The game to be played as the final round of the TDAA Petit Prix, our national championship tournament will be Jumpers. This is a game that doesn’t need much of an introduction as it is a popular format played by every agility venue in the world.
The Game Within the Game at the Petit Prix (you’ll have to see tomorrow’s blog) is the steadiness and overall performance of a dog in this competition. In a departure from all years previous there will be no elimination of dogs from the competition for falling below some arbitrary set-point of accumulated score. That means every dog will compete in every competition.
And, mind you, this is not a winner-take-all round.
At the 2012 Petit Prix the top 40 dogs will be set aside for a final showcase run on the Jumpers course. They will be run by jump height in reverse seed order. This round will be theirs to win or lose. It’s possible, and actually somewhat likely, that some of the exhibitors sitting as spectators during the showcase round will move up into the top 40 on the basis of their performance in the final round.
Jumpers
The Jumpers class measures a dog’s ability to jump and turn and the handler’s ability to exert control and timing in this fast-paced version of the agility game. Though the dog only needs to learn to jump to begin competing, Jumpers is one of the most difficult games to perfect as dogs move at a much greater speed than in other classes.
Briefing
Jumpers courses consist only of hurdles and tunnels, with some limitations between the different venues. The dog is required to run the course in the sequence indicated by the judge.
Follow the numbers. And keep the bars up.
Jumpers is judged according to the performance rules for the respective venue.
Scoring
Jumpers is usually scored Faults, Then Time the winner being the dog with the fewest faults. If two dogs have the same number of Faults, Then Time breaks the tie.
Jumpers can be scored Time, Plus Faults. The winner would be the dog with the lowest score.
Course Design
This is an example of a USDAA Masters course. A USDAA course requires the performance of at least three spread hurdles. These courses are not inconsequential in terms of challenge and handling. You’ll see options and traps and the need for excellent timing and deft handling.
This is an example of a Novice course. Note that it is nested perfectly with the Masters course example. The course designer may want to move out unused obstacles so that the lower levels are not presented with “dummy” jumps.
Excepting play in the AKC (and possibly in USDAA Team/PVP) only tunnels and hurdles may be used on the course. As the level of competition rises, so does the complexity of the course. In addition, as the level of competition increases, the time to perform the course decreases.
This is an example of a Jumpers course designed for play in the TDAA. The spacing between obstacles is considerably tighter than in any other venues. What’s worth remembering about the TDAA is that it is intended for dogs of small stature. And so the Jumpers course especially emphasizes the central idea of the TDAA, to present to the small dog handler challenges that are comparable to what big dog handlers face on any given weekend.
This is an example of an important variation of Jumpers called, appropriately, Jumpers With Weaves. The performance standard for AKC Excellent Jumpers With Weaves requires an unflinching mastery of the course.
This is an example of a DOCNA Jumpers course (arguably it would be suitable for NADAC as well). You’ll note that DOCNA does not use tunnels, and all of the jumps are wingless. In the NADAC-style venues the courses are devoid of challenges that are routine in venues like the USDAA, AKC, and TDAA; you’ll find no options, or traps, hard-about turns, or wicked handling moments. Everything is flow and go. As a consequence, the rates of travel for NADAC and DOCNA are more aggressive and demanding than in any other venue.
Strategies
The basic advice in the Jumpers class is to follow the numbers, and keep the bars up.
Since only jumps and tunnels (where allowed) are used, Jumpers courses tend to be more difficult for handlers to memorize than other types of courses. To be successful in Jumpers, it is more important than ever to remember course flow and sequences rather than individual obstacles.
Also, the handler’s movement and timing are important on Jumpers courses in the control of the dog as the action is coming fast and furious. The handler should be sharp, and timely.
The most common faults in Jumpers are wrong courses and refusal. Thus, emphasis should be placed on considering approaches, angles, and distances to obstacles during the course walk-though.
The key strategy for Jumpers is to train the dog to jump and to be responsive to handling in fast and flowing situations.
Qualifying and Titles
Nearly every venue features Jumpers as a titling class and an element of the respective championship programs.
Qualifying is based on the measured length of the dog’s path; usually at considerably more aggressive rates of travel than the standard classes. Whether the scoring basis is Time+Faults or Faults, Then Time, the score must be equal to or less than the established SCT. The lowest score wins.
Variations
- Jumpers with Weaves ~ This format is used by the AKC. In a departure from the Jumpers class in most venues, Weave poles are featured in the jumpers course.
- USDAA Dog Agility Masters® (DAM) tournament Jumpers – The format for DAM Jumpers is different from the Jumpers played in USDAA titling classes: 1) weave poles are often included; 2) a refusal is penalized 2 points; and 3) The scoring system is Time, Plus Faults.
- Land Rover Drive – This game, also known as Jump and Drive, is perhaps a historical footnote. The Land Rover Drive and Jumping contest grew out of the sponsorship by Land Rover for agility trials in the U.K. The handler loads his dog into a Land Rover, drives a designated course, parks the vehicle in a garage and then jumps out to run his dog over a Jumpers course. The judge will designate the starting point for the Land Rover, the path of the vehicle and the garage where the vehicle must be parked. Dog and handler (and the course clock) start on foot across a starting line designated by the judge.
- Black and Whites – This British variation is Jumpers for black and white Border Collies only (or black and white dogs with any hint of BC in them).
- Jumpers with Weaves Plus ~ loosely based on the AKC Jumpers with Weaves titling class, but with multiple weave pole challenges. The Purpose of the game is to complete the course in the specified order, as quickly as possible, without faults.
This is an example of a Jumpers with Weaves Plus course (closely based on a course designed by Ilze Rukis for play in the TDAA in Warrensburg, IL on April 12, 2003).
Premium Blurb
Jumpers is a favorite game in the dog agility world. Courses are made up of jumps and tunnels only, so the play is fast and furious. Follow the numbers and keep the bars up.
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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.