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ADAA Games

 
ADAA Required Individual Games Descriptions Gamblers
Snooker

ADAA Other Individual Games Descriptions Blackjack
Power and Speed
What's My Line

ADAA Pairs Games Descriptions Boxed Pairs
Relay Pairs
Pairs Pursuit
Strategic Pairs

ADAA Team Games Descriptions Team Relay
Triple True Team Baton Relay
Regular Team Game

 

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.

  Graphics Credits.