Day 27 – Petit Prix Snooker

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Strategies for Snooker

If you don’t know how to play Snooker the briefing of the game is below. If you already know how to play the game, indulge me for a moment while I talk about strategies of the game.

When planning the Snooker run, it is important to know how long it takes your dog to perform equipment and to move in transition from obstacle to obstacle. With that in mind, walk the closing sequence first so that you know that sequence and get clear idea of what the obstacles are worth. Estimating how long it will take you to complete this sequence will indicate how much time is available to accumulate points in the opening.

There are essentially two strategies in snooker: The flow strategy and the greedy man strategy.

In a flow strategy the handler finds a nice logical ripping sequence that can be attacked to earn good points and the best possible time. A flow strategy should be used only when you’ve decided that the course really doesn’t lend itself to a high-point strategy and most of your competitors who attempt that will crash and burn. This might be true if the #6 and #7 obstacles are positioned so that it’s difficult to get to them from a red hurdle, or to get from them to another red hurdle.

In the greedy-man strategy the handler will essentially go for all of the available points. The format at the Petit Prix this year will be a 3 or 4 of 4 red format. That means that 59 points are possible. Don’t expect the sample course depicted here to be the same as the course put up in the Petit Prix.

This strategy might be adopted if you have a fair amount of confidence that you can do all four of the red hurdles and the #7 obstacle after each *and* finish the closing sequence in the time allotted.

Other Tips

Pick the smoothest way to go from one obstacle to another. Evaluate your options to create the shortest possible path.

Always attend the briefing for snooker classes. The judge will give you specific instructions as to which obstacles might be bi-directional in the opening and possibly even in the closing, how combination obstacles are to be performed, and possible amendments to the written briefing.

Pick off the problem red hurdle. Often most of the field will settle for a lesser score because they’ve deemed one of the red hurdles to be unreachable. If you can figure out a clever way to pick off the problem red hurdle you’ll thrill and amaze your friends and confound your competition as you deliver a higher score.

Time is your tie-breaker! In any game with a finite number of possible scores the finish time determines placements. When any whistle blows you should run to the finish line or finish obstacle.

Be realistic about your dog’s performance on specific obstacles on course. If a dog habitually misses contacts, multiple attempts at contact obstacles increase the chance of missing a contact, losing precious time, and earning no points for the effort. It may be better to try an obstacle that takes longer to perform but one that the dog performs reliably.

Play to win.

Briefing

Snooker is a two-part game. Each part is played and scored on a different basis. The parts are described below.

The judge will establish a time limit for Snooker. This time limit is usually in the range of 45 to 60 seconds. The time is related to the complexity of the Snooker course and the number of obstacles used. Points can only be earned within the allotted time. The handler must direct his dog to the designated finish when the timekeeper blows the whistle to stop time.

Opening Sequence

The game begins with an opportunity for the dog and handler team to earn points by successfully performing the red jumps, valued at 1 point each. A successfully performed red earns the team the right to attempt one of the colored (non-red) obstacles on the course, valued at 2 to 7 points. The team earns those points if the dog successfully performs the selected colored obstacle.

If the dog faults a red—by knocking down the bar—the dog cannot go on to a colored obstacle. Instead, the dog must perform another red correctly. A dog could even fault all of the red hurdles. In this case, the dog would not receive any points for the opening sequence. After faulting the last red, the dog would have to go directly to the closing sequence.

The order in which reds are performed is up to the handler. Which colored obstacle is performed after a red is also up to the handler. The handler can choose to take the same colored obstacle after each successful red.

This is a three-or-four of four-red format. That means the team may attempt only three of the red hurdles, but may attempt all four. Each red may be taken only once.

The opening sequence ends when the team has performed or attempted all of the red jumps specified by the judge and has performed a corresponding colored obstacle after each.

Refusals are not faulted in the opening sequence. If the dog commits to an obstacle and then refuses, he is obligated to perform that obstacle, not another. A run-out type of refusal does not signify commitment.

Performance faults (such as missed contacts) for colored obstacles are not faulted in the opening; the dog just won’t receive points for that obstacle. Even if an obstacle is faulted it must be completed, despite the fact that no points are earned. The dog should then continue the opening sequence by performing another red. If the faulted colored obstacle is the last obstacle in the opening sequence, the dog should start the closing sequence.

At the judge’s discretion, two or more obstacles can be combined for a single color. This is called a combination obstacle or an angel. The combination obstacle must be performed in the order and direction specified by the judge. Once a combination obstacle has been committed to by the dog all of the obstacles in the combination must be performed, regardless of any fault earned on any of the obstacles.

During the opening, scoring will cease if any of the following occurs:

•         The dog commits to a colored obstacle without first successfully performing a red.

•         The dog performs a red immediately after successfully performing another red.

•         The dog performs a red which has already been performed.

•         The dog faults a colored obstacle and then attempts to perform the same or another colored obstacle.

Closing Sequence

After the opening sequence, the team will perform all colored obstacles in the numerical sequence indicated by their point value (#2, then #3, then #4, and so forth, through #7). The dog and handler team will earn the value assigned to each of these obstacles as long as the obstacle is not faulted.

If the #2 obstacle was chosen as a colored obstacle for the last red/color combination in the opening sequence, the #2 must be repeated to begin the closing sequence. This is the only instance where an obstacle can be taken twice in succession.

Under TDAA rules refusals are faulted only on contact obstacles.

At the close of scoring the dog must be directed to a finish line or point (sometimes the table) designated by the judge in order to stop the clock.

During the closing, scoring will cease when any of the following occurs:

•         An obstacle is faulted

•         An obstacle is taken out of numerical sequence

•         The #7 obstacle is performed

•         The allotted course time expires

Scoring

Snooker is scored points then time.

The judge will typically call out the point value of each obstacle performed correctly for points. The judge will also whistle to end point accumulation if the dog faults during the run.

The timekeeper whistles to signal the end of scoring time. Time does not stop, however, until the dog reaches the designated finish point.

The time the judge gives to perform the course represents the time allowed for scoring, not to get to the finish. Time will not stop until the dog reaches the finish. Any obstacles performed after the allotted time expires are not counted. The dog keeps all points earned before the whistle was blown. If the dog fails to go to the designated finish, he will retain his points but no time will be recorded.

Qualifying and Titles

To earn a qualifying score the dog and handler team must earn a minimum of 37 points within the standard course time. The standard course time is based upon the complexity of the course and is typically no more than sixty seconds.

The differentiation between Games titles should usually be reflected in the complexity of the Snooker course. For example, a Games I would use fewer technical obstacles and no combination obstacles. The games might actually be nested so that each level is accommodated on the same course.

 
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