Snooker Tips

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1 World Agility Open Snooker Strategy Tips By Marquand Cheek The game of Snooker can be a bit daunting at first, but very enjoyable once you understand the rules and some basic strategies. This article will attempt to expand on the rules with some tips and diagrams intended to further educate you on the game. With practice, you can conquer the game of Snooker! As a result of UKI and WAO events, Snooker is growing in popularity all over the world. From 2011- 2013, eleven (11) different countries have earned placements at the WAO Championships in Snooker and the overall Agility Games results: Canada, England, Italy, Japan, Netherlands, Northern Ireland, Portugal, Scotland, Spain, USA & Wales. Snooker rules vary slightly, so even if you understand how the game is  played in your countr y; it’s a good idea to stu dy the rules and the judg e’s briefing for the WAO Championships. Snooker is a two-part point-accumulation game of strategy. The goal is to earn maximum points before time expires. The first part is called the “opening sequence,” where the handler can choose their course, alternating between three 1-point jumps and obstacles valued between 2 and 7 points. Each time a 1-point  jump is successfully completed, the handler earns the rig ht to do any #2-#7 ob stacle for points. The three 1-point jumps may only be taken once. However, #2-#7 obstacles may be repeated after a 1-point obstacle is done correctly. In the second part of the game, called the “closing sequence,” the handler must guide their dog successfully from #2-#7, as numbered by the judge. See Figures 1 and 2. Figure 1 

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World Agility Open

Snooker Strategy Tips 

By Marquand Cheek

The game of Snooker can be a bit daunting at first, but very enjoyable once you understand the rules and

some basic strategies. This article will attempt to expand on the rules with some tips and diagrams

intended to further educate you on the game. With practice, you can conquer the game of Snooker!

As a result of UKI and WAO events, Snooker is growing in popularity all over the world. From 2011-

2013, eleven (11) different countries have earned placements at the WAO Championships in Snooker and

the overall Agility Games results: Canada, England, Italy, Japan, Netherlands, Northern Ireland, Portugal,

Scotland, Spain, USA & Wales. Snooker rules vary slightly, so even if you understand how the game is

 played in your country; it’s a good idea to study the rules and the judge’s briefing for the WAO

Championships.

Snooker is a two-part point-accumulation game of strategy. The goal is to earn maximum points before

time expires. The first part is called the “opening sequence,” where the handler can choose their course,

alternating between three 1-point jumps and obstacles valued between 2 and 7 points. Each time a 1-point

 jump is successfully completed, the handler earns the right to do any #2-#7 obstacle for points. The three

1-point jumps may only be taken once. However, #2-#7 obstacles may be repeated after a 1-point obstacle

is done correctly. In the second part of the game, called the “closing sequence,” the handler must guide

their dog successfully from #2-#7, as numbered by the judge. See Figures 1 and 2.

Figure 1 

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Figure 2 

51 points is the highest possible score in WAO Snooker. To earn 51 points, the dog has to complete the

following in the time set by the judge:

 

Start Jump

  Opening Sequence: 1 + 7 + 1 + 7 + 1 + 7

 

Closing Sequence: 2 + 3 + 4 + 5 + 6 + 7

 Note: The finish jump is used to stop time for a tie-breaker only and is not required to be completed

within the time set by the judge.

A judge may or may not allow enough time to accomplish all 51 points. That is part of the strategy of the

game.

WAO Snooker medalists in all heights over the last three years have averaged 50 points. All of the medals

earned in the 525 height class were earned with a score of 51 points! The WAO Agility Games medalists

are determined by adding their total Snooker and Gambler Points earned; the medalists’ average Snooker

score has been 49 points.

Combination Obstacles For variety, most Snooker courses include “combination obstacles,” which are usually seen for the higher

 point values: #4-#7. There may be combination of two obstacles (A, B) or three obstacles (A, B, C).

In last year’s WAO Championship Snooker course (Figure 3), there were two combination obstacles:

#5 (A, B) and #7 (A, B, C).

Examples of correctly and incorrectly performed combinations are shown in Figures 4 and 5. To earn

combination points, all obstacles in the combination must be completed successfully. A judge will often

allow the competitor to do a combination in any order in the opening sequence to earn the points. For the

closing sequence, however, the dog must perform the obstacles as numbered.

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Figure 3 

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A, B Combinations 

Figure 4 

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A, B, C Combinations 

Figure 5 

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Faults

  Refusals are not called in the opening sequence. A dog can correct a missed weave pole entry or

any other kind of refusal and still earn points. However, a missed weave pole after a correct entry

will not  earn points.

 

A faulted obstacle or combination does not have to be completed in the opening in order to

continue. For example, if a dog comes out at weave pole 6, you should continue to next obstacle.

Starting the weave poles again or correcting the mistake is wasting time and points won’t be

scored regardless.

  If any two obstacles labeled #2-#7 are taken in succession in the opening sequence, then the

 judge’s whistle will end your run.

 

A dropped #1 bar requires that you take another available #1. If your dog takes a higher pointed

obstacle after a dropped #1, or a #1 jump that he has taken previously, your run ends.

See Figure 6. 

 

Any fault in the closing sequence will end scoring. The judge will whistle and the dog should be

directed to the Finish Jump. For more details, please review the WAO Rules for Snooker

http://www.worldagilityopen.com/rules.html 

Figure 6

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Strategy

It all comes down to completing obstacles successfully using efficient time management. Stopwatches are

allowed during handler walk-through sessions. Study the rules, course map, and judge’s briefing.

  One strategy often used by handlers is to walk the closing sequence of #2-#7 and estimate the

time it will take to perform that sequence. This information will provide an estimate of how muchtime is available for your opening sequence. For example, 48 seconds was the course time set for

last year’s 400 class. If you estimate 18 seconds to perform the closing sequence, then you would

allow yourself no more than 30 seconds to perform an opening sequence. (48-18=30 seconds).

  Experienced handlers can accurately estimate the amount of seconds per obstacle their dog can

complete. If your dog typically performs a 20-obstacle agility course in 40 seconds, then 40/20 =

2 seconds per obstacle. That ratio will be slightly higher for weave poles and contact obstacles

and slightly lower for tunnels and jumps. Distance matters too. Snooker courses are generally

longer between obstacles, especially when seeking to score higher points like #6 and #7. Due to

larger course size, allow some extra time to complete your course plan. Knowing your dog’s

individual obstacle performance time and how fast he can cover distances is valuable informationto know for Snooker.

  Look to find the shortest path possible to maximize point accumulation. Assess where it is best to

finish the opening sequence with a high-point obstacle that’s near #2 so you can start the closing

sequence efficiently.

  Three different #1-point obstacles must each be taken in the opening sequence. #1-point jumps

can be taken in either direction. Look for the best ways to approach and exit each #1 jump on the

way to higher-pointed obstacles. If you are undecided on two plans, sometimes it’s helpful to use

two different colored pens to draw plans and then choose your best course.

 

A dropped #1 bar requires that you take another available #1 or start the closing sequence if thereare no available #1 jumps. So have a back-up plan on where to go if a #1 bar is dropped.

 

Be aware of which obstacles your dog performs fast and well. Weave poles and combinations

take more time.

  Use ideas from your coach and teammates. If you are scheduled to run later in the day, watch

others run the Snooker course to see if your plan is achievable.

  My last tip is to run and time Snooker courses in advance of your visit to the WAO

Championships. You can Google “Snooker agility course” and get many courses to study and

 practice. As a test, what plans would you employ on last year’s WAO Snooker course to

accomplish 51, 50, or 49 points?

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Two 51-point plan options follow (1-7-1-7-1-7). The second one has less risk, but is longer in

distance. 

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Here is a 50-point plan (1-7-1-6-1-7) as well as a 49-point plan (1-7-1-6-1-6); each plan is shorter. 

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Snooker Summary and Additional Notes

  Snooker is a two-part point-accumulation game against a time set by the judge.

 

In the opening sequence, the handler can choose their course.

  In the closing sequence, handler must run the course as it is numbered (#2-#7).

 

The Start and Finish jumps are used to record time.

  Course time is total time allowed on course.

 

51 points is high score: (24 points in opening sequence and 27 points in closing sequence).

Part 1: Opening Sequence Notes

 

Handler chooses course between successful #1s and higher-pointed obstacles.

  24 points is highest point total available (1+7+1+7+1+7)

 

Use Start Jump in the direction indicated by the judge.

  Start and Finish Jumps are “live” while dog is running course. If taken out of order, game is over.

  Successfully take a #1 jump after the Start or you  must  go on to another #1 jump.

 

Successful completion of a #1 jump requires that you  must  attempt a higher-pointed obstacle.

  A higher-pointed obstacle needs to be completed successfully to earn points, but a failure on a

higher-pointed obstacle will not end the game. Proceed to a #1 jump if one is available.

  After three #1 obstacles have been completed and alternated with three higher pointed obstacles,

the handler must then guide the dog to the closing sequence (#2-#7).

  If your dog drops the third and last #1 jump bar, you  must  go to the closing sequence (#2-#7).

  Obstacles and combinations can usually be taken in any direction and order. Judge will specify.

  Refusals are not called in the opening sequence.

  If the judge blows a whistle or the horn blows expiring time, you must proceed directly to the

Finish Jump to keep points earned.

Part 2: Closing Sequence Notes

 

Commence with #2 and proceed through #7 as per course map.

 

Combinations must be performed exactly as numbered. 

27 points is highest total point total available (2+3+4+5+6+7)

 

 No faults of any kind are allowed in the closing sequence. Therefore, if any of the following

occur, the judge will blow a whistle to indicate you must proceed to Finish Jump:

o  Dog faults an obstacle (refusal, dropped jump bar, missed contact, missed weave)

Dog takes an obstacle out of order

Dogs takes next obstacle in wrong direction or a combination out of order

Time expires (horn will blow).

  Course time established by judge for each height is to complete the course from the Start Jump

through the #7 obstacle and not the Finish Jump.

 

If the judge blows a whistle or the horn blows expiring time, you must proceed directly to theFinish Jump to keep points earned. The Finish Jump may be taken in either direction.

  The Finish Jump records the final time used for a tie-breaker only for same scores.

Additional opening and closing sequence scenarios are detailed in the rules on the WAO website.

May the Snooker course be with you at the WAO Championships!