A Quick Guide to Agility
The Agility Association of Canada (AAC) sets standards for everybody wishing to compete in dog
agility in Canada. These standards level the playing field and makes the sport safer for you
and your canine teammate. Any breed of dog may be a member and compete in AAC trials regardless
of their breeding.
What follows is a brief description of what the sport of dog agility is all about. One thing to
notice about the AAC is that it is all-inclusive - everyone can plays at a standard that is safe
and rewarding for their dog.
Classes
Dogs are grouped into three competitive classes; Regular, Specials, and Veterans.
more »
Each class is further divided into jump heights based on the dog's height as measured at the shoulders.
Dogs that compete in the Regular class jump 10, 16, 22, or 26 inches and climb a 5’6” A-Frame.
Additional time is allotted to dogs that are 16” tall and under (mini-dogs).
The Specials class exists for handlers who choose to have their dogs compete at a lower jump height.
Some dogs may have conformation, character or health issues that impede their jumping ability.
Sometimes the handler feels this choice will help prolong the dogs agility career.
Examples might include heavy-framed breeds such as Rottweilers, soft dogs with less drive that
shut down easily, or dogs with hip dysplasia. Specials dogs run the same courses but compete at
one jump height lower than they would in the Regular class. The jump divisions are 6, 10, 16,
and 22 inches and the A-frame is lowered to 5 feet.
The Veterans class is open to dogs who are 7 years and older, or to a Specials dog that is 5
years of age and has competed within Specials division for a year. Handlers can choose when
to move their dog to Vets and has the option of competing at one or two jump heights lower
than Regulars. The A-Frame is set to 5 feet.
Levels
Classes are further broken up according to the dogs ability or performance level. There are
three performance levels in AAC competition.
Dogs begin trialing at the Starters level and
progress to the Advanced level and finally to move to Masters. As a team advances, courses
become increasingly difficult with more obstacles, greater challenges, and shorter course times.
Events
Standard
is a set course of up to 20 obstacles. It incorporates all the major types of agility equipment:
jumps, tunnels, weave poles, and contact equipment (A-frame. teeter and dog walk).
The object in Standard is to complete the course clean (without faults) in the shortest time possible.
For scoring purposes, a standard course time is set based on the length of the course.
more »
In designing a course judges lay out equipment in such a way that the courses flow yet still challenge
the dog/handler teams. Among the most often used challenges are requiring the dog to chose from two
closely-set pieces of equipment known as a "discrimination challenge", or having the dog
turn away from an obstacle not to be taken known as a "call-off challenge". There are
several typical challenges in a single course.
Dogs incur faults by not completing obstacles properly or by not taking the obstacles in the correct order.
Games....
In addition to the standard events there are a four events designed to test different aspects of agility
handling. These events are collectively referred to as the games.
- Jumpers
- Gamblers
- Snooker
- Team
Jumpers is a set course that includes only jumps and tunnels and occasionally weaves. Because
there is no contact equipment or table in Jumpers it is the fastest event the dogs run. Dogs may have to
cover up to 4.3 yards per second.
Gamblers tests the dog's and handler's ability to work at a distance from each other.
The object in Gamblers is to earn as many points as possible in the allotted time time.
A Gambler event is split into two sections: the opening and the main gamble. In the opening sequence handlers are
given 40 seconds to direct their dogs through whatever obstacles they choose. Each piece of equipment has a point
value:
- Single jump: 1 pt
- Double jump: 2 pt
- Spread jump: 2 pt
- All tunnels: 2 pts
- Teeter: 3 pts
- A-frame: 3 pts
- Dog walk: 3 or 5 pts
- Six weave poles: 2 pts
- 12 weave poles: 5 pts
Dogs may complete each obstacle twice for points. You will hear the judge calling out numbers,
which are the points the team has earned when an obstacle is successfully completed.
Included in the opening sequence may be one or more mini-gambles, which are small sequences,
usually not more than 3 obstacles. Point values double in the mini-gamble if the dog completes
the sequence while the handler works at a distance from the dog determined by a line marked
on the course. The distances range from 10 to 22 feet away from the handler according to the
performance level.
When 40 seconds have elapsed, the timer blows a whistle and the dog/handler team proceeds to
the main gamble. They have approx 20 seconds (based on distance covered in gamble) to complete
the main gamble, which is another set sequence of 3 to 5 obstacles. Like the mini-gambles, the
main gamble must be completed by the dog while the handler is behind the gamble line, up to 22
feet away. Dogs that complete the main gamble in the time allowed double their points earned in the
opening. The time is usually stopped by the dog touching the table or crossing a finish line.
Snooker challenges the team's ability to work closely and under control. It
is a game with a premise similar to the Billiard's table game by the same name - successful
completion of a red jump allows the handler to attempt an obstacle of their choice. The object
of the game is to collect as many points as possible within the prescribed time. The obstacle's
number is equivalent to its point value. The perfect Snooker game is worth 59 points.
As in Gamblers there is an opening and a closing and there is no set course. There are 4 single
jumps with red flags and a minimum of 3 must be attempted. No red jump may be repeated but the
same obstacle may be used four times for points. The team must perform red/obstacle-of-choice
pairs in the order of their choosing. After successfully completing either 3 or 4 sets they
proceed to the closing where they must successfully perform as many of the numbered obstacles 2,
3, 4, 5, 6,and 7 as possible, in sequence before the allotted time elapses. Depending on the class
and level the Snooker course time is between 55 and 75 seconds. This is the only game where the
team is whistled off as soon as a Snooker rule is broken; e.g. taking two obstacles-of-choice back
to back, repeating the same red, faulting an obstacle in the closing. This can result in some
VERY short runs!
Team demonstrates team spirit, strategy, and sportsmanship. There is a set course
wherein each handler runs one section of the course carrying a baton. The baton must be passed from
one handler to the next within an exchange box while both handlers and dogs are in the box. The two
halves of the course have no common jumps but may overlap or share obstacles such as contacts and
weaves. There is a maximum of 24 obstacles with each dog running at least 9.
Steeplechase demonstrates the dog's ability to run and jump at high speeds while
maintaining control on the a-frame and weave poles. The dog is required to perform each obstacle in a
numbered course as laid out by the officiating judge. Minimum required obstacles include 6 jumps, 1
tire jump, 1 spread jump, 1 tunnel (flexible or collapsible) a-frame and weave poles. Weave poles and
a-frame can be used twice each, and at least one of the must be used twice. Spread jumps will be removed
for the Specials and Veteran classes.
Walk Through Spectators may question the sanity of those addicted to the sport of agility
as they watch the handlers walking the course talking to themselves and their imaginary dogs. Every course
is designed and set by the judge who must first submit the course for AAC approval. No two courses are ever
the same. Before running the course the handlers are given seven minutes to memorize the sequence and to
study their handling options.
Faults....
Refusals are not faulted, Weave poles are judged at the Starters level, Knocked bars - 5 faults, Missed contacts - 5 faults,
Off course - 20 faults, Non-completion - 20 faults, 30 faults = elimination.
more »
To earn a qualifying leg towards the title, the dog
must compete the course with a combined time + faults score equal to or lower than the Standard Course Time, as determined
by the judge. The dog with the lowest combined score shall be declared the winner, with all other competing dogs assigned
placements based on ascending order of time + faults scores. In the event of a tie, if one dog has fewer faults, that dog will
place ahead of the dog with more faults otherwise the tie will stand.
Agility Equipment
more »
Hurdles
there are four types of hurdles on an agility course.
- Singles have one bar.
- Wings are single bar jumps with wider standards which force handlers to work further away from their dogs
- Doubles are two parallel bars, 8-15 inches apart, depending on the jump height.
- Spread or ascending are jumps as long as they are high. A dog jumping 26"
for example, would face a 5-bar jump 26" high and 26" long.
common commands: jump, hup, over (big is added in front for spread)
Tire Jump
is a 19-22 inch (interior diameter) tire suspended at the dog's jump height. The dogs experience
it as something different than a jump because they are surrounded by the obstacle and have to jump
'through' as opposed to 'over.'
common commands: Tire, Hoop, Through
Tunnel:
A flexible tunnel (air ventilation shaft) 15-20 feet long. Dogs must go in the correct mouth as
set in the course sequence. Tunnels are often curved around and under obstacles to create
discrimination challenges.
common commands: Tunnel, through, under
Chuto or Collapsible Tunnel
The entry is a drum; the exit is a 12-foot flared cloth chute through which the dog must 'push'.
common commands: chute, push
Weave Poles
Usually a set of 6 or 12 poles spaced 18 -22" apart, the weaves are the hardest obstacle to
teach. The dogs left shoulder must enter between the first and second poles then continue to weave
between each pole, exiting to their left. A wrong entry or missed pole is faulted and must be corrected.
common commands: Weave, poles
Table
The dog must jump onto the table, 'down', and 'stay' for a count of 5 seconds.
When the adrenaline is flowing it is challenging to get some high-drive dogs to wait.
common commands: Table, box, bench
Contact Equipment:
Contact equipment is painted plywood with sand imbedded to improve traction.
Dogs must touch the yellow contact zones on the way down except for the teeter where they must
touch the yellow on the way up as well.
A-frame
is two 3-foot-wide sections, each 9 feet long, hinged together and raised into an
A-shaped 'wall'. For the regular class the peak is 5’6”.For all Specials and Vets it is 5'.
common commands: Frame, scramble, climb, A-frame
Dog walk
is a 36-foot long, 10-12 inch wide plank; with the centre section elevated 4 feet off the ground.
common commands: Walk it, bridge, plank
Teeter or seesaw
is similar to the child's playground toy. The teeter is 10-12 inches wide, 12 feet long, and
24 inches high at the balance point. It must tip only one way and return. A fly-off incurs 10 faults.
common commands: Teeter, seesaw, saw, tip-it.