3.1 Standard Classes
The following standard classes may not be run at a lower jump height than qualified for, even for not for competition (NFC).
3.1a 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 numbers should be placed on the side of the obstacle to designate the direction the obstacle should be taken. If a number is placed in the middle of an obstacle such as a curved tunnel, the obstacle may be taken in either direction.
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. Beginners level can have a maximum of 12 weave poles.
In order to receive a clear round / qualifying score (Q), the dog must run the course under standard course time (SCT) and have not been faulted.
3.1b 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 numbers should be placed on the side of the obstacle to designate the direction the obstacle should be taken. If a number is placed in the middle of an obstacle such as a curved tunnel, the obstacle may be taken in either direction.
The class can include all equipment with the exception of the 3 contacts and table. A set of weave poles must be included unless unsatisfactory conditions cause the use of the obstacle to be unsafe. In the Champion level the number of weave poles must be a single set of 12 poles unless unsatisfactory conditions cause the use of the obstacle to be unsafe. Beginners level can have a maximum of 12 weave poles.
In order to receive a clear round / qualifying score (Q), the dog must run the course under standard course time (SCT) and have not been faulted.
3.1c Steeplechase
Dogs must be at least 16 calendar months of age to compete in this class.
The object of this class is to negotiate a course made up with only jumps (excluding the tyre, spreads, walls and long jump) and tunnels (excluding collapsible tunnels), with a minimum of 17 obstacles and a maximum of 20 obstacles. The course should be a fast and straight forward set up.
All obstacles must be performed in order and direction defined by number. The numbers should be placed on the side of the obstacle to designate the direction the obstacle should be taken. If a number is placed in the middle of an obstacle such as a curved tunnel, the obstacle may be taken in either direction.
In order to receive a clear round / qualifying score (Q), the dog must run the course under standard course time (SCT) and have not been faulted.
3.2 Games Classes
UKA competitions may contain one or more of the following games. Games are designed to test the handler and dog in dealing with the different elements of course strategy, distance control, and versatility.
Qualifying rounds from the following games, will meet the necessary games requirements to achieve Level points in the Performance Program: Gamblers, Snooker, Power & Speed, Snakes & Ladders and Time Fault & Out.
3.2a 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 Gamblers 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 Wall |
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) |
Obstacles that are 1 directional, e.g. See Saw, Spreads, Flat tunnels, will only score points when taken in the correct direction. The Long jump can be set up to be 1 directional or bidirectional and the discretion of the judge
In the Senior and Champion levels only, a judge may choose to state that you cannot perform consecutive contacts and/or weaves and/or contact - weaves. If this rule is in place the performance of the second obstacle will not score points.
General Gamblers 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. A judge should signify an obstacle has not been completed successfully by shouting NO or FAULT.
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. If the whistle is blown for time up while negotiating an obstacle points will be awarded.
The Gamble:
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 judges discretion and common sense, typically between 12 to 18 seconds. Refusals will not be marked in the Gamble for Beginners and Novice but will be marked in Senior and Champion level.
The gamble points shall be awarded if the dog completes the chosen sequence within the specified time. The timing gates must be positioned at the last obstacle of the gamble as per a standard class. Option 1 Gamble (less difficult) = 10 points Option 2 Gamble (more difficult) = 15 points If the judge chooses to restrict the handlers 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.
A Judge may choose to have a No Loitering rule in Champion level only. A handler will be called for loitering if the handler does not attempt any equipment that has not already been done successfully for points, whilst waiting for the whistle to blow. In this case No gamble will be scored.
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. For example, a minimum of 18 points must be accumulated in the opening period of a 30 second opening time, however the dog must then at least obtain the 10 point Option A gamble, thus giving a total of 28 points.
2. Or, if a dog isnt 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. For example, a minimum of 21 points must be accumulated in the opening of a 35 second opening time. If a dog only accumulates 16 points in the opening but completes the Option 2 gamble receiving an additional 15 points, the dog will receive a qualifying round.
If a dog acquires more points than a dog that has qualified by either the above(1. or 2.) but does not make the gamble, the dog still does not qualify and therefore is not placed higher than the qualifying dog with lesser points.
If a handler were to obtain 28 points or more from the opening period of 30 seconds but fails to complete one of the two gamble options within the gamble time, the dog will not qualify.
Time is a tiebreaker only. Time ends on the table or across a finish line. Points shall determine the placement of dogs. If a dog does not stop the clock (barring timing failure) then elimination will be scored. If the dog stops the clock at any point during the run the game is over.
If there are no qualifying rounds, the placement of the dogs will be determined by points with time being the tiebreaker.
If a handler chooses to run NFC in the Gamblers Class they will be given the opening and closing course time.
3.2b 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 similar to 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 must direct the dog to the finish line to stop the clock. If a dog does not stop the clock (barring timing failure) then elimination will be scored.
A snooker course should be run as follows:
Red jump , any coloured obstacle,
red jump (different from first red), any coloured obstacle,
red jump (different from first and second red), any coloured obstacle,
yellow 2, green 3, brown 4, blue 5, pink 6, black 7,
finish line.
General Snooker rules:
Time starts the moment the dog crosses the start line.
Course time is set per judges discretion and usually ranges between 45 to 55 seconds. (The judge may add the specified % travel rate increase (Refer to the Travel Rates for Toy & Midi Dogs Table) for toy and midi jump heights.)
A red jump must be successfully taken in either direction, in order to be able to attempt a coloured obstacle of 2 - 7. 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).
Obstacles that are 1 directional, e.g. See Saw, Spreads, Long jumps, Flat tunnels, will only score points when taken in the correct direction
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.
A judge may set a course where three 7s could be deemed difficult to achieve. This is to be encouraged in the higher levels of the game.
Opening Scenarios
Red jump followed by another red jump | Game over, go to finish line |
Red jump faulted | go directly to another red |
3rd red jump faulted when there are 4 red jumps | go directly to 4th red |
3rd red jump faulted when there are 3 red jumps | begin closing (2-7) |
All red jumps faulted | begin closing (2-7) |
Third red jump followed by yellow 2 point | repeat yellow 2 to begin closing 2-7 |
Faulting a coloured obstacle in the opening | no points awarded, go to next red |
Coloured obstacle followed by coloured obstacle | Game over, go to finish line. |
Taking a combination obstacle out of judges order | no points awarded, go to next red |
Refusal of any red in opening | not faulted, attempt obstacle and if completed correctly points will be awarded. |
If a dog runs past or spins in front of an obstacle | This type of refusal is not judged in snooker |
Refusal of any coloured obstacle where the dog has got on to or gone in to a piece of equipment. | no points awarded, go to next red |
If a jump pole is knocked on a colour obstacle on the opening but ring party can not replace | Provided the dog goes through the uprights on the next attempt to do the coloured obstacle, points will be awarded |
Closing Scenarios
Red jump taken during closing (2-7) | Game over, must go to finish line. |
Any obstacle taken after black 7 on way to finish | not faulted, no additional points received |
Coloured obstacle taken out of order in closing | Game over, go to finish line |
Refusal of obstacles in the closing | Game over, go to finish line |
Any fault of an obstacle in the closing | Game over, go to finish |
Taking a combination coloured obstacle out of judges order | Game over, must go to finish |
Opening and Closing Scenarios
Whistle blown for time up while negotiating obstacle (individual or combination) | points awarded if completed correctly |
Game Over, dog does not cross finish | Elimination |
Attempting (running through uprights) of a jump from a coloured obstacle (2-7) that had been previously displaced and had not been reset. | Points will be awarded |
Any obstacle taken after whistle blown on way to finish | not faulted, no additional points awarded |
See Appendix A-4
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 and must have then crossed the finish line/jump to stop the clock.
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 Figure 1 for an example of a snooker course. 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 of page 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
3.2c Power & Speed
The goal of this game is to test the dogs versatility on a course designed in two parts. The first part is the power section followed by the second part, the speed section. The combined sections must have a minimum of 17 obstacles and a maximum of 20 obstacles.
The power section is made up of only the three pieces of contact equipment, one maximum long jump, one maximum spread jump (refer to below table for maximum jump height spreads for each Level) and one set of 12 weave poles.
Maximum Ascending Spread Lengths (mm) | ||||
---|---|---|---|---|
Jump Height | Beginners | Novice | Senior | Champ |
Toy | 235 | 260 | 300 | 300 |
Midi | 265 | 335 | 400 | 400 |
Standard | 365 | 455 | 550 | 550 |
Maxi | 435 | 540 | 650 | 650 |
The judge may decrease the maximum spread length due to unsatisfactory weather and ground conditions.
A standard course time (SCT) for the power section will be set through a rate of 1.5 metres per second. Time faults will be assessed for the power section if the dog goes over the set SCT. The time will start as the dog attempts Number 1 and will stop as the dog starts the speed section. Therefore if the dog has not started the speed section within the power section course time, time faults will be incurred and the dog will not be able to run the speed section. Judge or time keeper will indicate game over by shouting time or by blowing a whistle.
The speed section may be made up with jumps, (excluding the tyre, spreads and long jump) and tunnels (excluding collapsible tunnels). The speed sections 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.
The dog may be handled between the power section and the speed section. Although, the dog may not be handled between the power obstacles.
If dogs are faulted on the power section, this will be marked as an elimination. The handler and dog may finish the power section, but may not continue onto the speed section.
If a handler chooses to run NFC in the Power and Speed Class they will be given a course time of 45 seconds.
3.2d 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. 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. If the dog fails to cross the finish line then an elimination will be incurred and there will be no score.
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 course set by the judge within the course time. This is determined by using the agility class travel rate for each level.
3.2e Snakes and Ladders
The course will consist of 17-20 obstacles: The ladders: three contacts and a 12 pole weave, (can only be taken in the direction UP the course). The Snakes: four tunnels, of which one may be a flat tunnel, (can only be taken in the direction DOWN the course). The remaining obstacles must be made up of Jumps (can be taken from any direction)
There will be a start and finish jump to start and stop the clock and these will count towards point accumulation. The course direction is designated by the start and finish jumps which must be sited on one side of the ring only. Away from these 2 jumps is considered UP the course and towards them is designated DOWN the course. The start and finish jump may be taken in any direction.
The idea of the game is to complete all Snakes and Ladders successfully and as many jumps as possible in the allotted course time. The winner will be the person who completes successfully the most obstacles, which must include all snakes and ladders, in the fastest time. To gain a qualifying score all snakes and ladders (three contacts, weave & tunnels) must be completed successfully and at least 6 jumps in the allotted course time. The course time is to be decided by the judge but should consider that a dog could complete all obstacles in the time set.
Each obstacle can only be completed successfully once. All obstacles can be done in any order.
There will be no refusals throughout the game
The game will be deemed over (and a long whistle will sound or the judge may shout game over)
- If a contact is taken the wrong way
- If a tunnel is taken the wrong way
If you fault on a contact or weave you may attempt this piece of equipment again during the game. The judge must blow a whistle (a short blow) or shout Fault or No to notify the competitor they have been faulted this does not signal the game has finished. If the piece of equipment is completed correctly on the second attempt and/or in the case of the weave the dog is placed back in to complete the weave correctly points will then be scored. If you knock a pole there will be no fault and you can carry on the game. The pole will not be re set and the jump will not be able to be taken again. If you negotiate an obstacle that has already been completed successfully you will not be faulted, you are just wasting time.
Once all equipment is taken the dog must take the finish jump. If the time runs out before all equipment is taken a whistle will blow (long blow) and the dog must take the finish jump as soon as possible. No other equipment will score after the whistle has gone unless the judge deems the dog was already taking the piece of equipment when the whistle went. Failure to take the finish jump will score the dog an elimination.
3.3 Heats, Qualifiers & Finals
Each year UK Agility will run a Grand Finals. This event will include individual finals as well as team and pairs. Full rules and regulations for these events including the heat dates will be published by UK Agility at the end of December of the previous year.
UK Agility will also run a National Finals to be held at its Summer week show. The rules for this event will be published in the show schedule.
3.4 Special Classes
Results from these classes will not count towards UK Agility progression.
3.4a Nursery
Dogs entered in Nursery class may only enter the Steeplechase class and not any other class on that day. 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, tyre, spread jump, wall jump or weave poles. It allows all dogs to jump any height except Maxi. The Toy jump height will jump Micro (200mm). The A-frame will be set 1.60m. Clear round rosettes are awarded, but no placements awards.
Dogs must be at least 16 months of age to enter this class.
The standard course time should be calculated by using Beginners Agility travel rates.
3.4b Casual
This class is open to all dogs that are not entered in any other class but Casual for that day. 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 will award placements and clear round rosettes.
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 Toy jump height will jump at Micro (200mm). The A-frame will be set at 1.60m (53) and the courses will not include spread jumps, long jumps, wall jump or tyres. Weave poles may or may not be included in the casual jumping class.
A handler may choose to jump their dog at a lower height than the dog is eligible for in this class, provided the handler states CRO (clear round only) on their scribe sheet and therefore will not be scored for placement in the class. Although, if that dog has a clear round, a clear round rosette will be awarded.
3.4c Additional Classes
UKA shows can obtain permission from UK Agility to hold special classes. These may include but are not limited to Pairs, Teams, Knock Outs, Tunnelers and new games. The classes will not count towards UKA progression and the rules of each event must be stated in the schedule.
3.4d UKA Baton Rules
The judge shall designate an area for a baton exchange between handlers. The next dog and handler to run for the team/pair will wait in this area for their turn to run. The baton exchange must happen with both handlers and their dogs within the boundaries of the designated exchange box. The baton must exchange hands without being dropped or thrown before the next handler and dog to run can move out of the exchange area to begin their course. Dogs and handlers do not need to remain in the exchange box once the baton has been passed. The baton must remain within the exchange box at all times and the returning handler must hold the baton for 5 (five) seconds to be considered a successful exchange. The handler waiting in the exchange area can hold or restrain his or her dog in anyway, providing it is not deemed abusive or harsh by the judge. Dogs may be placed on leads before and after their runs while other team/pair members are running. However, a lead must not be on the dog at the time of the baton exchange. A elimination will be incurred if another team/pair members dog runs into the course area during another members run. At the discretion of the judge they may appoint someone to judge the exchange box. If a box judge is appointed they will be deemed as an event judge and therefore must comply to all judging rules.
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