Paw Stars and Host information

Also a novelty for the KMARCh is the Paw-Stars – Bark of Fame. A page dedicated to the legends of the series. Every year one dog will receive the honor to receive this award and a special attention of the organisation.

These awards can also be awarded postuum. The Award can only be won once by a canine and there is always a special reason why this dog receives the award.


We are very proud to start this new tradition with the dog that was the inspiration for the Challenge.


2015 Ruckus Handed over to Mike Miller

2017 Ivey Handed over to Christine Matthies

Storm Handed over to Leontine Sangster



The first PAW-Stars Award, handed over at the KMARCh in Belgium 2015.

Painting oil on canvas made by Hermine Pooters.

Sven Mike

In case you were wondering what it takes to host a KMARCh, this is what we ask:


All hosts must be known before November 30th 2018. This to enable us to fit everything in the calendar and be the first to come out with our planned dates. This mostly gives an advantage towards other competitions but does not exclude them. If you are on this page, it means you are interested in hosting one of the legs of this special Edition. Please read on for all needed information for this to happen.


All legs have to be completed at least 2 weeks before the finals. This means practically that the last possible weekend will be around the first weekend of September !!!


To cover overhead costs to keep the KMARCh running at the price for competitors, we ask for a cut of 1.5 € per result mentioned online. All the teams that have completed the game, must be scored, but you probably were going to do that anyway, it's part of the goal in hosting a competition. (not on golden tickets). The remaining 5 € per registration are for the host to cover the expenses that go along with hosting any event. The earnings go to the custom discs that are printed for the Final Leg of the Series.


General requirements


The field set up still fits a regular Agility field (40 M x 20 M). A flat grassy or sandy field is all you require to run this event. If, for some reason these dimentions are a problem, we can always addapt to the circumstances. We are known to be very creative.


What do you need as a host of one of these events

-Computer that runs MS Excel and printer

-Timing device (stopwatch, smart phone, …)

-Measuring device (tape measure, digital, …)

-Something to make lines with (chalk, wood chips, sand, sawdust, flower…)

-Cords and stakes to mark the field

-Cones to make the markings more clear

-Table and chairs

-PA-system and CD/USB/iThing-player

-Pens, clipboards and chairs for the judges


We expect our hosts to create a FB page and a possibility to register online from 4 weeks before the event until 1 week before the event. On this page all important information should be found by competitors.


The staff needed to run a KMARCh is very limited. Except for 4 judges (of which at least two are local), we would like you to appoint a DJ, speaker, runner (retrieving scoresheets from the head judge) and 1 person for admin (registrations, processing of scores). The computer to do this, and the .xls-document needed, will be provided by the organization or the host.


Sven or Mike is invited as head judge to oversea the Leg and assist with admin as well. The other 3 judges are preferably from clubs within the area or from the host. A judges briefing will be held in due times but please ask eventual candidates to already read the rules. Both of us are very happy (and even prefer) to sleep where the competitors stay, provided there is a waterproof tent, airmatress, pilow and sleeping bag provided. If Sven is driving over, no accomodation except for electricity needs to be arranged. Also a meal and some drinks (especially coffee in the more is always welcome) are appreciated. Travel arrangements are made by Sven and/or Mike in agreement with the host.


All judges in the KMARCh are full volunteers and are not allowed to ask any financial compensation for their pleasure to judge the teams. However travel expenses, if made, are to be carried by the host, also they are provided with a drink and/or a meal and a place to sleep in case of a 2-day-event. They are selected by the host and in agreement with the head-judge contacted to participate in the event.





Awards in paper are what the trophies in the KMARCh is about. It’s not about the prize, it’s about the memories and the good vibes. A template fort he awards will be enclosed for each game and each league for the host to print out. In the past we have seen framed, wrapped, plastified paper trophies, which were all good ideas but not required.


Play of the day disc will be provided by the organization and braught along as well, for each Leg, there is 1 Play of the Day Award. This goes to a team that doesn’t get to be on the podium because something went very wrong. But they handled the situation in a special way. It’s that moment of the day that you will always remember…


For the finals the trophy will be brought along to the event by one of the head-judges together with the custom discs.


Every host is free to add other awards or recognitions for the dog within their budget and possibilities. We don’t require it, but appreciation is always guaranteed. What we don’t allow is any financial compensation for any of the handlers on the podium. To be crystal clear on this subject: no cash or money prizes allowed.


Registration procedure


Registrations are closed one week prior to the event and open 4 weeks before the event at the latest. Registration on the day of the event is possible, at an extra cost of 1 € per game.


Registration fees are fixed for all leagues and all games. 1 up to 4 games will cost a team 6,5 € per game. If a team decides on competing in all the games, they get to have a day of fun for 20 €. Puppies pay maximum 10 € for the two games they are allowed to play.


Registrations for the various legs are open for elite, minor, major and duo league, however, the Finals will be played in all leagues separately so the competitor needs to announce the league they wish to compete in. This league stays the same for the entire challenge. If any leaugue doesn't get to 5 registrations, a host is not obliged to do the league, however, it's always fun to watch as many as possible.



This is what we provide for it :


On site assistance prior to, during and after the competition in whatever way we can. Both head-judges have 2 hands and not afraid to use them.


Admin will be trained on the day of the KMARCh or the day prior to the event.


Template Individual Scoresheet, Start list


Template XLS-file for results, registration, challenge


Template for awards for the games of the Challenge. We do not provide premade trophies for any additional games that are planned by the host.


A link to the general KMARCh page will be made by the organisation to support the event.


Detailed buiding plans with guidelines for assembly on the obstacles. If you have Sven as a head-judge, and he’s coming by car, the obstacles can be brought along. If he’s flying, it’s kind of hard to do so.


The host of each leg will receive a specially made custom disc for each competitor in the finals from the organization. All remaining discs go back to the organization. One disc per handler, not per dog.



If you are planning 2 days of fun, maybe these games can bring some inspiration to fill the second day.



Obstacle Course


Game rules:


Obstacle Course is an obstacle run shaped as the green on a golf course. As you can see on the picture below, the course runs from the startline to the scoring zone (in golf it would be a hole, but that’s a little dangerous for dogs so it’s a marked area). It is layed out within the Bottleneck field.


There are at least 3 obstacles set up along the course. These are the same in all the legs and in particular order, the single hoop, the chair and the hyzer. (building plans are provided by the organization)


Before each obstacle a landing zone is established where the dog has to land before the handler can tackle the obstacle itself.

The object of the game is to arrive at the final scoring zone in the least throws possible.


The first throw is made at the starting line and then the next throws are made from the point where the dog has caught the disc.


If an obstacle is not passed within 3 throws, the handler can make a 4th throw from the start point but he/she is allowed to bypass the obstacle.


If the catch is made outside the bounds of the course (within the reknown KMARCh-spririt of course), the throw will not be counted as valid and the team has to back to their last starting point and try again.


Pups can bypass obstacle 1 and 3 after only 1 attempt, only by using the roller throw as a bypass. If the handler wants to continue with regular throws, the obstacle must be cleared.

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




Scores are called and marked according to the below mentioned according to the situation within the course. Accuracy is of importance for the tie breaker. The team that succeeds in the course with the least amount of throws is the winner of this game.


The folowing terms are all things that can happen in this game:


"FF"Foot fault at any of the startlines (spirit)

"V"catch in between obstacles

"X"no catch in between obstactles

"CC"obstacle cleared and disc caught

"OOB"out of the bounds of the course (spirit)

"CX"obstacle cleared and disc not caught

"NCC"obstacle not cleared and disc caught

"NCXobstacle not cleared and disc not caught


Tie Breaker: In case there is a tie for 1st, 2nd or 3rd place, the tie is broken by highest number of "CC"-throws. The next is the highest amount on "CX", followed by the lowest amount of "NCC" and "NCX". If all this is equal, the first obstacle will be put at a distance of 8 meter from the startline and each team gets 1 try. The first team to not match the throw of the other team(s), falls off until only 1 team is left over.












































The Long Run

The long run is a game which explaines itself mostly. The object of this game is to throw as far as possible for the dog to catch the discs. Every team receives 3 throws without any time limit. All caught throws are measured and the distances are added. When all teams have made 3 throws, the one with the most meters accumulated over the 3 throws will win. All throws are made from behind the startline which is determined by the head judge. There is no time limit to make the 3 throws, however please bear in mind that there are also other teams that would like to compete. The catch is measured by the distance of the catch relative to the tape measurer alongside the field. There are no outside boundaries. If a digital device is present to measure the real distance and not the relative distance, this can be used as well and then the point of the catch, relative to the closest point on the start line, will be the distance measured. All caught throws are marked and measured.


Hop Scotch

For each of the marked area’s you get 3 shots. If you fail to hit the target with at least two paws within the target after 3 times, the game ends there for your team. There is no time limit for this event. Just take a look at the picture and take a trip down memory lane.




Wheel of Fortune

One of my favorite games as it is the handler that runs more than the dog… The setup consists of two concentric circles as a scoring zone. The inner circle has a diameter of 3m (3 points) and the outer circle is 7,5m in diameter (1 point). The handler needs to move from one throwing line to the next, either clockwise or counterclockwise for 90 seconds. As you can see these throwing lines vary in distance from the scoring zone. You are allowed to bring two discs and you are free to move around freely as long as the throws are made from behind the designated start line. There is no bonus for a catch in the air and 1 paw in the landing zone is enough. If both landing zones are hit with the same throw, the highest counts.







Double Doggy Drift


The object of this game is to successfully catch 4 discs and return across the start line with disc, dog and handler in the fastest time possible. However, a specific path must be followed.


The first disc is thrown from the Start line (the start of the second zone of the Bottleneck field) over the first line that shows (the start of the third zone in Bottleneck), the handler now follows the dog to that line.


The second throw is made from the first line towards the Finish line and again the handler follows the dog.


The third throw is made from the Finish line towards the Start line


The last throw is from the Startline accross the Finish line but this time the handler remains at the Startline.


Time is stopped when all 3 members of the team cross the Startline. In order to continue to the next throw, the dog must successfully catch the disc. If the disc is not caught, the throw has to be repeated until a catch is made.


Any canine disc can be used. Rollers count for all dogs, 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 start 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 duo league, both handlers must be behind the start line before the throw is launched, meaning they both have to run from the Startline to the Finish line in order to make the throw.


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


Maximum time is 60”, however do think about the fact this is a timed game. Time begins at the first throw made for the dog to catch.




Time is marked in xx,xx. Total point count is the deduction of time left on the chronometer when all has crossed the line of the max time of 60 seconds. Throws are called and marked either “√” for a good catch, "X" for a disc not caught or "S" for a catch short of the line.


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 that succeeds in making a valid catch at 8 meters, within the fastest time, will be ranked first.








































If this doesn't work, feel free to let your creativity run wild and surprise us!