PLAYING AGILITY IN A MDTC FUN MATCH FOR

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CPE verses MDTC CPE Fun Match



Playing Agility in a MDTC Fun Match



Measurement

Regular Height

8” and under

4”

Over 8” up to 12”

8”

Over 12” up to 16”

12”

Over 16” up to 20”

16”

Over 20” up to 24”

20”

Over 24”

24”



If you have any questions, feel free to contact any of the active CPE trialing club members: Daryl Stuppan, Sheila & Kory Postotnik, Carol Levison, and Kathy Gibowski.

Helpful Agility Terms



CPE = Canine Performance Events = one of the agility venues. Others are AKC, USDAA, ASCA, NADAC, Teacup, UKI, etc

Class = Game

Faults = Points taken off for mistakes

“Q” = Qualifying Run

Qualifying Run = You passed !!!! YEAH!!!! (you and your dog met all requirements for the class!)

“NQ” = Non-qualifying run (too many faults, or mistakes, were made)

Placement = 1st through 4th highest scoring dogs receive a “Placement” ribbon. Placements may be earned based solely on time and faults, or in some games, on points earned, time, and faults. In CPE, you can earn a Placement ribbon if there are not enough dogs who have Qualified and earned placements.

Jackpot = Gamblers = Distance challenge

Off Course = Taking an obstacle out of numbered sequence

Clean Run = A run with no faults within the allotted time

Wicket = Official dog measuring apparatus

Handler Line = Usually a flag-tape line that signifies the “no-cross zone” for the handler; used primarily in the Jackpot Class. The dog completes obstacles set-up beyond the “handler line”, requiring the dog to pay attention to verbal and body cues from a distance.

Standard Course Time (SCT) = amount of time allowed to complete a course. It is determined by the length of the course OR a specific Class rule.

Premium = Form you fill out to enter an Agility trial or Fun Match



A Basic Explanation of Faults in CPE



Judge’s Hand Signals

Bar Down

5 Faults

One Hand Open

Off Course

5 Faults

One Hand Closed

Other Faults (See below)

5 faults

Two Hands Open

Major Fault

15 Faults

Arms Crossing in motion at waist or above head

No Time

No Time listed for dog (No Score)

Hands forming a “T”, like a time-out in sporting events



Fault Points

Fault Descriptions

15 Faults

Missed contact on A-Frame, Dog Walk or Teeter - Fly-off Teeter (board did not touch ground) - Failure to perform an obstacle - Dog knocks over the Tire frame

5-15 Faults

Unsafe performance of any obstacle

5 Faults

Bar Down - Broad Jump stepped on - Off course (at least one paw on or in an obstacle, or over a jump) - Handler touches an obstacle on course (including stepping over the end of a contact or chute, jumping jumps, ducking under an obstacle or stepping through the weaves) - Excessive delay at start or finish line

5 Faults or Excusal from Fun Match

Excessive force at start line - Poor sportsmanship - Excessive force when leaving the ring - outside ring assistance - Swearing in the ring - Dog aggression towards Judge, other dogs, spectators or the handler (includes nipping/biting while on course)

5 Faults or Excusal from the Run

Moving an obstacle once the Judge approved the course build, including during a walk through - Dog not in control when leaving the ring

No Time But Allowed to Run (No Score)

Using a collar or leash - Using food, toys or other training devices in the ring - Handler intentionally touching their dog or an obstacle

No Time with Excusal of Run (No Score)

Leaving the ring before the run is completed - Dog out of control - Dog ceases to work - Dog fouling/relieving anywhere within the ring before, during or after a run

No Time

(No Score)

Exceeding the Maximum Course Time



***NOTE: All Decisions of the Judge Are Final***

Tunnelers Class Explanation

(NADAC venue game)



Tunnelers Class is a numbered course in which you follow an exact numbered sequence.

The obstacles allowed on a Tunnelers course are: Tunnels and ONLY tunnels.

There are between 12 – 16 obstacles on a novice course.

There are between 16-20 obstacles on an advanced course.



Novice (Level 1)

Penalty

Advanced (Level 4)

Penalty

May Not Exceed 10 Faults to Qualify

May Not Exceed 10 Faults to Qualify

1 off course (taking the wrong obstacle-but, you MUST go back and do the right obstacle)

5 Faults

1 off course (taking the wrong obstacle-but, you MUST go back and do the right obstacle)

5 Faults

1 Missed Obstacle

10 Faults

1 Missed Obstacle

Not Allowed

You have NQ’d

Over time fault

Not Allowed

5 seconds over time “allowed”

Not Allowed

Other Faults

See Notes

Other Faults

See Notes



Fullhouse Class Explanation (CPE venue game)

Fullhouse is what many consider the easiest class. You choose your course and what obstacles you want your dog to do. You accumulate points until the first whistle.

Depending on the size of your dog, you have 30 or 35 seconds until this first whistle.

Taller dogs: 16” – 24” have 30 seconds - Smaller dogs: 4” – 12” have 35 seconds

After that time, a whistle will blow and you have an additional five seconds to get your dog to the table to stop the clock. If the whistle sounds before your dog touches the table, the run is no good (an NQ).

Novice (Level 1)

Obstacle Values

for all levels

Advanced (Level 4)

Points Needed

19


Points Needed

25

Obstacles required during the opening

3 Single Jumps



1 Point

Obstacles required during the opening

3 Single Jumps

2 Circles

(tire, tunnel, chute)



3 Points

2 Circles

(tire, tunnel, chute)

1 Joker

(dog walk, a-frame, teeter, weaves, double jump, triple jump)



5 Points

1 Joker

(dog walk, a-frame, teeter, weaves, double jump, triple jump)

5 seconds over time “allowed”

1 Fault for each second over


5 seconds over time “allowed”

1 Fault for each second over


Other Faults

See Notes

Other Faults

See Notes

***Points for the same obstacles may be given only two times***

If a dog faults an obstacle (bar down, missed contact) you will not receive the points for completing that obstacle. There are no actual faults in Fullhouse. You may attempt the obstacle again, however, a knocked bar jump will not earn points once down.

Note: The table is live at all times, so avoid it at all costs until the whistle. If your dog touches the table before the whistle, the clock is stopped, no matter the time or points accumulated.

As long as you complete these minimum obstacles, the order doesn’t matter. Plan a path that flows smoothly and works for you and your dog.

Standard Class Explanation



Standard Classes are numbered courses in which you follow an exact numbered sequence. A Standard course often includes most of the obstacles allowed at a given level.

Novice – There are usually between 12-16 obstacles on a course.

Novice – No teeter. 6 weaves possible at a MDTC Fun Match.

Advanced – There are usually between 16-20 obstacles on a course.



Novice (Level 1)

Penalty

Advanced (Level 4)

Penalty

May Not Exceed 10 Faults to Qualify

May Not Exceed 10 Faults to Qualify

1 bar down

5 Faults

1 bar down

5 Faults

1 off course (taking the wrong obstacle-but, you MUST go back and do the right obstacle)

5 Faults

1 off course (taking the wrong obstacle-but, you MUST go back and do the right obstacle)

Not Allowed –

You have NQ’d

1 Missed Obstacle

10 Faults

1 Missed Obstacle

Not Allowed –

You have NQ’d

5 seconds over time “allowed”

1 Fault for each second over

5 seconds over time “allowed”

1 Fault for each second over

Other Faults

See Notes

Other Faults

See Notes

Jackpot (Gamblers) Class Explanation (CPE venue game)

In the Jackpot class you design your own course to accumulate points in the 1st part, AND complete a numbered sequence where your dog works away from you (2nd part - referred to as the “jackpot” “gamble” or “distance challenge”).

To Qualify you must earn your level’s opening point minimum AND the 20 Gamble points.

1st part – “Opening” - You plan a course that will earn you the required number of points for your level within the allotted time. More points = better placement amongst the other dogs.

Taller dogs: 16” – 24” have 25-35 seconds / Smaller dogs: 4” – 12” have 30-40 seconds

When the whistle blows, you proceed to the 2nd part, (try to end near the closing).

2nd part – “Closing” – This is a 3–4 obstacle sequence set up past a marked “handling line.” The handler may not step on or past the handler line once the first whistle sounds. These obstacles are done in numbered order. They are given the points of “2”, “4”, “6” and usually the table is “8” points to equal a 20 point “Jackpot.”

Taller dogs: 16” – 24” have up to 18 seconds - Smaller dogs: 4” – 12” have up to 20 seconds

Level 1

Obstacle Values

Level 4

Points Needed

Opening = 12 + Gamble = 20

Total of 32

All Levels

Points Needed

Opening = 24 + Gamble = 20

Total of 44

Obstacles available and their point value

Single Jumps

1 Point

Obstacles available and their point value

Single Jumps

Tire, tunnel, chute, 6 weaves



3 Points

Tire, tunnel, chute, 6 weaves

Dog walk, a-frame, teeter, 12 weaves, double jump, triple jump, combinations



5 Points

Dog walk, a-frame, teeter, 12 weaves, double jump, triple jump, combinations

Judge’s Choice – Specific obstacle or sequence



7 points

Judge’s Choice – Specific obstacle or sequence

***Points for the same obstacles may be given only two times. ***

Notes: If a dog knocks a bar in the gamble area during the opening, the Gamble is null and void.

If a dog knocks a bar in the non-gamble area, the jump no longer counts for points.

If a dog faults an obstacle not in the gamble area (missed contact, weaves) you will not receive the points for completing that obstacle but you may re-try the obstacle for points.

There are no actual faults in Jackpot – you just don’t earn the points if the obstacle is not done correctly.



Weave Pole Challenge (W/a Twist)



Level:

Novice Advanced Training

Dog’s Call Name:

Breed:




Weave Sets Completed?

YES NO

Tunnel Completed?

YES NO

Fill in or Circle….



Time: _____________ No Time



~Table ~ Circle One



Q NQ

No Time Absent

Excused


Placement:



___________

NOVICE ADVANCED

12 Weaves Out 12 Weaves Out

to Tunnel to Tunnel

12 Weaves Back 12 Weaves Back



-Dog must complete ALL weaves, in order, to get a Q

-Dogs must go through tunnel to get a Q

-Dogs ranked by fastest time with a Q

-Best of 2 attempts used for ranking

-Dogs who pop out of the weave pole line may still Q if they are led back in (without touching) exactly where they popped out

-Dogs who pop out of the tunnel may still Q if they are led back in (without touching)

-You may guide your dog through the weaves or into the tunnel any way you prefer so long as you do not touch your dog or bait them through with a treat

-If you touch your dog or use a treat to guide your dog through the weaves or into the tunnel, the run will be scored as “training” instead of placement for ranking

















Weave Pole Challenge (W/a Twist)

Scribe Sheet Sample






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