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Alaskan Malamute & Agility
Dog agility
is a dog sport in which a handler directs a dog through an
obstacle course in a race for both time and accuracy. Dogs
generally run off-leash with no food or toys as incentives. The
handler can touch neither dog nor obstacles, except
accidentally. Consequently, the handler's controls are limited
to voice, movement, and various body signals, requiring
exceptional training of the animal.
In its simplest form, an agility course consists of a set of
standard obstacles, laid out by an agility judge in a design of
his own choosing on a roughly 100 by 100 foot (30 by 30 m) area,
with numbers indicating the order in which the dog must complete
the obstacles.
Courses are complicated enough that a dog could not complete
them correctly without human direction. In competition, the
handler must assess the course, decide on handling strategies,
and direct the dog through the course, with precision and speed
equally important. Many strategies exist to compensate for the
inherent difference in human and dog speeds and the strengths
and weaknesses of the various dogs and handlers.
Competition basics
Because each course is different, handlers are allowed a short
walk-through before the competition starts. During this time,
all handlers competing in a particular class can walk or run
around the course without their dogs, determining how they can
best position themselves and guide their dogs to get the most
accurate and rapid path around the numbered obstacles. The
handler tends to run a path much different from the dog's path,
so the handler can sometimes spend quite a bit of time planning
for what is usually a quick run.
The walk-through is critical for success because the course's
path takes various turns, even U-turns or 270° turns, can cross
back on itself, can use the same obstacle more than once, can
have two obstacles so close to each other that the dog and
handler must be able to clearly discriminate which to take, and
can be arranged so that the handler must work with obstacles
between himself and the dog, called layering, or at a great
distance from the dog.
Each dog and
handler team gets one opportunity together to attempt to
complete the course successfully. The dog begins behind a
starting line and, when instructed by his handler, proceeds
around the course. The handler typically runs near the dog,
directing the dog with spoken commands and with body language
(the position of arms, shoulders, and feet).
Because speed
counts as much as accuracy, especially at higher levels of
competition, this all takes place at a full-out run on the dog's
part and, in places, on the handler's part as well.
Scoring of runs
is based on how many faults are incurred. Penalties can include
not only course faults, such as knocking down a bar in a jump,
but also time faults, which are the number of seconds over the
calculated standard course time (SCT), which in turn is
determined based on the competition level, the complexity of the
course, and other factors.
Agility Classes
Given the available set of obstacles and
possible faults, there are many permutations of games, or classes,
that one can play on the agility field. A typical course is laid
out within a 100 by 100 foot (30 by 30 m) area, with roughly 10
to 20 feet (3 to 6 m) between obstacles.
Judges design their own courses (with the
exception of NADAC where judges have the option to design their
own courses or select from several sets of courses the main
office sends them. ) using the rules of the sanctioning
organization. Each organization decides which classes are valid
for achieving titles and how each must be performed, but there
are many similarities.
Some of the common classes are
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Standard, Regular or Agility:
This is a numbered course consisting of (usually) at least
one of each of the three contact obstacles plus jumps,
tunnels, and weave poles of various flavors. A novice course
might consist of as few as 15 obstacles; a higher-level
course might have 22. The dog must negotiate the obstacles
in the correct order within the standard course time (SCT).
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Jumpers or Jumping:
This numbered course consists primarily of various types of
jumps and, depending on the organization, also weave poles
and tunnels. The dog must negotiate the obstacles in the
correct order within the standard course time (SCT). The
dogs achieve their fastest speed on these courses because
there are no contact obstacles to slow them down.
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Gamblers, Jackpot or Joker:
An unnumbered course. The game typically consists of two
parts, an opening period and the closing period, also known
as the gamble, joker, or jackpot. In the opening period, the
dog has a certain amount of time in which to do whatever
obstacles the handler deems appropriate and accrues points
based on the obstacles completed. At the end of the
allocated time for the opening period, a whistle blows. At
that point, the gamble begins. The dog has a certain small
amount of time (about 15 seconds) in which to complete a
sequence of obstacles designated by the judge ahead of time.
The challenge is that there is a line on the ground past
which the handler must not step, typically paralleling the
gamble obstacles, from 10 to 20 feet (3 to 6 m) away
depending on the level of competition. The handler must
choose an opening sequence that flows comfortably for the
individual dog's skills and experience. The sequence must
also be planned so that, when the whistle blows, the dog is
in a good position to immediately begin the gamble. The
greatest challenge is thedistance handling – getting
the dog to move or even turn away from you.
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Snooker: Loosely based on the billiard game of Snooker.
The course has at least three red jumps,
each numbered 1, and six other obstacles numbered 2 through
7. The dog accumulates points based on the obstacle's
number. This also has two parts, an opening sequence and a
closing sequence. In the opening sequence, the dog must
complete a 1, then any obstacle numbered 2 to 7, a different
1 and any 2 to 7 obstacle (including the one already
performed), and yet another different 1 and another 2-7
obstacle. For example, the dog could perform the red on the
left for 1 point, the 7-point obstacle, the red in the
middle for 1 point and then the 7-pointer again, then the
red on the far side of the course and the 7-pointer one more
time, for a total of 24 points in the opening. After
successfully completing this, the dog must complete the
obstacles 2-7, in order, for an additional possible 27
points. Failure to follow these rules exactly (such
as knocking a bar or taking 2 reds in a row) results in the
dog and handler being whistled off the course.
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Strategy and entertainment value: The dogs might
have to negotiate between other obstacles without taking
them or make a difficult entry to the obstacle, often
combined with a longer distance between the reds and the
7 so that it consumes more time to do the higher-point
obstacle in the opening.
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Power & Speed: The course consists of two sections. The
first is an untimed "Power" section, which features the
contact equipment and any of the following at the discretion
of the judge setting the course: weaves, table, a-frame,
spread jump, long jump. If this section is negotiated
without accruing any faults, the dog and handler may go on
to the "Speed" section, which consists of a timed jumping
course.
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Juniors: USDAA defines this class for handlers aged 18
or younger, who may compete with their dogs at four levels,
beginner, elementary, intermediate, and senior. Each level
gets progressively harder and gains more obstacles. The
competitors earn medals or bronze, silver, or gold or
rosettes of blue, red, yellow, or white.
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Team, Pairs,
or Relay:
Two or three dog-and-handler teams each execute a portion of
a Standard agility course, with the handlers exchanging a
baton between sections.
Agility Clubs:
Just a reminder: Alaskan malamutes can
be very stubborn and might just decide to rather lie down
with having in mind " Are you crazy to think that I will
continue with this - and go lie down in refusing to continue"!
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Gauteng
Agility Club |
011-4852100
0824564332
lioneln@tiscali.co.za |
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Len Carpano Agility and Dog Jumping School |
carpano@absamail.co.za |
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South
African Dog Agility Association |
011-4852100
0824564332
lioneln@tiscali.co.za |
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