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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.
Strategic
Pairs is a pair’s relay; two dog-and-handler teams are on the course
at the same time.
1.2.
It
is conducted on a single course with 20 to 25 sequentially numbered
obstacles.
1.3.
Dogs
may compete in the next height above their classification.
1.4.
One
team is considered the active team at any one time. The other team
is free to move anywhere on course.
1.5.
The
inactive team is not judged, but may cause disqualification of both
teams if the judge considers a performance to be unsafe or the team
incurs the appropriate penalty.
1.6.
The
teams can exchange as many times as is necessary or is strategically
planned.
1.7.
A
whistle or similar device will be used to signal faults or maximum
course time.
2.
Competition
Classes:
2.1.
The
judge will ensure that only obstacles used in the equivalent Agility
class will be used.
2.2.
The
judge may alter the sequence of the obstacles and the SCT to ensure
the competition level is appropriate for the class.
2.3.
The
SCT is to be derived by measuring each of the course sections, without
allowing for dog transitions between sections and applying the recommended
‘Agility Rates of Travel’ for each class/height category.
3.
Performance:
3.1.
The
course must be completed in numerical order by either team.
3.2.
The
course must be completed within the Maximum Course time.
3.3.
Exchange
is simply undertaken by one team taking over the active role on
the course from the other.
3.4.
If the active team faults an obstacle, the judge will signal the
fault either verbally or by using a whistle or similar device.
3.5.
The
inactive team becomes active and must attempt to perform that obstacle
before the course can be resumed.
3.6.
If
both teams fault the same obstacle, they must continue alternately
attempting the obstacle until it is correctly performed before resuming
the course. Only after the obstacle has been successfully performed
can the course be resumed and no penalty will be recorded.
3.7.
If
one team drops a bar, the other team must perform that obstacle
even if the performance is simply to send the dog through the jump
uprights. The bar does not need to be reset and no penalty
will be recorded.
3.8.
Handlers
may talk to each other during the run.
3.9.
Communications
between handlers on the course must be by natural voice using no
devices.
4.
Penalties:
4.1.
There are
no:
4.1.1.
Off-course
penalties, or
4.1.2.
Refusal
penalties.
4.2.
A
penalty will not be recorded if the active team correctly performs
the obstacle.
4.3.
Both
teams will be disqualified if:
4.3.1.
The
judge considers any performance on the course is unsafe.
4.3.2.
The
rules are breached warranting a disqualification.
4.3.3.
A
team completes the course without successfully performing an obstacle.
4.3.4.
The
Maximum Course time is exceeded.
4.3.5.
The
handlers use any method other than natural voice to communicate
with each other during the competition.
5.
Scoring:
5.1.
Strategic
Pairs is scored by time.
5.2.
A
qualifying score is achieved by the team/teams successfully completing
the course within the Standard Course Time.
5.3.
The
team with the fastest time wins. The nature of the game penalizes
the teams with time spent exchanging.
6.
Equipment:
6.1.
Equipment
for the event will include the following as indicated;
6.1.1.
Single
hurdles
6.1.2.
A
Frame
6.1.3.
Dog
walk
6.1.4.
Seesaw
(not to be used in Novice)
6.1.5.
Spread
Hurdle
6.1.6.
Broad
Jump
6.1.7.
Flexible
tunnel
6.1.8.
Collapsible
tunnel – Optional
6.1.9.
Table
– Optional
6.1.10.
Weave
poles
6.1.11.
Hoop
7.
The
Course:
7.1.
The
order of the obstacles is decided by the judge.
7.2.
The
judge may specify that an obstacle can be taken in either direction
so long as it is taken in the designated sequence.
7.3.
The
course should not be flowing in design. It should be somewhat disjointed
with 1800 turns
and variable distances - some of them very long - between obstacles.
However, the course should not be so disjointed that it completely
dictates the transitions between the teams. A lot should be left
to strategy of the competitors.
8.
Timing:
8.1.
After
the handlers have taken their positions on the course and the order
has been given to start, timing starts as the active team crosses
the Start line or leaves the designated starting position.
8.2.
Timing
will finish when the active team crosses the finish line or performs
the finish obstacle as defined by the judge.
8.3.
Timing
will also finish if the Maximum Course time has been exceeded.
9.
Qualifying:
9.1.
Both
teams must participate.
9.2.
There
must be a minimum of two (2) strategic exchanges.
9.3.
Both
teams must run at least one segment of the course.
9.4.
All
obstacles must be performed correctly within the SCT.
9.5.
Fallen
bars are not to be reset, but the alternate team’s dog must run
between the uprights.
9.6.
No
disqualification penalties have been incurred.
9.7.
No
penalties have been incurred under the ‘ANKC rules of the Rules
for Agility and Jumping Trials’ for Misbehaviour and or reprimands.
10.
Maximum
Course Time:
10.1.
Maximum
course time is obtained by multiplying the Standard course Time
by Two (2).
11.
Titles:
11.1.
To
achieve a Title in Strategic pairs the following achievements must
be gained.
11.2.
Table
1 'Qualification Table'
|
Qualifications
|
|
Class
|
No
of qualifications required
|
Number
different judges
|
Title
|
|
Novice
|
3
|
2
|
Strategic
Dog (SD)
|
|
Excellent
|
5
|
2
|
Strategic
Dog Excellent (SDX)
|
|
Masters
|
7
|
3
|
Strategic
Dog Master (SDM)
|
|