We are continuing to run historical courses. Please note that 60x90 is playing a different game from the 50x70 and 40x85. 60x90 is playing Power and Speed. 50x70 and 40x85 are playing Warped Helter Skelter.
Course Maps
60x90
Briefing
Each handler and dog runs a course that is split into two sections: Power and Speed.
Power – The Power section typically consists of technical obstacles; contacts, and weave poles.
The Power section is un-timed. Consequently the start-line is positioned between the last obstacle of the Power section and the first obstacle of the Speed section.
Any faults earned by the dog will be added to the dog’s score. For example, if the dog misses a contact or earns a refusal on a contact obstacle, his score would be 5 for the Power section. Obviously, the ideal score for the Power section is 0.
Speed – The Speed section contains a straightforward Jumpers sequence. The goal is for the dog to run the course as fast as possible, preferably with no faults.
Time does not begin until the dog crosses the plain of the first obstacle of the Speed section.
Scoring for Power and Speed is Time, Plus Faults: faults from the Power section plus time from the Speed section plus faults from the Speed section. The dog with the lowest score wins.
Maps (Imperial)
Maps (Metric)
50x70
Briefing
This game is a bit of a combination of Helter Skelter and Time Warp. The course is designed as a Helter Skelter spiral, testing a handler’s instincts for knowing when to have a foot on the gas, and when to have a foot on the brakes!
The Time Warp element, of course, is a subtraction from the overall score for working the dog at a distance.
This is a simple numbered course that will be judged Time, Plus Faults, Less Bonus. The course shows two bonus lines. If the dog can perform #8 through #12 with the handler remaining behind the closest containment line, the bonus will be 10 seconds. If the handler stays behind the furthest containment line, the bonus will be 20 seconds.
Otherwise, it’s just a numbered course. Follow the numbers; keep the bars up; and hit the paint.
Maps (Imperial)
Maps (Metric)
40x85
Briefing
This game is a bit of a combination of Helter Skelter and Time Warp. The course is designed as a Helter Skelter spiral, testing a handler’s instincts for knowing when to have a foot on the gas, and when to have a foot on the brakes!
The Time Warp element, of course, is a subtraction from the overall score for working the dog at a distance.
This is a simple numbered course that will be judged Time, Plus Faults, Less Bonus. The course shows two bonus lines. If the dog can perform #10 through #13 with the handler remaining behind the closest containment line, the bonus will be 10 seconds. If the handler stays behind the furthest containment line, the bonus will be 20 seconds.
Otherwise, it’s just a numbered course. Follow the numbers and keep the bars up.
Maps (Imperial)
Maps (Metric)
An Open Invitation to New Players
New clubs and individuals are always welcome to join us and play these courses. Download the scorekeeping worksheets below. Contact the League Secretary to help with the details at pagc.live@gmail.com.
60x90
50x70
40x85
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Questions, comments, snide remarks, and feedback go to Melissa Wallace, IDAL Secretary, at pagc.live@gmail.com.
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