Games and Rules in the 7th KMARCh 2015
This section provides an overview on the different games we'll be playing on the 7th edition of KMARCh and briefly explains the rules and calculation. You can pick individual games, but our recommendation is to subscribe to all. Not only are they big fun, but every single one of them is challenging in a different specific aspect and you know that for the first 3 players of the overall the Golden Ticket for the finals will be waiting. Oh and remember: All games can as well be played with two handlers and one dog in the dual-league
Fast and Furious This game is a timed game where the score will completely depend on the speed of the team. The object of this game is to catch a disc behind each of the lines. So the first catch has to be made with every body part of the dog over the first line, the second catch over the second line and the third over the last line. You'll find the field layout attached. The score is taken in seconds and 100th of a second (e.g. 17'35") and converted to points (60-17,35 = points). So the fastest team to complete the 3 catches gets the best point score. The maximum time is 60 seconds. One disc has to be used to make all throws but you can bring a lure or a second disc to get the dog back faster. Time starts when the first disc is put in flight for the dog to catch. Discs: Any canine disc can be used. Rollers count for puppies and older dogs, it's not the release that counts, it's the catch.For Duo League Fast & Furious, both handlers throws one after the other. None of the both handlers throw two consecutive discs. It doesn't matter which handler retrieves the disc.
Bottleneck D/A Teams will get a 90 second timeframe to score as many points as possible, all throws will be scored. The layout of the field resembles a Whisky bottle (crystal) with a "cork" on the top (drawing below). To obtain a score, the dog must catch or land after a successful catch at least with 1 paw in or on the line of a scoring zone. When this paw is in the 1st zone (0 - 4 M): 0 points, 2nd zone (4 - 8 M): 1/1.5 point, 3rd zone (8 - 16 M): 2/2.5 points, 4th zone (16 - 24 M): 3/3.5 points, cork (24 - 29 M): 5/5.5 points, cap (29 - 32 M): 7/7.5 points. One paw within or on the sidelines of the bottle will allow the judges to validate the catch. The airborne catch will make the score for that throw go half a point higher. Time starts when the first disc is put in flight for the dog to catch. Countdown is 60 secs; 30 secs; 10 secs, 5,4,3,2,1, time Discs: Any canine disc can be used. Rollers count for puppies and older dogs, it's not the release that counts, it's the catch.For Duo League Bottleneck, both handlers throws one after the other. None of the both handlers throw two consecutive discs. It doesn't matter which handler retrieves the disc.
Caged As you can tell by the name of the game the handler is caged ("locked up") inside his throwing area (larger for pups and smaller for the expert handlers). One disc can be used to obtain as many point as possible during a period of 90 seconds. A second disc can be brought to lure the dog into the Cage. There is one Joker available but when any handler leaves the Cage for the second time within that 90 second period, the time will be stopped. Time starts when the first disc is put in flight for the dog to catch. Countdown is 60 secs; 30 secs; 10 secs, 5,4,3,2,1, time Discs: Any canine disc can be used. Rollers count for puppies and older dogs, it's not the release that counts, it's the catch. For Duo League Caged, both handlers throws one after the other. None of the both handlers throw two consecutive discs. It doesn't matter which handler retrieves the disc.
Freestyle
Freestyle the king/queen of dogfrisbee games. Time limit is 90 seconds from the moment time has started. The number of discs you can use is not limited. Feel free to bring out all the discs you have, if you can handle it. Only condition is that you have to use (in one way or another, not necessarily throw them; you can stack them and have the dog leap over). Time starts as the first disc leaves the hand with the intent for the dog to catch it. This doesn't mean you will not be scored from the moment you step on the field. The most important criteria are the tail of the dog and the smile of the handler. Countdown is (60 secs), 30 secs, 10 secs, time
Judges will mark the performance with a figure from 0 to 10, using 0,25 point increments. The abreviations are D O G S for freestyle solo; C - D O G S for pairs freestyle. Devotion: when you look at the player and the dog from the second they enter the field, what are they telling you? Does the handler look happy or is he just doing his routine as every other day? Is the dog's tail wagging, or is he only doing it because he has to? Are they having fun yet? Who's taking the credit, handler or do? Overdrive: how far will the dog go to get that disc? Going for the airborne catch? How bad is he into it? Good moves: tried once, tried again. or quit while ahead, field use (how do they move across the field), lucidity and rebound ability (e.g. use of a roller when stuck or lost and then continue), new or renewed moves and creativity of the handler Structure: flow and structure of the entire routine, is it an incoherent succession of throws or is there a flow in it? Also look at disc management in this category. (e.g. having the dog wait and sit for way too long before executing a vault) For pairs routines there is one more: Coordination how do the handlers move and work together during the routine, picking up discs for each other, throwing to each other, moves with the three players involved