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Snooker Gamblers |
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Snooker ClassSnooker is two games: Part 2: Run the obstacles in sequence (2 thru 7); collect points until you fault; go to the table. Part 1: Do three (or more) red obstacles. Each *successfully* completed entitles (and obligates) you to pick up any numbered obstacle (sequence from part 2 is point value for part 1). If you fault an obstacle in the opening sequence and it's a red, you lose the right to pick up a numbered obstacle. If it's a numbered obstacle, you just don't get the points.
You keep going in the opening sequence, regardless of faulting, unless:
Refusals ARE NOT FAULTED in the opening round. (This is one of the intellectual paradoxes of the game. A dog goes to the top of the A-Frame, then clambers back down the way he came. The handler sends dog back up the A-Frame. That is a refusal, and not faulted. Dog side-jumps the long-jump. This is a refusal, and not faulted. Dog runs out left on the weave poles. This is a refusal, and not faulted). [Note: Starters/Novice there are no refusals. Advanced, refusals on contact obstacles only] What you want to find in a Snooker course is the best flow and most points (you need 37 to Qualify in Advanced and Masters... more Super-Q in Masters). Don't be timid and get satisfied with finishing the course. Be bold enough to plan to have your dog finish obstacle # 7 about 1/2 second before the final whistle blows. That last 7 points always makes the super-Q. Your intellectual challenge is to calculate how much you can get away with in the opening sequence and still finish #7 in the closing. Finding a flowing path for your dog is the key to racking up the points you need. (Bud Houston) It is STRONGLY advised not to enter green dogs in Snookers. With a green dog we've worked so hard on getting them to sequence obstacles then all the sudden in this one game we ask them to run by equipment and not do them. The confusion this can cause in the dog's mind often shuts down a green dog. If a student can run a complete course at practice then they are ready to PLAY in some game classes at matches and shows. Once they start doing well in the games classes at matches and shows then they're probably ready to give Standard and Regular classes a try. Even after that point, don't try Snookers until the handler and dog have a couple of titling legs in the other classes. (Penny Winegartner) There are ways to think about Snooker so as not to freeze when a dog misses a contact or knocks a bar. Here is one way to think about the opening sequence in Snooker so that you will know quickly whether to do another red or not. The red "1" obstacles are like locks. You have to have the key to open the lock, which allows you to do the bonus obstacle, that is, the obstacle after the red obstacle. So if you do not properly perform the red "1" obstacle, you do not earn the right to the bonus for unlocking the lock. In other words, if your dog knocks down a bar, no bonus. As for missed contacts or other errors on the "even numbered" bonus obstacles in the opening sequence, no problem. You just don't get the bonus points you've earned from doing the "red" correctly unless you do the bonus obstacle correctly. Just go on as if you had done it correctly - never try for a second bonus obstacle. Doing the "red" correctly just entitles you to try for one bonus obstacle. (Billie Rosen)
Fault a red, do a red. Questions and Answers About Snooker In Snooker, if you are running the opening and you go for a contact obstacle and the dog misses the contact, do you go on for the next red jump or do you do the contact obstacle until they get it? You go on to the next red, or if you've completed/tried all the reds, then you start the closing sequence. If, in the closing, you miss the contact in a sequence, do you have to keep doing the obstacle until they get it, or are you finished and head for the finish line, or do you move on to the next obstacle of the sequence? Any faults in the closing sequence, and the judge will blow the whistle. Don't leave unless the judge blows the whistle. Remember, they may have had a different view than you, and may be giving you credit for the obstacle. "Correction" of obstacles only happens in the opening sequence, and only applies when the dog has not reached the "point of completion" for the obstacle. This occurs when:
Snooker rules and tutorial for beginners and the "snooker challenged"
Snooker flags are easy to make from felt squares. Make
numbers from black felt & either iron or sew the numbers on both sides of
the felt square. You need to outline the black number on the brown & black
flags or else make white numbers on those. Add a couple of felt loops on
the top and a couple of loops along one side to slip PVC pipe through &
you're done. The felt squares cost about $.20 each....you may need to sew two together for each one so they don't flap around in the wind. In Snooker, there is an opening and a closing period. You will be given a time to complete the whole course, for example 55 seconds or so. Think of it this way: In the opening, there will be three "red" jumps, worth one point each. Completing a red jump *successfully* earns you the right to go do any other colored obstacle of your choosing, worth whatever point value is assigned to that obstacle. The point value of the colored obstacle is the same as the number assigned to that obstacle in the closing sequence. For example, obstacles 2-7 are worth that many points when you complete them. If you knock the bar on the first red jump you attempt, you have to go do another red jump, successfully, before you can go to a colored obstacle. After you do a red, you can do any colored obstacle you want for points. If you wanted to go for the maximum number of points, you would do red, seven point obstacle, red, seven point obstacle, red, seven point obstacle. If the weave poles are one of the colored obstacles you attempt in your opening sequence, you cannot go on to another red until you get through those weave poles. But, if a jump or the dogwalk is one of your opening colored obstacles and you either knock the bar or pop the contact, you don't get a chance to fix it. You just don't get those points and have to go try another red. After you do red, color, red, color, red, color, then the closing period begins immediately. Run right to obstacle number two, three, etc. Closing is obstacles 2 through 7, which may or may not flow. If your strategy is red, seven, red, seven, red, two, then you have to remember to take two *twice,* once as your rightful colored obstacle after you completed your last red jump, and then again to begin your closing period. The first thing to do on a Snooker course is run the closing and see how much time you estimate that will take. Then subtract that from the time you have to complete the course. In our example we used 55 seconds, so 55 minus the time it takes to run the closing sequence is how much time you have for your opening. Then see where obstacle number 2 is, and decide which last red/color sequence would lead you into your closing sequence the best. A lot of times the weaves are the 7 point obstacle, or the dogwalk which takes the most time to complete. So see if you have enough time to do all 7 point obstacles in your opening. A lot of times you won't. If you do all 7's in your opening and complete them successfully, and then manage to complete the closing #'s 2-7 before the 55 seconds, you will have 51 points which is the maximum available: (1+7+1+7+1+7+2+3+4+5+6+7=51). The competitor who collects the most points within the allotted time wins. In the case of a tie for points, fastest time wins. If you go off-course or run out of time, the judge will blow the whistle. If you hear the whistle blow, run across the finish line as fast as you can because the clock is still running till you cross it. Sometimes, people (especially Starters people) do win Snooker with 1 point or even 0 points (knock the first red and do a color anyway instead of remembering to do another red). Fastest time with most points, or no points if that's the case, wins! So if nothing else, don't give up, run like heck for that finish line! Don't forget to take a stopwatch to the trial with you, to time your strategy. You'll need a stopwatch to walk Gambler's too.
Snooker is confusing, especially the first time. People are really nice and
generally will help you when you walk the course, till you beat 'em a
couple of times and then they probably won't be so inclined to be so
friendly to you anymore (just a little joke)!! ;-) But by then, you
probably should be able to come up with a workable strategy on your own. It
seems like people either really love Snooker or really hate it!
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