Regulations

The SwissAgilityGames are held according to Swiss regulations. Every tournament day there will be an agility run and a jumping run in classes. In addition, an agility game will be held every tournament day.

Final class 1 and 2: The Rising Stars

Class 1 and Class 2 chose the Rising Star on Friday evening by means of an agility course.

  • The winners of the class runs from Sunday to Friday (Agility and Jumping) qualify directly for the Rising Star.
  • If the winner is already qualified, the next non-qualifier moves up from that ranking.
  • The starting order in the Rising Star finals is random.
  • The winner of the Rising-Star in each category qualifies for the grand final of the SwissAgilityGames on Saturday.
  • The following number will qualify for the Rising Star:
KlasseAgilityJumpingGesamt
Small 15 Sieger Teams5 Sieger Teams10 Teams
Small 25 Sieger Teams5 Sieger Teams10 Teams
Medium 15 Sieger Teams5 Sieger Teams10 Teams
Medium 25 Sieger Teams5 Sieger Teams10 Teams
Intermediate 15 Sieger Teams5 Sieger Teams10 Teams
Intermediate 25 Sieger Teams5 Sieger Teams10 Teams
Large 15 Sieger Teams5 Sieger Teams10 Teams
Large 25 Sieger Teams5 Sieger Teams10 Teams
80 Teams

The Grand Finale

  • Class 3 and the winners of Rising-Star chose the winner of the SwissAgilityGames23 in the grand final on Saturday afternoon.
  • The final course is an agility course
  • The first two of the class runs from Sunday to Friday (Agility and Jumping) qualify directly for the grand final.
  • If a team is already qualified, the next non-qualifier in the ranking moves up.
  • The starting order in the finals is random.
  • The following number will qualify for the grand final:
KlasseAgilityJumpingGesamt
Small 310 Sieger Teams10 Sieger Teams20 Teams
Medium 310 Sieger Teams10 Sieger Teams20 Teams
Intermediate 310 Sieger Teams10 Sieger Teams20 Teams
Large 310 Sieger Teams10 Sieger Teams20 Teams
Rising-Star Sieger4 Sieger (Small, Medium, Intermediate, Large)4 Teams
84 Teams

Game: Gambler

Agility game Gambler consists of two parts: 1st part = points part (time 30 seconds), 2nd part = joker part (time 10 seconds). The time is triggered when completing the start hurdle, and stopped at the finish hurdle.

1st part (points part)

  • The starter has 30 seconds to collect points.
  • He can freely choose his path through the course.
  • Contact zone obstacles may not be completed directly one after the other. If it is done anyway, the Second Contact Zone Obstacle will not be scored.
  • The dog walk, the slalom, the a-frame and the seesaw may be completed a maximum of twice per run. If such an obstacle is nevertheless completed a third time, the obstacle will not be scored.
  • The same obstacle may not be completed again in direct succession (jump back the same hurdle).
  • All other obstacles can be completed as many times as possible.
  • If an obstacle is completed incorrectly, no points are awarded for the obstacle.
  • At the hurdles, the poles are left on the ground, so you can’t score any more points at these hurdles.
  • After 30 seconds a signal sounds, from then on there are no more points and the joker time (10 seconds) start running right away.
  • The starter has safely collected the points collected until the beep.

2nd part (Joker part)

  • After the signal tone sounds, the starter must complete the specified obstacles in the correct order within the next 10 seconds and jump over the finish hurdle before the second signal tone sounds.
  • If the joker is completed in the given time, the starter receives additional joker points to the points already collected.
  • Important! Hurdles / obstacles, which are needed for the joker, can be completed in the points part. However, if bars of these hurdles are thrown, a correct running of the joker is no longer possible – therefore no joker points are awarded.
  • Point distribution:
    • All Jumps (Wall / Longjump) 1 Point
    • Tunnel / Tire 2 Points
    • A-Frame/ Seesaw 3 points
    • – Dogwalk 4 points
    • Weaves 5 points
    • Joker 15 points

The winner is the team that has collected the most points. In the event of a tie, the faster run time wins.

Game: Relay

You will find the registration form for the team relay in your bag which you get at the check in. Pleas fill out ONE form per team. Thanks!

The relay is consisting of three parts Agility course , tunnel course and Jumping course. Each team consists of three dogs from the same size category (S,M,I,L), one handler is allowed to run maximum two dogs. The order of the courses to run is:

  1. Agility
  2. Tunnel Parcours
  3. Jumping

The organizers will provide an realy-stick (Ball or something similar) , the first handler will pick up this stick at the start and will give it to the next handler at the end of the course. Depending of the material of the stick, it will also be allowed to throw it. The last starter has to cross the finish line with this stick.

The first stater of the team releases the time and the last starter will stop the running time with the last jump of the jumping course. Winner is the team with the shortest running time and least faults.

Scoring

Agility and Jumping course will be judged as standard FCI courses. If a team got disqualified they will get 100 penalty points, the disqualification must be corrected otherwise they will get 100 for each obstacle which is done afterwards. Tunnel course : refusals won`t be count as faults but you have to correct them , if not you would be disqualified and get 100 penalty points , for not correcting the disqualification you will get 100 penalty points per each tunnel done more.

Game: Black Hole

Black Hole is a standard course like Agility or Jumping which is chosen by the judge. The handler will direct the dog on the numbered course. There is a several number (also chosen by the judge) of tunnels in the course which the dog is NOT allowed to take , these are the “Black holes”.

Goal of the judge is to build a course with a lot of “Black hole traps” (Tunnel traps) and goal of the handler should be to handle the dog through the course without taking one of these Black holes.

If your dog step in, hit or run through one of this Black holes you will be qualified. Winner of the game will be the team with the fastest time and with less faults.

Scoring

The courses are judged the same as normal agility or jumping runs, the only difference is that refusals are not scored but must be corrected and the obstacle or the device must be worked through correctly, if this does not happen there is a disqualification.

Game: Sapperlot

Sapperlot is a short jumping sequence plus a gambler, first is the jumping which goes fluent into the gambler. The maximum time will be set by the judge.

Jumping

Faults like bars or refusals = 1 Penalty point
3x refusals = Disqualification

Gambler

There is a number of points for each obstacle in the course, your goal should be to get as much points as possible. If you hear the final whistle of the judge then your maximum time is over and all collected points are yours, now run as fast as possible to the last jump to stop your running time. Point scoring:

  • All Jumps (Wall / Longjump) 1 Point
  • Tunnel / Tire 2 Points
  • A-Frame/ Seesaw 3 points
  • – Dogwalk 4 points
  • Weaves 5 points

Scoring

The Judge is setting the maximum time (for example 40 sec.), the time runs with the first jump. Within these 40 sec. you have to run the jumping and the gambler. Collected faults in the jumping will be removed from your collected points from the gambler. Important, if you hear the finals whistle run to the last jump to stop your running time. Winner is the team with most points and shortest running time.

share this page →
WordPress Cookie Plugin by Real Cookie Banner