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The performance of this game is conducted under the ANKC rules of
the Rules for Agility and Jumping Trials. 1.
Introduction:
1.1.
Snooker
is a two-part game of strategy and teamwork.
1.2.
Each
part is played and scored on a different basis. The parts are described
below.
1.3.
The
judge will establish a time limit for Snooker. Refer to ‘The Guidelines
to Judges’.
1.4.
Points
can only be earned within the allotted time.
1.5.
When
the timekeeper signals, the handler must direct the dog to the designated
finish to stop the time.
1.6.
The
judge/timekeeper may signal verbally or use a whistle or similar
device to signal.
2.
Opening
sequence:
2.1.
The
game begins with an opportunity for the dog-and-handler team to
earn points by successfully performing red obstacles, which are
always single hurdles, valued at 1 point each. A successfully performed
red obstacle earns the team the right to attempt one of the coloured
(non-red) obstacles on the course, valued at 2 to 7 points. The
team earns those points if the dog successfully performs the selected
coloured obstacle.
2.2.
The
number of red obstacles included in the course is determined in
Table 3 Red obstacles.
2.3.
If
the dog faults a red obstacle by knocking down the bar, it cannot
attempt a coloured obstacle. Instead, the dog must perform another
red correctly. If a dog faults all but one (1) of the available
red obstacles it will consequently only be eligible to perform a
single coloured obstacle before attempting the closing sequence.
2.4.
A
dog that faults all reds will not receive any points for the opening
sequence and will go directly to the closing sequence.
2.5.
The
handler decides the order in which the red obstacles are performed
and which of the coloured obstacles is performed after each red
obstacle.
2.6.
The
handler can choose to take the same coloured obstacle after each
successful red.
2.7.
Each
red may be taken only once.
2.8.
The
opening sequence ends when the team has performed or attempted the
number of reds specified for the course and has performed or attempted
a corresponding coloured obstacle after each successfully performed
red.
2.9.
Refusals
are not faulted at all in the game of Snooker. However, if
the dog commits to an obstacle, it must perform that obstacle, not
another before continuing.
2.10.
A
dog that faults a contact obstacle or a ‘combination obstacle’ by
missing the approach colour or faulting an obstacle comprising part
of a ‘combination obstacle’, will gain no points for that obstacle
but must complete the obstacle/’combination obstacle’ before attempting
another. The dog should continue the opening sequence by performing
another red. If the faulted coloured obstacle is the last obstacle
in the opening sequence, the dog should start the closing sequence.
3.
Combination
obstacle: (not permitted in Novice Class)
3.1.
At
the judge’s discretion, up to two (2) obstacles in Excellent and
up to four (4) obstacles in Master can be combined to become one
single coloured obstacle. This is called a combination obstacle.
The combination obstacle must be performed in the order and direction
specified by the judge. Once a dog has committed to a combination
obstacle, all the obstacles in the combination must be performed,
regardless of any fault earned on any of the obstacles.
4.
Cease
of Scoring in opening sequences:
During
the opening, scoring will cease if any if the following occurs:
4.1.
The
dog commits to a coloured obstacle without first successfully performing
a red.
4.2.
The
dog performs a red immediately after successfully performing another
red.
4.3.
The
dog performs a red that has already been performed.
4.4.
The
dog faults a coloured obstacle and then attempts to perform the
same or another coloured obstacle.
4.5.
The
dog fails to complete a combination obstacle or contact obstacle.
4.6.
The
dog fails to complete an obstacle to which it has been committed
4.7.
Cease
of scoring will be signalled by the judge (using a whistle or similar)
indicating the Handler should immediately attempt the closing sequence
and finish.
5.
Closing
sequence:
5.1.
After
the opening sequence, the team will perform all coloured obstacles
in the numerical sequence indicated by their point value (#2, then
#3, and so forth, through #7). The dog-and-handler team will earn
the value assigned to each of these obstacles as long as the obstacle
is not faulted.
5.2.
If
the #2 obstacle was chosen as a coloured obstacle for the last red/colour
combination in the opening sequence, the #2 must be repeated to
begin the closing sequence. This is the only instance where an obstacle
can be taken twice in succession.
5.3.
At
the close of the scoring period, the dog must be directed to a finish
line or point (sometimes the table) designated by the judge to stop
the clock.
6.
Cease
of scoring in closing sequence:
During
the closing sequence, scoring will cease when any of the following
occurs:
6.1.
An
obstacle is faulted
6.2.
An
obstacle is taken out of numerical sequence
6.3.
The
#7 obstacle is performed
6.4.
The
allotted course time expires
7.
Scoring:
7.1.
Placings
will be determined by ranking qualifying scores above non-qualifying
scores.
7.2.
The
dog with the highest points will be ranked first
7.3.
The
dog with the next highest score will be ranked second etc.
7.4.
The
dog with the faster time will be ranked higher where dogs achieve
equal point scores.
7.5.
The
judge will call out the point value of each obstacle correctly performed
during the ‘Opening sequence’ and the ‘closing sequence’.
7.6.
The
dog must have reached the contact zone of contact obstacles within
the allotted time to gain the points for that obstacle.
8.
Equipment:
8.1.
Equipment
for the event will be selected from the following equipment;
8.1.1.
Single
hurdles
8.1.2.
A
Frame
8.1.3.
Dog
walk
8.1.4.
Seesaw
(Not to be used in novice)
8.1.5.
Spread
Hurdle
8.1.6.
Broad
Jump
8.1.7.
Flexible
tunnel
8.1.8.
Collapsible
tunnel - optional
8.1.9.
Table
– to be used only as a start or finishing point, not as a scoring
obstacle.
8.1.10.
Weave
poles
8.1.11.
Hoop
9.
The
course:
9.1.
The
judge may specify that an obstacle can be taken in either direction.
9.2.
Each
obstacle is assigned a sequence number and corresponding value.
A course will have at least three red jumps and may contain more.
9.3.
Each
number on course corresponds to a traditional colour (usually indicated
on a flag/marker) for that number: 1 - red, 2 - yellow, 3 - green,
4 - brown, 5 - blue, 6 - pink, and 7 - black.
9.4.
The
judge assigns obstacles a colour and number based on the difficulty
of performance or the distance from a certain point on the course.
Any obstacle, except the table, can be used.
9.5.
All
reds must be single hurdles.
9.6.
The
table may be used in lieu of start and finish lines.
10.
Timing:
10.1.
Time
starts when the dog crosses the start line or leaves the starting
position.
10.2.
The
timekeeper signals the end of the allotted scoring time.
10.3.
Time
does not stop, however, until the dog reaches the designated finish
point.
10.4.
Any
obstacles performed after the allotted time expires are not counted.
10.5.
The
dog keeps all points earned before the signal to end the scoring
time.
10.6.
If
the dog fails to go to the designated finish point it will have
failed to complete the course and will be disqualified.
11.
Table1
Qualification requirements for Snooker
|
Snooker
|
|
Level
|
Opening
Sequence points
|
Closing
Sequence points
|
|
Novice
|
10
|
27
|
|
Excellent
|
15
|
27
|
|
Masters
|
20
|
27
|
12.
Table
2 Qualifications
for snooker
|
Qualifications
required to gain certification
|
|
Level
|
No
of qualifications required
|
Number
different judges
|
Title
|
|
Novice
|
3
|
2
|
Snooker
Dog (SD)
|
|
Excellent
|
5
|
2
|
Snooker
Dog Excellent (SDX)
|
|
Masters
|
7
|
3
|
Snooker
Dog Master (SDM)
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13.
Table3
Red obstacles
|
Number
of Red obstacle to be included in the course
|
Maximum
number of Red obstacles to be performed
|
|
Novice,
Excellent and Masters
|
Minimum
3 Maximum 4
|
3
|
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