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Tuesday, November 08, 2005 

Elvis had a practically private lesson last Sunday, so we alternated between running the course and playing fetch to keep him interested. He can jump 20" now. I learned that he will probably have to jump 20" in trials - he looks to be about 22" tall at the shoulders. Riley is even taller.

Riley is now enrolled in 101, to begin in January. We'll see if he likes it. I know he's a great jumper.

Next Howling League is this Friday, Nov. 11. The new game is "Double Dogwalk Dare Ya" - see below:

The Howling League
GAME OF THE MONTH: NOVEMBER, 2005

“Double Dogwalk Dare Ya!”
This game was winner of the 1995 Clean Run magazine game contest.
The objective of the game is to score as many points as possible.

1. Dog and Handler teams will have 50 seconds to score as many points as possible, by successfully completing obstacles.
2. The winner is the dog (and team) finishing with the most points. In the case of a tie, elapsed time will be the tiebreaker.
3. The dog starts anywhere behind the designated start line.
4. Time stops when the dog gets all four paws on the table. No sit or down is required.
5. Point values for obstacles are 1 for jumps, 3 for tunnel and tire, and 5 for the aframe, the teeter, and weave poles. 7 Points will be given for the mystery obstacle. …(Except for the dogwalk – see rule 6)… Any obstacle may be done twice for points, and obstacles may be done back to back.
6. The dogwalk has special value, for it is the doubling obstacle. During the run, a handler may double his current points by performing the doubling obstacle. The dogwalk may not be done back to back, another obstacle must be attempted between doublings. The dogwalk may be done as many times as you like during your 50 seconds.
7. If any of the following faults occur, the score accumulated to that point is cut in half (odd numbers halved will be rounded up):
a. Dropped Bars
b. Missed Contacts (both up and down sides will be judged)
c. Missing a contact on the dogwalk.
d. Failing to reach the table before the Final Whistle
e. Assistance or Time Cues from the sidelines.
8. A warning whistle will be blown 15 seconds before time runs out. Any points scored before time expires will be counted. Any obstacles completed after the final whistle at 50 seconds (on the way to the table) will not count for points or for penalty. You must go to the table to stop time at the end of your run. A with four paws on a contact obstacle must must safely complete that obstacle before leaving for the table.
9. The table is “live” during the entire run. If the dog gets on the table at any point, scoring ends.



Sample run score:
1-3-1-Double-1-3-Double-3-5-Double-1-Fault-3-Double
1+3+1=5 x 2 = 10+1+3=14 x 2=28+3+5=36 X 2=72+1=73 / 2=37+3=40 X 2=80
So this run would have earned a final score of 80 points.

This will be pretty hard, except for Elvis rocks the dogwalk lately.