General Guidelines and Game Rules


General rules and other advise  -  for the Game Rules scroll down


As the KMARCh is a relaxed and fun format, abuse or agression of any kind towards either humans or animals will not be tolerated both on and off the field. If this is noticed by any of the crew, you will be kindly asked to leave the competition and go back home. The so-called “Spirit of the KMARCh” is one of non-competitive fun, friendship and flying discs.

We highly encourage all teams to support all other teams and give tips and advise to eachother (everybody has his experience and level, and in KMARCh they are all the same). We also ask to take special care of people in the most early stage of their disc dog experience. As we hold dear to this spirit, please chill and enjoy every second you can spend with your best friend!!!

Every positive input, positive and constructive critisism included in a decent way communicated, are highly appreciated and have already participated in a large way to make the KMARCh what it is today.

Please show respect for crew, host, judges and all other volunteers as they are spending their weekend to give you a great memory. Also in case spectators ask you questions on a wrong moment, be polite and ask them to wait until after your performance, then inform when you are able to. Always remember that we are there to help you out where possible.

Also show respect to your host and their relations with the owners of the field. Don’t litter and leave the place as you have found it. The host should be able to guide you to the closest bin.

If your dog has any medical or behavioural issue which should be known by the host or the other teams, need to be handled with special care to protect them from any negative experience. If this is the case with your dog, please advise up front so we can take care of your pup. If something does happen, we count on common sense and expierience and knowledge of the people involved to respond in an accurate way. This is both the case for the canine as well as the human part of the team.

Teams can choose freely how many games, and which games they want to play. The owner of the dog should be well aware of the possibilities of his/her dog. We trust you in your judgement but if we think there could be any issue, the head-judge will be advised by the host or upon inspection of the starting lists and won’t hesitate to come and have a chat with the owner. There are no negative consequences, you will just not be able to get more points. 

All used discs should be discs specifically designed for use with dogs, regardless of which manufacturer. KMARCh is not supported by any of the brands so we have no preference. However, the discs that are used, have to be addapted to the age and posture of the dog and in a decent shape and form. If there is any doubt about the disc(s) that are being used, any judge can ask you to show and if needed, replace discs that are deemed unfit for further use with the dog.

Female dogs in their hormonal period of discomfort are allowed to compete as any other canine that is healthy. They don’t get any special treatment. Also handlers “in heat” are allowed on the field, male handlers will need to learn how to deal with this situation. As in KMARCh there are no drastic consequences for having a bad day, consider this a learning opportunity to deal with it. Maybe some of your peers can help out with a suggestion. Worst case scenario is that you have to buy that ranch next year…

Although KMARCh is not protected by copyright, nor is it a registered trademark, we do ask you that if you play any of the games of the KMARCh, to please be polite and ask permission prior to announcing them, at least let us know…


Leagues 


Puppy League This league is for pups from 3 months up till 14 months provided the routine is clearly adapted to the age and ability of the dog. In this league we will closely monitor the way you interact with the pups limitations. The goal is having fun and knowing things can drastically wrong and no one will give a damn… as long as you like it too. That’s why they should only play maximum 2 events on one day and the games have to be adaptable to their own competences. Rollers, floaters, hand-takes and basic, short and safe throws are allowed in the Puppy League. Puppies can also only register for solo league, not for duo league.

Mini League The small dogs with the Big heart! Dogs under 15inch or 38 cm are competing to take the big trophy. Don’t think for a moment that their size is even the slightest prove of their competence.

Veteran League Slow down and let me lead you through a great time. At the age of 7 years or older things don’t need to go that fast no more. We are just going to have the good old days, just a little different than we used to do but therefore not less fun.

Minor League Minor not in quality, however in experience maybe a little bit. This league is specially for people who don’t have any, or very few experience in competition. Those who like to throw a disc on an occasional free moment will find the challenge pretty challenging but satisfying in fun levels.

Major League Major as in major fun showing people a good time and having one together with your trained companion. Excellent to try out new stuff or to practice your routine in preparation to an event as a qualifier. Step up to the plate and have a blast!

Duo League Due to certain reasons, this category will have a special place in the challenge as it was loved and cherished by Kathy. This is the league where two people guide their dog through a barrage of discs coming from 4 hands. All possible combinations are ok as long as maximum 8 feet are on the field. Double the fun for you, your partner and your pooch.


Registration procedure


Registrations open 4 weeks before the event at the latest, and they are closed one week prior to the event at the earliest. Registration on the day of the event is possible, however, we do want to point out that it brings a lot of extra work when you are causing by last minute changes... So please, register as early as possible and try not to make too much changes. This will ensure a fluent registration process and result in more time to play... 

Registration fees are free for the host to decide from event to event. We do ask to keep KMARCh accessible to everyone and advise not to ask more than 5 € per game, which has always been the standard in KMARCh. Discounts for pups and people who make the effort to play all games are also advised.


Running order


We don't advise a specific running order for each leg. It all is depending on the number of participants and outdoor conditions. Two fields at the same time is an option with the strict OK of the head-judge and only for the games based on basic throws. (not for freestyle or shortstyle)

Within each of the games, the following order in the start list is probably the best option: Puppy League – Mini League – Veteran League – Minor League – Minor League – Major League – Duo League.

Judges


Judges in the KMARCh are volunteers and are not allowed to ask any financial compensation for their pleasure to judge the teams. The only compensation they get, is their expenses and the joy of judging. Please treat them with respect.

There are two head-judges being Mike Miller and Sven Van Driessche. All other human team-members are welcome to sit in and be introduced to the world of KMARCh. 

We encourage hosts and judges to participate in all the games. Since there is not really a competitive spirit, this shouldn’t be an issue. We are used to juggle around with judges and rotate during games. The only exceptions are Mike and Sven who are not allowed to compete in any of the freestyle events unless they are not the head-judge for these events.

So the people that were expecting a list of qualified judges will be very disappointed now.


Overall leg


If you don’t play a game, a score of 0 points will be noted. We encourage people to play all the games as KMARCh is all about having fun and trying something new. It also remains the best way to score as many points as possible. The team with the highest cumulation of points after all the games within their League will take first place for the Overall ranking. If there are games being played on Friday and/or Monday as a warm up or cool down, they won't count for the Overall.Only the games played over the weekend will be taken into consideration. 


Games Rules and Scoring


FreeStyle and ShortStyle

Rules:

     Time limit is 90 seconds for freestyle and 60 seconds for shortstyle from the moment time has started.

     Time starts as the first disc leaves the hand with the intent for the dog to catch it. This doesn’t mean you will not be scored from the moment you step on the field… Countdown is 60 secs, 30 secs, 10 secs, time

     The number of discs you can use is not limited. Feel free to bring out all the discs you have, if you can handle it. Only condition is that you have to use (in one way or another, not necessarily throw them; you can stack them and have the dog leap over) all discs that you bring on the field

     Accessories are allowed to use as well as collars, harnesses, etc. The only condition is that it doesn’t impair the dog to move freely or get hurt due to these accessories. For ShortStyle it is common for the host to select your music, not obligatory for the host, but highly recommended... it adds to the fun!

     In the event of multiple bad landings addressed by the judge doing Good Moves and/if the head-judge, or any of the other judges, and provided there is no direct danger for the dog, the routine will not be interrupted, but the handler will be asked to explain his/her point of view and weather he/she realizes there is a problem. However, if the handler fails to check for injury after a clear bad landing, or from the moment any of the judging staff thinks there is a risk for the dog, the routine will be stopped immediately and the team can’t continue. This has no further implications for any of the other games. It's not because KMARCh is a fun-format that we don't want to put safety at the first place!

     The most important criteria are the tail of the dog and the smile of the handler

In SHORTSTYLE only we advise the host to select the music for the competitors, it is not an obligation, but it adds to the fun.


Scoring:

Drive How far will the dog go to get that disc? Going for the airborne catch? How bad is he into it? Are his landings good and is the handler matching the efforts of the dog to make the team look the best they can.

Over-acting When you look at the player and the dog from the second they enter the field, what are they telling you? Does the handler look happy or is he just doing his routine as every other day? Is the dog’s tail wagging, or is he only doing it because he has to? Are they having fun yet? Who’s taking the credit, handler or dog? Also the entertainment value of the routine will be scored as well as the difficulty relative to the size and the competences of the team.

Good moves Tried once, tried again… or quit while ahead, field use (how do they move across the field), lucidity and rebound ability (e.g. use of a roller when stuck or lost and then continue), new or renewed moves and creativity of the handler

Structure Flow and structure of the entire routine, is it an incoherent succession of throws or is there a flow in it (e.g. having the dog wait and sit for way too long before executing a vault)? Does the handler showcase the best properties of his best friend. Also look at disc management in this category.

For pairs routines there is one more

Coordination how do the handlers move and work together during the routine, picking up discs for each other, throwing to each other, moves with the three players involved

Points from 1 to 10 (with 0,25 increments) are given for each of the categories. The points are added together and the team with the most of them wins.


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the combination of (C+)D+S. When the tie has not been broken this way, a combination of (C+)D+S+O is made. If this is still not breaking the tie, a flash round of 15-second will be played by each of the teams involved to determine the ranking, judged by the same criteria.


Bottleneck

Rules:

     Teams will get a 60 second timeframe to score as many points as possible, all throws will be scored.

     A team is free to choose from which side of the field they want to throw. Once a side is chosen, the team can't decide to change anymore and all throws must be completed from the same side.

     To obtain a score, the dog must catch or land after a successful catch at least with 1 paw in or on the line of a scoring zone. Please look at the picture below to find out the scores connected to the different zones. If the paw is on the edge of two scoring zones, the hightest point count will be granted.

     One paw within or on the sidelines will allow the judges to validate the catch. Catches that are made completely and very, very, very clearly (in the spirit of KMARCh) outside the lines, will be considered out of bounds.

     Time starts when the application (or for old school competitions, the judge with the stopwatch at the startline) tells you to start after a "3-2-1" countdown. There is a cue for 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. Then the application will tell you to stop and in case you don't want to, judges will ask you to clear the field and inform you that life will continue, even after this round.

     Dogs can run freely before time starts and can be sent out before the first throw is made. They don’t have to be behind the start line for time to start. The human part of the team (in duo league both human team members) has to be behind the start line for every throw they make.

    Foot faults will be advised but not immediately result in any consequence. If it is a flagrant case (and we are talking about meters – plural), or repetitive after warning, one of the throws will be deducted from the final score.

    Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

     Handlers can cross the starting line in order to retrieve the disc that have remained on the field. However all throws must be made from behind the starting line. For duo league, both handlers must be behind the starting line before the throw is launched.

     For Duo League Bottleneck, both handlers throw alternate. None of the both handlers throws two consecutive discs. It doesn’t matter which handler retrieves the disc.


Scoring:

Point score from 0-8,5 , depending on landing zone, is marked. No catch is marked with "X". Out of bounds is marked with OOB and foot-faults with "FF".

Total is the addition of all scores.


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, each team will receive 1 throw (2 throws per team for Duo League) to score as many points as possible. The running order is determined by the head-judge. This is continued until one team prevails.


Field layout:

















Caged

Rules:

     As the name of the game tells, the handler is caged inside the respective throwing area (larger for pups and smaller for the expert handlers). This means that th handler is not allowed to leave the cage and both feet have to remain in the cage during the entire round. You are not allowed to put your shoes in the Cage and walk about... If you prefer to throw from left to right on the picture, the yellow part is the cage, if you throw from the other side, the green part will be the cage.

     A team is free to choose from which side of the field they want to throw. Once a side is chosen, the team can't decide to change anymore and all throws must be completed from the same side.

     Teams will get a 60 second timeframe to score as many points as possible, all throws will be scored.

     One paw within or on the sidelines will allow the judges to validate the catch. Catches that are made completely and very, very, very clearly (in the spirit of KMARCh) outside the lines, will be considered out of bounds.

     Time starts when the application tells you to start after a "3-2-1" countdown. There is a cue for 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. Then the application will tell you to stop and in case you don't want to, judges will ask you to clear the field and inform you that life will continue, even after this round.

     Dogs can run freely before time starts and can be sent out before the first throw is made. They don’t have to be behind the start line for time to start. The human part of the team (in duo league both human team members) has to be behind the start line for every throw they make.

     Foot faults will be advised but not immediately result in any consequence. If it is a flagrant case (and we are talking about meters – plural), or repetitive after warning, one of the throws will be deducted from the final score.

     Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

          There is one Joker available but when any handler leaves the Cage for the second time within that 60 second period, the time will be stopped.

     For Duo League Caged, both handlers throws one after the other. None of the both handlers throw two consecutive discs. It doesn’t matter which handler retrieves the disc.


Scoring:

Point score from 0-6 point per throw , depending on landing zone, is marked. No catch is marked with "X". Out of bounds is marked with OOB and foot-faults with "FF". No extra points for catches caught in the air.

Total is the addition of all scores.


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, each team will receive 1 throw (2 throws per team for Duo League) to score as many points as possible. The running order is determined by the head-judge. This is continued until one team prevails.


Field layout:

















Dog-Y-O-Drift

Rules:

     Teams will get a maximum of  60 seconds to complete the 3 requested catches. The first catch is with one paw behind the first (blue) line, the second catch behind the second (red) line and the third behind the last (purple) line. 

     A team is free to choose from which side of the field they want to throw. Once a side is chosen, the team can't decide to change anymore and all throws must be completed from the same side. The lines at that side are at exactly the same distance as on the opposite side.

     To obtain a score, the dog must catch or land after a successful catch at least with 1 paw behind or on the line

      One paw over or on the line will allow the judges to validate the catch. Catches that are made completely and very, very, very clearly (in the spirit of KMARCh) outside the lines, will be considered out of bounds.

     Time starts when the application (or for old school competitions, the judge with the stopwatch at the startline) tells you to start after a "3-2-1" countdown. There is a cue for 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. If you have used all of the 60 seconds, the application will tell you to stop and in case you don't want to, judges will ask you to clear the field and inform you that life will continue, even after this round.

     Dogs have to stay behind the start line before time starts and can NOT be sent out before the first throw is made. The human part of the team (in duo league both human team members) has to be behind the start line for every throw they make.

     Foot faults will be advised but not immediately result in any consequence. If it is a flagrant case (and we are talking about meters – plural), or repetitive after warning, one of the throws will be deducted from the final score.

     Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

     Handlers can cross the starting line in order to retrieve the disc that have remained on the field. However all throws must be made from behind the starting line. For duo league, both handlers must be behind the starting line before the throw is launched.

     For Duo League, both handlers throw alternate. None of the both handlers throws two consecutive discs. It doesn’t matter which handler retrieves the disc.


Scoring:

Catch is marked by "V", no catch is marked with "X". Out of bounds is marked with OOB and foot-faults with "FF".

The team with the fastest time wins!!! The score will be converted to points by subtracting the used time of the allowed time. (60- used time = score) The team with the highest score, wins the League.


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, the team with the fastest first catch will gain the advantage. If that is still not enough to seperate the first 3 spots, a throw of round will be the final solution. Each team will receive the opportunity to make one catch at 4m. The team which makes this one catch in the fastest time prevails.


Field layout:














Sit 'n Stay

Rules:

     Teams will get a 60 second timeframe to score as many points as possible, all throws will be scored. There is no fixed sequence of zones to be hit. You are free to chose what zone you aim for the entire time. 

     All throws are made sitting on the chair in the center of the field. 

     To obtain a score, the dog must catch or land after a successful catch at least with 1 paw in or on the line of a scoring zone. Please look at the picture below to find out the scores connected to the different zones

     Time starts when the application (or for old school competitions, the judge with the stopwatch at the startline) tells you to start after a "3-2-1" countdown.  There is a cue for 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. Then the application will tell you to stop and in case you don't want to, judges will ask you to clear the field and inform you that life will continue, even after this round.

     Dogs can run freely before time starts and can be sent out before the first throw is made. They don’t have to be behind the start line for time to start. The human part of the team (in duo league both human team members) has to have the behind touching the chair for every throw they make.

     Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

     Handlers can cross the starting line in order to retrieve the disc that have remained on the field. However all throws must be made with the cover of the musculus gluteus maximus on the chair. For duo league, both handlers take a seat, but one after the other, not together on one chair. The disc may be handed over from the standing team member to the sitting team member. Both handlers throw alternate. None of the both handlers throws two consecutive discs.


Scoring:

Point score from 0-7 , depending on landing zone, is marked. No catch is marked with "X". Out of bounds is marked with OOB and foot-faults with "FF".

Total is the addition of all scores. No half point extra for jumped catches.


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, each team will receive 1 throw (2 in Duo League) to score as many points as possible. The running order is determined by the head-judge. This is continued until one team prevails.


Field layout:
















Hot Dog

Rules:

     A picture of a hot dog will be seen on the ground. It is divided in 5 zones, 4 parts (Z1 - Z4) in the shape of a bun, and 1 long and narrow zone (Z5) in the shape of a sausage. To complete the game, you have to start with a catch (one paw) in zone 1, and continue up to zone 4. As last catch your dog has to catch the disc with the 4 paws in the sausage (Z5). However, if the dog catches a disc in the sausage during the game, you have to go 1 zone lower than the zone with the last catch. So if you are aiming for zone 3 and you hit the hot dog, you go back to aiming for zone 2. If you are aiming for zone 4 and you hit the hot dog, you go back to zone 3. For zone 2 you also go back to aiming again for zone 1. If you are aiming for the first zone, there is no action taken when your first throw hits the sausage.

     To obtain a valid catch, the dog must catch or land after a successful catch at least with 1 paw in or on the line of a scoring zone. Please look at the picture below to find out the scores connected to the different zones

    Time allowed is maximum 120 seconds and starts when the application (or for old school competitions, the judge with the stopwatch at the startline) tells you to start after a "3-2-1" countdown.  There is a cue for 60 seconds, 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. Then the application will tell you to stop and in case you don't want to, or judges will forfait all your points (just curious who's still awake at this point) 

     Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

     Dogs can run freely before time starts and can be sent out before the first throw is made. They don’t have to be behind the start line for time to start. The human part of the team (in duo league both human team members) has to be behind the start line for every throw they make.

     A team is free to choose from which side of the field they want to throw. Once a side is chosen, the team can't decide to change anymore and all throws must be completed from the same side.

     Handlers can cross the starting line in order to retrieve the disc that have remained on the field. However all throws must be made from behind the start line. For Puppy, Mini, Veteran and Minor this is the first red line you come across when you start from the hot dog. Major and Duo have to make the throw from behind the second line. 

     For Duo League, both handlers throw alternate. None of the both handlers throws two consecutive discs. It doesn’t matter which handler retrieves the disc and both handlers must be behind the starting line before the throw is launched.


Scoring: Scoring is based on the time you have left after completing the catch in the last zone. The amount of seconds you have left from the 120 second maximum, will be converted to points. But also the amount of throws is taken into account. The fastest team to complete the 5 zones in the shortest time will go ahead of the other teams. (24-throws used) + (120-time used) = score 


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, each team will receive 1 throw (2 in Duo League) to score as many points as possible. The running order is determined by the head-judge. This is continued until one team prevails.


Field layout:



















Wheel of Fortune

Rules:

     Not available for Puppy League.

     The game is all about target practise and running around while doing that. It puts the dog in a very puzzled state of mind as they are not used to you moving around a lot in regulat competitions. The object of the game is to score as many points possible in the marked center area. 4 start lines at different distances and different directions are drawn on the field. For once, the handler will be doing most of the running for a minute... 

     You have to move to the next start line after a throw is made, regardless if the throw was caught.

     A team is free to choose in which direction they start to run, clockwise or counterclockwise and at any of the start lines. Once a line and side are chosen, the team can't decide to change anymore and all throws must be completed from the same side.

     To obtain a valid catch, the dog must catch or land after a successful catch at least with 1 paw in or on the line of a scoring zone. Please look at the picture below to find out the scores connected to the different zones

    Time starts when the application (or for old school competitions, the judge with the stopwatch at the startline) tells you to start after a "3-2-1" countdown.  There is a cue for 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. Then the application will tell you to stop and in case you don't want to, or judges will forfait all your points (just curious who's still awake at this point)

     Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

     Dogs can run freely before time starts and can be sent out before the first throw is made. They don’t have to be behind the start line for time to start. The human part of the team (in duo league both human team members) has to be behind the start line for every throw they make.

     Handlers are advised to cross the start line from the moment the throw is completed and the dog is chasing the disc. However all throws must be made from behind the start line. Start lines are marked in red and the same for all Leagues.

     For Duo League, both handlers throw alternate. None of the both handlers throws two consecutive discs. Both handlers don't need to be behind the same start line before the throw is launched, the handler that doesn't have to make the throw can already run to the next start line.


Scoring:

Point score from 0-5 , depending on landing zone, is marked. No catch is marked with "X". Outside the target zone is marked with "O" and foot-faults with "FF".

Total is the addition of all scores. No half point extra for jumped catches.


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, each team will receive 1 throw from the start line furthest away from the target zone (2 in Duo League) to score as many points as possible. The running order is determined by the head-judge. This is continued until one team prevails.


Field layout:



















Hop Scotch

Rules:

      For each of the marked area’s you get 3 shots. Time is kept as well to determine any ties. If you fail to hit the target with at least two paws within the target after 3 times for novices and all 4 for the experts. Time stops as soon as the dog crosses the starting line. Just take a look at the picture and take a trip down memory lane.

     To obtain a valid catch, the dog must catch or land after a successful catch at least with 1 paw in or on the line of a scoring zone. Please look at the picture below to find out the scores connected to the different zones

      Time allowed is maximum 120 seconds and starts when the application (or for old school competitions, the judge with the stopwatch at the startline) tells you to start after a "3-2-1" countdown.  There is a cue for 60 seconds, 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. Then the application, or judge, will tell you to stop.

     Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

     Dogs can run freely before time starts and can be sent out before the first throw is made. They don’t have to be behind the start line for time to start. The human part of the team (in duo league both human team members) has to be behind the start line for every throw they make.

    Handlers can cross the starting line in order to retrieve the disc that have remained on the field. However all throws must be made from behind the start line. Start lines are marked in red and the same for all Leagues.

    For Duo League, both handlers throw alternate. None of the both handlers throws two consecutive discs. It doesn’t matter which handler retrieves the disc and both handlers must be behind the starting line before the throw is launched.


Scoring:

Point score from 0-3 , depending on the fact if you make it in 1 (3 points), 2 (2 points) or 3 throws (1 point), is marked. No catch is marked with "X". Outside the target zone is marked with "O" and foot-faults with "FF". In addition the time you have left over will be deducted from the total time available.

The fastest team to conclude the 8 zones in the least amount of throws will be ranked first. (points zones) + (120- time used) = score

No half point extra for jumped catches.


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, each team will receive 1 throw (2 in Duo League) to score as many points as possible (the number of the zone will become the point count). The running order is determined by the head-judge. This is continued until one team prevails.


Field layout:



















The Course

Rules:

     Not available for Puppy League.

    As you can see, this is pretty much like playing golf with your dog, or the old school obstacle course of FDDO, but addapted to the KMARCh. The objective is still to make a "putt" at the end of the course in the least possible amount of throws. How to go about that is made clear in the next few rules.

    You have to pass an obstacle within 3 tries before you can continue to the next obstacle. If you haven't been able to do that, time will stop and the maximum time will be taken as your result. Once an obstacle is cleared, you can proceed to the next start line (those red lines on the picture below) and have another 3 attempts for the next obstacle. Even if the dog does not catch in the zone or ourside the zone, you proceed to the next obstacle. Both of them, the catch and the zone will give you some bonus points but are not required to advance through the course. For a throw that is not caught, but landing in the zone, there is no extra point granted.

     Time will stop at the first time the wall is hit or at the thrid attempt to hit it when the disc is motionless on the ground in the best case scenario.

    Time allowed is maximum 180 seconds and starts when the application (or for old school competitions, the judge with the stopwatch at the startline) tells you to start after a "3-2-1" countdown.  There is a cue for 120 seconds, 60 seconds, 30 seconds, 10 seconds and the last 5 seconds just to make you nervous. Then the application will tell you to stop and in case you don't want to, or judges will forfait all your points (just curious who's still awake at this point)

     Rollers count for all leagues, it’s not the release that counts, it’s the catch…

     Any lure of any kind is allowed to recall the dog (towel, ball, treats, disc, etc. …). If this lure is a disc, the same disc has to be thrown throughout the entire duration of the game. The second disc can only be used as a lure and not as a second disc to throw. Throws made with this “lure-disc” will be discarded for scoring purposes.

     Dogs can run freely before time starts and can be sent out before the first throw is made. They don’t have to be behind the start line for time to start. The human part of the team (in duo league both human team members) has to be behind the start line for every throw they make.

     Handlers are advised to cross the start line from the moment the throw is completed and the dog is chasing the disc. However all throws must be made from behind the start line. Start lines are marked in red and the same for all Leagues.

     For Duo League, both handlers throw alternate. None of the both handlers throws two consecutive discs. Both handlers don't need to be behind the same start line before the throw is launched, the handler that doesn't have to make the throw can already run to the next start line.


Scoring:

Point score from 0-3, depending on the fact if you make it through or around the obstacle in 1 (3 points), 2 (2 points) or 3 throws (1 point), is marked. No catch is marked with "X". Outside the target zone is marked with "O". Making the catch will be marked with "C" behind the number for the attempt and making the zone with a "Z", both adding a full extra point to the attempt score. (3ZC is the highest score per obstacle). The remaining time is dedduted from the maximum time allowed to obtain the total score. (points obstacles) + (180 - time used) = score


Tie Breaker:

In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by the number of throws made by each team, the team with the least throws, will be ranked prior to the other team(s) with the same score. If there is still a tie at this moment, each team will receive 1 throw at the tunnel obstacle (2 in Duo League) to score as many points as possible. The running order is determined by the head-judge. This is continued until one team prevails.


Field layout:


















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