Silaria
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This is another in a set of posts about Agility games. The high level basics of Agility games is covered here: http://sheltieforums.com/showthread.php?p=81417#post81417
Full House This varient of Standard agility course intended to be a fun "make your own course" game but also tests your handling ability.
These rules are general guidelines. The rules the Judge outlines during the pre-run briefing supersede anything written here.
Setup
Setup is similar to a Standard agility course but no numbers are used. The handler is free to move the dog around the course in whatever pattern they feel is best for the dog.
Sample course (When possible, I'll provide a sample course map.)
Video example: http://www.youtube.com/watch?v=0ZIGZtHxobk
Object of the Game
The object of the game is to:
How to Play
The course is not numbered so you are free to move around the course in whatever manner is optium to reach your point goal and minimum obstacle style goal. Most obsticles are bi-directional in this game. Exceptions to this rule, for dog safety, are broad jump, double-/triple-jumps, teeter, and chute.
You MUST include in your route around the course at least 3 single bar jumps, 2 "rounds" (tunnel, chute, tire), and 1 joker (contact obstacles, weaves, broad, and double-/triple-jumps).
Jumps are worth 1 point. Rounds are worth 3 points, Jokers are worth 5 points.
When the whistle will signal you have UP TO 5 seconds to stop the clock by placing at least one paw on the Table. 1 point is deducted for each full second over the total game time. The dog must have completed their last obstacle past the point of faulting to earn points.
Qualifying runs are awarded if the Handler/Dog team who accumulated at least the minimum number of points for their level after any penalty points are deducted.
Full House This varient of Standard agility course intended to be a fun "make your own course" game but also tests your handling ability.
These rules are general guidelines. The rules the Judge outlines during the pre-run briefing supersede anything written here.
Setup
Setup is similar to a Standard agility course but no numbers are used. The handler is free to move the dog around the course in whatever pattern they feel is best for the dog.
Sample course (When possible, I'll provide a sample course map.)
Video example: http://www.youtube.com/watch?v=0ZIGZtHxobk
Object of the Game
The object of the game is to:
- Aquire at least the minimum number of points for your experience level (CPE Point Values: Level 1: 19, Level 2: 21, Level 3: 23, Level 4,5,&C: 25)
- Make a "full house" consisting of 3 Jumps, 2 "Rounds" (tunnel, chute, tire), 1 "Joker" as defined by the judge; usually contact obstacles, weaves, broad, and double-/triple-jumps.
- Complete this under the time allowed based on jump hight of the dog (35 seconds for dogs 12 inches and under, 30 seconds for dogs 16 inches and over)
How to Play
The course is not numbered so you are free to move around the course in whatever manner is optium to reach your point goal and minimum obstacle style goal. Most obsticles are bi-directional in this game. Exceptions to this rule, for dog safety, are broad jump, double-/triple-jumps, teeter, and chute.
You MUST include in your route around the course at least 3 single bar jumps, 2 "rounds" (tunnel, chute, tire), and 1 joker (contact obstacles, weaves, broad, and double-/triple-jumps).
Jumps are worth 1 point. Rounds are worth 3 points, Jokers are worth 5 points.
When the whistle will signal you have UP TO 5 seconds to stop the clock by placing at least one paw on the Table. 1 point is deducted for each full second over the total game time. The dog must have completed their last obstacle past the point of faulting to earn points.
Qualifying runs are awarded if the Handler/Dog team who accumulated at least the minimum number of points for their level after any penalty points are deducted.
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