Fetch It

One of the games was called 'Fetch It',

and it goes a little something like this...

2 rounds of 60” for a one-day competition and 3 rounds of 60” for a two-day competition for at least the 3 categories, provided at least 5 teams have  registered for the division.

 

2 discs are obligatory brought to the line. 1 disc to play with, 1 spare to give to the line judge. This spare disc serves as a substitution for a dead disc.  If the handler throws the disc outside of the field (into a tent, out of sight or reach for the dog, ...) during their round, and the disc is touched by anyone except the handler, it is considered a "dead disc". Also if it is thrown back inside the field by another team (or spectators) to the dog, the second disc comes into play.  This means the team now only has the second spare disc available. The change is initiated by the line judge as soon as the disc is "dead" and the substitution disc can, by exception be used to call the dog back to the start line. If the dog retrieves the disc, the handler has the option to continue with either disc. He can ask the dog to release the "dead" disc upon return and continue with the substitution disc. Time continues without interruption.

 

No lure is allowed of any kind

 

The handler gives a signal to the line judge he is ready, upon the sign of the line judge, the speaker will then start the app. The dog can be sent out at the start of the countdown,  but the first throw has to wait for the word "go" or "start" depending on which app is used. The handler is allowed to point out to the line judge that he/she is a left handed thrower, so that judge can move to the opposite side of the field. When foot faults are to be called, the handler should see this sign.

 

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.

 

All scores are cumulative, all throws are counted

 

Foot faults are called when any part of the foot touches the start line. The first mm indicated the start line as well as all the lines marking the scoring areas

 

For a catch with all 4 paws in the air and with a clear upward jumping movement of the dog, will get you an 0.5 point extra

 

If any part of the dog’s body crossed the line of a scoring zone, within the side boundaries, that score will be granted. For the side boundaries, the most outside part of the line is the mark. If one of the paws is inside the line or on the line, the score is valid

 

The point of landing with an airborne catch or the point of the catch when the dog hasn’t left the ground is where the score is taken

 

For a disc that is tipped by the dog, we are giving the advantage to the dogs that master this art and we consider the eventual catch as the point for scoring. When the disc is tipped out of bounds, there will be no points scored, that's the other side of the medal.

 

For Team Fetch It, both throwers are on opposite sides. The art of the game is to get your dog to run from one handler to the other while catching the disc. Then catch the second throw and run foreward to the initial thrower. As crossing the field can be a very time consuming action, we kindly ask both members on the team to move already to their side of the field when the team before them is playing their round.

 

 

Tie Breaker:

 

The first way to do this is to count the total number of the throws used in all of the rounds, the team using the least number of throws will be ranked higher than the other team.

 

If this doesn’t break the tie, a second criterion will be the number of missed catches. The team with the least missed catches will prevail over the team with more drops.

 

Sometimes, even these will be equal, then the highest score in one round comes into play. The team with the highest score in one round will gain the advantage over the other team involved in the tie.

 

And if this isn’t enough… a play-off round will be played, where each team will get 1 throw to prove they are the better team (both handlers get a throw in the Team division). The throwing continues until one of them makes a mistake or has a lower point count…

 

All general rules of the GCDC are applicable in this part of the event

 

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