Snooker can be intimidating!
I’ll admit it!!
However, once you figure out how it works, it’s LOTS OF FUN!
I’ll try my best to explain it, but I think it’s
easiest to learn…..if you JUST DO IT!
Here’s our Advanced Snooker course from Saturday.
(Double click on it to make it larger)
A Snookers course can have 3 – 5 red (R) jumps.
(This one had 3)
These ‘RED’ jumps are used in your ‘opening’ sequence to
accumulate additional points.
You can only take each RED jump once.
Your closing sequence is always numbered 2-7 and is worth 27 points.
(2+3+4+5+6+7 = 27)
This sequence of obstacles can be ‘combinations’, meaning there
could be two jumps together worth 5 points.
As in the example here there’s a 5A-5B combo.
The two jumps must be taken in order to get the 5 points.
Depending on the judge, your numbered obstacles can be
taken in either direction after a RED jump.
In the closing however, they must be taken in the correct order.
You always need a minimum of 37 points and must be under
Course Time in order to earn a Snooker Leg.
So as you look at the map, you try to figure out how you’re
going to earn enough points and stay under time.
You must start with a RED jump (worth one point), then take another
(numbered – non red obstacle) for additional points.
Then another RED jump followed by a pointed obstacle.
“IF’ you drop a RED jump, you must proceed to another RED jump
without taking any other pointed obstacle
On judge explained it as;
By taking a RED jump you are asking permission to take
another numbered jump. If you drop the RED jump,
you need to go to another RED in order to ask Permission again.
Once you’ve completed all your RED jumps, followed by a pointed jump,
you can run the finishing sequence 2-7.
You always want to be sure to sprint across the line on order
to stop your time!
You can start anywhere behind the ‘imaginary start line’.
For Seeker’s run, we did a RED jump, and then the 4 point weaves.
RED jump, followed by the 5 point jump combo.
RED jump followed by the 7 point weaves.
(no refusals, just loss of time)
Then the closing 2-7.
(You'll here the judge calling out
your numbers earned)
Seeker took a bonus RED jump on the way out.
That doesn’t count for anything, it just happened
to be the best way to get him across the line quickly.
Snooker does take a lot of ‘come into hand’ skill.
If you have a dog that likes to work ‘away’,
it can be more challenging.
You can see the complete rules at:
http://www.usdaa.com/rulesReg_ClassDescs.cfm
However, once you figure out how it works, it’s LOTS OF FUN!
I’ll try my best to explain it, but I think it’s
easiest to learn…..if you JUST DO IT!
Here’s our Advanced Snooker course from Saturday.
(Double click on it to make it larger)
A Snookers course can have 3 – 5 red (R) jumps.
(This one had 3)
These ‘RED’ jumps are used in your ‘opening’ sequence to
accumulate additional points.
You can only take each RED jump once.
Your closing sequence is always numbered 2-7 and is worth 27 points.
(2+3+4+5+6+7 = 27)
This sequence of obstacles can be ‘combinations’, meaning there
could be two jumps together worth 5 points.
As in the example here there’s a 5A-5B combo.
The two jumps must be taken in order to get the 5 points.
Depending on the judge, your numbered obstacles can be
taken in either direction after a RED jump.
In the closing however, they must be taken in the correct order.
You always need a minimum of 37 points and must be under
Course Time in order to earn a Snooker Leg.
So as you look at the map, you try to figure out how you’re
going to earn enough points and stay under time.
You must start with a RED jump (worth one point), then take another
(numbered – non red obstacle) for additional points.
Then another RED jump followed by a pointed obstacle.
“IF’ you drop a RED jump, you must proceed to another RED jump
without taking any other pointed obstacle
On judge explained it as;
By taking a RED jump you are asking permission to take
another numbered jump. If you drop the RED jump,
you need to go to another RED in order to ask Permission again.
Once you’ve completed all your RED jumps, followed by a pointed jump,
you can run the finishing sequence 2-7.
You always want to be sure to sprint across the line on order
to stop your time!
You can start anywhere behind the ‘imaginary start line’.
For Seeker’s run, we did a RED jump, and then the 4 point weaves.
RED jump, followed by the 5 point jump combo.
RED jump followed by the 7 point weaves.
(no refusals, just loss of time)
Then the closing 2-7.
(You'll here the judge calling out
your numbers earned)
Seeker took a bonus RED jump on the way out.
That doesn’t count for anything, it just happened
to be the best way to get him across the line quickly.
Snooker does take a lot of ‘come into hand’ skill.
If you have a dog that likes to work ‘away’,
it can be more challenging.
You can see the complete rules at:
http://www.usdaa.com/rulesReg_ClassDescs.cfm
very fun!!
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