SSA
Super Sport Athletics              
            4 Super Star Dogs

SSA Rules

SSA rules

Goals of SSA:

To provide a venue where ALL dogs, including Giant Breeds, can compete in Agility and other sports and be successful because of positive training, course design and equipment modifications.

SSA Agility

 Who is eligible to compete in Super Size Agility?


Any dog of any breed as well as the mixed breed dog over 6 months of age who is capable of running the courses without injuring themselves. Dogs with hearing, vision and/or physical disabilities need to discuss the disability with the judge, the trial committee and SSA personnel to see if they believe it is safe to run the dog. Make sure your dog has matured physically before you jump them at full height or do weave poles. (And remember the jump height is your choice.) Dogs between 6 months and 12 months must jump 8 inches lower than their height at the withers. Dogs between 12 months and 18 months must jump 4 inches lower than their height at the withers. Dogs may not weave until 12 months of age. 


Rules: (updated  7/18/13)

Levels
There are six levels, Training, Beginner, Intermediate, Advanced, Superior and Elite.
Each level will have to accumulate a certain number of Q's in Standard to title...and double that number of Q's in Games to get the games title. 


Levels (everyone starts at Beginner or Training):

The training level is the same as Beginner, but you can have a toy or treat in the ring, and you can gently touch the dog, the dog may also wear a collar and ribbon if wanted.

Beginner, 2 Q's to advance in Standard, 4 Q's to advance in Games

Intermediate, 3 Q's to advance in Standard, 6 Q's to advance in Games

Advanced, 4 Q's to advance in Standard, 8 Q's to advance in Games

Superior, 5 Q's in Standard and 10 Q' s in Games to get your Championship

Elite, 20 Q's in Standard and 40 Q's in Games to get your Elite Championship.

Classes

Standard

Games



Titles
SSTA
Super Size Training Agility, 2 Qs in Standard
SSTG Super Size Training Games, 4 Qs in Games
(if you stay in training and want additional titles, you would need 4 additional standard Q's and 8 additional Games Q's to earn subsequent titles such as SSTA2 and SSTG2.)

SSBA Super Size Beginner Agility, 2 Qs in Standard

SSBG Super Size Beginner Games, 4 Qs in Games

(if you stay in beginner and want additional titles, you would need 4 additional standard Q's and 8 additional Games Q's to earn subsequent titles such as SSBA2 and SSBG2.)

SSIA Super Size Intermediate Agility (3 Qs in Standard)

SSIG Super Size Intermediate Games (6 Qs in Games)

(if you stay in intermediate and want additional titles, you would need 6 additional standard Q's and 12 additional Games Q's as in Beginners)

SSAA Super Size Advanced Agility (4 Qs in Standard)

SSAG Super Size Advanced Games (8 Qs in Games)

(if you stay in advanced and want additional titles, you would need 8 additional standard Q's and 16 additional Games Q's as in Beginners)

SSSA Super Size Superior Agility (5 Q's in Standard)
SSSG Super Size Superior Games (10 Q's in Games)

SSACH
Earn both your SSSA and SSSG titles to earn your Championship (If you want to earn additional Championships you can earn 10 more Q's in Standard and 20 more Q's in Games for each championship.) This title is a prefix and is listed before the dogs name...ie.
SSACH4 Doggie Name

E-SSACH Get 20 Q's in Super Size Elite Standard Agility and 40 Q's in Super Size Elite Games to earn your Elite Championship. (If you want to earn additional Elite Championships you can earn 40 more Q's in Standard and 80 more Q's in Games for each championship.) This title is a prefix and is listed before the dogs name...ie. E-SSCH4 Doggie Name

The Modified Program

This program works exactly the same as the regular SSA Program...however you can choose to skip one obstacle with your dog at trials.  The handler and the judge have to modify each course so that the dog does the same number of obstacles as the dogs in the regular program but is able to avoid one obstacle. These dogs will be placed with other dogs in the modified program only.

SSMBA Super Size Modified Beginner Agility, 2 Qs in
Standard

SSMBG Super Size Modified Beginner Games, 4 Qs in
Games

(if you stay in beginner and want additional titles, you would need 4 additional standard Q's and 8 additional Games Q's to earn subsequent titles such as SSMBA2 and SSMBG2)

SSMIA Super Size Modified Intermediate Agility (3 Qs in
Standard)

SSMIG Super Size Modified Intermediate Games (6 Qs in
Games)

(if you stay in intermediate and want
additional titles, you would need 6 additional standard Q's and 12 additional
Games Q's as in Beginners)

SSMAA Super Size Modified Advanced Agility (4 Qs in
Standard)

SSMAG Super Size Modified Advanced Games (8 Qs in
Games)

(if you stay in advanced and want
additional titles, you would need 8 additional standard Q's and 16 additional
Games Q's as in Beginners)

SSMSA Super Size Modified Superior Agility (5 Q's
in Standard)

SSMSG Super Size Modified Superior
Games (10 Q's in
Games)

SSMACH
Earn both your SSMSA and SSMSG titles to earn your Championship
(If you
want to earn additional Championships you can earn 10 more Q's in Standard and 20
more Q's in Games for each championship.) This title is a prefix and is listed
before the dogs name...ie.
SSMACH4 Doggie Name

E-SSMACH
Get 20 Q's in Super Size Elite Agility and 40 Q's in Super
Size Elite Games to earn your Elite Championship. (If you want to earn
additional Elite Championships you can earn 40 more Q's in Standard and 80 more
Q's in Games for each championship.) This title is a prefix and is listed
before the dogs name...ie. E-SSMACH4 Doggie Name

SSMACH and E-SSMACH are placed in front of the dogs name, all other titles follow the dogs name.

Level Up Rule: The handler may choose to use the Level Up Rule. If your dog is in any level below Superior in Standard, you may choose to Level Up any run. This means you actually run the higher level course, however if you Q, the Q will be counted at the level your dog is currently in. (for example, the dog is a Beginner dog, however the handler wants to try the Superior course. The dog runs Superior and Qualifies, therefore the handler gets a Beginner Q.) Level Up dogs cannot earn placements.

Jump Heights
The handler chooses the jump height they want to compete in. Jump height may change between competitions and can vary between classes at the same trial. We do not measure dogs, except dogs under 18 months.

Jump heights allowed in SSA:
1 inch - for dogs under 18 months only.

4 inches

8 inches

12 inches

16 inches

20 inches

24 inches





Large Breeds

List of breeds that might benefit from this program ...Afghan, Alaskan Malamute, Akita, American Bulldog, Beauceron, Belgian Tervuren, Belgian Sheepdog, Bernese Mountain Dog, Borzoi, Bouvier des Flandres, Bloodhound, Boxer, Briard, Bull Mastiff, Cane Corso, Collie, Dalmation, Doberman Pinscher,Dogue de Bordeau, Dogo Argentino, English Pointer, English Setter, German Shepherd, German Pointer, Giant Schnauzer, Goldendoodle, Golden Retreiver, Gordon Setter, Great Dne, Great Pyraness, Greater Swiss Mountain Dog, Greyhound, Husky, Irish Setter, Irish Wolfhound, Komondor, Labrador Retreiver, Leonberger, Mastiff, Mixed Breeds, Newfoundland, Neapolitan Mastiff, Old English Sheepdog, Otterhound, Ridgeback, Rotweiler, Saint Bernard, Samoyed, Scottish Deerhound, Spinoni Italiano, Standard Poodle, Visla, Weimeraner.....but remember any dog can compete in SSA, no matter what size.



Obstacle/Equipment list:

· A-Frame (standard size, either 8 foot set at 4' 5”, or 9 foot set at 5' with a 42 inch contact zone)

· Dog Walk (16 inches wide with a 42 inch contact zone, if dog walk has 8 foot ramps the top should be 3 feet from the floor, if dog walk has 12 foot ramps the top should be 4 feet from the floor)

· Teeter (standard size, wooden only, 13 inches at pivot point with a 42 inch contact zone)
Please note: SSA prefers the teeter only be used if there is no other option for a second contact.

· Table (42 to 48 inches square and 12 to 16 inches high)

· Weaves (24 inch centers, +/- 1 inch)

· Tunnels, 24 inch; if a dog is entered in the trial that collapses the tunnel, it is allowed for the handler to hold the tunnel entrance steady for the dog

· Standard chute

· Hoop Tunnel (4 to 6 NADAC hoops connected, or hoola hoop type as in UKC, no fabric)

· Tire (24 inches Minimum diameter—break away preferred) set 4 inches lower than jumps

· Jumps: Winged or Wingless, with 4 or 5 foot bars, panel allowed

· Parallel Double, set 4 inches lower than jumps


Standard Course Equipment Required


contacts:

minimum 2 maximum 3 physically in the ring

may use 2 A-Frames instead of an A-Frame and Dog walk

no teeter allowed in beginner

maximum of 4 contact performances, 3 preferred


Weaves:

none in beginner

6 in Intermediate

6 to 12 in Advanced and Superior/Elite


Tunnels:

minimum 1

may use open or closed tunnels, including hoop tunnel

no maximum performance of tunnels, however there is a maximum of two open pipe tunnel performances.


Tire performances:

minimum 1

maximum 2 tires in ring

maximum of 3 performances


Jump performances:

minimum 2

no maximum number of performances


Table:

All 4 paws must be on the table for a total of 5 seconds. No particular position is required.

Maximum of one performance.


Allowed Obstacles in Jumpers with weaves :


jumps

weaves

tunnels

tire


Total obstacles in Jumpers with weaves and Standard


Beginner 10 to 12 (no weaves)

Intermediate 11 to 13

Advanced 12 to 14

Superior/Elite 15 to 17



Faults
Faults Allowed in Standard and jumpers with weaves:


Beginner 20

Intermediate 15

Advanced 10

Superior 5

Elite 0

Faults:

Major Fault: missed contact, missed obstacle, unsafe execution of obstacle, touching dog or obstacle, dog biting handler, unsportsmanlike conduct -- 25 faults

Minor faults: dropped bar, off course, delay of start or finish, run by (not counted in Beginner, only counted on contacts in Intermediate) -- 5 faults

Please Note: SSA does not have a 4 paw safety rule. If your dog gets on the contact with one or more feet and comes off the contact on the up ramp, that is considered a run-by, a minor fault (run bys are not counted in Beginners)...you may put the dog back on. If your dog comes off the contact after the on ramp, or before the teeter touches the ground, that is a missed contact which is a major fault. You may put the dog back on the contact. The judge also may call an unsafe execution of obstacle which is a major fault. The judge's decision is final.

Time Faults:

There are no time faults allowed in SSA. Every level gets 90 seconds to run Standard. If you take over 90 seconds it is a NT, dog cannot Qualify or Place.

Signals for Faults:

one hand up 5 point fault

two hands up 25-point fault
 
Rules for Games:
Elite and Superior use the same rules for all games.

Agility Eights
This is a handlers choice game. There will be 10 to 13 obstacles on the course, randomly numbered with 3 different colored cones. There will beat least one obstacle designated as the Joker. Handler must choose a path so that the next obstacle the dog takes is either the same number or color as the preceding obstacle, or they may take the Joker.
All regular obstacles must be taken at least once, but not more than twice, the joker is optional and may be taken as many times as handler chooses.
Time for all dogs is 75 seconds.
Faults are the same as Standard, plus taking an obstacle out of order is a fault.
Faults allowed: Beginner 15, Intermediate 10, Advanced 5, Superior 0


Black Jack
This game is named after the poker game. Handlers direct their dog through a course of their choosing. You must get exactly 21 points to qualify. The game starts and ends at the table, table is live at all times.

Obstacle values are:
All jumps 1 point
All circles 2 points
Contacts 3 points
Weaves 4 points.

Time allowed:
Beginner 65 seconds
Intermediate 60 seconds
Advanced 57 seconds
Superior 55 seconds

Dog may not go one second over time to qualify. Whistle will blow when dog has gone 5 seconds over time.


 
Boston Bowling
This game consists of two 10 obstacle courses with a distance challenge of about 5 feet into a tire as the start line, a second distance challenge of about 10 feet is available for a 5 point bonus. If you complete one of the two small courses (including the small distance challenge at the beginning) you have earned a strike which is worth 15 points. Once you have completed or faulted the first course you immediately start the second course with the distance challenge at the start. If you do not get a strike you will get the total of the obstacles successfully completed. Each obstacle is worth one point.

Every dog at any level gets 90 seconds to complete both small courses.

Points needed to Qualify
Beginners 10
Intermediate 15
Advanced 20
Superior 25



Cha-Cha
This is based on the dance....Step, Step, Cha, Cha, Cha.

Handlers direct dogs through a path of their choosing. All obstacles except jumps and table can be used for the Step, Step part of the game, jumps are used for the Cha Cha. All obstacles can be taken twice for points, except the jumps they may be taken as many times as you want. No obstacle may be taken back to back except the jumps...and they may not be taken back to back to back.

Completion of each sequence of Step, Step, Cha, Cha, Cha is worth 10 points. Partial sequences at the end of time earn 2 points for each obstacle taken.

Dogs are given 90 seconds.

To qualify dogs must earn the following points:

Beginner 10 points

Intermediate 20 points

Advanced 30 points

Superior 40 points



Colors
This game consists of two numbered courses, numbered with different colored cones. The handler picks one course to run. In Colors a dropped bar is a major fault worth 25 points. All other faults are as in Standard. Time for all dogs is 60 seconds.

Faults allowed:
Beginner 15
Intermediate 10
Advanced 5
Superior 0



Copy Cat
Handlers will get a total of 50 seconds to maneuver their dog through a course of their choosing. One point obstacles are jumps excluding spread jumps. Tunnels, chutes and tires are worth 3 points. Contacts, weaves and spread jumps are worth 5 points. The table is live at all times, handler may direct dog to the table at anytime during the run.

You may not take two obstacles in a row of the same point value...that is considered Copy Catting. If you do a Copy Cat, you will lose the points of the second obstacle and incur a 5 point fault.

The whistle will sound at 65 seconds, but this means you are 15 seconds over time and have just lost 30 points!

You will lose 2 points for every second you go over time.

Points required to Qualify:

Beginner 15
Intermediate 20
Advanced 25
Superior 30

 

Dare 2 Double
Handlers will get 75 seconds to maneuver their dog through a course of their choosing accumulating as many points as possible. The table will stop the time and is live at all times.

All of the following obstacles may be taken three times for points.

Obstacle points:
Jumps 1 point
Circles 3 points
Teeter and weaves 5 points
Dog Walk 7 points

A Frame is the Doubler. When the A Frame is taken all points up to that point are doubled. If the A Frame is Faulted half of the points up to that point are lost. If dog goes over time, half of the total points are lost. A Frame may not be taken back to back, the second performance will result in a zero. But there is no limit to the number of times the A Frame may be taken. The more times to successfully complete the A Frame the higher your score will be.

A warning whistle will be blown at 60 seconds.

Points required to Qualify:
Beginner 30
Intermediate 60
Advanced 120
Superior 240



Full House
Handlers will get 40 seconds to maneuver their dog through a course of their choosing. The course must include 3 jumps, 2 circles and 1 joker. Jumps include all non-spread jumps and are worth one point. Circles are tunnels, chutes and tires and are worth 3 points. Jokers include contacts, weaves and spread jumps and are worth 5 points. At the end of the 40 seconds the dog can no longer earn points and has 5 seconds to touch the table which stops the clock. The table is live at all times, handler may direct dog to the table at anytime during the run.

Points required to Qualify:

Beginner 17
Intermediate 19
Advanced 21
Superior 23



Gamblers
This game consists of an opening and a closing.

In the opening the handler maneuvers their dog through a course of their choosing gathering the required amount of points for their level. A signal will be given at the end of the opening time and the handler must then maneuver their dog through a distance challenge.

Obstacle points:
Jumps 1 point
Spread jumps 3 points
Circles 3 points

contacts and 6 weaves 5 points
12 weaves are worth 6 points.

Time: 40 seconds in opening, 20 seconds in closing

Points required in opening to Qualify:
Beginners 10
Intermediate 15
Advanced 20
Superior 25
Closing is worth 20 points and must be succesffully completed to qualify.


Gambling in Sections
This is a handlers choice game. Handlers maneuver dog through a course of their choosing.  There are 2 to 5 "lines" on the floor separating the ring into sections.  If a dog takes an obstacle while in a different section from the handler, the points awarded are double the normal points.

Obstacle points:
Jumps 1 point
Spread jumps 3 points
Circles 3 points
contacts and 6 weaves 5 points
12 weaves are worth 6 points.

Time: Dogs are given 60 seconds with a warning whistle sounding at 40 seconds.

Points required to Qualify:
Beginners 30
Intermediate 35
Advanced 40
Superior 45


Jumplers
This game is a combination of Jumpers and Gamblers. Jumplers consists of a numbered course, with a gamble line. The dogs must complete the course, following the rules and faults allowed in standard or jumpers. The dog must also complete the gamble. Handler stepping on gamble line is a 5 point fault. Handler going across the line to help the dog results in an NQ.


Las Vegas
This game consists of three or four small sequences of varying point values (5, 10, 15 or 20 points depending on difficulty level.)

Sequences maybe repeated to make pairs, three of a kind, 4 of a kind, fullhouse, flush (each sequence once) or straight flush (each sequence twice)

A pair earns you the face value of the sequence times 2. Three of a kind-face value times 3. 4 of a kind or straight-face value times 4. Fullhouse face value times 5. Straight Flush face value times 10.

Faults must be fixed and sequence continued.

Time is 90 seconds

Points to qualify:
Beginner 45
Intermediate 60
Advanced 90
Superior 135


Minuet
This game consists of a small numbered sequence. The dog must successfully complete the sequence for one point. If a bar is dropped you must do one extra obstacle to qualify. If the dog takes a wrong course you must do two extra obstacles to qualify. Course time is 90 seconds for all levels.

Points required to Qualify:

Beginner 1.5

Intermediate 2

Advanced 2.5

Superior/Elite 3



Only Three
This is a handlers choice game with an opening and a closing. Handlers maneuver dog through a course of their choosing. At 40 seconds a whistle will sound....after the whistle the dogs must do exactly three obstacles and then touch the table. The judge may designate what 3 obstacles must be taken, or it may be any three obstacles.  In the closing the first obstale is worth 2 points, second 4 points and third 6 points, the table is the 8 point obstacle. The dog must successfully complete the closing to qualify.

Obstacle points in opening:
Jumps 1 point
Spread jumps 3 points
Circles 3 points
contacts and 6 weaves 5 points
12 weaves are worth 6 points.

Time: Dogs are given 40 seconds in the opening and 20 seconds in the closing.

Points required to Qualify (closing is worth 20 points):
Beginners 30
Intermediate 35
Advanced 40
Superior 45


Sadie's Table Game
This is a handler's choice game. Each dog will get 65 seconds to gather points by taking obstacles with a table performance between each of the other obstacles. Each obstacle may be taken successfully one time. If two obstacles are taken consecutively no points will be given for either. If an obstacle is faulted no points will be given. Game starts and ends on the table. Points are 1 for jumps, 3 for circles, 5 for contacts, weaves and spread jumps. The judge may assign a 7 point bonus obstacle.

Points needed to Qualify:
Beginners 8
Intermeidate 12
Advanced 16
Superior 20



Scamper
There is a scamper tunnel situated in the center of the course, the hoop tunnel is used as the scamper tunnel. Several obstacles are arranged around the scamper tunnel. Handler must direct the dog thru each obstacle with the scamper tunnel taken between each obstacle. If two obstacles are taken in a row without the scamper tunnel separating them, no points will be given. If an obstacle is faulted, no points are given. Each obstacle can be taken once for points...each obstacle is worth one point. Maximum run time is 90 seconds

Score needed to qualify:
Beginners 7
Intermediate 8
Advanced 9
Superior/Elite 10



Snooker
This game consists of an opening and a closing.

In the opening the dog must successfully complete three red jumps followed immediately by another obstacle for points. When the three jump/obstacle pairs have been completed the handler immediately directs the dog to number 2 and completes the numbered course. All red jumps are worth 1 point, the number of the obstacle in the sequence determines the point value of that obstacle.

Points required to Qualify:
Beginner 29
Intermediate 31
Advanced 33
Superior 35

All dogs are given 60 seconds to complete the course.  If a dog fails to stop the clock, by either taking the table, a designated obstacle or crossing the finish line, they will receive no time.  This affects placements only.

In the opening:

  • You cannot take the same red jump twice, however you can repeat the colored obstacles.
  • If you drop a red jump you must take another red jump before you are allowed to take a colored obstacle or you will be disqualified and whistled off the course.
  • You cannot take two colored obstacles in a row or you will be disqualified and whistled off.
  • You may only successfully take 3 red jump/colored obstacle combos. The fourth is for course design or in case a red is dropped.  If a 4th is attempted after three have already been successfully attempted you will be disqualified and whistled off.
  • Combos; just complete them in any order in the opening only.
  • If you drop a bar or fault an obstacle in any way judge will call 0, however it will be worth full points if you choose to take it again in opening, and worth full points in the closing. If you drop a bar and only drop the top bar, judge will call 0.  If you attempt that jump again and drop the bottom bar, judge will call 0, then the obstacle will be worth full points in further attempts.
  • No refusals will be called in any level in the opening or closing.
  • All obstacles are usually bidirectional in the opening, but this is the judge’s decision.

Closing:

  • Number 2 is frequently bidirectional in the closing, this is the judges’ decision.
  • The judge may determine any other numbered obstacle is bidirectional in the closing.
  • Any fault in the closing ends point accumulation.  (Refusals are not considered faults in this game.)

Super Dog
This game is based on Pac Man, the video game. Handlers will get 55 seconds to maneuver their dog through a course of their choosing accumulating as many points as possible. A whistle will sound at 55 seconds and dogs may not accumulate any points after this time, and must proceed immediately to the finish line.

There will a specific sequence on the course designated as the “Power Pill”. When the dog successfully completes the power pill all of the other obstacles become energized and their point values increases 10 times. After 4 obstacles are taken points go back to orginal value.

There is no limit to the number of times an obstacle can be taken.


Obstacle points:
Jumps 1 point (10 points if energized)
Spread jumps 3 points
Circles 3 points
contacts and weaves 5 points
NOTE: the power pill is allways worth Zero points.

Points required to Qualify:
Beginner 50
Intermediate 100
Advanced 150
Superior 200



Volley Dog
This game is a handlers choice game. There will be a series of jumps dividing the ring into 2 halves. Handler must choose one side of the "net" from which they will handle their dog.

The game starts with the dog running thru the "service" tunnel. Dog may take 1, 2 or 3 obstacles on one side of the course, then jump the "net" and take 1, 2 or 3 obstacles on the other side of the "net"." The game will continue with the dog going back and forth across the net until a fault is called or time expires.

If a dog faults, they lose the points they received since they last jumped the "net". They must then go to the "service" tunnel and serve to the other side, continuing as above.

Time 75 seconds.

Points: Weaves - 6
Contacts - 5
Spread Jumps - 4
Circles - 3
Jumps - 1 (Net is always worth 1 point)
All points are doubled when the dog is on the opposite side of the net from the handler. Service tunnel is 2 points at all times.

Points needed to qualify
Beginners 25
Intermediate 30
Advanced 35
Superior 40

Once the whistle sounds, accumulation of points ends and dog must cross finish line to stop time.

There is no limit to the amount of times each obstacle may be taken, however no obstacle can be taken back to back.


Faults include dropped bars, missed contact, popping out of weaves or tunnels and not fixing them, taking obstacle back to back, neglecting to take an obstacle after jumping net, or any other fault the judge calls.


Weakest Link

This is a handlers choice game. The handler directs the dog through various sequences on the course. Points are accumulated: 1 point for jumps, 3 points for circles, 5 points for contacts and weaves. However the points will not count toward the final score until they are banked.  Each obstacle can be taken as many times as handler chooses, however the same sequence cannot be taken twice. The tire is considered the banking obstacle. There may be one or two tires on the course. Once a sequence is banked it is “safe.”

Any points that have not been “banked” can be lost if the dog faults.
Faults include:
missed contact
dropped bar
repetition of sequence

(if dog pops out of weaves or hoop tunnel, it is not a fault if the handler puts the dog back through the obstacle. Refusals and run bys are not faults in this game.)

Any unbanked points are lost at the end of game time.

Time is 60 seconds. The table stops the clock.

Points required to qualify:

Beginners 15
Intermediate 20
Advanced 25
Superior 30



What's My Line?
Handler must direct dog through the course of their own design. Each obstacle is randomly labeled with numbers, these numbers are for judging purposes only.

The dog must take each obstacle on the course exactly once. There must be 12 to 14 obstacles on the course. Each successfully completed obstacle is worth 1 point. Each fault results in a 1 point deduction. Faults are as in Standard, plus taking an obstacle twice or omitting an obstacle are additional faults. (If an obstacle is taken more than twice subsequent faults will not be assessed.)

Time is 90 seconds.

To Qualify teams may have the following number of faults:

Beginner 4
Intermediate 3
Advanced 2
Superior 1



Wild Card
Wild Card is a modified Standard course. There are three places on the course where the handler is given two options, an A and a B. All A options are obstacles considered easier to perform or easier to handle. All B options are more difficult. There cannot be more than 12 obstacles on the course for this game.

To qualify in Beginners and Intermediate dogs must take 2 of the A options and one B.

Advanced and Superior must take two B options and one A.

Time is 60 seconds.

Faults are as in Standard. Taking the wrong number of A's or B's results in a major fault.

Faults allowed:
Beginner 15
Intermediate 10
Advanced 5
Superior 0


 
Ribbons required:

· Qualifying (Q) Ribbons Flat 2x8 or larger Orange colored

· Placement Ribbons or Rosettes...Blue, Red, Yellow and White for 1st thru 4th places

· Placements are awarded per class, irregardless of jump heights.

Title and Championship ribbons suggested but not required.

Perfect weekend and High in Trial ribbons allowed but not required.

Trial Guidelines:

Each day is considered a separate trial.

Each day a trial is held the club must have exactly 3 runs, one Standard and two games.



There should be a limit of 300 runs per day (with a small allowance for extra runs received the day trial fills.)



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