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UK Agility International (UKI) Quick-Reference


Complete rules at: UKI Agility

Dog Jumping GraphicGames Rules

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Games Rules

Snooker

Intro

The object of this game is to score as many points within the maximum course time set by the judge. The judge will place the obstacles in the ring in any manner.

The judge will design a course consisting of 3 or 4 red jumps and one of each of the other Snooker colors. These will be scored in the following manner:

Snooker Points Chart

Snooker consists of two sections:

The opening section allows the dog and handler to collect as many points as possible by completing each red jump followed by any colored obstacle. The second part, the closing, requires the dog and handler to complete the colored obstacles 2 through 7 in sequential order before course time has elapsed. Once the dog has completed the last obstacle, the handler must direct the dog to the finish line to stop the clock. If a dog does not stop the clock (barring timing failure), then zero points will be scored.

A snooker course should be run as follows:

Red jump, any colored obstacle; Red jump (different from first red), any colored obstacle; Red jump (different from first and second red), any colored obstacle; Yellow 2, green 3, brown 4, blue 5, pink 6, black 7; Finish line.

General Rules

The class will begin on a single jump that is used for time ONLY and finish on a single jump that is used for time only, or by a designated start and finish line. If jumps are used, these jumps must be taken in the direction indicated by the placement of timing equipment. Course time is set per judge’s discretion and usually ranges between 40 to 55 seconds. A judge may or may not choose to add the specified rate of travel percentage for small and select dogs.

A red jump must be successfully taken in either direction in order to be able to attempt a colored obstacle of 2 - 7. Points are then awarded for successful completion of the obstacles. The judge may choose to design a course with 4 red jumps, but only 3 of the 4 red jumps are allowed to be completed successfully before moving onto the second part of the game. Each of the three red jumps may only be completed once, whether successful or not (knocked bar).

Obstacles that are one-directional, e.g. Teeter, Spreads, Long jumps, Collapsed tunnels, will only score points when taken in the correct direction.

The judge may choose to set up a combination of obstacles to make up one colored obstacle. The judge will designate the order of the combination but may allow the combination to be taken in any direction or flow during the opening; however, the combination must be taken in the designated direction in the closing section. If a fault occurs while a dog is attempting a combination obstacle, then the dog may leave the obstacle to continue to the next red or closing. The Judge will shout "Fault" or "No" or "0" when faults occur so the handler knows he may leave. If the dog does not finish the combination, he gets no points but can continue to another red.

A judge may set a course where three sevens (7) could be deemed difficult to achieve. This is to be encouraged in the higher levels of the game. Any scenario not in the rules will be left to the judge’s discretion.

Scenarios

Snooker Opening Scenario Chart
Snooker Closing Scenario Chart

Scoring

The winner will have collected the highest points with the fastest time. To receive a qualifying/clear round, the dog must have collected a minimum of 37 points and must have then crossed the finish line/jump to stop the clock. To clarify, the dog does not need to stop the clock before the course time; the course time is only the time that points will be collected and awarded.

The maximum amount of points that can be earned in the game is 51 points as shown below. In the first section, a maximum of 24 points can be earned as follows:

Red jump (1 point), Black obstacle (7 points)

Red jump (1 point), Black obstacle (7 points)

Red jump (1 point), Black obstacle (7 points) = 24 Points.

In the second half, 27 points are earned if colored obstacles are successfully completed sequentially before maximum course time is up, as follows:

2 (Yellow) + 3 (Green) + 4 (Brown) + 5 (Blue) + 6 (Pink) + 7 (Black) = 27 Points

Gamblers

Intro

The goal of this game is to accumulate as many points as possible within the time allotted AND perform one of two short closing sequences.

The game consists of two parts. The first is the opening period that has a designated time of 25, 30, 35 or 40 seconds. This is the time to gather as many points as possible by successfully completing obstacles before the period ends.

The Gambler’s course is set up with the obstacles placed randomly throughout the ring, without specific flow. Each obstacle is worth points that are awarded to the dog if successfully completed. Points can only be awarded twice for each obstacle.Obstacles that are one-directional, e.g. Teeter, Spreads, Long jumps, Flat tunnels, will only Score points when taken in the correct direction. See chart below.

Gamblers Points Chart

General Rules

If a start and finish jump are used for timing, these obstacles may be point-scoring or not, at the discretion of the judge. Time starts the instant any part of the dog crosses the start jump bar or electronic timing line. If a start and finish jump are used, the jump must be taken in the direction indicated by the placement of timing equipment.

Once the dog has completed the gamble sequence, or if the whistle sounds, the handler must direct the dog to the finish line/jump to stop the clock. If a dog does not stop the clock (barring a timing failure), all points are lost and 0 (zero) points will be scored.

If an obstacle is attempted but not completed successfully (i.e. missed contact), a dog may attempt the obstacle as many times as necessary until it is completed successfully.

The opening period ends when the whistle/buzzer is sounded. This also designates the beginning of the second half of the game where the time begins for the gambles. If the whistle is blown for time up while negotiating an obstacle, points will be awarded if it is successfully completed. Negotiating means any part of dog’s body has entered or mounted the obstacle. For jumps, the front feet have left the ground to jump.

There are no refusals judged in the opening or closing.

The Gamble

The judge will present two options (2 gambles), one of which will be of more challenge and therefore more points. It is up to the handler to choose (therefore, to gamble) which option to attempt. The time allotted for the gambles shall be determined by measuring the course and then by using the highest of the range of rate of travel for that level. The judge may increase or decrease the amount by 3 seconds.

The gamble points will only be awarded if the dog completes the chosen sequence within the specified time. The Option 1 Gamble (less difficult) = 10 points, and the Option 2 Gamble (more difficult) = 15 points. The timing gates will be positioned at the last obstacle of the gamble.

If the judge chooses to restrict the handler’s distance while directing the dog through a gamble, the sequence will be designated by a line on the ground. The dog must complete the gamble while the handler remains on the other side of the line. Numbers may also be placed in sequential order at each of the obstacles in a gamble.

The dog will not be given the gamble points if any of the following occur: The dog fails to complete the sequence within the allotted time and/or incurs faults; the handler steps on or over the line when a distance restriction is in effect; the dog knocks a gamble bar down in the opening period of the gamble they attempt; if the table is used as the finished line of the gamble and the dog touches it in the opening.

A Judge may choose to have a “No Loitering" rule in Senior & Champion level. A handler will be called for loitering if the handler does not attempt any equipment, that has not already been done successfully for points, while waiting for the whistle/buzzer to sound. In this case “No Gamble” will be scored.

Scoring

The dog must be awarded enough opening points to qualify in the game. To calculate the minimum required opening points, multiply the opening time by 0.6. Or more simply, multiply by 6 and drop the zero. Example: Opening time: 30 seconds X 6 = 180. 18 opening points needed to qualify in the opening.

There are two ways to qualify:

1. Minimum opening points must be earned in the opening, AND one of the gambles must be completed successfully within the allotted gamble time. For example, a minimum of 18 points must be accumulated in the opening period of a 30-second opening time; however, the dog must then at least obtain the 10-point Option A gamble, thus giving a total of 28 points.

2. Or, if a dog isn’t able to accumulate the required opening points, needing 5 points or less, he can make up those missing points by successfully completing the 15 point gamble. For example, a minimum of 21 points must be accumulated in the opening of a 35-second opening time. If a dog only accumulates 16 points in the opening, but completes the Option 2 gamble receiving an additional 15 points, the dog will receive a qualifying round. If a handler fails to complete one of the two gamble options within the gamble time, the dog will not qualify.

Time is a tiebreaker only. Time ends on the table or across a finish line or designated finish jump. Points shall determine the placement of dogs. If a dog does not stop the clock (barring timing failure) then zero points will be scored.

The judge may determine and must state in the briefing if consecutive gamble obstacles can be done in the opening, whether forward or backwards, and if contacts can be done back-to-back. The judge will provide the opening course time, gamble time, gamble 1 & gamble 2, obstacle points table, and any other rules. Any scenario not in the rules is at the judge's discretion.

Power & Speed

Intro

The goal of this game is to test the dog’s versatility on a course designed in two parts. The first part is the Power section, followed by the second part, the Speed section, with a maximum of 20 total obstacles and a minimum of 17.

The Power section is made up of ONLY the A-frame, Dog Walk, Seesaw, one long jump, one spread jump and one set of 12 weave poles (6 weaves may be used in Beginners). The Speed section may be made up of regular jumps, (excluding the tire, spreads and long jump) and pipe tunnels (excluding collapsible tunnels).

General Rules

A standard course time (SCT) for the Power section will be set through a rate of 1.5 yards per second. Time faults will be assessed for the Power section if the dog goes over the set SCT for this section. The time will start as the dog attempts obstacle 1 and will stop as the dog starts the Speed section. Therefore, if the dog has not started the Speed section within the Power section course time, time faults will be incurred and the dog will not be able to run the Speed section. The judge or time keeper will indicate "game over" by shouting “time” or by blowing a whistle.

The dog may be handled (touched by the handler) between the Power section and the Speed section. The dog may not be handled (touched) between the Power obstacles.

Scoring

If a dog is faulted in the Power section, including time faults on the Power section, it will be marked as an elimination. The handler and dog may finish the Power section, but may not continue onto the Speed section. To qualify, the dog must be under course times, without any faults. The Speed section is the only section recorded by time and faults on the scoring.

Snakes & Ladders

Intro

The Snakes & Ladders course consists of 17-20 obstacles:

The Ladders (can only be taken in the direction of up the course): three contacts and a 12-pole weave, (6 weave poles may be used for beginners).

The Snakes (can only be taken heading down the course): four tunnels, of which one may be a flat tunnel. The remaining obstacles must be made up of jumps, which can be taken any direction.

To Qualify: All Snakes (the 4 tunnels), and all Ladders (the 3 contacts & weaves), must be completed successfully, along with at least 6 jumps, in the allotted course time.

General Rules

The class should begin on a single jump to start the time and end on a single jump that is used to stop the time, or by a designated start and finish line. If jumps are used, these jumps must be taken in the direction indicated by the placement of timing equipment.

The course direction is designated by the start and finish jumps/line which must be sited on one side of the ring only. Away from these 2 jumps is considered UP the course, and toward them is designated DOWN the course. Start and Finish jumps will be awarded points for successful completion but cannot be taken again throughout point accumulation. The finish jump is live at all times.

The idea of the game is to complete all Snakes and Ladders successfully and as many jumps as possible in the allotted course time. The course time is to be decided by the judge, but consider that a dog could complete all obstacles in the time set. Each obstacle can only be completed successfully once. All obstacles may be done in any order. There are no refusals throughout the game.

If a fault is given on a contact or weave, the piece of equipment may be attempted again during the game. The judge may notify the competitor that he has been faulted, but this does not signal the game has finished. If a bar is knocked, there will be no fault, and you can carry on the game. The bar will not be re-set, and the jump will not be able to be taken again. If an obstacle that has already been completed successfully is repeated, you will not be faulted, but you are just wasting time.

Once all equipment is taken, the dog must take the Finish jump. If the time runs out before all equipment is taken, a whistle will blow or a buzzer will sound, and the dog must take the finish jump as soon as possible. No other equipment will score after the whistle is blown unless the judge deems the dog was already taking the piece of equipment when the whistle sounded.

The game will be deemed over if a contact or tunnel is taken in the wrong direction, including touching or entering it with any part of the dog's body.

Scoring

The winner will be the person who completes successfully the most obstacles, which must include all Snakes and Ladders, in the fastest time. To gain a qualifying score, all Snakes (the 4 tunnels), and all Ladders (the 3 contacts & weaves), must be completed successfully along with at least 6 jumps, in the allotted course time. Failure to take the finish jump will score the dog an elimination.

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Dog Jumping GraphicInternational Program

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The International Program consists of Agility, Jumping and Games classes. Dogs progress through the levels by gathering the required number of points in each of these classes.

Levels & Requirements

International Levels

Beginners

For dogs that are not eligible for Novice, Senior or Champion levels in the International Program.

Beginner International Title Requirements:

A minimum of 12 points, 8 of the points must be obtained in agility classes AND 3 clear rounds are required, 2 of the clear rounds must be from Agility classes.

Novice

For dogs that have earned the Beginner International title.

International Novice Title Requirements:

A minimum of 20 points, 12 of the points must be obtained in Agility classes, 4 points from Jumping classes, and 4 points from Games classes AND 5 clear rounds, 3 of the clear rounds must be from Agility, 1 from Jumping, and 1 from Games.

Senior

For dogs that have earned the International Novice title.

International Senior Title Requirements:

A minimum of 36 points, 12 of the points must be obtained in Agility classes, 12 points from Jumping classes, and 12 points from Games classes AND 9 clear rounds, 3 of the clear rounds must be from Agility, 3 from Jumping, and 3 from Games.

Champion

For dogs that have earned the International Senior title.

International Champion Title Requirements:

A minimum of 60 points, 12 of the points must be obtained in Agility classes, 12 points from Jumping classes, and 12 points from Games classes.

Points & Titles

Placements & Points

Points Table

International Titles

International Titles Table

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Dog Jumping GraphicSpeedstakes

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The Speedstakes Program consists of classes made up of only jumps (not including spread or long jumps) and pipe tunnels (not including collapsible tunnel). The Program allows dogs to move up through the levels by gathering the required number of points in each level.

Each time the dog graduates to the next level, point collection will start over, and the dog will start each new level with 0 points.

Levels & Requirements

Speedstakes (SS) Levels

Beginners

For dogs that are not eligible for SS Novice, SS Senior or SS Champion levels in the Speedstakes Program.

Beginner Speedstakes Title Requirements:

Earn a total of 12 points in SS Beginner classes.

Novice

For dogs that have gained a total of 12 points in the SS Beginners classes.

Novice Speedstakes Title Requirements:

Earn a total of 20 points in SS Novice classes.

Senior

For dogs that have gained 20 points in SS Novice classes.

Senior Speedstakes Title Requirements:

Earn a total of 36 points in SS Senior classes.

Champion

For dogs that have gained 36 points in SS Senior classes.

Champion International Title Requirements:

Earn a total of 60 points in SS Champion classes.

Points & Titles

Placements & Points

Points Table

Speedstakes Titles

Speedstakes Titles Table

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Dog Jumping GraphicSpecial Classes

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Nursery Class

Designed for the beginner handler and/or beginner dog that may need ring experience. Nursery is a smooth, flowing course without the teeter, tire, spread jump or weave poles, with a minimum of 15 obstacles. A dog may jump any height except 26 inches. The 8-inch jump height dog will jump 4 inches. The A-frame will be set at 5'3". Ribbons may be awarded, but there are no placements awards. *Refusals are not judged.

Dogs must be at least 15 months of age to enter this class. Dogs entered in the Nursery class may also enter the Speedstakes class, but may not enter any other classes.

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Dog Jumping GraphicNew Dogs

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New Dogs & Dogs Transferring from Other Organizations

New handlers competing at other organizations must transfer their dogs into the equivalent UKI level at the time of handler registration. Refer to the chart below to find the corresponding level. The highest Agility level they are competing in at any other organizaion will be used.

Note: If a handler already has a dog competing in the UKI Champion level, the handler's new dog will start in the Novice level.

Transfer Levels Table

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Dog Jumping GraphicCourse Maps

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Games Course Map Samples

Snooker

Snooker Course Map

Gamblers

Beginner-Novice

Novice Gamblers Course Map

Senior-Champion

Senior Gamblers Course Map

Power & Speed

Power and Speed Course Map

Snakes & Ladders

Snakes and Ladders Course Map

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Dog Jumping GraphicJump Heights

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Jump Heights & Spreads

Jump Heights Table
Spread Jump Heights Table

*Dogs may jump higher than their measured height.

Select Option

Both Programs allow for a Select Option which permits dogs to jump one jump height lower than their regular jump height. The Select Option does not allow spread jumps and will have a reduced-height A-frame (5'3") and reduced-size long jump.

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Beginner International Dog (BID) Title Requirements
International Novice Dog (IND) Title Requirements
International Senior Dog (ISD) Title Requirements
International Agility Champion (IAC) Title Requirements


Speedstakes Title Requirements

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