Fetch It Furry Fast

Ending with a game called 'Fetch It Furry Fast'...

Rules :

 

Both handler and dog must be behind the startline before time can start

 

A 3-2-1-Go/Start - cue will be given, nothing can cross the line (dog, disc, handler) before the time has started. 2 false starts by the same team will result in a disqualification

 

A catch can be defined when the disc is caught between the closed jaws of the dog. As long as the mouth is not fully closed, the disc can escape from the oral cavity, making the catch unvalid. Even if the disc has been in the mouth, but not long enough for the jaws to fully close, the catch is not valid. Only a disc that maintains at a least a second between fully closed jaws can be considered a valid catch.

 

As with all the other events, a good catch is called at the point of contact or where the dog lands with a caught disc in between his jaws.

 

During the first round, which is a timed round with a maximum of 60 seconds, teams will be classified according to the fastest times for teams that have managed to make two good catches at 15m as shown on the image above. The top 16 will be filled with teams that managed to make one catch and if there are still open slots, also teams without a catch will be ranked, behind teams with one valid catch.

 

Time is stopped when the dog, the disc and the human part of the team are completely behind the starting line, obviously after the second valid catch. It doesn't matter if the dog or the human has the disc, as long as it crosses the line

 

If nature calls to loud during a round, the round continues and the results of the call will be cleaned up by the handler (or representative for the handler) immediately after the round

 

If, during the battles, a disc or a dog (or both) should end up at the side of the division in the middle of the fields which they were not assigned to, even when not causing a disruption in the round of the second competitor, that team will be disqualified and loses the round. If this happens in the finals or small finals, the orher team will be declared winner or 3rd place.

 

Teams can chose the side they want to throw from in the first round. In the second round, the throwing line will be determined by the judges and the team with the fastest time in the first round makes the call on which side of the banner they want to start.

 

Rounds:

 

First round is a timed round where only time is to be beaten. The best 16 teams in each Division will continue to the 1/8th Finals (or last 16, whatever you prefer)

 

The next 5 rounds will be a sudden death battle between two teams simultaniously. The schedule is pretty clear on the position of the 16 participating teams. The fastest team in the battle continues, the slowest is out of the competition

 

During the battles, there is a maximum of 10 throws per battle. There are 3 options, apart from disqualification that is. Either the round is completed with two good catches, or the round was not completed within 10 throws. When the first team completes 10 throws, the battle is stopped immediately. If no two valid catches were made, the number of short catches will determine the team to go through, if this is equal, the number of throws will provide the winner of this round.

 

The last two rounds are the "small finals" for place 3 and 4 and the 'big finals" to determine the winner and the runner up.

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