How To Play Gamblers In Dog Agility

Gamblers is a points-based game in dog agility commonly seen in UKI. It is split into two sections, the opening, and the gamble. In the opening, the handler is trying to gain points by completing obstacles. Once the time is up, the gamble begins, and the dog must complete one of two short courses to gain points from the gamble and clear the round.

Gamblers in UKI

Both Gamblers and Snooker may be used to complete the games requirement for the UKI international program. Games are designed to test the dog’s and handler’s adaptability. They require quick thinking and the ability to change course quickly. Check out this article if you are interested in learning more about Snooker. This is the full UKI rulebook.

Most handlers find Gamblers to be much simpler than Snooker. The rules are more straightforward and it’s harder to be eliminated. Unlike Snooker, Gamblers in agility allows the handler to essentially make their own course.

UKI Gamblers is similar to FAST in AKC. However, there is often no distance component in UKI Gamblers, while it is required in FAST. However, in both classes, the handler is required to design their own course for the first part of the run.

The Opening

Gamblers consists of two sections: the opening, and the gamble. In the opening, the goal is to acquire as many points as possible in the allotted time. Points are gained by completing obstacles. Obstacles may be completed in any order. All obstacles are bi-directional and may be taken twice, with the exception of the start and finish jump. Those may only be taken once to start and end the game and must follow the indicated direction.

Obstacles are worth the following points:

  • 1 Point = Jump
  • 2 Points = Tunnel, Special Jumps
  • 3 Points = Teeter, 6 Weave Poles
  • 4 Points = A-Frame
  • 5 Points = Dogwalk, 12 Weave Poles

The opening may be 20, 25, 30, 35, or 40 seconds. However, most judges use a 25 second opening, as it makes it easy to calculate the number of points needed to qualify. To calculate the number of points needed in the opening to clear the round, multiply the opening time by 6 and drop the zero. For example, if the opening is 25 seconds: 25 x 6 = 150. So, 15 points are needed in the opening.

Points needed in the opening to clear the round (with a 10 point gamble), by opening time:

  • 20 seconds = 12
  • 25 seconds = 15
  • 30 seconds = 18
  • 35 seconds = 21
  • 40 seconds = 24

The Gamble

Once the opening time is up, the gamble begins. There are always two options for the gamble, A and B. The B gamble is always more challenging, but it is worth 15 points while the A gamble is worth 10 points. Therefore, you are “gambling” for more points.

The gamble, either A or B, requires the dog to complete a series of obstacles in order, very similar to standard course. The gamble has no set length, but most gambles are around 6 obstacles. The gamble may also include a send or distance component. In these situations, a line will be drawn on the ground to indicate where a handler may not pass. The dog must complete the course while the handler remains behind the line.

If gamble B is completed successfully, then 5 fewer points are needed in the opening to clear the round. However, a gamble must be completed successfully to qualify. If the gamble is not completed, the round will not be cleared, even if enough points are gained in the opening.

Tips For Playing Gamblers

If you are new to agility, I suggest focusing on the A gamble, worth 10 points. It is often easier to gain more points in the opening than to complete the more challenging gamble.

After receiving the course map, begin plotting your path, working backwards from the start of the gamble. Try to determine the best path for you and your dog that will grant you the required number of points.

This is often more challenging than it sounds. Be prepared to change your path a few times before settling on one. Regardless of your chosen path, make sure it sets you up to start the gamble once the buzzer rings. You want your opening course to end very close to the start of the gamble. The gamble time is also very short, so you don’t want to waste time traveling to the first obstacle. Once your dog starts the gamble, they cannot take any extra obstacles, or your game will end.

You may want to avoid your weaker obstacles, or use them as extra practice. Our trials typically have Gamblers first, so I use it as a chance to practice our weaker obstacles (weaves and A-frames). However, in UKI you do need games points to title, so if you really need to Q, skipping your weaker obstacles may be a better choice. It’s really up to you!

If your game ends, or you finish the gamble, be sure to take the finish jump. The finish jump must be taken to score points.

Good luck and have fun!

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