2016 Western Petit Prix Update ~ May 21

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On the second day of competition at the Western Petit Prix the competition heated right up. Several dogs have established themselves as contenders for a Teacup National Agility Champion (TNAC). This title is conferred upon the winner of each jump height[1].

Today we ran one standard course and played Wild West Pinball, the Box Game, and Weakest Link. 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

Wild West Colorado Pinball

 

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Briefing

The objective of Wild West Pinball is to accumulate as many points in possible in the time allotted. This is a dog’s choice game. Obstacles may be taken in the order and direction of the handler’s choosing.

Time begins when the dog takes the Tire/Slingshot (0 points):

  • 45 seconds for 12″ &16″ dogs;
  • 50 seconds for 4″ & 8″ dogs.Point Values
  • A horn will blow when time expires. The clock continues to run until the dog puts at least one paw on the table. The table is always live (TILT!).
  • Gold Bone Tunnel (Chute) – 100 points
  • Silverton Mining Tunnels – 150 points. Must be taken in order and direction shown
  • Cowdog Cliff Hanger (Teeter) – 150 points. Must approach from between the 2 C-shaped tunnels (without taking either tunnel). The dog may not earn points on the Cowdog Cliff Hanger immediately after taking the Silverton Mining Tunnels.
  • Brekenridge Ski Slalom (Weave Poles) – 150 points. Can be taken in either direction.
  • Pikes Peak Trail – 100 points. Must be taken in order and direction shown.
  • Millenium Bridge – 200 points. Can be taken either 1a to 2b, or 2a to 2b.
  • Golden Nuggets (unnumbered jumps) – 10 points each, bi-directional
  • Slingshot (Tire) – 0 points

Obstacles and sequences may be taken only twice for points. Back-to-back performances are permitted. Bonus obstacles and sequences that are faulted will result in no points for that attempt. Weaves must be completed without fault. There will be no partial credit given for incomplete sequences. Unnumbered jumps (golden nuggets) may be taken as many times as desired.

Faults: 10 points for knocked bars, missed contacts. Doing sequences incorrectly is not faulted; it’s just wasting time. Knocked bars are not reset, and are out of play for the rest of the run. Popping out of the weaves is not faulted, but credit will only be given if they are restarted and completed.

Scoring and Qualification

Wild West Pinball is scored Points, Then Time. The most points wins. Time is tie breaker. To Qualify:

  • Games I – 400 points
  • Games II – 500 points

Download Results

The Box Game

 

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Briefing

The objective of the Box Game is to run a numbered sequence while earning bonuses for several distance challenges. The distance-challenge eligible for bonus is specifically when the dog must go out of the box… with the handler staying inside the box.

Central to the course is a large boxed area which the dog and handler will enter after completing jump #1. Outside of the box are five different distance challenges. Each time the handler sends the dog out of the box and completes the send, a bonus of 5 seconds will be deducted from the dog’s score.

No bonus will be earned for an individual challenge if the handler steps out of the box, or if the dog earns a fault during the send.

Scoring and Qualification

The Box Game is scored Time, Plus Faults, Less Bonus. To qualify, the team must be under the adjusted Qualifying Course Time for their level:

Games I 4″ & 8 ” dogs 54 Seconds
12′′ & 16′′ dogs 50 Seconds
Games II 4″ & 8 ” dogs 41 seconds
12′′ & 16′′ dogs 36 seconds
Games III 4″ & 8 ” dogs 23 seconds
12′′ & 16′′ dogs 21 seconds

 

Download Results

Standard 3

 

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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

 

Weakest Link

 

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Briefing

The Weakest Link is a point accumulation game. The object of the game is to score as many points as possible in the allotted time. Only “banked” points will count toward the final score.

Each obstacle taken by the dog must be worth as much as or more than the previous obstacle taken. To keep points earned, they must be “banked” by the dog going through the tire. There are two tires on the field! After points have been banked a new sequence of points-gathering begins. Each sequence banked must be unique, which means there must be at least one difference from any sequence previously banked.

Back-to-back performance of obstacles is permitted, but only back-to-back. A third performance shall constitute a fault.

Unbanked points are considered “potential” points. If a dog commits a fault, all potential points are lost. Faults include dropped bars, missed contacts, taking an obstacle of lesser value than the previous one, failing to bank points before the final whistle. Weaves just must be completed for points, but once started, if not completed before going on it will be called a fault. When a dog faults the judge will call “fault”. The handler then must direct the dog to the first obstacle in a new sequence to earn potential points.

If a bar is dropped on a jump that jump is out of play for the remainder of the game.

This course features two gambles that earn the dog significant bonus points:

  1. 20 point gamble: (white circles) jump/tunnel/jump
  2. 25 point gamble: (white squares) A-frame/tunnelPoints values of obstacles:

The gambles must be taken in the order and direction shown, with the handler behind the gamble line. If the dog knocks a bar, misses a contact, or goes off course in the middle of the gamble – the judge will call “fault”. If the handler steps over the containment line the dog is faulted only if the order of performance breaks the weakest link point value rules.

  • jumps – 2 points
  • tire, tunnels – 4 points
  • contact obstacles – 6 points
  • weave poles – 8 points

12″ and 16″ dogs have 50 seconds; 4″ and 8″ dogs have 55 seconds to accumulate points. When time is up the horn will sound and the dog must cross the finish line to stop the clock.

Scoring and Qualification

The Weakest Link is scored Points, Then Time. Time is a tiebreaker only.

To qualify:

  • Games I – 30 points
  • Games II – 40 points
  • Games III – 50 points

Download Results

Blog1132 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.

[1] The TNAC is conferred only if the top dog in a jump height places within the top 25 of the tournament.

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2016 Western Petit Prix Update ~ May 20

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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

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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

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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

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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

 

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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.

Weakest Link ~ Games of the Petit Prix

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This is the final post in our series featuring the games of the TDAA’s Western Petit Prix in 2016. We’ll have a look at the Weakest Link. This is a dog’s choice game that requires the dog to save or “bank” earn points, or lose them on any fault! This is a dog’s choice point accumulation game features a valuable (but optional) distance challenge.

Following is a sample course with the simple briefing. After the briefing I will provide a short discussion of strategy.

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The Weakest Link is a game invented by Tara Choate. This is a game of point accumulation and strategy. Trisha Stall, from New Lebanon, New York will judge the Weakest Link at the Petit Prix. This game is scheduled for the morning of May 22nd in Castle Rock, Colorado. The sample course shown here is not the course designed by Ms. Stall for play at the Petit Prix.

Briefing

The Weakest Link is a point accumulation game. The object of the game is to score as many points as possible in the allotted time. Only “banked” points will count toward the final score. Points are banked when the dog performs a tire. There are two tires on the field!

Each obstacle taken by the dog must be worth as much as or more than the previous obstacle taken. To keep points earned, they must be “banked” by the dog going through the tire. There are two tires on the field! After points have been banked a new sequence of points-gathering begins. Each sequence banked must be unique, which means there must be at least one difference from any sequence previously banked.

Back-to-back performance of obstacles is permitted, but only back-to-back. A third performance shall constitute a fault.

Unbanked points are considered “potential” points. If a dog commits a fault, all potential points are lost. Faults include dropped bars, missed contacts, taking an obstacle of lesser value than the previous one, failing to bank points before the final whistle. Weaves just must be completed for points, but once started, if not completed before going on it will be called a fault. When a dog faults the judge will call “fault”. The handler then must direct the dog to the first obstacle in a new sequence to earn potential points.

If a bar is dropped on a jump that jump is out of play for the remainder of the game.

This course features a gamble that earns the dog significant bonus points. The numbered sequence (jump, weave poles, tunnel) is worth 28 points.

The gamble must be taken in the order and direction shown, with the handler behind the gamble line. If the dog knocks a bar, or misses a weave pole, or goes off course in the middle of the gamble – the judge will call “fault”. If the handler steps over the containment line the dog is faulted only if the order of performance breaks the weakest link point value rules.

Points values of obstacles:

  • jumps – 2 points
  • tire, tunnels – 4 points
  • contact obstacles – 6 points
  • weave poles – 8 points

12″ and 16″ dogs have 50 seconds; 4″ and 8″ dogs have 55 seconds to accumulate points. When time is up the horn will sound and the dog must cross the finish line to stop the clock.

Scoring and Qualification

The Weakest Link is scored Points, Then Time. Time is a tiebreaker only.

To qualify:

  • Games I – 30 points
  • Games II – 40 points
  • Games III – 50 points

Strategy

The Weakest Link is loosely based on an old television program in which contestants had to answer questions while they accumulated a load of “potential” money. If they missed a question a slightly rude English lady would proclaim “You ARE the weakest link! Good bye!”

In this game, like in the television program, all points earned by the dog are “potential”, until they are banked. And once banked, they cannot be taken from the dog. The only real restriction as to order and direction is that each obstacle performed must be worth as much as or more than the last one taken.

If your dog earns a fault keep your composure! The next obstacle that the dog takes will be the first obstacle in the accumulation of potential points.

The distance challenge or “gamble” gives a bonus that amounts to double (or more) the normal value of the obstacles in it. On this course the “bank” has a clear and easy approach from the last obstacle in the gamble. So, if a dog has nice distance skills the distance challenge is the key to a solid scoring strategy.

The only real restriction in the performance of the gamble is that each sequence must be unique. The savvy handler should plot a variety of preamble sequences that change the overall sequence. The gamble should be considered like a single obstacle which has the highest point value on the floor. Consequently, it must always be the last one taken.

Note that stepping over the containment line isn’t automatically a fault, unless the scoring of obstacles violates the as-much-as-or-more-than rule. Well, if you make the approach to the gamble from a higher value obstacle (like the teeter, in the sample course)… then automatically the judge will have to call “Fault” if the handler steps over the line.

The real question about banking is how often the dog should be directed to go there. The tire has no actual value of its own, and will use up a bit of time to direct the dog through it. Do you run to the bank every time you earn a nickel? Or, do you risk lugging around a big bag of coins (points)… the risk being that any fault will lose the entire bag.

Remember that unbanked points are lost when time expires. It is better to do the longer sequences first, and then finish with shorter sequences in anticipation of the expiration of time. It is better to be caught short of finishing a three obstacle sequence than it is to be caught short on a fifteen obstacle sequence.

Be aware of the proximity of the bank any time you direct the dog to a high value obstacle. It’s possible to trap yourself well away from a tire with no reasonable approach. In the sample course, for example, if you take the A-frame from the back of the field to the front… you are slightly stuck (though it might be very possible to turn the dog around on the dismount and head for the teeter to save the points). Also, since the judge has allowed back-to-back performances, the handler might just turn the dog around and take the A-frame in the opposite direction.

As in any point accumulation game, you should find nice logical flow for the dog so that you can move smoothly with your dog and rack up points at the dog’s best working speed.

Blog1129 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.

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

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Briefing

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

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Briefing

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

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Briefing

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

 

 

 

Gamblers

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Briefing

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.

Scoring

Gamblers is scored Points, Then Time.

Qualifying

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

 

 

 

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