2016 Western Petit Prix Update ~ May 20

Leave a comment

Today we ran two standard courses and played Dare to Double and Gamblers. Below we have the course maps and games briefings. Look for the individual results under each.

Download the overall tournament standings (as of this evening) here: Petit Prix Standings

Standard 1

BLOG1131_02

Standard courses shall be judged under rules for performance for the Superior class. Qualifying scores shall be accorded to the titling level of the dog.

Scoring and Qualification

Standard courses shall be scored Faults, Then Time. To qualify the dog must run the course without fault, under the course time. The judge will measure the course to determine the Standard Course Time for each level.

Download Results

Dare to Double

BLOG1131_05

Briefing

Dare to Double is a dog’s choice game. 4″ and 8″ inch dogs will have 55 seconds, 12″ and 16″ dogs will have 50 seconds to accumulate as many points as possible. Time starts when the dog crosses the Start line, and ends at the table. The table is live after time has started. A horn will signal the end of point accumulation. If the team reaches the table before the horn, all points earned on course will be keep. If the team fails to get the table before the horn, half of their points will be lost. There will be no warning whistle.

The value of the obstacles is based on a 1-3-5-7-point system.

  • 1 point for jumps
  • 3 points for tunnels and tires
  • 5 points for dogwalk, teeter, and the weave poles
  • 7 points for the dog walk, the first time it is performed.

Scoring obstacles can be taken only twice for points. Back-to-back performances are allowed. Jumps that are knocked down will not be reset.

A successful performance of the A-frame doubles all points earned up to that time. If the dog faults the A-frame, half of the team’s points are lost.

The A-frame is not restricted to only two performances. The dog may double points at any time, and as many times as the handler (or dog) wishes. The important restriction: The dog must complete another obstacle — for points — before reattempting the A-frame.

Scoring and Qualification

Dare to Double is scored Points, Then Time. The dog with the most point’s wins. Time is the tie breaker.

Points needed to qualify:

  • Games III – needs a score of 160 or better
  • Games II – needs a score of 80 or better
  • Games I – needs a score of 40 or better

Dowload Results

Gamblers

BLOG1131_03

Briefing

Gamblers is a point accumulation game with a distance challenge. The objective is to accumulate as many points as possible in the opening period, then to perform a designated distance gamble within the specified closing time.

In the opening point-accumulation period, teams accumulate points by performing obstacles up to twice for points. Back-to-back performance of any obstacle is allowed. If an obstacle is faulted the team can still attempt it twice for points. Jump bars are not reset if dropped, and that jump is dead for the rest of the run.

In the closing, the dog must do the numbered gamblers sequence while the handler stays behind the containment line. The dog may re-cross the line, but the handler must stay behind it. The dog must complete the obstacles, without fault, before time runs out to get credit for the gamble.

The gamble is worth 20 points.

Special Notes about the Gamble:

Any fault during performance of the gamble will negate the gamble bonus.

Performing two different gamble obstacles one after another in the opening will negate the gamble bonus.

Unproductive loitering near the start of the gamble before point accumulation time has expired will negate the gamble bonus.

Dropping a bar on a gamble jump during the opening will negate the gamble bonus.

Times:

12″ & 16″ dogs = 30 seconds opening, 12 seconds closing

4″ & 8″ dogs = 33 seconds opening, 14 seconds closing

Obstacle values, opening period:

  • jumps – 1 point
  • tire, tunnels – 3 points
  • Aframe, teeter, weaves – 5 points
  • Dogwalk – 7 points
  • Mini-gamble, 2 jumps performed, A-B circles or squares (as marked) while handler stays behind line – 10 points. If done any other way or not behind line, each jump is worth 1 point. Each jump can only be done twice for points, either as gamble or individual obstacles.

All obstacles, including the mini-gamble, can be taken twice for points in the opening period. Weaves can be corrected for credit.

Scoring and Qualification

Gamblers is scored Points, Then Time. The dog with the most point’s wins. Time is the tie breaker.

To qualify:

  • Games III – needs 23 points in opening plus gamble
  • Games II – needs 21 points in opening plus gamble
  • Games I – needs 19 points in opening plus gamble

Download Results 

Standard 2

 

BLOG1131_04

Standard courses shall be judged under rules for performance for the Superior class. Qualifying scores shall be accorded to the titling level of the dog.

Scoring and Qualification

Standard courses shall be scored Faults, Then Time. To qualify the dog must run the course without fault, under the course time. The judge will measure the course to determine the Standard Course Time for each level.

Download Results

Blog1131 TDAA

Questions comments & impassioned speeches to Bud Houston Houston.Bud@gmail.com. The web store is up and running. www.dogagility.org/newstore. You’ll find in the web store The Joker’s Notebook, an invaluable reference for teaching an agility dog (and his handler) to work a distance part.

Dare to Double ~ Games of the Petit Prix

Leave a comment

The TDAA’s Western Petit Prix in Castle Rock, Colorado is scarcely two weeks away. So, for the next several days I will explore the games we’ll be playing, with special attention to the rules established by our judges, John Finley and Trisha Stall.

Today the discussion is Dare to Double, a dog’s choice point accumulation game; and a game of strategy and daring. I’ll begin with the simple briefing. Follow that reading with the discussion of strategy. Real inspiration might be found in the fine print.

BLOG1124_01

John Finley of Columbus, Ohio will judge Dare to Double at the Petit Prix. Dare to Double is scheduled for the morning of May 20th at the Douglas County Fairgrounds in Castle Rock, Colorado. The sample course shown here is not the course designed by Mr. Finley for play at the Petit Prix.

Briefing

Dare to Double is a dog’s choice game. 4″ and 8″ inch dogs will have 55 seconds, 12″ and 16″ dogs will have 50 seconds to accumulate as many points as possible. Time starts when the dog crosses the Start line, and ends at the table. The table is live after time has started. A horn will signal the end of point accumulation. If the team reaches the table before the horn, all points earned on course will be keep. If the team fails to get the table before the horn, half of their points will be lost. There will be no warning whistle.

The value of the obstacles is based on a 1-3-5-7-point system.

  • 1 point for jumps
  • 3 points for tunnels and tires
  • 5 points for dogwalk, teeter, and the weave poles
  • 7 points for the dog walk, the first time it is performed.

Scoring obstacles can be taken only twice for points. Back-to-back performances are allowed. Jumps that are knocked down will not be reset.

A successful performance of the A-frame doubles all points earned up to that time. If the dog faults the A-frame, half of the team’s points are lost.

The A-frame is not restricted to only two performances. The dog may double points at any time, and as many times as the handler (or dog) wishes. The important restriction: The dog must complete another obstacle — for points — before reattempting the A-frame.

Scoring and Qualification

Dare to Double is scored Points, Then Time. The dog with the most point’s wins. Time is the tie breaker.

Points needed to qualify:

  • Games III – needs a score of 160 or better
  • Games II – needs a score of 80 or better
  • Games I – needs a score of 40 or better

Strategy

Although the briefing above includes points required to qualify by level, the Petit Prix really isn’t about qualifying. Each dog is pitted against every other dog by jump height. The competitor should get out of his head the paltry 160 points required of the GIII dog. The strategy should be calculated to earn thousands of points.

You will note that obstacles can be performed only twice for points. This is true of all obstacles except for the A-frame, which can be performed as many times as the dog can manage in the time given to play.

The basic strategy for Dare to Double should be this: Accumulate a foundation of points, and then embark on a doubling strategy.

Foundation Points ~ The handler wants to gather up enough points to make the first double worth maybe twice the value of the any other obstacle on the field. The judge has stipulated in this variation that the first performance of the dogwalk is worth 7 points; and so the total of foundation points should be only about 7 points, or slightly higher.

The handler should be careful not to use up any of the obstacles near to the A-frame that should be used in the doubling strategy.

I will show possible strategies for foundation points based on the sample course:

BLOG1124_02

As back-to-back performances are allowed on all obstacles (excepting the A-frame) the collection of foundation points might feature a back-to-back on a high value obstacle. The black circled numbers represent a pretty good pick-up of points before heading to the A-frame. But this is a real “know thy dog” kind of gambit. The handler would make this opening only if: a) the dog has a fast performance of the dogwalk; and b) it’s extremely unlikely that the dog will miss the down contact. If you’re keeping track, the dog has earned 26 points upon the first dismount of the A-frame.

The white square numbered sequence represents a fast and flowing attack on the doubling obstacle. This opening garners only 18 points on the first performance of the A-frame, but might be fast enough that the dog squeezes in an extra Double by the expiration of time.

Of course there are other possible openings. Use your imagination, and know thy dog!

The Doubling Strategy ~ there’s no conceivable reason for the dog to be put upon the dogwalk, or the teeter, or the weave poles when a performance of the A-frame is worth 40 points, or more. So the doubling strategy must be focused on singleton obstacles that can be quickly snatched up by the dog before heading back to the A-frame.

One of the important rules of the game is that the A-frame may not be doubled back-to-back. The dog is required to do another obstacle “for points” between performances. And, since obstacles can only be performed twice for points, a third performance of an obstacle would not earn points and so would not make the A-frame live for another double. As the judge has a mind like a steel trap, you know that he will be keeping careful track of the number of performances for those obstacles that surround the A-frame.

In the doubling strategy the high value obstacle near the A-frame should be done early rather than late. I’ll illustrate below:

BLOG1124_03

The extra two points for a pipe tunnel (compared to a jump) should benefit as lavishly as possible from doubling. Let me express this as a mathematical compare and contrast:

Score Score
20 20 20 20
D 40 D 40
3 43 1 41
D 86 D 82
3 89 1 83
D 178 D 166
3 181 1 167
D 362 D 334
3 365 1 335
D 730 D 670

Assuming the dog made his first approach to the A-frame with 20 foundation points… you’ll note in the two left-most columns the dog begins the doubling strategy with the performance of pipe tunnels; the two right-most columns begins the doubling strategy with jumps! The left strategy has out-scored the right by 60 points.

Oh, and if the dog doubles three more times… that 60 point difference explodes to a 480 point difference.

The Ticking Clock ~ If the dog doesn’t get to the table before the expiration of time, half of his points will be lost, just like faulting the A-frame! Dare to Double is typically played with a warning whistle or buzzer announcing the impending expiration of time. Mr. John Finley, our wicked judge, has specified that there will be no 15 second warning whistle.

And so, it’s a real test of a handler’s sense of timing know precisely when it’s time to go to the table.

Well, there’s no sense in giving away every strategy. At the warm-up workshop I will share the sure-fire secret for getting the end of time performance perfect every time. Are you coming to the warm-up workshop? I think entries are closed already.

Please note that the table is live from the very beginning of the dog’s run. It’s a very good idea not to present the table to your dog in the midst of your doubling strategy.

Blog1124 TDAA

Questions comments & impassioned speeches to Bud Houston Houston.Bud@gmail.com. The web store is up and running. www.dogagility.org/newstore. You’ll find in the web store The Book of Agility Games, an invaluable reference to clubs engaged in league play.