For a prospective TDAA judge I assembled a document containing three distinctly different variations of the game Dare to Double in order for her to understand how the game might be played. My original objective was to find on my computer an example of the game with a “robust” briefing. And of course I stumbled across two interesting variations.
To summarize:
Example #1 is a course design and briefing from a trial I judged in August of 2009. This is the most common version of Dare to Double. What makes it distinctive is a rule declaring that “A warning whistle is blown 15 seconds prior to the expiration of time.” Of course the table isn’t live until that whistle blows. This is a favorite game in the TDAA. The most canny competitors have a doubling strategy for the opening; and a rule-of-thumb strategy for the last 15 seconds. If this variation has a down-side, it is that fast dogs with excellent A-frame skills (and a handler who gets the math) will always rule the game.
Example #2 features a variation of Dare to Double designed by TDAA judge Victor Garcia. This game was played in competition at the Petit Prix Warm-up Workshop held in conjunction with the 2013 Petit Prix in Latrobe, PA, and using the rules of the Petit Prix. What makes this different from the “common” version is that there is no warning whistle. And so the competitor is left with trusting to an internal clock as to when to go to the table. But to tell the truth this version exposes and encourages the popular “Double ’til the end of time” strategy. The essence of the strategy is to work on doubling ’til the bitter end, and don’t go to the table, accepting the loss of half the points as a push.
Example #3 and last example is the “Flanigan” variation of Dare to Double. In this variation the dog is limited to two performances of the doubling obstacle; introducing an amazing challenge of timing strategy. Doubling ’til the end of time isn’t a good option. This variation offers the possibility that good timing and performance might very well prevail over speed.
Dare to Double example #1 ~ common
Briefing
Dare to Double is a simple dog’s choice game, which means that he will earn points for taking obstacles in the order and direction of his own choosing. The team has 50 seconds to accumulate as many points as possible. The game begins at a start line designated by the judge and ends at the table. If the dog gets to the table before time expires, he keeps all points, if he fails to do so half the points are lost.
The value of scoring obstacles is based on a simple 1-3-5-7 system:
- 1 point for jumps
- 3 points for tunnels and tire
- 5 points for teeter, dogwalk and weave poles
Scoring obstacles can be taken only twice for points. Back-to-back performances are allowed. Jumps that are knocked down will not be reset.
The A-frame has a special value (Note that the A-frame was not included in this list above). It is the doubling obstacle. During the run, a handler may double his current points by performing the doubling obstacle. A successful performance doubles all points earned up to that time. If, however, the dog faults the A-frame, then the dog loses half of his existing points.The dog may double points any time, as many times as time allows. The only restriction on doubling is that the A-frame cannot be performed back-to-back. The dog must do another obstacle, for points, before attempting to double point values again.
A warning whistle is blown 15 seconds prior to the expiration of time.
Scoring and Qualifying
Dare to Double is scored points then time. The winner is the dog finishing with the most points. In case of a tie, time is the tiebreaker. The table is live during the entire run. If the dog gets on the table at any time, scoring ends. To qualify:
Games I – 40 points
Games II – 80 points
Games III – 160 points
Dare to Double example #2 ~ sans warning whistle
Briefing
The objective is to score as many points as possible in the given time: 12″–16” dogs 50 seconds; 4″–8“ dogs 55 seconds. The table stops time and is live at all times. A dog arriving at the table after time expires is “Faulted” half of all points. Jumps are 1 point; Tire and Tunnels 3 points; Dog Walk, Teeter and Weaves 5 points. Obstacles can only be taken twice for points. Back to back performance is permitted.
The A Frame is the Doubling obstacle: During the run a dog will earn “Double” all points by successfully performing the A Frame. On a missed down contact on the A Frame, the dog is “Faulted” losing half of all points. Points can be doubled at any time and as often as the handler wishes. The A Frame is eligible for doubling only after any other point has been earned. When the A-frame is not eligible for doubling the dog may still Fault half of points in the performance.
Scoring
Dare to Double is scored Points, then Time. GI dogs need 50 points to qualify; GII dogs need 100 points to qualify; GIII dogs need 150 points to qualify
Dare to Double example #3 ~ Flanigan Variation
Briefing
The game begins at the designated start-line, and ends at the table. Big dogs have 50 seconds to accumulate as many points as possible; Small dogs have 55. The dog must get to the table before course time elapses. If the dog gets to the table before time expires, he keeps all points accumulated on course. If the dog fails to do so, half of the points are lost. There will be no warning whistle. If the dog hits the table at any time during the run, scoring and time will cease.
Obstacles can be taken only twice during point accumulation. Back-to-back is permitted. Jumps that are knocked down will not be reset. Jumps = 1 point; tunnels and tire = 3 points; contact obstacles and the weave poles = 5 points.
During the run, all current points can be doubled by performing the A-frame. A successful performance doubles all points. If, however, the dog faults the A-frame, half of the existing points are lost. In the Flanigan Variation the A-frame can be performed only twice during the dog’s run, and an obstacle must be completed for points between each performance of the doubling obstacle.
Scoring and Qualifying
Dare to Double is scored Points, Then Time.
- Games I => 40 points
- Games II => 70 points
- Games III => 100 points
Strategy
In the traditional Dare to Double you can double as often as you want, so long as you score points in between performances of the A-frame. The savvy player will quickly get the fundamental underlying math. Basically you get a handful of points on your dog and then start doubling until the end of time.
But the Flanigan variation is something else entirely; you only get to do the A-frame twice for double points. Now, if you double too early it lowers your capacity to score the most points. If you double too late time may expire and you’ll lose half your points. It is certainly a canny game of timing.
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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.