2015 Petit Prix ~ Results from Day 2

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The second day of the TDAA Petit Prix has revealed a gritty competition. The TDAA Petit Prix is a unique national tournament. The winners of the tournament are determined by the best cumulative performance over ten rounds. It is a test of skill, composure and consistency.

You can view cumulative tournament results here: Petit Prix Results after 8 rounds.



Jumpers was won by Annabelle, a Cavalier King Charles Spaniel run by Stephanie Stempfer with zero faults and (adjusted) time: 18.32 seconds.

You can review the results of the class here: Jumpers Results.

4 Leaf Clover


4 Leaf Clover was won by Wiley, a Shetland Sheepdog run by Paula Higgins. Wiley ran the course in 26.49 seconds, with zero faults, and earned all six bonuses for a final score of -33.51.

You can review the results of the class here: 4 Leaf Clover Results.



Snooker was run in a 4 of 4 red format. The winning dog was Shine, a Shetland Sheepdogrun by Nancy Craig, earning 56 points in 42.51 seconds.

You can review the results of the class here: Snooker Results.

Standard 3


The final standard course of the Petit Prix tournament was won by Ebby, a Pembroke Welsh Corgi run by Mark Wittig. Ebby ran without faults with (adjusted) time of 27.61 seconds.

You can view complete results for this class here: Standard 3 Results.

Blog1059 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.

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


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 Houston.Bud@gmail.com. Visit the web store at: www.dogagility.org/newstore. 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.

Puppy Cannon Revisited

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In preparation for the TDAA’s 2013 Petit Prix today I’m going to give the game Puppy Cannon another look. There are several TDAA judges’ clinics scheduled this year. And at the trials hosting these clinics we are playing Petit Prix games. So we hope to give the rules of each of the Petit Prix games a good workout so that something suitably challenging is offered at our National Tournament. At the same time, those of you looking for a championship run should be studying up on the rules.

Puppy Cannon in League Play

At our training center here in Waterford, OH we try to give different games a good workout. It happens that this week we played Puppy Cannon. And from our experience I’ve made some gentle revisions to the rules to make this former “training game” a solid game for competition.

Puppy Cannon




The objective of Puppy Cannon is for the dog to do three of the four numbered sequences shown on the course map. The sequences can be taken in any order. The dog starts on the table and must begin with the pipe tunnel (the Puppy Cannon) before the performance of each of the three sequences.

The judge may specify that certain sequences are bi-directional. On this course there are no bi-directional sequences.

After the final sequence the dog should go directly to the table to stop time but may transition through the pipe tunnel (without penalty) to get to the table.

Scoring and Qualifying

Scoring for Puppy Cannon is Time, Plus Faults. The dog with the lowest score wins. Our course distance is about 197 yards. To qualify a dog must finish without going over the established SCT:

4″         113

8″         101

12″         91

16″         82

20″         74

[Please note: These are not TDAA calculations.]


The course designer was striving for sequences of some technical merit. Previously Puppy Cannon has been presented as a pipe tunnel surrounded by three simple and inconsequential handling sequences. As a game of competition, these sequences should be imbued with a bit more depth.

Variation Notes

Incorporating four sequences and requiring the dog to do only three of them is a unique variation. It allows the handler to select those sequence that play to the dog’s performance strengths. On the other hand, the U-shaped pipe tunnel labeled #1 white squares and #1 white circles introduces an interesting element of composure. Should the dog select a tunnel entry other than the one the handler had planned, then the handler should be prepared to take the opposing sequence. That being said, the calculating handler might also put the dog into the entry on which he’d planned and take the 5 faults for a wrong course. It is a Time, Plus Faults game, after all.

Of particular interest in this course design is the notion that the handler will want his dog taking the Puppy Cannon towards the table twice, rather than away from it twice. And so the opening gambit might be how to get the dog to the opposite end of the Puppy Cannon pipe tunnel from the start at the table.

An important departure from the previous rules of this game is that the judge may not require a final performance of the Puppy Cannon pipe tunnel after the last sequence. Frankly, the course design might not lend itself to that final performance and so it should not be required.


Questions comments & impassioned speeches to Bud Houston Houston.Bud@gmail.com. Visit our webstore at:  www.dogagility.org/newstore. Our web store includes more than five years of lesson plans for three levels of agility training in the pages of The Just For Fun Agility Notebook; and each includes a “game of the week” for league play. Many of these are the games we play today in the TDAA.

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