Petit Prix 10 Event Winners

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We’d finally like to recognize the 10 Event Winners from the 2014 Petit Prix East tournament: 2014 Petit Prix 10 Event Winners

See you all next year!


2014 TDAA Petit Prix ~ Latrobe, Final Results

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Final Results after Round 10, Run ’til You Drop: 2014 Petit Prix Scoring FINAL

Run ‘til You Drop



The objective of Run ‘til You Drop is to accumulate as many points as possible, within the allotted time, and finish on the teeter before time expires.

Time starts when the dog crosses the start line. Time ends when the dog performs the teeter. If the teeter is performed before the horn sounds then the dog’s points are doubled.  The teeter must be the last obstacle performed.  There is no penalty for going over time other than the doubling bonus cannot be earned.

Big Dogs (12″ – 16″) have 30 seconds; Small Dogs (2″ – 8″) have 33 seconds.

  • Obstacle Point Values are:
    Jumps – 1 point;
  • Tunnels/Tire – 2 points;
  • Weaves and A-frame – 3 points;
  • Teeter – 0 points

All obstacles can be taken only twice successfully for points.  If a bar is dropped during the run, the jump is out of play.

The teeter is live at all times, and will count as the last obstacle if the dog commits to it with all four paws. Time stops when the teeter plank touches the ground.

Scoring and Qualification

Run Til You Drop is scored Points, Then Time.

A dog qualifies scoring a minimum of 28 pts.

Petit Prix Results through Round 9

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Almost done…here are the results through Round 9: 2014 Petit Prix Scoring Rnd 9

The round 9 course/game follows.

Pinball Wizard



The goal is to accumulate as many points as possible within course time: 50 seconds for 12/16; 55 seconds for 4/8.

The start obstacle is the dogwalk (either direction). After completing the start obstacle, the team will continue to accumulate points by performing obstacles of the handler’s choosing. Obstacles may be completed only twice for points. No obstacle may be taken back-to-back.

Obstacle values: Jumps 1 pt; tire, chute, weaves, and tunnel (other than a Bonus) 3 pts; Contacts 5 pts.

Once the start obstacle has been completed without fault the trigger obstacles become active. The designated jumps are the triggers. To earn the bonus (triple all points) the dog must take the trigger and perform the bonus obstacle. Both are bidirectional. The bonus may be earned three times during play.

To re-activate the triggers after completing the bonus, at least one point must be earned. At the whistle the dog should be directed to the table to stop time.

On any fault the triggers become dormant and can only be reactivated when the dog again completes the start obstacle.

Aside from routine performance faults, the dog will also be faulted for taking a bonus obstacle without taking the trigger; taking an obstacle between the trigger and the bonus (including back-jumping the trigger).

If a trigger bar is knocked, that trigger is out of play for the rest of the game. The remaining trigger may still be used.

Scoring and Qualification

The table is live throughout play. If the dog touches the table it is a tilt and play ends.

To qualify: 50 points for Games 1; 100 points for Games II; 150 points for Games III.

Petit Prix Results through Round 8

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The cumulative results through Round 8: 2014 Petit Prix Scoring Rnd 8


Lucky 13



The objective of Lucky 13 is to collect as many points as possible while correctly performing a total of 13 obstacles (no more and no less).

On the course map the number next to the obstacle is its’ value. An obstacle with a single number is bidirectional. An obstacle with numbers on either side may be taken in both directions for the numbered value. Each number can be performed only once.

Course time is 50 seconds for big dogs and 55 for small dogs. Time begins at the start line and finishes at the table. The table is live after the dog has scored 1 point.

Key points

Each bi-directional obstacle may be done once in each direction for points. Each directional obstacle correctly will count as one of the 13 obstacles.

Repeated obstacles will not count for the obstacle count or assigned points

A faulted obstacle is included in the count of 13 obstacles but will receive no points.

Scoring and Qualifying

Lucky 13 is scored points, less faults, then time.

  • Games 1 needs 102 points
  • Games II needs 128 points
  • Games III needs 154 points







The objective of Gamblers is for the dog and handler team to accumulate as many points as possible in the allotted time and then to perform a designated gamble.

Gamblers is a two-part game: the opening point-accumulation period and the gamble period. Time starts when the dog attempts the start jump in either direction.

12″ and 16″ dogs have 25 seconds in the opening and 16 seconds for the gamble.
4″ and 8″ dogs have 28 seconds in the opening and 18 seconds for the gamble.

Obstacle Values:

  • Jumps – 1 point;
  • Tunnel/Tire/Chute – 2 points;
  • Weaves, Teeter, A‑Frame – 3 points; Dog Walk – 5 points.
  • A successful gamble will earn 25 points.

Obstacles can be taken only twice for points.  Back-to-back performances are permitted.

If a gamble jump is taken during the opening point-accumulation period and the bar is dropped, this bar is not reset, and the gamble is negated.


Gamblers is scored Points, Then Time.


A dog must score a minimum of 13 points in the opening and successfully perform the gamble to qualify.




Petit Prix Results through round 6

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I previously posted results with mismatched results. This has been fixed. Trying again.

Here are the results for the first six rounds of the tournament, cumulative: 2014 Petit Prix Scoring Rnd 6


Time Warp



The objective of Time Warp is to run all of the obstacles in a numbered sequence as fast as possible without faults and turn back the clock by performing one or more Time Warp distance challenges.

Twenty-five seconds are taken off the final time for each Time warp distance challenge successfully completed with the handler behind the containment line. There is a possibility for a negative course time, hence the name of the game.

There are three distance challenge opportunities offered: 6 to 8; 13 to 15; and 17 to 19. If completed without fault the dog will earn a 25 second bonus for each.

If handler steps over the containment line, there is no additional fault other than dog has failed the Time Warp challenge distance and simply does not receive the bonus.


Time Warp is scored time, plus faults less bonus.

If handler steps over the containment line, there is no additional fault other than dog has failed the Time Warp challenge distance and simply does not receive the bonus.


A score equal to or less than the Qualifying Course Time (QCT) for each level will earn the dog a qualifying score.




Standard 3


2014 Petit Prix Latrobe ~ early results

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This is the results from the first two rounds:  2014 Petit Prix Scoring

And these are the results from rounds 3 and 4, cumulative: 2014 Petit Prix Scoring Rnd 4

Courses and briefings follow:

Tag 10



Small dogs have 60 seconds, Big dogs 55 to accumulate as many 10 point sets as possible.  Jumps/2 pts; Tunnels/3 pts; Contacts & weaves/5 pts.

Play starts with a tag (a tire) and ends with a tag after the time whistle blows.  The logic of the game is:

1) After the initial tag,
2) gather a 10-pt set,
3) then “tag”,
4) gather another 10-pt set, 5) then “tag” and so on until the whistle blows,
6) at which time the team should quickly “tag” to stop time.

Each set must be unique.  The team may not repeat a sequence, either forward or in reverse.  Dogs cannot take the same obstacle back-to-back.  They can take the same obstacle only twice in a sequence so long as a different obstacle is taken in between.


Tag 10 is scored points then time.  Time is a tiebreaker only.  Each 10-point set earns the team a score of 1.  If the team “tags” after a non-unique set, the judge will call “COPY” which means that set does not count. If the dog Tags with more or less than 10 points, no points for the set shall be awarded. The judge may call “TAG”; but it’s not the judge’s job to do the math. The score-keeping table will sort out the bodies.

If the dog is in the middle of accumulating a set when time is called, the points earned in that set will be converted to a decimal score. For example, 4.6 points are earned for the fourth attempted set in which 6 obstacle points were accumulated. If the team does not stop time by “tagging,” they will keep their points but their time will be 999 seconds.

No points are awarded for a faulted obstacle. The dog must perform another obstacle before repeating the faulted obstacle. If a bar is dropped the jump is out of play.


Games I           Two sets (at least 20 points)

Games II         Three sets (at least 30 points)

Games III        Four sets (at least 40 points)



Standard 1



Standard 2





Snooker is a two-part game. Each part is played and scored on a different basis. The objective of the opening sequence (the first part) is to score as many points as possible by alternately performing all of the red hurdles; and scoring points from the numbered sequence. The objective of the second parts is to run a short numbered sequence without fault.

Time starts when the dog crosses the start line.  Time stops when the dog crosses the finish line after the horn sounds or after completing the closing sequence. 12″ and 16″ dogs have 45 seconds; 4″ and 8″ dogs have 50 seconds.

Opening Sequence:  The game begins with an opportunity for the dog and handler team to earn points by successfully performing red obstacles, always jumps, valued at 1 point each. A successfully performed red earns the team the right to attempt one of the colored (non-red) obstacles on the course, valued at 2 to 7 points. The team earns those points if the dog successfully performs the selected colored obstacle.

This is a 4-of-4 red format. All four red hurdles must be attempted.

When performing the combination obstacles, both obstacles must be attempted before going on to the next red or starting the closing.  If the first obstacle of the combo is faulted, the dog must be directed to perform the second obstacle even though no points can be earned.

In the opening all obstacles are bi-directional; combination obstacles can be taken in any order or direction.

Closing Sequence:  After the opening sequence, the team will perform all colored obstacles in the numerical sequence indicated by their point value (#2, then #3, then #4, and so forth, through #7). The dog and handler team will earn the value assigned to each of these obstacles as long as the obstacle is not faulted.

In the closing, combination obstacles must be taken in the numbered order and direction.


Snooker is scored Points, Then Time.


  • Games I 35 points
  • Games II and III 37 points



Rules Changes for Comment


The Teacup Dogs Agility Association is due for a revision of rules. While these changes are few, they are certainly substantial.

The following are presented for your review and comment.

Executive Summary

  1. The TDAA will allow a dog’s handler/owner to choose what jump height is appropriate for that dog. That means that all jump height exemptions based on body type will go away; and jump heights will become self selecting.These changes are to section 3.5 Jump Heights.
  2. The TDAA has moved sections describing the provisions for granting additional time to Veterans Dogs and Disabled Handlers to section 5 Superior Agility Classes, specifically 5.3.2 Standard Course Times. These paragraphs were originally (mis) placed in section 3.5.
  3. The TDAA will no longer observe a four-paw safety rule on contacts in the Beginner Standard class (or in any game using Beginner rules for performance). The Beginner dog will have three chances to perform a contact obstacle, and would not be faulted until a third on-and-off refusal.These changes are to section 7 Beginner Agility Classes, specifically 7.2 Performance Standards.

These revised pages from Rules and Regulations v 5.5 are presented in their entirety, below.

The real questions for the TDAA will be when these rules should go into effect.  Our current thinking is that we will make the rules changes optional for any club that has a trial scheduled in 2014; and make the official release date January 1, 2015.

On the other hand, we would very much appreciate implementation of these changes, especially changes to jump height requirements, by any club that would like to help us test the implications of the changes on the trial software.

* * * * * * * * * *

3.5 Jump Heights

Measured heights are determined based on the height of the dog at the withers.  Dogs of the same measured height compete at the same course times, even when jump heights differ. Dogs of the same measured height compete against each other.

3.5.1 Measuring of dogs and jump height cards

All dogs not having a permanent jump height certificate will be required to be measured by the judge of record at a trial. The judge will record the dog’s measured height and legibly print their name on the measuring form. After receiving two measurements that agree, the dog will receive an official jump height certificate. If two measurements result in two different measured heights, then a third judge is required to make a final measurement.

A dog may be measured using wickets or a measuring device.

3.5.2 Measured heights

  • 2′′ measured height ~ dogs measuring 4′′ or less at the withers
  • 4′′ measured height ~ dogs measuring 8′′ or less at the withers
  • 8′′ measured height ~ dogs measuring 12′′ or less at the withers
  • 12′′ measured height ~ dogs measuring 16′′ or less at the withers
  • 16′′ measured height ~ dogs measuring 20″ or less at the withers.

3.5.3 Guidelines for Jump Height Selection

A dog’s owner or handler may enter a dog at any jump height desired. Consequently, no special provisions are made granting jump height exemptions (formerly body type exemptions) for dogs. Dogs jumping at a height other than their measured height will earn qualifying legs and all TDAA titles.

A dog may enter a trial at only one jump height. A dog’s jump height may be changed, at the trial, only with the permission of the trial secretary.

* * * * * * * * * *

5.3.2 Standard Course Times

In tests in which performance is measured on the basis of faults, the judge shall measure the dog’s path and set a Standard Course Time (SCT). For standard classes the judge shall use the number at the low end of the range. This is typically automatically calculated by the trial software.

The Superior rate for standard courses for dogs jumping 4” and 8′′ shall be 1.9 yards per second plus 5 seconds for table performance, and for games courses in a range between 1.9 and 2.3 yards per second. The Superior rate for standard courses for dogs jumping 12′′ and 16′′ shall be 2.0 yards per second plus 5 seconds for table performance, and for games courses in a range between 2.0 and 2.3 yards per second. Maximum course time shall be set at 1.5 times the standard course time. Veterans Dogs

A veteran dog is a dog of at least 7 years of age. Veteran dogs receive an extension in standard course time. 4′′ (measured height) veterans receive an additional 4 seconds while 8′′, 12′′, and 16′′ veterans receive an additional 2 seconds. Disabled Handlers

A time exemption will be granted to disabled handlers amounting to 4 seconds standard course times and qualifying course times for games classes. The proof of disability shall be the issued disability parking tag. There will be no special system of titling for disabled handlers.

* * * * * * * * * *

7 Beginner Agility Classes

All dogs in sound physical condition, meeting the height specifications of the organization, and familiar with all obstacles shall be eligible for participation in this class.

7.1 Minimum Obstacle Requirements

A course shall include a minimum of 12 and a maximum of 14 obstacles in the Beginner class. All three contact obstacles (teeter, dogwalk, and A-frame) are required, and only three contact performances are allowed. Weave poles are not allowed.

Otherwise, the obstacle requirements shall be the same as used in the Superior class.

7.2 Performance Standards

Refusals are not faulted on the dog’s approach to any obstacle.

Leaving a contact obstacle on the ascent side, when it is the next obstacle in sequence, after committing all four paws, shall not be faulted. The dog may attempt the obstacle three times only. After a third refusal the performance shall be deemed a failure to perform. The judge shall advise the exhibitor to continue on course. If the dog is directed back onto the contact obstacle, the performance shall be scored a wrong course.

The first failure to perform will be scored as 20 faults; the second failure to perform will be scored as elimination.

Otherwise, performance faults shall be the same as used in the Superior class.


Questions comments & impassioned speeches to Bud Houston Visit the web store at: Please note that the web store carries The Book of Agility Games. This is an important reference for any club who plays the variety of games that we play in the TDAA.