Titling Classes

Titling classes measure performance against a pre-defined set of standards to test skill sets at three principal levels—

  • Starters – entry level for testing basic obstacle on a simple course path
  • Advanced – advanced level for testing directional and response control on a course with changes of direction, while testing obstacle performance 
  • Masters – competition level for testing compound course challenges with variations in course paths  

An "Intro" program (ref: Chapter 11) offers abbreviated courses for testing standards at the Starters level.

The "Masters Challenge" program (ref: Chapter 12) offers courses focusing on tests of speed and refined directional and response control across greater distances. 

The "Veterans" program (ref: Chapter 11) is designed for competitors with dogs at least 8 years of age and no longer wishing to pursue competitive head-to-head competition as set forth in USDAA rules and regulations.

Classes are generally referred to as one of two types - "Standard" and "Nonstandard". These class groupings are described more fully below:

Standard Class (ref: USDAA Rules & Regulations—Chapter 5)

Standard Agility

Standard Agility is the foundation class in the sport of dog agility in which a competitor directs their dog through a course that requires performance of all obstacles in a sequence defined by the judge. 

Required Obstacles include—

  • "Contact Obstacles" - A-frame, Dog Walk and See-Saw
  • A pipe or open tunnel
  • Weave poles
  • Table
  • Tire Jump
  • Single pole / rail hurdles
  • Spread hurdles (two single hurdles to form one obstacle requiring height and distance)

A variety of other jump designs (e.g., Long Jump, Wall Jump, etc.)

The class is generally scored pursuant to the "Standard Scoring Method" (required for titling purposes), which are measured by faults incurred on errors in performance, with time faults added for each second over the "Standard Course Time" established by the judge.

  • The competitor with the fewest number of faults is the winner.
  • When a tie exists, time is the deciding factor.
  • In case of a tie, a run-off may be run.

Nonstandard Classes

Nonstandard classes encourage an additional depth of training and the exercise of a wider range of competitive skills.  Nonstandard classes are all other classes, including those classes that represent variations from the "Standard" class.

The four more common nonstandard classes are held for USDAA title certificates and described below. 

Gamblers (ref: USDAA Rules & Regulations—Chapter 6)

Gamblers is a point-basis class wherein competitors develop their own strategy for running a course in order to accumulate as many points as possible during the time allotted by the judge.

Basic Rules

  • any obstacle can generally be performed no more than twice for points, and
  • the handler may choose what obstacles they wish to perform and in what order, unless limited by the rules set by the judge in the class briefing
  • Perform a "Joker" (specially defined challenge) for bonus points

The judge provides a briefing prior to the course walk-through to set forth any special conditions for the class: These conditions may include—

  • impose restrictions on the obstacle performance and sequences permissible
  • set time constraints for point accumulation period and any Joker. 

At the end of the allotted time, the competitor with the most points is the winner.

Jumpers (ref: USDAA Rules & Regulations—Chapter 7)

Jumpers is a class that features a dog's jumping abilities over a variety of hurdles and jumps. It may also include tunnels and sometimes weave poles, but excludes all contact obstacles. 

The class in its basic form is scored pursuant to the "Standard Scoring" method (i.e., running against a "standard course time" (SCT), which is set by the judge.  Alternatively, it can be scored on a Time-plus-Faults basis, depending on how much emphasis is to be placed upon speed.

  • For USDAA titling classes, Standard Scoring must be utilized. Rates for establishing SCT for different levels of competition are set forth in the rules.
  • For Tournament classes, Time-plus-Faults scoring method is often used to incorporate time as a primary factor in determining the winner.

The competitor with the fewest penalties ("faults") is the winner, and when a tie exists, time is the deciding factor.  

Snooker (ref: USDAA Rules & Regulations—Chapter 8)

Named after the billiards game popular in Great Britain, Snooker is a point-basis class wherein a handler develops their strategy for accumulating as many points as possible during the allotted time.

  • The obstacles must be performed in the "Snooker Sequence", which is defined by color representing a point value as in the billiard game.
  • A "Red" obstacle is almost always a displaceable hurdle and a "Color" obstacle refers to an obstacle designated as a color other than red (i.e., yellow, green, brown, blue, pink or black). Colors (i.e., points) are assigned by the judge to the obstacles based upon their relative difficulty, as determined by their nature or by their placement on the course.
  • Snooker obstacle point/color associations are shown in the following table:
Color  Point Value 
Red 1
Yellow 2
Green 3
Brown 4
Blue 5
Pink 6
Black 7

 

  • The snooker class consists of an opening sequence immediately followed by a closing sequence, both of which must be performed in the overall performance time allotted by the judge.
    • The opening sequence is "Red-Color-Red-Color-Red-Color, and so on, until all "Red" obstacles and the handler-chosen "Color" obstacle have been performed:
      • if a "Red" is faulted while performing the sequence, the "Color" opportunity immediately following that "Red" is lost. 
      • No points are earned for faulted obstacles.
      • A Color must be omitted if the Red is faulted; otherwise the round ends if the "sequence" is not properly followed
    • Following the Opening Sequence,  the "Closing Sequence" immediately begins.
      • The closing sequence is "Yellow-Green-Brown-Blue-Pink-Black (i.e., the "Colors other than Red".
      • The closing sequence (and the round) ends when:
        • the sequence is completed
        • a fault occurs, or
        • the allotted time expires.
  • A qualifying score for USDAA title is a minimum of 37 points. Qualifying placements must also be earned for title certification purposes.

The competitor with the the most points accumulated in the opening and closing sequences is the winner. In case of a tie, time is the deciding factor.

Relay (ref: USDAA Rules & Regulations—Chapter 9)

Relay classes are those that include two or more dog/handler teams competing on a course together. Key features include—

  • The course may be split, wherein each team member runs a segment, or each team member may run the entire course (when teams are all of the same jump height class).
  • A course may include all of the obstacles other than the table, which may be used as a start, finish or baton exchange point.
  • The class is scored on a time-plus-faults basis, with a "Qualifying Course Time" established by the judge, under which teams must score after faults are added to their time.

The competitor with the fewest penalties ("faults") is the winner, and when a tie exists, time is the deciding factor.   

Other Classes

A variety of other classes, including variations on the above classes, are occasionally offered on a competitive basis. Examples include Time Gamble, Boxed Pairs, Strategic Pairs, Choose Your Own Course, Power & Speed, and more! These classes are defined in the Agility Test Schedule (includes the official listing of classes, provisions and rules for entry, and entry form) for the event.