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Class Descriptions
Dog agility classes are generally referred to in two groups - "Standard" and "Nonstandard".
These class groupings are described more fully below:
Standard Class or "Standard Agility"
Standard Agility is the foundation class in the sport of dog agility. All obstacles are utilized,
including three contact obstacles - A-frame, Dog Walk and See-Saw - two types of tunnels - a pipe
or open tunnel and a collapsed tunnel or "chute" - weave poles, table, tire jump and a variety of
other hurdles and jumps, all of which are set in a sequence designed by the judge. The class is
generally scored pursuant to the "Standard Scoring Method", which charges time penalties for
exceeding the "Standard Course Time" established by the judge. Course performance penalties are
added to any time penalties to determine the final score. The competitor with the fewest number
of faults is the winner. When a tie exists, time is usually the deciding factor. The class may
sometimes be scored on a "Time-plus-Faults" basis if circumstances surrounding the class are
appropriate. See Scoring Methods for definitions.
See Chapters 3 through 5 of USDAA Rules & Regulations for more details.
Nonstandard Classes
Nonstandard classes are all other classes, including those classes that represent variations
from the "Standard" class. Examples of more common nonstandard classes and that are held for
USDAA title certificates are described below. A more detailed description of the class setting
forth requirements for title can be found in Chapter 6 of USDAA official rules and regulations
booklet.
Gamblers
Gamblers is a point-basis class wherein handlers develop their own strategy for running a course
in order to accumulate as many points as possible during the time allotted by the judge.
Typically, in planning their run, any obstacle can be performed twice for points and the handler
may choose what obstacles they wish to perform and in what order. The judge may impose
restrictions on the sequences permissible (e.g., two different contact obstacles may be
performed in sequence without first taking a non-contact obstacle) and may specify special
challenges to earn bonus points (e.g., a short obstacle sequence where the handler is limited
as to their movement or distance from the dog). Additionally, a judge may designate an additional
time period during which a special challenge or "joker" (a.k.a., gamble) may be performed for bonus
points. At the end of the allotted time, the competitor with the most points is the winner.
Jumpers
Jumpers is a class that excludes all contact obstacles and occasionally weave poles. In other
words, it is principally comprised of hurdles and tunnels, and may also include weave poles.
It may be scored pursuant to "standard scoring" (i.e., running against a "standard course time"
(SCT) that is set by the judge) or on a time-plus-faults basis, depending on how much emphasis
is to be placed upon speed. For USDAA titling classes, standard scoring must be utilized.
Rates for establishing SCT for different levels of competition are set forth in the rules.
The competitor with the fewest penalties is the winner, and when a tie exists, time is frequently
the deciding factor. A more detailed description of the class setting forth requirements for
title can be found in Chapter 6 of USDAA official rules and regulations booklet.
Relay
Relay classes are those that include two or more dog/handler teams competing on a course together.
The course may be split, wherein each team member runs a segment, or each team member may run
the entire course (when teams are all of the same jump height class). A course may include all
of the obstacles other than the table, which may be used as a start, finish or baton exchange
point. Since speed is an inherent element in any type of relay competition, the class is
generally scored on a time-plus-faults basis, though standard scoring could be used if less
emphasis on speed was intended. For USDAA titling purposes, teams may be classified as
"mini-" or "open", meaning that the dogs jumping 12" and 16" may be paired together and
dogs jumping 22" and 26" may be paired together. A "Qualifying Course Time" is established
by the judge under which teams must score after faults are added to their time; hence, a
round with faults may qualify, provided their performance time is fast enough to allow for
the addition of penalties. A more detailed description of the class setting forth requirements
for title can be found in Chapter 6 of USDAA official rules and regulations booklet.
Snooker
Named after the billiards game popular in Great Britain, snooker is a point-basis class wherein a
handler develops their strategy for accumulating as many points as possible during the allotted
time by performing the obstacles in "Snooker" sequence, which is defined by color. The obstacles
are labeled as to color (and number). A "Red" obstacle is almost always a displaceable hurdle
(required for USDAA titling classes) and a "Color" obstacle refers to an obstacle designated as
a color other than red (i.e., yellow, green, brown, blue, pink or black, the only other permissible
colors). Colors (i.e., points) are assigned by the judge to the obstacles based upon their relative
difficulty, as determined by their nature or by their placement on the course. Point/color
associations are shown in the following table:
| Color |
Point Value
|
Red
|
1
|
| Yellow |
2
|
| Green |
3
|
| Brown |
4
|
| Blue |
5
|
| Pink |
6
|
| Black |
7
|
The snooker class consists of an opening sequence immediately followed by a closing sequence,
both of which must be performed in the overall performance time allotted by the judge.
The opening sequence is "Red-Color-Red-Color-Red-Color, and so on until all "Red" obstacles
and their following "Color" obstacle have been performed; however, if a "Red" is faulted while
performing the sequence, the "Color" opportunity immediately following that "Red" is lost. It
is frequently said that you must perform a "Red" successfully to earn the right to perform a
"Color" for additional points. No points are earned for faulted obstacles.
Once all "Reds" have been performed (including the "Color" of handler's choice following each
"Red" that is successfully performed, the "Closing Sequence" begins. The closing sequence is
"Yellow-Green-Brown-Blue-Pink-Black (i.e., the "Colors other than Red" in increasing point value
as defined).
The round is over when the course time allotment expires, when a fault occurs in the closing
sequence, an improper sequence of obstacles is performed, or the course has been completed. A
competitor's score is the number of points earned during their round.
The maximum score possible in the opening sequence is determined by the number of "Reds"
defined in the course plan by the judge. If three "Reds" are defined, then the maximum number
of points is 24; if four "Reds are defined, then the maximum is 32 points; and so forth. The
maximum can be achieved by performing each "Red" successfully (1 point apiece) and then following
each "Red" with the "Black" obstacle, which is worth 7 points each time it is performed
successfully. So the maximum points possible in the opening sequence is 8 points times
the number of "Reds". The maximum point value of the closing sequence is always 27 points,
which is the sum of the Yellow, Green, Brown, Blue, Pink and Black obstacles (2+3+4+5+6+7=27).
Therefore, the maximum possible score in snooker is defined by the sum of possible points in the
opening and closing sequences. For a course with three "Reds", the highest score possible is 51
points; with four "Reds" it is 59 points; with five "Reds" it is 67 points. Typically, a course
will only have three or four "Reds". The number is determined by the judge's course plan.
A qualifying score for USDAA title is a minimum of 37 points. Qualifying placements must also
be earned for title certification purposes.
A more detailed description of the class setting forth requirements for title can be found
in Chapter 6 of USDAA official rules and regulations booklet.
Other Classes
A variety of other classes, including variations on the above classes are occasionally
offered on a competitive basis. These might include Time Gamble, Boxed Pairs, Strategic
Pairs, Choose Your Own Course, Power & Speed, and more! Detailed descriptions of these
classes when offered at an event shall be provided in the Agility Test Schedule
(the official listing of classes and entry form, along with detailed provisions and
conditions for entry) for the event.
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