D ~ Quidditch

Our lesson plan this week will feature the letter “D” from Nancy Gyes’ alphabet drills; (the CD with all the course maps and the workbook are available at www.cleanrun.com).

The lesson plan also features our game for the week… Quidditch. Hairy Pawter’s Quidditch is the invention of Becky Dean and Jean MacKenzie. The game was played for the first time at Dogwood Training Center in Ostrander, Ohio. The rules for this game didn’t make the publication deadline for the Clean Run Book of Agility Games (2d edition), as these rules were under review by the athletic faculty at Hogwarts at the time. There is no rushing those wizards with tenure. However, the game will be available in the Book of Agility Games, 3d Ed., available soon at www.dogagility.org/newstore.

Quidditch ~ send to the Beater variation

Briefing

Big dogs will have 60 seconds and small dogs 65 seconds to complete three numbered sequences. When time expires the dog[1] should be directed to the table to stop time. The point values for each of the sequences are 15 points (black circles), 20 points (white squares), and 25 points (white circles). Each sequence can be successfully completed only once. The sequences can be taken in any order. Each obstacle has individual point values that are earned by a team if a sequence is only partially completed prior to time expiring.

  • 1 point for jumps
  • 3 points for tunnels
  • 5 points for contact obstacles and weave poles

Upon the successful completion of a sequence the team will have the opportunity to earn bonus points for a successful performance of a tire; the ‘Beater’ bonus, for which the team will earn an additional 25 points. Dogs must be sent through the tire from outside the containment box shown on the course in order to earn the Beater bonus.

Refusals will be faulted on the tire, but nowhere else on course. The initial direction of the dog’s approach to the tire will define the run-out plane of the obstacle for the purpose of judging refusals. If a dog commits a refusal on the tire, the Beater bonus is lost.

After attempting the Beater bonus the team should attempt another sequence. If the team completes each of the different sequences, they will earn a ‘Keeper’ bonus of 50 points in addition to the points of the individual sequences. Note: the bonus points earned or missed by the completion of the tire do not affect ability for a team to earn the Keeper bonus.

A dropped bar, fly-off, some off-courses (see wrong course rule, below) or missed contact will be considered a sequence fault. The team can immediately reattempt the same sequence or move to another sequence.

If a team completes or attempts one sequence more than once the final score for the team will be zero.

When time expires no new points can be earned.

The Bludgers Rule

  1. A Bludger (wrong course obstacle) performed during the performance of an individual sequence shall result in a sequence fault. No points are earned for the performance of any individual obstacle unless the sequence is not completed due to expiration of time.
  2. Performance of a Bludger after the successful completion of a sequence on the way to the Beater (tire) shall be considered a fault of the Beater. The ability for the team to earn the Beater bonus is lost. The team should proceed to the next sequence, or to the table if appropriate.
  3. If the wrong course occurs: Bludgers (wrong courses) shall not be faulted: between the starting line and the first obstacle of a numbered sequence; between the Beater and the first obstacle of a numbered sequence; between the Beater and the table (to stop time).
  4. No points shall be earned for the performance of any Bludger.

Expiration of Time

If the whistle sounds prior to the completion of the three sequences, the dog should be directed to the table. The team will earn individual points for obstacles completed prior to the sounding of the whistle. When the dog touches the table, time will stop. No table performance is required.

The Golden Snitch

If a team successfully completes all three sequences, earns all three 25 point Beater bonuses, and touches the table prior to the 60-second whistle sounding, the team will earn the ‘Golden Snitch’ award of 75 bonus points.

Scoring

Quidditch is scored Points, Then Time. The dog with the most points wins. In the case of a tie, the dog with the shortest time will be the winner.

A perfect score requires completion of all three sequences and successful performance of the Beater bonus. The scoring notation would look like this: 15-25-20-25-25-25-50-75.

Qualifying and Titles

Use the same course for dogs competing at all levels. The level at which the dog qualifies depends upon the number of points earned:

  • Games I: 55 points
  • Games II: 75 points
  • Games III: 95 points

Bud’s Google Proof Trivia Contest

Is it true that President Obama has vowed to take away guns from American gun owners? Hint: www.factcheck.org

BLOG761

Questions comments & impassioned speeches to Bud Houston BudHouston@hughes.net. The Country Dream web store is up and running. www.dogagility.org/newstore. Be sure to check out my distance training series: The Jokers Notebook; an (inexpensive) elaboration and improvement on the work I did in Go the Distance.


[1] In this variation of the game the dog is naturally the Quaffle. But for the sake of clarity, we’ll just call him a dog.

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