening
sequence allows for a maximum of 24 points
1+7+1+7+1+7 =24
|
| Closing
Sequence |
- Requires the
dog to complete all the "colours" in order from 2 through
to 7 within the time limit.
- If the dog faults
then it is the end of the game, and it must return to the finish line.
- If the whistle
blows to indicate the end of the game then the dog must finish that
obstacle and return to the finish line.
- The closing
sequence allows for a maximum of 27 points
2+3+4+5+6+7 = 27
|
| Snooker
Obstacles |
1-point |
red |
hurdle
(there will be 4 or 5 red hurdles included on a course) |
|
2-point
|
yellow |
long
jump, tunnels, tyre |
|
3-point |
green |
hurdles,
spread hurdles, long jump, tunnels, tyre, 2 obstacle combination |
|
4-point |
brown |
spread
hurdles, long jump, tunnels, tyre, 2 obstacle combination, contact, 5-9
weave poles |
|
5-point |
blue |
contact
obstacle, up to 3 obstacle combination, 5-9 weave poles |
|
6-point |
pink |
contact
obstacle, up to 4 obstacle combination, 10-12 weave poles |
|
7-point |
black |
contact
obstacle, up to 4 obstacle combination, 10-12 weave poles |
| Qualifying
Certificates |
Maxi/Midi |
40
sec
|
40 points |
|
Maxi/Midi |
50
sec
|
45 points |
|
Toy/Mini |
45
sec
|
40 points |
|
Toy/Mini |
55
sec
|
45 points |
| Black
Jack |
Blackjack
requires the dog to earn 21 points in the fastest time. Accumulating more
than 21 points will "bust" and eliminate the dog. The judge will
set the "dealer's limit" during the judge's brief that will determine
the qualifying card requirements. |
| Power
& Speed |
This
game requires tight control and accuracy during the opening sequence- the
Power sequence, which utilises contact obstacles and weave poles, and speed
during the closing sequence. If the dog faults these are added to the time
of the closing sequence. The closing sequence only is timed. This speed
sequence uses only Hurdles and Tunnels. |
| What's
My Line |
Or
Take your own line. The handler must determine what is the quickest way
to complete each and every obstacle on course without repeating or omitting
any. |
| Boxed
Pairs |
A
relay that requires the dogs to trade places on the course any time there
is a fault |
| Strategic
Pairs |
A
relay involving the handlers dividing the course up and deciding which dog
performs which obstacle. |
| Relay
Pairs |
A
relay in which the course is divided into sections that each dog runs. Usually
involves a baton to be carried and exchanged. |
| Pairs
Persuit |
A
knockout style game between two teams of two dogs over two identical courses
where the winning pair advances to the next round. |
| Team
Relay |
A
team relay in which the course is divided into sections that each dog runs.
Usually involves a baton to be carried and exchanged. |
| Triple
True Team Baton Relay |
A
team relay which is an up and back relay with multilple legs. |
| Regular
Team Game |
Requires
each dog in the team to traverse a regular agility or jumping course using
regular marking and then adding the scores of team members to achieve a
team score. |