There was a real attempt in the selection of games for the 2012 Petit Prix to offer a balance of different games that test the skills of a team in sequencing, strategy, distance, and consistency.
The final round will be Jumpers, a fast and furious sequencing game. Note that in a real departure from the format of any previous Petit Prix, the accumulated score from the entire tournament are held by the dog without being washed away. Our national champions will be determined by their earned aggregate score. The significance of this, please note, is that a dog can lose the final round… but win the tournament!
The games we’ll play are described in this series. For additional information and sample courses refer to The Book of Agility Games at www.dogagility.org/newstore.
Call, Direct & Send
Call, Direct & Send is a numbered course that features the three distance challenges that give the game its name. This original AKC game is the invention of Will Koukkari and Sharon Anderson. Call, Direct & Send was once considered by the AKC as a “distance” game that might have become a part of the suite of required titling games. But this game was abandoned. Ultimately the AKC moved to the game FAST as the feature distance game.
In Call, Direct & Send the dog and handler team are challenged to solve three distance riddles on a numbered course. The three distance challenges that give the game its name include: a Call over one to three obstacles; a Direct or mid-course distance challenge of two to five obstacles; and a Send over two to three obstacles to close out the game.
In Call, Direct & Send, boundaries are drawn to indicate an area into which the handler may not advance while the dog performs obstacles at a distance. Otherwise, the dog should follow the numbers.
For each distance challenge successfully completed the dog earns 10 points. The scoring basis for this game is Time+Faults-Bonus.
Call – The Call is a lead-off at the start line, requiring the handler to call the dog over the opening obstacles. In the Call the dog is placed on a Stay at the beginning of the course while the handler leads out to a point on the course designated by the judge. The handler must then call the dog over the initial obstacles and continue on course.
Direct – The Direct is a mid-course gamble sequence in which the dog will be required to work at a distance from his handler. The handler must direct the dog over the sequence of obstacles without crossing a containment line indicated by the judge and continue on course.
Send – The Send is the final gamble challenge. The handler sends the dog to perform the finishing obstacles while working at a distance from the dog in an area designated by the judge.
This sample Call, Direct & Send course is based on an Excellent JWW course designed by AKC judge Melinda Harvey at Oriole DTC on April 18, 1999.
Call, Direct & Send is scored Time+Faults-Bonus. The team with the highest score wins.
While traditionally Call, Direct & Send (CDS) was a Jumpers game, often including weave poles, the game has evolved over the years to include technical obstacles. It’s likely that this was an evolution of convenience as it allows CDS to be nested with standard courses.
Call, Direct & Send is not a standard course! That means that there are no required obstacles and there is no required number of obstacles, by class, as there is in the standard classes. This affords the course designer the leisure to design something lean, and to the point. That is the essence of the game.
This is a TDAA (teacup) example of a Call, Direct & Send course. It is nested closely with another game with minimal equipment movement. You can see the previous set of the floor here: http://wp.me/pmSZZ-15v
This course is fairly business-like in getting the three distance challenges done. The Call features a longish lead-out, by TDAA standards. The Call doesn’t really have to be anything tricky. It is intended to demonstrate whether the dog will stay for a modest lead-out.
In the Direct¸ from #4 to #6, the containment lines might seem generous. It is a riddle none‑the‑less and might not be as easy as it seems.
The Send, from just behind #12 to #13, is the end of the course. This closing gives a long straight lane of approach on both sides of the sequence. It is an honest test of the handler’s ability to send his dog straight-away over obstacles at a modest distance.
One of the most common errors in course design is approaching a distance challenge with a disturbed dog’s path or an intrusive handling moment. Allow the dog to flow into the gamble. Or, if you really want to make it a handling moment, at least provide enough real estate for the handler to demonstrate that he understands your riddle.
This discussion might suggest that the course designer’s objective in Call, Direct & Send is to dumb-down the challenge and make everything as simple as possible. That should never be your objective. But remember this, if you have never walked on the moon yourself, please don’t try to give us lessons.
Note that there’s a real opportunity to design a course that runs fast and gets you through the day quickly. Call, Direct & Send should not be a marathon.
A dog earning a score equal to or less than the Qualifying Course Time (QCT) will earn a qualifying score.
The QCT for the sample course shown above, in Course Design, might be established like this:
I’ve measured the course (in CRCD) and came up with a course distance of 66 yards. I’ll call it 68 just to add a fudge factor Running this through my Rates of Travel (RoT) calculator (applying rates of travel from the high end of the range since this is mostly a Jumpers course), I come up with the following numbers:
||4″ / 8 “
||12′′ / 16′′
||4″ / 8 “
||12′′ / 16′′
||4″ / 8 “
||12′′ / 16′′
The third column shows what would be the SCT if the correct rates of travel are applied. The QCT for this game, however, is reflected in column four. These numbers incorporate an “expectation for success”. GI gets a QCT reduced by 10 points, anticipating that they’ll solve at least one of the distance challenges; GI gets a QCT reduced by 20 points, anticipating that they’ll solve at least two of the distance challenges; GIII gets the bad news, a QCT reduced by 30 points, anticipating that they’ll solve all of the distance challenges.
These numbers aren’t as onerous as they might sound. If the GII big dog, for example, runs the course in 29 seconds, but solves only one of the distance challenges. He’ll still qualify because his time, less the 10 point bonus, gives the qualifying score.
Please note that the table above is based on TDAA rates of travel, and TDAA jump heights.
The judge should determine in advance how he will signal earned bonuses to the scribe. It might be a simple authoritative announcement of “Bonus!” Or, it might be an arm signal.
Note that this game should be judged using the rules for performance respective to the dog’s level. The weave poles, for example, might be judged differently for every class/level. And any contact obstacle would be judged for refusals for the higher levels; and possibly with a four-paw safety rule for Beginner/Novice.
It is possible for all levels to share the same briefing, and even walk the course at the same time. The real differentiation between classes will be the rates of travel and the qualifying criteria. The course itself can be the same for all levels. However, it’s common enough for the judge to draw different containment lines for different levels.
The judge needs a position on course to get a clear view of the containment lines. A gamble or distance challenge succeeds only when the handler stays on his side of the line, and the obstacles are performed without fault (dropped bar, wrong course, missed contact and so forth).
The judge should determine early how he or she will deal with people who return to their dogs at the beginning of the course to put the dog back in position for breaking a Stay. The tradition in the game is that when the handler leaves his dog the test has begun, and returning to the dog will negate the gamble bonus.
The Original AKC Variation
While the rules have morphed by play in other agility organization that actually play Call Direct & Send, it’s worth noting what were the rules of the game as it was played in the AKC. These are presented without warrant below.
Jumpers CDS (Call, Direct, and Send)
Scoring is based upon a 100 point system, 100 being perfect. Faults are deducted from the 100 points. 85 points are required to qualify. Time is used as a tiebreaker.
Call, Direct & Send is scored Points, Then Time. The team with the highest score wins.
Faults will be scored as follows:
- Each refusal is faulted 5 points. In the Novice class, three refusals will be scored Elimination. In the Open class, two refusals will be scored elimination. In the Excellent class, one refusal will be scored elimination. (Note: An improper entry or missed weave pole in AKC is scored a refusal).
- Each off course is faulted 5 points. Three off courses in any class will be scored elimination.
- A knocked bar is scored elimination.
- If the handler steps on or over any containment line while the dog is performing the indicated obstacles, the dog will earn a failure to perform.
- Failure to perform any obstacle is scored elimination.
- Failure to perform any of the three distance elements (Call, Direct, or Send) will be scored elimination. This includes stepping on or crossing the containment line.
All other performance faults will be applied as in the Standard classes, respective to the level of the dog.
Course Design ~ The typical Call, Direct & Send course will consist of jumps, tunnels, and weave poles. The contact obstacles are not used.
A dog trainer who has given good focus to distance skills in the dog’s training foundation will have a pretty good idea about possibilities for success in a distance challenge or gamble. Know thy dog!
If the handler believes that the attempt of a distance challenge will likely fail and will certainly cost more time and frustration than it is worth… then the clever handler will decide in advance to forego the bonus and just run his dog through the sequence. The differential for the bonus might be made up in the dog’s speed in the overall course. Also, if competing in the TDAA’s Petit Prix (for example) the dog is accumulating a back-ground score for placement within the field. So even if the dog doesn’t qualify he’ll not be set back so far.
Good distance work has very little to do with standing still. Aside from the Call, the handler is more likely to have success with the distance challenges by applying the pressure of movement, while at a distance, and while honoring the containment lines of the course. The riddle of the distance challenge is in balancing the efficacy of movement against the placement of containment lines.
There is an excellent series of eBooks for distance training available: The Joker’s Notebook, issues #0 through #4, available at www.dogagility.org/newstore.
Notes on CRCD-4
- It used to be I could click on an obstacle or object on the course map, or select a group, and then nudge them in 1′ increments using the arrow keys. This was very useful for getting exactly the desired measured distance between obstacles, while maintaining the alignment of obstacles. Unfortunately in this new release the obstacles are locked to the underlying grid. And so, they will no longer nudge.
I will move my continuing notes on the Clean Run Course Designer v4 to a page on my blog, where I will continue to store notes. Ultimately I’ll point the developer/Glen Kime to that page in case he has any interest in usage notes to be taken into consideration for future mods and releases. That page is here: http://wp.me/PmSZZ-15B.
Questions comments & impassioned speeches to Bud Houston Houston.Bud@gmail.com. The web store is up and running. www.dogagility.org/newstore. I have five volumes (over 100 pp each) of The Joker’s Notebook available on my web-store at an inexpensive price. These are lesson plans suitable for individual or group classes for teaching dog to work at a distance.