Agility Competition Classes
Considering the available complex of the existing obstacles and probable faults, multiple options in agility competitions, or classes were created that can be performed on the same agility field. A typical obstacle course is organized on a 30 by 30 m square field, with a rough distance of 3 - 6 m between obstacles.
Judges are often entitled to organize their own obstacle courses to the rules of the sanctioning organization. Each organization shall make their own decisions about which classes are lawful for the titles and how each of them should be organized. However, they are similar in many respects.
Here are some of the most common types of the courses or classes:
Standard, Regular, or Agility
This is the enumerated course, containing (usually), minimum one of each of the three major contact obstacles (excluding crossover) plus jump springboards, tunnels and slalom at different taste. Course for beginners usually includes only 15 obstacles. The increased complexity course might have up to 22 obstacles. The dog must negotiate the correct sequence of obstacles over the standard course time (SCT).
Such enumerated course consists mainly of various types of jumping boards and, depending on the club, may likewise include slalom and tunnels. The dog must overcome the track in numbered order for the standard time of the course. Usually on such routes dogs develop maximum speed in the absence of contact obstacles slowing their movement.
Gamblers, FAST (Fifteen and send time - 15 obstacles + contactless zone), Joker or Jackpot: unnumbered route. This game generally consists of two parts - the initial and closing stages, also called the gambler, jackpot or joker.
In the initial stage, the dog is given a certain period of time to perform all the obstacles that the trainer deems necessary and to accumulate points depending on the type of completed obstacles. At the end of the time allotted for the initial period, a whistle or horn is heard. At this point the gambling begins. The dog has a small amount of time (about 15 seconds) for which is required go through a sequence of obstacles, specified by the judge, ahead of time (for the period shorter than 15 seconds). (In FAST there are no initial and final periods and designated sequence may be passed at any time during the run.) The difficulty is in the line on the ground, which the trainer is not entitled to step over or to cross. As a rule, this line comes along the «gambling» obstacles at a distance of 1.5 to 6 m, depending on the complexity of the contest. Here, the trainer must quickly select the initial sequence of obstacles that are most appropriate to the individual skills and experience of the dog. Sequence has to be planned the way that at the signal from horn, the dog has the favorable position to begin the immediate gambling fight. The main problem is the handling at a distance as you need to make the dog move, even being turned away from you.
Freely based on the same name billiard game. The track contains a minimum of three red springboards, each numbered 1, and six other obstacles identified by numbers from 2 to 7. Dog accumulates points, the sum of which is made up of a number of each taken obstacle. This game also consists of two parts - the initial and final sequences. In the initial sequence, the dog is required to complete a springboard 1, then any obstacles, numbered from 2 to 7, then the second one red jump and again any sequence from 2 to 7 (the already performed obstacle can be repeated), then the remaining obstacles 1 plus any objects 2-7. For instance, the dog could overcome the left red jump for one point, then 6 obstacles from 2nd to 7th, earning 7 points; the red jump in the middle for 1 point, then section from 2 to 7 for 7 points again; and, at the end, the 1 point for a red springboard on the opposite side of the field plus 7 points for the remaining 2-7 zone again to gain a total of 24 points at the initial stage. Upon successful completion of the first stage, the dog must complete the obstacles 2-7, in strict order of their occurrence, for the additional potential 27 points. Failure to observe these rules exactly (for example, knocking down jump bars or taking 2 red jumps in a row) results in removal of the dog and trainer off the ring by the referee's whistle.
Power and speed
The course has two sections. The first section, «Power», is not limited in time. In this section the dog develops contact obstacles and any other equipment at option of the judge, which specifies the course: slalom, pause table, A-frame, double jump, spread jump. If the first section is negotiated without any serious errors, the dog and trainer may proceed to the section «Speed», consisting of a time-limited course of jumps.
Team, Pairs or Relay
Two or three commands «dog-and-trainer», each runs through a part of a standard agility course with the trainers, exchanging a baton to each other between sections.
The Speedstakes Competition Program is built on courses comprising only jumps and tubular tunnels for smooth rapid and exciting run. This program allows dogs to overcome the levels one by one by scoring up the required number of points in the mentioned classes.
To advance from the "Beginners" to "Novice" level the dog requires gathering 12 points - the equivalent of 3 clear runs. 20 points or 5 clear rounds are needed to promote to the "Senior” level." From the "Seniors" to the rank of "Champions" you will need to obtain 36 points - the counterpart of 9 clear runs. To get to the rank of "Champions" and become the absolute winner of the Speedstakes competitions you will require gaining further 60 points or 15 clear runs. If the competition offers a choice of height the described above points system is still valid and the dog will be awarded similar titles in addition to those already received starting with the "Beginners" title.