RULE 16: WESTERN TRAIL NATURAL WITH OBSTACLE
This class is seen only in the model horse hobby. It is written for those people who wish to compete in trail class but do not have arena wall props. Some rulings, attire and equipment may be relaxed slightly. Natural trail classes are judged under the same rules and with the same requirements as Arena Trail but are held outside of the arena using natural obstacles such as creeks, ponds, uphill and downhills slopes, ditches fallen trees, bushes, pasture gates, etc. The natural trail class should be judged on realism, imagination, and the horse's apparent ability to provide a safe and pleasurable ride. Any western style tack and any attire permitted; curb bits should include straps, saddles should have girths. Unsafe equipment may be penalized at the judge's decision. Any misbehavior should be penalized, including but not
limited to shying, bucking, rearing, fighting the bridle, being above the bit, jumping or leaping away of the obstacle.
RULE 17: CUTTING
A class in which a horse and rider enter a herd usually on the back wall of the arena and separates one from the group. The horse keeps the selected cow from returning to the herd. The horse is judged on skill, agility and ability and is given 90 seconds to work two cattle. There is an option to a third cow if time allows. There are two herd holders to the right and left of the area were the rider works the entry (they keep the herd on the rail) and two turn back riders on the opposite side of the rider working the cow. Their job is to keep the chosen cow interested in returning to the herd. Bovines used in cutting are usually cows or steers and not calves. If calves are used there should be a penalty. Goats and other animal can used in cutting or stock work classes in training conditions but this should be specified with a comment line.
You Score Cutting on the following basis:
1
Each horse is required to enter the herd sufficiently deep enough to
show his ability to make a cut. One such deep cut will satisfy this
rule. Failure to satisfy this requirement will result in a three (3)
point penalty. A horse will be given credit for his ability to enter
the herd quietly with very little disturbance to the herd or to the
one brought out.
2
When an animal is cut from the herd, it is more desirable that it be taken toward the center of the arena, and credit will be rewarded for same. Additional credit will be given the horse which drives his stock suffi ient distance from the herd to assure that the herd will not be
disturbed by his work, thereby showing his ability to drive a cow.
3
Riding with a loose rein throughout a performance is a requirement and will be
recognized.
4
Credit will be recognized for setting up a cow and controlling it in a working
position as near the center of the arena as possible.
5
If the cutting horse or his rider creates disturbance at any time throughout his
working period (2-1/2 minutes), he will be penalized:
a. Any noise directed by the contestant toward the cattle will be penalized one
1) point.
b. Each time a horse runs into the herd, scatters the
herd while working or picks up cattle through fault of the horse, he
will be penalized three (3) points. The entire cow must enter working
area of horse.
6 A horse will be penalized three (3) points each time the back fence actually stops or turns the animal being worked within one step (three [3] feet) of the fence; the back fence to be agreed on and designated by the judge or judges before the contest starts; meaning the actual fence only, no imaginary line from point to point to be considered. If any of the contestants voice an objection before the contest starts, the judge or judges shall take a vote of the contestants, and a “back fence” acceptable to the majority shall be designated and used.
7
If a horse turns the wrong way with tail toward animal being worked, an
automatic score of 60 points will be given.
8
While working, a horse will be penalized one (1) point each time the reins are used
to control or direct (to rein) the horse, regardless of whether the reins are held high or low. A one (1) point penalty shall also be charged whenever a horse is visibly cued in any manner. If the reins are tight enough that the bits are bumped at any time, he shall be
penalized one (1) point each time even though the hand of the rider does not move.
a. A horse must be released as soon as the desired
animal is clear of the other cattle. Additional reining, cuing or
positioning will result in a one (1) point penalty for each
occurrence.
b. The rider shall hold the bridle reins in one hand.
The exception is a hackamore or snaffle where two hands are on the rein.
A three (3) point penalty shall be charged if the second hand touches
the reins for any purpose except to straighten them.
c.
Cueing behind the shoulder shall not be considered a visible cue. A
three (3) point penalty shall be assessed each time a horse is cued
in the shoulder.
d. A toe, foot, or stirrup on the horse’s
shoulder is considered a visible cue. A one (1) point penalty shall
be charged for each occurrence.
9
If a horse lets an animal that he is working get back in the herd, he will be
penalized five (5) points.
10
If a rider changes cattle after visibly committing to a specific cow, a five (5)
point penalty will be assessed.
11
When a horse loses his working advantage, loses eye contact with cow, misses a
cow, or is working out of position; he will be penalized (a) ½ point, (A) 1 point, or (F) 1 point.
12
Unnecessary roughness, such as a horse actually pawing, biting or kicking cattle,
will be penalized three (3) points.
13
A contestant may quit an animal when it is obviously stopped, obviously turned
away, or is obviously behind the turnback horses and the turnback horses are behind the time line. A penalty of three (3) points must be charged if the animal is quit under any other circumstances.
14
If a horse quits a cow, a penalty of five (5) points will be assessed.
15
If a horse clears the herd with two (2) or more cattle and fails to separate a single animal before quitting, a five (5) point penalty will be charged. There is no penalty if time expires.
16
Horses must be ridden with a bridle having a bit in the mouth or with ahackamore. All bridles on horses must have split reins. A bridle shall have no nose band or bosal and hackamores shall be of rope or braided rawhide with no metal parts. Braided rawhide balls across the
horse’s nose are not permissible. A judge must be able to freely pass two fingers between the hackamore and muzzle completely around the horse’s nose. Choke ropes, tie downs, wire around the horse’s neck, nose, or brow band, tight nose band, quirt,
bat or mechanical device giving the rider undue control over a horse will not be permitted. Wire of any kind and on any part of the curb device is not permissible. Leather curb straps or curb chains must be at least 3/8 of an inch in width and must be attached to the bit by nylon string, nylon straps, or leather straps. Decorative knots, rawhide balls or tassels are not permitted on curb devices. Breast collar may be used, no portion of which may pass over
the horse’s neck. Breast collars attached to the swell of the saddle on competing horses will be considered illegal. Chaps and spurs may be worn. A competing horse’s tail cannot be tied in any manner which would restrict movement of the tail. Any time a contestant is guilty of an infraction of this rule or any part therein, he shall be disqualified.
17
Contestants must wear long sleeved shirts with collars and buttons or snaps completely down the
shirt front. T-shirts and slipover knits are not permissible. Sweaters may be worn over an appropriate shirt. Long sleeves must be worn rolled down. For youth classes only, safety helmets are permissible in place of a western hat.
18
When a contestant is thrown from a horse or the horse falls to the ground, the run shall be terminated and no score (0) will be given.
19
Any rider who allows his horse to quit working or leave the working area before his
allotted time is up will be disqualified for that go round with no score.
20
No award will be given to any entry where it dipicts any of the following errors:
Gates that are open, fences falling down or objects or entering or falling into or animals entering the working portion of the arena, but would not apply to cattle scattering through wildness or normal arena activities.
21
A judge should a cutting entry form sixty (60) to eighty (80) points. One-half (1/2) points are
permissible.
21
When the judge is in doubt about a penalty, the benefit always goes to the
contestant.
Penalties: 1 point off:
a) (miss) losing working advantage (11)
b) reined unless a hackamore or snaffle bit is used or visibly cued (8)
c) noise directed to cattle (5a)
d) toe, foot or stirrup on the shoulder (8d)
e) hold on too long on a cut (8a)
f) working out of position
Penalties: 3 points off:
(a) hot quit (13)
(b) cattle picked up or scattered (5b)
(c) second hand on reins unless
a hackamore bosal or snaffle bit is used (8b)
(d) cue in shoulder (8c)
(e) pawing or biting cattle (12)
(f) failure to make a deep cut (1)
(g) back fence (6)
Penalties: 5 points off:
(a) horse quitting a cow (14)
(b) losing a cow (9)
(c) changing cattle after a specific commitment(10)
(d) 5 points—failure to separate a single animal after leaving the
herd (15)
Penalties: 60 points off:
(a) if horse turns tail (7)
(b) if horse falls to ground (17)
Disqualification (score 0):
illegal equipment, or leaves working area before time expires
23
EXTRA CREDIT:
A. for entering the herd quietly with very little disturbance to the
herd or to the animal brought out (RULE 1).
B. for taking an animal toward the center of the arena (RULE 2).
C. for driving a cow a sufficient distance from the herd to assure that the herd will
not be disturbed by the contestant’s work (RULE 2).
D. for riding with a loose rein throughout a performance (RULE 3).
E. for setting up a cow and holding it in a working position as near the
center of the arena as possible (RULE 4).
F. Never losing eye contact with cow the horse is working. (RULE 11)
24
RUN CONTENT:
Herd Work—Driving a cow
Controlling the
cow—Working in center of arena
Degree of Difficulty
Eye
Appeal
Time Worked
Amount of Courage
Loose Reins
Horse
Charging
Forced Off a Cow
Excessive Herdholder Help
25
Penalties – Amount Points Off - By RULE Listed
WESTERN
RIDING PATTERN I

WESTERN
RIDING PATTERN I
1.
Walk at least 15’ & jog over log
2.
Transition to left lead & lope around end
3.
First line change
4.
Second line change
5.
Third line change
6.
Fourth line change lope around the end of arena
7.
First crossing change
8.
Second crossing change
9.
Lope over log
10.
Third crossing change
11.
Fourth crossing change
12.
Lope up the center, stop & back
WESTERN
RIDING PATTERN II

WESTERN
RIDING PATTERN II
START CONE
1.
Walk, transition to jog, jog over log
2.
Transition to the lope, on the left lead
3.
First crossing change
4.
Second crossing change
5.
Third crossing change
6.
Circle & first line change
7.
Second line change
8.
Third line change
9.
Fourth line change & circle
10.
Lope over log
11.
Lope, stop & back
WESTERN RIDING PATTERN III

WESTERN RIDING PATTERN III
1. Walk halfway between markers, transition to jog, jog over log 2.
Transition to the lope, on the left lead 3. First crossing change 4.
Lope over log 5. Second crossing change 6. First line change 7.
Second line change 8. Third line change 9. Fourth line change 10. Third crossing change
11. Fourth crossing change 12. Lope up the center, stop & back
WESTERN
RIDING PATTERN IV

WESTERN
RIDING PATTERN IV
START CONE
1.
Walk, transition to jog, jog over log
2.
Transition to the lope, on the right lead
3.
First line change
4.
Second line change
5.
Third line change
6.
Fourth line change
7.
First crossing change
8.
Second crossing change
9.
Third crossing change
10.
Lope over log
11.
Lope, Stop & back
RULE 21: REINING
Reining is liken to dressage in theory with the judging based on the
execution of a pattern and different levels of competition according
to the horse's experience. The horse is judged on smoothness of the
performance, finesse, attitude and authority of performing various
maneuvers while using a controlled speed. The moves in the pattern
include sliding stops, spins, flying lead changes, loping circles,
then hesitates and backs. The lope is the ONLY gait performed while
on the pattern and any breaking of the gait is a disqualification. It
is important to note that judging starts at the moment that the
entrant enters the arena. The horse may walk or trot to the starting
point of the pattern. An entry could be shown in which the horse
that has completed the pattern is walking or trotting toward the
judge for the required drop bridle. Also, please note that during
the patterns themselves, that the horse may run, lope, slide, spin,
hesitate, back.
(a)
To rein a horse is not only to guide him, but also to control his every movement. The best reined horse should be willingly guided or controlled with little or no apparent resistance and dictated to completely. Any movement on his own must be considered a lack
of control. All deviations from the exact written pattern must be considered
a lack of or temporary loss of control, and therefore faulted according to severity of deviation. Credit will be given for smoothness, finesse, attitude, quickness and authority in performing the various maneuvers while using controlled speed.
(b)
The following will result in no score:
(1) Use of illegal equipment or illegal bits, bosals or curb chains; when using a snaffle bit, optional curb strap is acceptable; however, curb chains are not
acceptable.
(2) Use of tack collars, tie dow
(3) Use of whips or bats
(4) Closed reins are not allowed except as standard romal reins.
(5) Excess rein may be straightened at any place a horse is allowed
to be completely stopped during a pattern; rider’s free hand may be used to hold romal in the normal fashion.
(6) The following will
result in a score of 0:
(1)Use of more than index
or first finger between reins
(2)Use of two hands (exception in Junior, Snaffle Bit, or Hackamore classes designated for two hands) or changing hands
(3)Failure to complete pattern as written
(4)Performing the maneuvers other than in specified order
(5) The inclusion of maneuvers not specified, including, but not limited to:
(A)Backing more than 2 strides
(B)Turning more than 90 degrees
(6) Equipment failure that delays completion of pattern; including dropping a rein that contacts the ground while horse is in motion.
(7) Balking or refusal of command where performance is delayed
(8) Running away or failing to guide where it becomes impossible to discern whether the entry is on pattern
(9) Jogging in excess of one-half circle or one-half the length of the arena
(10) Overspins of more than 1/4 turn
(11) Fall to the ground by horse or rider
(c) The following will result in a reduction of five points:
(1)Spurring in front of cinch
(2)Use of either hand to instill fear or praise
(3)Holding saddle with either hand
(4)Blatant disobediences including kicking, biting bucking, rearing and striking.
(d) The following will result in a reduction of two points:
(1) Break of gait
(2) Freeze up in spins or rollbacks
(3) On walk-in patterns, failure to stop or walk before executing a canter departure.
(4) On run-in patterns, failure to be in a canter prior to the first marker.
(5) If a horse does not completely pass the specified marker before initiating a stop position.
(6)Starting or performing circles or eights out of lead
(7)Starting circle at a jog or exiting rollbacks at a jog.
(8)To remain a minimum of 20 feet (6 meters) from the wall or fence when
approaching a stop and/or rollback.
(8)In patterns requiring a run-around, failure to be on the correct
lead when rounding the end of the arena will be penalized
(e)Faults against the horse to be scored accordingly, but not to
cause disqualification:
(1)Opening mouth excessively when wearing bit
(2)Excessive jawing, opening mouth or head raising on stop
(3)Lack of smooth, straight stop on haunches-bouncing or
sideways stop
(4)Refusing to change leads
(5)Anticipating signals
(6)Stumbling
(7)Backing sideways
(8)Knocking over markers
(f)Faults against the rider to be scored accordingly, but not to cause
disqualification:
(1)Losing stirrup
(2)Failure to run circles or figure eights within the markers is
not considered a fault depending on arena conditions and size; however, failure to go beyond markers on rollbacks and stops is considered a fault.
(g)While horse is in motion, rider’s hands shall be clear of horse and saddle.
REINING
PATTERN NUMBER 1
Run
to the opposite end of the arena past the end marker and do a right
rollback with no hesitation. Run
past the center marker and do a sliding stop. Back up to center of
the arena or at least 10 feet (3 meters). Hesitate. Complete
four spins to the right. Complete
four and one-quarter spins to the left so that horse is facing left
wall or fence. Hesitate.
Beginning
on the left lead, complete three circles to the left: the first
circle large and fast; the second circle small and slow; the third
circle large and fast. Change leads at the center of the arena.
Complete
three circles to the right: the first circle large and fast; the
second circle small and slow; the third circle large and fast.
Change leads at the center of the arena.
Begin
a large fast circle to the left but do not close this circle. Run
straight up the right side of the arena past the center marker and
do a sliding stop at least 20 feet (6 meters) from wall or fence.
Hesitate to demonstrate the completion of the pattern.
Run
at speed to the far end of the arena past the end marker and do a
left rollback with no hesitation.
REINING
PATTERN NUMBER 2

Horse
must walk or stop prior to starting this pattern.
Begin
at the center of the arena facing the left wall or fence.
Beginning
on the right lead, complete three circles to the right: the first
circle small and slow; the next two circles large and fast. Change
leads at the center of the arena.
Complete
three circles to the left: the first circle small and slow; the next
two circles large and fast. Change leads at the center of the arena.
Continue
around previous circle to the right. At the top of the circle, run
down the middle to the far end of the arena past the end marker and
do a right rollback with no hesitation.
Run
up the middle to the opposite end of the arena past the end marker
and do a left rollback with no hesitation.
Run
past the center marker and do a sliding stop. Back up to the center
of the arena or at least 10 feet (3 meters). Hesitate.
Complete
four spins to the right.
Complete
four spins to the left. Hesitate to demonstrate the completion of
the pattern.
Rider
may drop bridle to the designated judge. Run
at speed to the far end of the arena past the end marker and do a
left rollback with no hesitation.
Run
to the opposite end of the arena past the end marker and do a right
rollback with no hesitation.
Run
past the center marker and do a sliding stop. Back up to the center
of the arena or at least 10 feet (3 meters). Hesitate.
Complete
four spins to the right.
Complete
four and one-quarter spins to the left so that horse is facing left
wall or fence. Hesitate.
Beginning
on the right lead, complete three circles to the right: the first
two circles large and fast; the third circle small and slow. Change
leads at the center of the arena.
Complete
three circles to the left: the first two circles large and fast; the
third circle small and slow. Change leads at the center of the
arena.
Begin
a large fast circle to the right but do not close this circle. Run
straight down the right side of the arena past the center marker and
do a sliding stop at least 20 feet (6 meters) from the wall or
fence. Hesitate to demonstrate completion of the pattern.
Run
past the center marker and do a sliding stop. Back up to the center
of the arena or at least 10 feet (3 meters). Hesitate.
Complete
four spins to the right.
Complete
four and one-quarter spins to the left so that the horse is facing
the left wall or fence. Hesitate.
Beginning
on the right lead, complete three circles to the right: the first
two circles large and fast, the third circle small and slow. Change
leads at the center of the arena.
Complete
three circles to the left: the first circle small and slow, the next
two circles large and fast. Change leads at the center of the arena.
Begin
a large fast circle to the right but do not close this circle. Run
down the right side of the arena past the marker and do a left
rollback at least 20 feet (6 meters) from the wall or fence with no
hesitation.
Continue
back around the previous circle but do not close this circle. Run
down the left side of the arena past the center and do a right
rollback at least 20 feet (6 meters) from the wall or fence with no
hesitation.
Continue
back around previous circle but do not close this circle. Run down
the right side of the arena past the center marker and do a sliding
stop at least 20 feet (6 meters) from the wall or fence. Hesitate to
demonstrate completion of the pattern.
2.
Trot on left diagonal to cone 3. 3.
Canter small circle on right lead. 4.
Trot on right diagonal to cone 4. 5. Stop and back one horse length at cone 4.
Hunt Seat Equitation Pattern #2
1.
Walk from cone 1 midway to cone 2. 2.
Trot a figure 8 starting to the left. 3.
At cone 2 canter in left lead. 4.
Midway to cone 3 do simple lead change. 5.
Stop and back one horse length at cone 3. Hunt Seat Equitation Pattern #3
1.
Walk to cone 1. 2.
Sitting trot from cone 1 to cone 2. 3.
At cone 2, do circle to the right at posting trot on left diagonal. 4.
At cone 2, stop and back one horse length. 5.
Canter on left lead to cone 3. 6.
Stop. 7.
270 degree turn on forehand to the right. 8.
Canter on right lead to cone 4. 9.
Stop.
RULE 31: HUNTSEAT BAREBACK PLEASURE Course
Design: Obstacles: Because
the lowest score wins, each combination of horse and rider seeks to
complete the cross-country with as few penalties as possible. If
larger faults occur, such as multiple refusals, the horse will be
eliminated (E) from competition and will not be allowed to finish the
course. Elimination has also been subdivided in the United States to
include Technical Elimination (TE), if a mistake is made that is
unrelated to the horse (for example, jumping two fences in the wrong
order). Riders may also choose to retire (R) on course if their horse
is having a poor run. This prevents the rider from continuing the
competition, but is often a good choice if the horse is physically or
mentally overfaced by the challenges. Mandatory Retirement (MR)
occurs if the horse falls, even if he is not noticeably injured, to
help protect the horse's welfare. Withdrawing (W) only occurs if the
horse is taken out of competition when he is not on course. Rider may
be disqualified (DQ) if they endanger their mount or other people on
course. The United States added Dangerous Riding penalties in 2007,
to be added at the discretion of the ground jury if a rider is going
around the course in an unsafe manner (for example, at an extreme
speed).
A
refusal results in 20 penalties First
refusal or crossing tracks (circling) in front of an obstacle: 20
penalties per obstacle
2nd
refusal or crossed tracks at the same obstacle: 40 additional
penalties
3rd
refusal or crossed tracks at the same obstacle (an "obstacle"
includes all its elements): elimination
Jumping
obstacles in the wrong order (#5 before #4, or element B before A):
elimination
Jumping
a fence in a direction which is not flagged: elimination
Omission
of a jump or compulsory passage: elimination
Note:
the only time a competitor may jump an obstacle twice in a row is if
a refusal occurs at a second element (B) and the rider can not
approach "B" without re-jumping "A" (a bounce ,
for example)
Note:
the horse is only allowed to jump from a standstill if the
obstacle's height is no higher than 30 cm (for example, banks and
ditches). Jumping any other obstacles from a standstill (a
"prolonged halt") counts as a refusal.
Falls Fall
of Rider: Elimination
Fall
of horse (quarters and shoulder touches ground): Mandatory
retirement
Every
second commenced above the optimum time, rounded up to the nearest
second: 0.4 penalties/sec
Exceeding
the allowed time (2× the optimum time): elimination
In
the United States, going too fast for the level will result in
"Speed Faults": 0.4 penalties/sec for every second under
the Speed fault time
Rider
without headgear or a fastened harness strap
Improper
saddlery (for example, riding with a running
martingale
and no rein stops)
Overtaking
another rider on course in a dangerous manner (for example, jumping
a fence at the same time as the other rider)
Willful
obstruction of an overtaking competitor
Failure
to stop on course when signalled
Horses
head and front shoulder outside of the flags
The
horses will be judged on riding quality of gaits (walk, trot, and
canter), change of leads, response to rider, manners, disposition,
and intelligence.
The
English Riding class is a competition on the performance of a
sensible, well and mannered, and easy moving ranch horse that has
the athletic ability and handiness to do a variety of ranch jobs as
well as give its rider a pleasant ride over trails or in open
country. This competition is not a race or a stunt and should not be
confused with equitation classes in which the rider is judged.
Each
horse and rider will perform the English Class riding patterns and
routines individually. Check Western Riding for more information
and for patterns. *Gentlemen
Without Colors* *Ladies
With Colors* *Ladies
Without Colors*
Cubbing
Anything goes except wearing red
which is for staff. In the U.S., some cubs (young fox) are chased and
allowed to escape to teach them better skills of evasion so that they
may be tracked (preferably without being killed) again another day.
Many foxes learn to evade the hounds by running up or down streams,
running along the tops of fences, and other tactics to throw the
hounds off the scent. Sometimes dogs are taking out to educate them
on tracking scent or to just blow off energy from being keep in the
kennels. Normally it a the head huntsman or the kennel master who
take the dogs out. This
event is done on four levels (five at Grand Prix) and is to display
the ability of horse and rider in balance. The horse learns flexion,
balance, lightness, ease of movement, freedom and regularity of
paces, lightness of forehand, engagement of hind quarters, lively
impulsion and acceptance of the bit. The horse moves in a straight
line when asked, bends with suppleness when performing curved lines.
In all work the horse is on the bit and the carriage of his head and
neck is determined by level of training, the relative collection of
the gait performed and the horse's conformation of the breed. The
head is usually slightly ahead of the vertical with the supple poll
the highest point of the neck. Once in a while a horse will for a
moment slightly behind the vertical and will still be engaged. At
training level, the horse should be performing with the hind legs and
the front legs however, having the hind end higher than the front is
a severe fault.
Tests: The dressage arena is usually
60 x 20 meters and marked : Judge C H G M S I R E X B V L P K D F A (Entry to Arena) Tack required: Turnout of Horse: Turnout of Rider: Required: Extra Credit: http://www.imeha.org/imehaguidebook/SS/saddleseat.html http://www.imeha.org/imehaguidebook/SS/sidesaddle.html http://www.imeha.org/imehaguidebook/Costume/costume.html http://www.imeha.org/imehaguidebook/harness/harness.html http://www.imeha.org/HarnessGuidebookNT.html
RULE 54: MISCELLANEOUS TRAIL EVENTS http://www.imeha.org/imehaguidebook/MiscTrail/misctrail.htm
RULE 55: MISCELLANEOUS PERFORMANCE EVENTS http://www.imeha.org/imehaguidebook/MiscP/miscellanousperformance.html
Written: June 1, 2001
REINING
PATTERN NUMBER 3

Horse
must walk or stop prior to starting pattern.
Beginning
at the center of the arena facing the left wall or fence.
1.
Beginning on the right lead, complete three circles to the right: the
first
two circles large and fast; the third circle small and slow. Stop at
the
center
of the arena.
2.
Complete four spins to the right. Hesitate.
3.
Beginning on the left lead, complete three circles to the left: the
first
two circles large and fast; the third circle small and slow. Stop at
the
center
of the arena.
4.
Complete four spins to the left. Hesitate.
5.
Beginning on the right lead, run a large fast circle to the right,
change
leads at the center of the arena, run a large fast circle to the
left,
and
change leads at the center of the arena.
6.
Continue around previous circle to the right. At the top of the
circle,
run
down the middle to the far end of the arena past the end marker
and
do a right rollback - no hesitation.
7.
Run up the middle to the opposite end of the arena past the end
marker
and do a left rollback - no hesitation.
8.
Run past the center marker and do a sliding stop. Back up to the
center
of the arena or at least 10 feet (3 meters). Hesitate to demonstrate
completion
of the pattern.
Rider
may drop bridle to the designated judge.
REINING
PATTERN NUMBER 4

Rider
may drop bridle to the designated judge.
REINING
PATTERN NUMBER 5
Rider
may drop bridle to the designated judge.
(a)
Both the cow work portion of this event and the reined work portion are mandatory. Scoring emphasis on the cow work portion shall be based on the horse maintaining control of the cow at all times, exhibiting superior cow sense and natural cow working ability without excessive
reining or spurring. The greater the difficulty of the run, the more credit should be given. The difficulty may be due to the extreme speed or stubbornness of the cow, or the cow’s reluctance to move down the fence when sufficiently driven by the contestant. The most controlled cow work with the highest degree of difficulty should be marked the highest. Failure of an exhibitor to attempt to complete the cow work portion of the class, as well as the reined work, will result in the exhibitor not being considered an entry in the class. A horse that attempts to complete the cow work and has not been disqualified will be scored accordingly at the judge’s discretion. A horse going off pattern in the reined work will receive a score of zero. A horse that attempts both the reined work and the cow work portion may be placed, even if disqualified in one portion of the class. (Example: If a horse is disqualified and receives a 0 score for the reined work, but scores a 70 for the cow work, its total score would be a 70 and the horse would be eligible for placing.) However, the fall of a horse and rider being judged shall be cause for disqualification and not eligible to be placed.
(b)
The approved pattern will be used and each contestant will cause his horse to travel at the gait indicated for each part of the pattern. When judging reined work, the judge should refer to the reining portion of the handbook for guidelines.
(c)
For an ideal cow work, each contestant, upon receiving a cow in the arena, shall hold the cow on the prescribed end of the arena for sufficient time to demonstrate the ability of the horse to contain the cow on that end. After a reasonable amount of time, the contestant shall
take the cow down the fence, making at least one turn each way on the fence. The
contestant shall then take the cow to an open part of the arena and circle it at least once in each direction. The required pattern for the cow work is boxing, fence turns and circles, in that order.
(d)
The cow must always yield to the horse
(e) The following characteristics of the horse are considered faults:
(1) Exaggerated opening of mouth
(2) Hard or heavy mouth
(3) Nervous throwing of head
(4) Lugging on bridle
(5) Halting or hesitation while being shown, particularly when being run out, indicating anticipation of being set up
(6) Losing a cow or being unable to finish a pattern because of a bad cow, the contestant should be penalized at the judge’s discretion
(7) Touching the horse or saddle with the free hand except during the cow work portion of the class, where the rider may hold onto the horn.
(k) The characteristics of a good working cow horse are:
(1) Good manners
(2) Shifty, smooth and having its feet under it at all times when
stopping, hind feet should be well under it
(3) A soft mouth and should respond to a light rein, especially when
turning
(4) Head should be maintained in its natural position
(5) Work at reasonable speed and still be under control of the rider.
f Point Penalties:
• Horse runs past the cow; when the horse’s buttocks pass the cow’s
head, the horse is considered past the cow.
• Failure to drive cow past middle marker on first turn before turning cow
• The arena may not be crossed to use the opposite fence to achieve a turn
• Using the corner or the end of the arena to turn the cow when going down the fence
• Slipping a rein
• Excessive whipping, or spurring
• On trot-in patterns, failure to stop before executing a canter
departure.
• Biting or striking the cow
• Spurring or use of the romal forward of the cinch
• Any blatant disobedience of horse
Disqualified 0 - Score
• Fingers between the reins
• Any horse that is out of control while working the cow, thus
endangering the rider (i.e. Crossing the path of the cow) or any horse
that runs over the cow thus causing the fall of horse and/or rider
• Schooling between rein work and cow work. (Schooling is defined
as gaining an advantage by excessive pulling, turning, stopping or
backing.)
• During the cow work, use of two hands on the reins, except with
junior horses ridden two-handed in a bosal or snaffle bit.
g There are a multitude of patterns in AQHA or NCHA rulebooks but
due to space limitations IMEHA will list these following 5 patterns. You may go to other rulebooks to list a different pattern if you wish for reference.
REINED COWHORSE PATTERN I

REINED COWHORSE PATTERN I
REINED COWHORSE PATTERN II

REINED COW HORSE PATTERN II
Left Lead Start
Mandatory Marker Along Fence or Wall Trot to center of arena and stop. Start pattern facing toward judge.
REINED COW HORSE PATTERN II
Right Lead Start
Mandatory Marker Along Fence or Wall Trot to center of arena and stop. Start pattern facing toward judge.
REINED COW HORSE PATTERN III

REINED COW HORSE PATTERN III
REINED COW HORSE PATTERN IV

REINED COW HORSE PATTERN IV
REINED COW HORSE PATTERN IV

REINED COW HORSE PATTERN V
This pattern works best when the exhibitor and cattle enter from the same end of arena.
RULE 23: BARREL RACING.
Barrel racing is a timed event.
(a)
The course must be measured exactly according to diagram and cannot exceed these dimensions. However, if the course is too large for the available space, the pattern should be reduced five yards at a time until the pattern fits the arena. Adequate space must remain between
barrels and any obstacle. The distance from barrel number three to the finish line need not be reduced five yards (4.6 meters) at a time if there is sufficient room for the horse to stop. When measuring the area for the barrel course, allow ample room for horses to complete
their turns and stop at the finish. It is recommended there be at least 45 feet (13.5 meters) from the starting line to the end of the arena, at least 18 feet (5.4 meters) from barrels 1 and 2 to the fence and 36 feet (10.8 meters) from barrel 3 to the end of the arena.
(b)
Brightly colored 55 gallon (200 liters) steel drums with both ends in must be used. There shall be no rubber or plastic barrels or barrel pads used. Using campbells soups cans are very close to scale for traditional models. But they very needs to be painted rather to to leave them are just silver cans
(c)
Starting line markers or electric timers, when possible, shall be placed against the arena fence. Reference can be made to the real electric timer used.
(d)
Timing begind as soon as the horse’s nose reaches the starting line and stops when the horse’s nose passes over the finish line. So these are fine to recreate reference to
(e)
The contestant is allowed a running start. At a signal from the starter, the contestant will run to barrel number 1, pass to the left of it, and complete an approximately 360 degree turn around it; then go to barrel number 2, pass to the right of it, and complete a slightly more
than 360 degree turn around it; then go to barrel number 3, pass to the right of it, and do another approximately 360 degree turn around it; then sprint to the finish line, passing between barrel number 1 and 2. This barrel course may also be run to the left. For example, the contestants will start to barrel number 2, turning to left around this barrel, then
to barrel number 1, turning to the right, then to barrel number 3, turning again to the right, followed by the final sprint to the finish line.
(f)
Knocking over a barrel carries a penalty. Failure to follow the course shall cause disqualification. A contestant may touch the barrel with his or her hands in barrel racing.
(g)
A penalty will be assessed if the hat or helmet is not on the exhibitor's person for the entire time the exhibitor is in the arena in barrel racing.

RULE 24: POLE BENDING.
Pole bending is a timed event.
(a)
The pattern begins by each contestant will begin from a running start, and time shall begin and end as the horse’s nose crosses the line. A clearly visible starting line must be provided. An electric timer may be recreated by using a prop. The entry may recreate any part of the pattern.
(b)
The pole bending pattern is to be run around six poles. Each pole is to be 21 feet (6.4 meters) apart, and the first pole is to be 21 feet (6.4 meters) from the starting line. Poles shall be set on top of the ground, six feet (1.8 meters) in height, with no base more than 14 inches (35 cm) in diameter.
(c)
A horse may start either to the right or to the left of the first pole and then run the remainder of the pattern accordingly.
(d)
Knocking over a pole shall carry a five-second penalty. Failure to follow the course shall cause disqualification. A contestant may touch a pole with his or her hand in pole bending.
(e)
Hat or helmet must stay on exhibitor the entire time the exhibitor is in the
arena in pole bending.
(f)
The judge must disqualify any contestant for excessive use of
a whip, rope, crop, bat or reins anywhere on the horse.
RULE 25: EXTREME COWBOY RACE
1)A score is given for each obstacle on the course. A score is also given for overall horsemanship and speed.
2)Each obstacle consist of 3 components: the Approach to the obstacle,
the Obstacle itself and the Departure from the obstacle.
3)Each obstacle may consists of a maneuver similar to reining or the negotiating of an obstacle similar to a trail riding event.
Be sure that if your entry is a
List of Maneuvers for Extreme Cowboy Race:
Backing
Backing
- Down Hill
Backing - Up Hill
Circles big and small-slow and
fast
Doubling (Turning) into Fence
Roll backs
Serpentine
Through a Pattern
Side Pass (logs, ground poles or panels)
Spin
List of Obstacles for Extreme Cowboy Race:
Archery shoot
Bareback Double Rider
Barrel/PVC Jumps
Barrel
Turns
Blindfold and Lead Your Horse
Branding-Chalk
Carry
Saddlebags
Climb Wind Mill-Ring Bell
Cow Sort
Cowboy
Curtain
Daisy Chain
Dead Fall
Flag Race
Flares and
smoke
Free Ride
Ground tie
Hay carry
Hay Maze
Hay
Ring
Key Hole
Lead Across a Water Obstacle
Leading
Horse-From Ground
Log Crossing
Log Pull
Mail Box
Move
golf ball from on a cone to another cone
Narrow Bridge
Open and
Close Gate (rope gate or regular gate)
Pallet Pull
(Controlled)
Pick up Horses Feet
Pony or Leading a Second
Horse
Put on Easy Boots and Then Ride
Ravine Ride-deep or
shallow
Ride Through Round Bales and Road Flashers
Slicker or
Tarp Carry
Spearing Stationary Rings
Stand Up in Saddle-hit
tennis ball
Step-down or up
Stops
Tarp -drag-carry-ride
over
Teeter Totter Bridge
Trailer Load
Trash Ride (trash
between two panels)
Tunnel
Tunnel Run
Water Box
Water
Carry
Water crossing (shallow or deep)
Waterfall
Water
Sprinkler
Zig Zag
RULE 26: COWBOY ACTION NOUNTED SHOOTING
SASS DRESS REQUIREMENTS F
Shirts and Blouses:
Long sleeve traditional western design may include snap, button shirts, button up, lace up, smiley pockets, shield shirts, plaid shirts, denim shirts, leather shirts. Shirts may have appliqué, fringe, piping, embroidery, or different colored yokes. Sleeves may be rolled up to the forearm. Ladies may wear short sleeve western cowgirl or Victorian
style shirt, peasant blouse, camisole.
Pants and Skirts:
Traditional styled western pants. Jeans may be worn but must be worn with chaps or chinks over them. Ladies may wear split riding skirts, full-length dress or Victorianstyled long
formal dress, Spanish, Indian style, or saloon girl dress is appropriate. Dresses may be short sleeve or sleeveless.
Headwear:
Headwear shall be worn during competition for the entire match. Headwear may include western style felt cowboy hat, cavalry style felt hat, Victorian or other ladies hat, veil, ribbon, bow, feather, or other appropriate hair ornamentation to complete a look; Mexican style sombrero of felt or straw, Native American style headband with feathers, or protective headwear.
Footwear:
Boots may be lace up or pull on and must be a traditional design of leather or leather looking material; moccasins or military style boots must be of leather or leather looking material. Ladies may also wear Victorian style shoes or lace up shoes. They must be of
leather (leather looking material), silk, or brocade fabric.
Accoutrements:
Accoutrements are strongly encouraged. They may include, but are not limited to the following:
gloves or gauntlets, scarves with slides or tied around the neck, coat, jacket, vest,
frock coats, dusters, chaps, cuffs, belts or buckles, period watch, hat bands, sleeve garters, knife in sheath, botas, leggings, suspenders, or sashes. Ladies may also wear period jewelry, period hair ornaments, snood, feather boa, cape, sashes, stockings, bustle, hoop, and corset.
OUTLAWED
The use or presence of any outlawed item is a Stage Disqualification.
• Short sleeve shirts (Male competitors only)
• Hip-hugger or designer jeans
bull; Short sleeve tee shirts, long sleeve tee shirts, and tank tops for all competitors. Long sleeve Henley type shirts with buttons are acceptable.
• Spandex or other modern body-hugging material, fitted tops.
• Modern feathered cowboy hats (Shady Brady). Straw hats of traditional design
Stetson, Bailey, sombreros,) acceptable.
• Ball caps
• All types of athletic shoes or combat boots, no matter the material from which
they are constructed
• Nylon, plastic, or Velcro accouterments.
• Promotional or sponsor’s logos on tack or clothing are forbidden. Manufacturer’s clothing labels are acceptable.
FIREARMS
Each contestant shall be armed with two revolvers. Only fixed sight single action of .45 Long Colt caliber, designed prior to 1898, or reproductions thereof, are allowed.
Examples of these revolvers include Colt Single Action Army and Bisley Models, Smith
& Wesson Schofield and Russian, Remington Models 1875 and 1890, and Ruger
Vaqueros and Montados.
GUN LEATHER
Each rider will need a belt and two holsters. Most competitors use one holster on
their strong side and a cross-draw on their off side, allowing them to shoot
both revolvers with their strong hand without shifting the reins from one hand to
the other. It is permissible to mount holsters on the saddle. All holsters must be
of leather construction and must securely retain the contestant’s firearms throughout
the strenuous range of motion required in mounted competition. Holsters should conform to historic Old West designs. A holster is defined as a leather pouch formed in the shape of a revolver. A feedbag or saddlebag does not qualify and is considered to be unsafe. Holsters
are limited to belted holsters, pommel, cantle, and/or shoulder holsters.
HORSES
SASS Mounted Shooting competition is open to any horse or mule, registered or grade.
A competitor must use the same horse throughout the entire match.
SADDLES AND TACK
Contestants are encouraged to use period saddles of an early western design, such as
slickforks, Hope Tree, Mother Hubbard, or McClellan. However, one may compete with any saddle as long as it is constructed of traditional materials (leather) and is in safe condition.
Headstalls, tie-downs, reins, and breast collars must be of leather construction.
The idea is to present a picture “out of the past” of the mount and rider. Modern neoprene and fleece lined cinches, nylon latigos and billets, shin, skid, and bell
boots, while not encouraged, are acceptable as long as they are of neutral earth
tones and do not blatantly change the overall traditional appearance of the competitor’s rig. Contestants may use any bit or hackamore to reasonably control their
mount as long as it is not overly severe in design. Tack may not display any visible advertisements or endorsements, including logos.
TARGETS and EQUIPMENT
The standard targets used in SASS Mounted Shooting competitions are helium quality
balloons. When inflated correctly, a target will measure six to nine inches in diameter. Care is taken to make sure targets are of uniform size for all competitors. Targets shall be of two distinctly different colors; it makes. For safety reasons target stands should be
made of a flexible material like PVC or polyethylene pipe no larger than 3/4 inch
in diameter. A simple 1-1/2 inch vertical hacksaw cut in the top of the pipe
provides an excellent way to fasten targets to the target pole. Simply tie off the
neck of the balloon, stretch it, and slip it into the saw cut. Standard target poles should be 48 inches high, but can be varied from ground level to 60 inches to add variety to
each stage. Traffic cones make excellent, safe bases for target poles.
STAGE DESIGN
A standard Mounted Shooting stage has ten targets. A contestant engages the course
of fire with two single action revolvers loaded with five approved cartridges. Revolvers
are used one at a time. With the first revolver, a contestant engages the first designated course of fire(the first half of the stage). Upon completing the first half of the course, the contestant shall holster the now empty revolver and draw the second revolver and
ride to engage the second half of the stage. There shall be no running starts into the arena. All riders shall start a stage with the gate closed. It is required all barrels be plastic and closed at both ends. They may not be closer than 25 feet to the arena side rails and 25 feet to the end rail, and targets shall be set at lease 30 feet from the side and end rails. After completing the stage, the contestant shall immediately report to the Armorer, who will unload both revolvers.
Penalties
• Missed target
• Knocked over barrel
• Knocked over mandatory gate or cone
• A dropped revolver after engaging the stage
• Failure to holster first revolver
• Twirling of revolver
• Failure to engage target
• Failure to follow pattern
• Deliberate bypassing a target to gain unfair advantage
• Knocking over rails, panel, structures, or other devices intended for
controlling rider and horse
Stage Disqualification
• Failure to follow SASS clothing requirements
• A rider loads or shoots six rounds from the same revolver in a stage
• Becoming dismounted during a stage or otherwise not completing a
stage
• Accidental discharge outside of the arena before or after a run
• Failure to follow loading / unloading rules
• Crossing timer beam before finishing stage
• A cart accident, broken cart parts (where stage cannot be safely completed),
or contestant falls out of cart after engaging stage
RULE 27: OTHER GYMKHANA EVENTS
Typically a light weight western saddle of barrel-racing style with small,
rounded skirts and breast collar. However any style Western saddle
allowed. Bridle can be mechincal hackamore, hackamore bosal or any
style bridle and bit with equipment at rider's choice with roping or
closed reins. Leg protection commonly seen. Tied downs are allowed.
Riders usually dress in flashly western style clothing but levis and
shirts are required. Hats for adults and helmets for children.
A) Western Other Gymkhana Speed - Timed Games
IMEHA Defination of a Speed or Timed Event is when the horse and rider are
competing against a clock and are the only entry in the arena during
their performance. Or may be a pair of riders racing against each
other in heats with fastest rider advancing to a final heat.
These are a few examples of Western Other Gymkhana Speed - Timed Games.
Meaning the winners with the fastest time normally win. There are
many others that you may use. Just be sure to add a comment line with
description of the activity and any reference links if you have one.
Apple Bob:
Three styles of this event are note. Rider either rides to
where a container of apples are placed in water and then (while
mounted) reachs in the container and get a good bite on the apple,
retrieves it and ride back to finish while holding apple in their
mouth. The other is to dismount and bite the apple and then either
remount and ride back or stay grounded a lead back the horse to
finish line. Consideration as to age of rider and ability to mount
and dismount are taken into consideration.
Balloon Race:
The rider carries several balloons in a cluster that are
weighed at the base of the string. Rider tries to drop weighted
ballons in the bucket without spooking the horse. Variations of this
race is to add obstalce to maneuver such as ground poles or back thru
poles. Bucket is typically set up at riders knee height such as a
barrel top.
Barrel Crawl:
A timed race to end of arena where rider dismounts and
crawls through a barrel remounts and return to finish line.
Beer Can or Soda Can Stack:
ider races from a starting line to a
barrel and stop long enough to place one beer or soda can on the top
of an already stacked pile of cans. Rider places a can so that it
stays and then turn around the barrel and races back to finish line.
Pile of cans are the same number for each entrant to be fair so an
attendant must be present to adjust the stack for each entrant.
Cow Hide Race:
Rider ties a cow hide with lariat to one end, dallies
to horn and drags the hide with rider aboard the hide back to the
finish line. Usually done in pairs.
Flag Race:
There are two barrels but both at one end of the arena, one
is on the left side (with about 15ft or more to the fence) the other
on the right (same distance) the flag is in a bucket of sand on one
side or the other of the arena. A bucket full of sand but no flag is
on the opposite barrel. The point is to run (or walk) down the arena
pick up the flag on your way by put it into the empty bucket and run
(or walk) back to the line. There are time penalties for missed
buckets or knocked over barrels.
Fox and Hound:
A cloverleaf style barrel race but with two riders and
two horses. The first horse leads and the second horse follows.
Disqualification if second horse passes before the front of cinch
before the first horse finishes the course.
Izzy Dizzy:
Run down to a bat do 15 circles with forehead on bat and
bat and ground get back on your horse and race back to finish line
with fastest time the winner.
Keyhole:
A 20 feet in diameter circle with a 4' wide x 10' long neck in drawn in
the arena with lime or chalk powder. The starting line is 50 to 100
feet according to arena and or associations from the entrance of the
keyhole. Time starts as contestant crosses the starting line and runs
to through entrance of keyhole, stopping within the confines of the
circle. They may turn right or left in the circle. return to the
entrance of the keyhole and run through it and back to finish line.
Sets of markers are used at both start and finish lines and the horse
must pass between both markers in order of their time to be valid.
Nez Perce Stake Race:
Similar to pole bending but horses compete in pairs and in heats until a winner is chosen. The course is done in a mirror fashion with a common finish line.
Pickup & Ride or Rescue Race:
A timed race to end of arena, around a barrel pickup a rider and return.
Rope Race:
Four foot ropes are loosely tied to a wire line or a lariat and strung across the arena about 2 feet higher than an average rider's head while mounted on horseback. Heats are suggested to have no more than 8 horses but not a requirement. Heats are conducted like
musical chairs in which for example if there are 8 horse 7 ropes are tied until there is only one horse left.
Sack Race:
Two riders dismount and putting one leg in a large feed or
gunny sack they race while leading their horses down to a finish
line. A variation is when after reaching the line at one when of
arena the team mount (usually each other's horses) and race back to
other end of arena to a finish line.
Steer Daubing:
Rider uses a "lance" to mark the steer within a
circle painted on the steer's side. The circles are painted on both
sides of a steer and are 16 to 20 inches in diameter. The lance is
approximately 6' long and is padded at one end and soaked in a
washable paint or white wash. The horse and rider are placed behind a
barrier, usually the calf roping chute and a steer is releashed at
the rider's signal. The rider has a 1 minute time limit after steer
breaks the barrier to prevent needless chasing of the steer.
Stump Race:
Cloverleaf style barrel race with twin course and two horses
competing against each other. The course is done in a mirror fashion
with a common finish line. Course is larger than normal cloverleaf
barrels with front barrel 30 feet from finish line, barrels 75 feet
apart and back barrel 94 feet from finish line. First horse from the
competing pair to cross finish line wins the heat and goes on to
compete in subsequence heats until a final winner is chosen.
B) Western Other Gymkhana Speed - Non Timed Game
IMEHA Defination of a Non Timed Event is when the horse and rider are
competing against others in the class and must cross a finish line
first to win the class.
These are a few examples of Western Other Gymkhana Speed - Non Timed Games.
This games are not timed. There are many others that you may use.
Just be sure to add a comment line with description of the activity
and any reference links if you have one.
Bareback Dollar Bill or Sit A Buck:
Riders ride without a saddle and
sitting on a dollar bill throughout a rail class called by a judge.
Usual gaits are the same as Western Bareback Equitation classes.
Riders with a dollar bill under them when the line up is called in
are the ones placed. Judged on equitation and rather or not they kept
their seats long enough to hold the dollar bill in place. Rider
normally get to keep the dollar as an award along with ribbon of
placement based on equitation.
Boot Race:
A timed Race where boots are piled together at one end of
the arena and the entrants ride to the pile from the stating line
where the rider dismounts finds their boots, put them on and leads
their horse back to the start. (trick class - the show staff filled
your boots with rocks!)
Catalog Race:
The announcer gives each rider a page number. Entrants run
to barrel at end of arena, find page number tear out and race back
with the fastest time and correct page number wins.
Champagne Glass:
Riders are given a champagne glass filled with fluid at one
end of arena and must ride back to other end of arena with fluid
still in the glass. Fastest time with most fluid in glass wins.
Cowboy or Push Polo:
In Cowboy Polo riders use a mallet like in polo. In Push Polo riders try to get their horses to push the ball through the cone goals. Team that scores the most goals within set time win.
Diaper Race:
Team of two riders riding double; in a row of ten riders; run down. One is the 'baby' and the other is the mother. Mother puts on the diaper on the 'baby' and put on a cloth diaper and both get back on horse. First pair that corsses finish line with diaper
correctly on 'baby' wins.
Egg & Spoon:
Riders are given an egg and large soup spoon at one
end of arena and must ride back to other end of arena with the egg
still sitting in the spoon. The person that crosses the finish line
first with an egg still in spoon wins.
Hat Race:
In theory as boot race but using hats instread of boots.
Musical Stalls:
Ground poles are laid out in connecting stall fashion. Horse and rider must be in a 'stall' when the music goes off. Ground poles are removed per stall for each go around until there is only one winner left.
Relay Races:
Riders entered divide into two teams. Each team as a crop or some item to use as a 'handoff'. Riders race a course made of manevuers such as serpentines, quarter turns, half turns, etc. The riders ride through the course away from their team and then canter
back (without going through course a second time unless you may want to call for running the course backwards which is really funny to watch).
Relay Obstacle Races:
Same type of course as listed above in Relay Race but ostacles that can be cantered over such as those seen in trail class are added. Riders entered divide into two teams. Each team as a crop or some item to use as a 'handoff'. Riders race a course made of manevuers over the obstacles. The riders ride through the course away from their team and then canter back (without going through course a second time unless you may want to call for running the course backwards which is really funny to watch).
Ribbon Pairs:
Two riders walk, trot, and canter holding a ribbon between them. The last pair holding the ribbon wins. A timed race where all the entrant's saddles and saddle pads are piled in a line and the rider rides bareback from a starting line to where the saddles are
lined up. They then dismount, saddle the horse and ride back to finish line.
Simon Says or Command:
"Simon" gives equitation commands and the riders must do it immediately. A top judge asks for the hard ones like, 'perform a 180 degree turn away from rail on the forequarter.' Or, 'Turn horse in toward center of arena go 6 strides and then back
6 strides and turn reverse direction on rail.' Announcer or judge who is calling commands must speak clearly and quickly. Riders are asked to come to enter of ring when they have not performed the last command correctly. The last rider on rail remaining wins.
Wash Day Races:
Run or ride to the other end of the arena where a clothes line is set up with over lots of different sized shirts/pants. Rider puts on a set of a shirt or pants, blouse or skirt and races back. So funny to watch in real life. Most shows get the clothes from goodwill for free.
RULE 28: HUNTER UNDER SADDLE ARENA
(a)
Hunters under saddle should be suitable to purpose. Hunters should
move with long, low strides reaching forward with ease and smoothness,
be able to lengthen stride and cover ground with relaxed, free-flowing
movement, while exhibiting correct gaits that are of the proper
cadence. The quality of the movement and the consistency of the gaits
is a major consideration. Horses should be obedient, have a bright expression
with alert ears, and should respond willingly to the rider with light
leg and hand contact. Horses should be responsive and smooth in transition.
When asked to extend the trot or hand gallop, they should move out with the same flowing motion. The poll should be level with, or slightly above, the withers to allow proper impulsion behind. The head position should be slightly in front of, or on, the vertical.
(b)
This class will be judged on performance, condition and conformation. Maximum credit shall be given to the flowing, balanced, willing horse.
(c) Horses to be:
(1)shown under saddle, not to jump.
(2)shown at a walk, trot and canter both ways of the ring. Horses should back easily and stand quietly.
(3)reversed to the inside away from the rail.
(d)Horses may be asked to change to canter from the flatfooted walk or trot, at the judges discretion.
(e)Faults to be scored according to severity:
(1)Quick, short or vertical strides
(2)Being on the wrong lead
(3)Breaking gait
(4)Excessive speed at any gait
(5)Excessive slowness in any gait, loss of forward momentum
(6)Failure to take the appropriate gait when called for
(7)Head carried too high
(8)Head carried too low (such that poll is below the withers)
(9)Overflexing or straining neck in head carriage so the
nose is carried behind the vertical
(10)Excessive nosing out
(11)Failure to maintain light contact with horse’s mouth
(12)Stumbling
(13)If a horse appears sullen, dull, lethargic, emaciated,
drawn or overly tired
(14)Consistently showing too far off the rail
(f)
Faults which will be cause for disqualification, except in novice amateur or novice youth, which shall be faults scored according to severity:
(1)Head carried too low (such that poll is below the withers)
(2)Overflexing or straining neck in head carriage so the
nose is carried behind the vertical
(g)At the option of the judge, all or just the top 12 horses may be
required to hand gallop, one or both ways of the ring. Never more than 12 horses to hand gallop at one time. At the hand gallop, the judge may ask the group to halt and stand quietly on a free rein (loosened rein).
RULE 29: HUNTER UNDER SADDLE NATURAL – NO RAIL
Hunter Under Saddle Natural - No Rail is a class that was written for hobbyists
and does not exist in the real world. It is for hobbyists that do not own arena fencing but still want to enter a English Hunter Under Saddle entry. There are no arena fences and most of all No Trail Obstacles in the class. There is no cross entering of Hunter Under Saddle Natural - No Rail Fence and English Trail Natural w/ Obstacle using the same photo. Just envision a Hunter Under Saddle class but without the arena wall and you have the requirements to enter the class.
a) Attire
Tack may be somewhat more relaxed as well.
b) Review
RULE 28 for premium requirements as to tack, saddle, any rider, etc they apply to this class with the exception of fence rail.
RULE 30: HUNT SEAT EQUITATION
A doll rider is required for this class. The class is judged 80% on the rider and 20% on the horse. Hunt Seat Equitation is an evaluation based on the ability of a rider to perform various maneuvers in harmony with his/her horse. The horse is judged on it's ability to be
a pleasure style mount. The poll should be level with, or slightly above the withers, to allow proper impulsion behind. The head should not be carried behind the vertical, giving the appearance of intimidation, or be excessively nosed out, giving a resistant appearance.
Horses are asked to walk, trot, canter and sometimes hand gallop both directions of the arena, to stand in a line-up, rein-back and for a possible pattern consisting of other movements at the direction of the judge. Entries should work with a smooth regular gait, a natural willing and responsive headset; not necessarily fully flexed at the poll depending upon breed, conformation and style. They should show a forward - going way of impulsion and conformation consistence with a smooth and sustainable ride such a s a well-sloped shoulder, good pasterns, and a supple back with well-developed hind quarters. The demeanor of the horse (model) should be of happy and obedient participation in the class.
A) Patterns:
A photo submission may be of a pattern in additional to rail work. When a pattern
is used it is under the following guidelines:
1) All patterns must include a trot and canter. Horses’ gaits are to
be ridden with the same cadence and speed as you would find in the rail phase.
B) Class Procedure:
Entries may depict worked individually from the gate or they may all enter at once, but a working order must be drawn regardless. The entire class, or only the finalists, must work at all three gaits at least one direction of the arena. Rail work can be used to break ties and possibly adjust placings. Individual works may be compromised of any of the following:
Group #1: Walk, Sitting Trot, Extended Trot, Posting Trot, Canter, Circles, Figure 8, Halt,
Back, Sidepass, Address Reins, Demonstrate Change of Diagonal.
Group #2: Serpentine (Trot or Canter), Turn on Haunches or Forehand,
Leg-Yield, Flying or Simple Change of Lead.
Group #3: Canter and Hand Gallop in a straight or curved line, Counter-Canter Figure 8,
Drop or Pick-up Irons without stopping. A turn on the forehand to the
right is accomplished by moving haunches to the left. A forehand turn
to the left is accomplished by moving haunches to the right. If
riders are asked to drop their irons, they can leave them down or
cross them over the withers. When performing a leg-yield, the horse
should move forward and lateral in a diagonal direction with the
horse’s body straight with a slight flexion of the head in the
opposite direction of lateral movement. When a horse yields to the
right the head is slightly (just to see the eye of the horse) to the
left. A horse yielding to the left the head is slightly flexed to the
right.
C) Basic Position:
(1) Hands should be over and in front of horse’s withers, knuckles thirty degrees inside the vertical, hands slightly apart and making a straight line from horse’s mouth to rider’s elbow. Method of holding reins is optional, and bight of reins may
fall on either side. However, all reins must be picked up at the same time.
(2) The eyes should be up and shoulders back. Toes should be at an angle best suited to rider’s conformation; heels down, calf of leg in contact with horse. Iron should be on the ball of the foot and must not be tied to the girth.
(3) THE WALK: Should be a 4-beat gait with the rider in a vertical position
with a following hand.
(4) THE POSTING TROT: Figure 8 at trot, demonstrating change of diagonals. At left diagonal, rider should be sitting the saddle when left front leg is on the ground; at right diagonal rider should be sitting the saddle when right front leg is on the ground; when circling clockwise at a trot, rider should be on left diagonal; when circling counter-clockwise, rider should be on right diagonal. The rider should close his/her hip angle to allow his/her torso to follow the horizontal motion of the horse. The upper body should be inclined
about 20 degrees in front of the vertical.
(5) SITTING TROT AND CANTER: At the sitting trot the upper body is only slightly in front of the vertical. At the canter the body should be positioned slightly more in front of the vertical. As the stride is shortened, the body should be in a slightly more erect position.
(6) TWO-POINT POSITION: The pelvis should be forward, but relaxed, lifting the rider’s weight off the horse’s back and transferring the weight through the rider’s legs. In this position the two points of contact between horse and rider are the rider’s legs. Hands should be forward, up the neck, not resting on the neck.
(7) HAND GALLOP: A three-beat, lengthened canter ridden in two-point position. The legs are on the horse’s sides while the seat is held out of the saddle. When at the hand gallop, the rider’s angulation will vary somewhat as the horse’s stride is shortened and lengthened. A good standard at a normal hand gallop should be about
30 degrees in front of the vertical.
(8) Some breeds have a distinct way of going that represent the huntseat standard for their breed. An example is the BHR Hunter, which is moving in a way that typifies the stock-type hunter but is not indictive of the movement of a sport-type huntseat pleasure mount.
Huntseat Arabians tend to have slightly more action, although excessive action should be penalized. Entries that make reference to a breed association or particular national standard (AQHA, USFE etc) on the comment line saying that should get extra credit if the model is clearly performing to the standard.
D)Suit to Purpose:
Hunters under saddle should be suitable to purpose. Hunters should move with
long, low strides reaching forward with ease and smoothness, be able to lengthen stride and cover ground with relaxed, free-flowing movement, while exhibiting correct gaits that are of the proper cadence. The quality of the movement and the consistency of the gaits is a major consideration. Horses should be obedient, have a bright expression with alert ears, and should respond willingly to the rider with light leg and hand contact. Horses should be responsive and smooth in transition. When asked to extend the trot or hand gallop,
they should move out with the same flowing motion. The poll should be level with, or slightly above, the withers to allow proper impulsion behind. The head position should be slightly in front of, or on, the vertical.
E) You Score IMEHA Hunt Seat Equitation on the following basis:
The horse is scored with faults to be scored according to severity:
(1) Quick, short or vertical strides
(2) Being on the wrong lead
(3)Breaking gait
(4) Excessive speed at any gait
(5) Excessive slowness in any gait, loss of forward momentum
(6) Failure to take the appropriate gait when called for
(7) Head carried too high
(8) Head carried too low (such that poll is below the withers)
(9) Overflexing or straining neck in head carriage so the nose is carried
behind the vertical
(10) Excessive nosing out
(11) Failure to maintain light contact with horse’s mouth
(12) Stumbling
(13) If a horse appears sullen, dull, lethargic, emaciated, drawn or overly tired
(14) Consistently showing too far off the rail
F) SCORING:
Faults which shall be scored according to severity:
Horse:
(1) Head carried too low (such that poll is below the withers
consistently)
(2) Overflexing or straining neck in head carriage so the nose is carried behind the vertical consistently
Rider:
(1) Incorrect hands on rein.
(2) Loose of direct contact on reins.
(3) Incorrect heels of rider
(4) Incorrect balance of seat, shoulders, toes, ankles or poor seat
(5) Balls of feet incorrectly placed in irons
(6) No direct line on side profile of body
(7) Incorrect inclination of body at gait represented
(8) Incorrrect attire
(9) Failure by exhibitor to wear correct number in visible manner
(10) Touching horse
(11) Grabbing any part of the saddle
(12) Cropping or spurring in front of the shoulder
(13) Incorrect diagonal and/or incorrect lead
Disqualifications (should not be placed)include:
(1) Use of prohibited equipment
(2) Knocking over the cone or going off pattern
SUGGESTED SCORING may be on a basis of 0-20 with 1/2 point increments
acceptable, an approximate breakdown follows:
20: Excellent
equitation including body position and use of aids. Pattern is
performed promptly, precisely and smoothly. 18-19: Generally
excellent performance with one minor fault in appearance and position
of exhibitor or execution of the pattern (performance).
16-17:
Generally good pattern execution and equitation with one minor fault
in precision or execution of pattern (performance), or appearance and
position of exhibitor.
14-15: Average pattern that lacks quickness
or precision, or rider has obvious equitation flaws that prevent
effective equitation, or commits two or three minor faults in the
performance or appearance and position of exhibitor.
12-13: One
major fault or several minor faults in the performance and/or
appearance and position of exhibitor that precludes effective
communication with the horse.
10-11: Two major faults or many
minor faults in the performance or appearance and position of
exhibitor.
6-9: Several major faults or one severe fault in the
performance, or appearance and position of exhibitor. Exhibitor
demonstrates a complete lack of riding ability or commits a severe
fault in the performance or appearance and position of
exhibitor.
1-5: Exhibitor commits one or more severe faults in the
performance, or appearance and position of exhibitor, but does
complete the class and avoids disqualification.
Hunt Seat Doll Rider:
Rider should have a workmanship appearance, seat and hands, light and
supple. Hand should be over and in front of horse’s withers,
knuckles 30 degrees inside the vertical, hand slightly apart and
making a straight line from the horse’s mouth to rider’s
elbow. Method of holding reins is optional. All reins are to be
picked up at the same time. Eyes should be up with shoulders back,
toes slightly out and ankles flexed in. Heels should be down and calf
or leg in contact with horse and slightly behind girth.
The
rider should sit in a comfortable, balanced, and relaxed manner while
maintaining an erect upper body with eyes up and looking forward.
The rider’s legs should have a slight bend and hang beneath the
rider such that when viewed from a profile, a straight line (approximately) can be drawn through the rider’s ear, shoulder, hip and heel.
The irons should be placed under the balls of the feet and not under the toe or against the heel.
Toes
should be turned only slightly out with ankles flexed in toward the horse.
The lower leg should be held such that light contact would be maintained with the horse.
Arms and hands should be held in a comfortable, relaxed manner with upper arms held in a straight line with the body. The elbow is bent such that the lower arm and hands are in a straight line to the bit.
Hands should be slightly over and in front of the withers with knuckles 30 degrees inside the vertical.
Position in Motion;
At the walk and slow trot, body should be vertical with slight motion in the saddle.
At a posting trot, the body should be inclined forward with slight elevation in the saddle.
At the canter, the body should be halfway between the posting trot and
the walk.
At the gallop, and while jumping, the body should be at a similar
inclination as when at a posting trot.
Hunt Seat Equitation Pattern #1

1. Walk from cone 1 to cone 2.


No doll rider is allowed in this class. Horses are judged on their
abilities to be a pleasure style mount. Horses are asked to walk,
trot, canter and sometimes hand gallop both directions of the arena,
to stand in a line-up, rein-back. There are no additional patterns
required for this class. Entries should work with a smooth regular
gait, a natural willing and responsive headset; not necessarily fully
flexed at the poll depending upon breed, conformation and style. They
should show a forward - going way of impulsion and conformation
consistence with a smooth and sustainable ride such a s a well-sloped
shoulder, good pasterns, and a supple back with well-developed hind
quarters. The demeanor of the horse (model) should be of happy and
obedient participation in the class.
(a) Hunters under saddle should be suitable to purpose. Hunters should
move with long, low strides reaching forward with ease and
smoothness, be able to lengthen stride and cover ground with relaxed,
free-flowing movement, while exhibiting correct gaits that are of the
proper cadence. The quality of the movement and the consistency of
the gaits is a major consideration. Horses should be obedient, have a
bright expression with alert ears, and should respond willingly to
the rider with light leg and hand contact. Horses should be
responsive and smooth in transition. When asked to extend the trot or
hand gallop, they should move out with the same flowing motion. The
poll should be level with, or slightly above, the withers to allow
proper impulsion behind. The head position should be slightly in
front of, or on, the vertical.
(b) This class will be judged on performance, condition and conformation.
Maximum credit shall be given to the flowing, balanced, willing
horse.
(c) Horses to be:
Shown at a walk, trot and canter both ways of the
ring. Horses should back easily and stand quietly.
Reversed to the
inside away from the rail.
(d) Horses may be asked to change to canter from the flatfooted walk or
trot, at the judges discretion.
You Score Hunter Under Saddle Gaits on the following basis:
Faults to be scored according to severity:
(1) Quick, short or vertical strides
(2) Being on the wrong lead
(3) Breaking gait
(4) Excessive speed at any gait
(5) Excessive slowness in any gait, loss of forward momentum
(6) Failure to take the appropriate gait when called for
(7) Head carried too high
(8) Head carried too low (such that poll is below the withers)
(9) Overflexing or straining neck in head carriage so the nose is carried behind the
vertical
(10) Excessive nosing out
(11) Failure to maintain light contact with horse’s mouth
(12) Stumbling
(13) If a horse appears sullen, dull, lethargic, emaciated, drawn or overly
tired
14) Consistently showing too far off the rail
Faults:
(1) Head carried too low (such that poll is below the withers consistently)
(2) Overflexing or straining neck in head carriage so the nose is carried behind the vertical consistently
RULE 32: HUNT SEAT EQUITATION
A doll rider is required for this class. The class is judged 80% on the rider and 20% on the horse. Hunt Seat Bareback Equitation is an evaluation based on the ability of a rider to perform various maneuvers in harmony with his/her horse. The horse is judged on it's
ability to be a pleasure style mount. The poll should be level with, or slightly above the withers, to allow proper impulsion behind. The head should not be carried behind the vertical, giving the appearance of intimidation, or be excessively nosed out, giving a resistant appearance.
Horses are asked to walk, trot, canter and sometimes hand gallop both
directions of the arena, to stand in a line-up, rein-back. There is
no additional pattern work for this class. Entries should work with a
smooth regular gait, a natural willing and responsive headset; not
necessarily fully flexed at the poll depending upon breed,
conformation and style. They should show a forward - going way of
impulsion and conformation consistence with a smooth and sustainable
ride such as a well-sloped shoulder, good pasterns, and a supple back
with well-developed hind quarters. The demeanor of the horse (model)
should be of happy and obedient participation in the class.
Some breeds have a distinct way of going that represent the huntseat
standard for their breed. An example is the BHR Hunter, which is
moving in a way that typifies the stock-type hunter but is not
indictive of the movement of a sport-type huntseat pleasure mount.
Huntseat Arabians tend to have slightly more action, although
excessive action should be penalized. Entries that make reference to
a breed association or particular national standard (AQHA, USFE etc)
on the comment line saying that should get extra credit if the model
is clearly performing to the standard.
a)Hunters under saddle should be suitable to purpose. Hunters should
move with long, low strides reaching forward with ease and
smoothness, be able to lengthen stride and cover ground with relaxed,
free-flowing movement, while exhibiting correct gaits that are of the
proper cadence. The quality of the movement and the consistency of
the gaits is a major consideration. Horses should be obedient, have a
bright expression with alert ears, and should respond willingly to
the rider with light leg and hand contact. Horses should be
responsive and smooth in transition. When asked to extend the trot or
hand gallop, they should move out with the same flowing motion. The
poll should be level with, or slightly above, the withers to allow
proper impulsion behind. The head position should be slightly in
front of, or on, the vertical.
(b)
This class will be judged on performance, condition and conformation.
Maximum credit shall be given to the flowing, balanced, willing
horse.
(c)
Horses to be:
Shown at a walk, trot and canter both ways of the
ring. Horses should back easily and stand quietly.
Reversed to the
inside away from the rail.
Horses may be asked to change to canter
from the flatfooted walk or trot, at the judges discretion.
You
Score Hunt Seat Bareback Equitation Gaits on the following
basis:
Faults to be scored
according to severity:
(1) Quick, short or vertical strides
(2)
Being on the wrong lead
(3) Breaking gait
(4) Excessive speed
at any gait
(5) Excessive slowness in any gait, loss of forward
momentum
(6) Failure to take the appropriate gait when called
for
(7) Head carried too high
(8) Head carried too low (such
that poll is below the withers)
(9) Overflexing or straining neck
in head carriage so the nose is carried behind the vertical
(10)
Excessive nosing out
(11) Failure to maintain light contact with
horse’s mouth
(12) Stumbling
(13) If a horse appears
sullen, dull, lethargic, emaciated, drawn or overly tired
(14)
Consistently showing too far off the rail
Faults
which will be cause for disqualification, except in novice amateur or
novice youth, which shall be faults scored according to severity:
(1)
Head carried too low (such that poll is below the withers
consistently)
(2) Overflexing or straining neck in head carriage
so the nose is carried behind the vertical consistently
Doll
Rider:
Rider should have a
workmanship appearance, seat and hands, light and supple. Hand should
be over and in front of horse’s withers, knuckles 30 degrees
inside the vertical, hand slightly apart and making a straight line
from the horse’s mouth to rider’s elbow. Method of
holding reins is optional. All reins are to be picked up at the same
time. Eyes should be up with shoulders back, toes slightly out and
ankles flexed in. Heels should be down and calf or leg in contact
with horse.
The
rider should sit in a comfortable, balanced, and relaxed manner while
maintaining an erect upper body with eyes up and looking forward.
The
rider’s legs should have a slight bend and hang beneath the
rider such that when viewed from a profile, a straight line
(approximately) can be drawn through the rider’s ear, shoulder,
hip and heel.
The
lower leg should be held such that light contact would be maintained
with the horse.
Arms
and hands should be held in a comfortable, relaxed manner with upper
arms held in a straight line with the body. The elbow is bent such
that the lower arm and hands are in a straight line to the bit.
Hands
should be slightly over and in front of the withers with knuckles 30
degrees inside the vertical.
Position
in Motion;
At the walk and slow trot, body should be vertical with
slight motion on horse's back.
At
a posting trot, the body should be inclined forward with slight
elevation from horse's back.
At
the canter, the body should be halfway between the posting trot and
the walk.
At
the gallop, and while jumping, the body should be at a similar
inclination as when at a posting trot.
RULE 33: ENGLISH HUNT SEAT EQUITATION YOUTH EVENTS
These classes are seen in the doll rider shows and are judged on manners
and performance of the horse and the rider's ability to handle the
horse. For the Leadline class an adult doll handler on the ground is
required. Person leading horse is to be dressed in accordance with
the exhibitor. Leadline and Walk Trot Equitation Classes are judged
80% on the rider and 20% on the horse. A doll rider is required for
this class. All rules are the same as other Hunt Seat Equitation
Classes. Hunt Seat Bareback Equitation is an evaluation based on the
ability of a rider to perform various maneuvers in harmony with
his/her horse. The horse is judged on it's ability to be a pleasure
style mount. The poll should be level with, or slightly above the
withers, to allow proper impulsion behind. The head should not be
carried behind the vertical, giving the appearance of intimidation,
or be excessively nosed out, giving a resistant appearance.
Leadline
- 6 and Under
Requires a rider and a handler. Halter is
placed under the bridle and handler leads the rider around only for
safety. Rider should be able to steer, walk and back their horse.
Walk
Trot - 10 and Under
Requires a child rider that looks
to be 10 or under. Rider must be able to steer, back, walk and trot
their horse both ways of an arena.
RULE 34: HUNT SEAT TRAIL ARENA
A horse should demostrate a willing walk and calmly work over and
through all obstacle, showing agility, in control of the rider and on
the bit, balance, and ready responsiveness. Horses that shy, pace,
above the bridle or otherwise demostrating excitement or lack of
control are not suitable for arena trail. A trail horse should,
however, not be a dead head but should show interest in the
obstacles. A trail obtacle represents a test and the horse is judged
on how well it is meeting that test. The obstacle may test clamness,
agility or control. All obstacles test willingness and obedience.
Credit will be given to horses negotiating the obstacles with style
and some degree of speed, providing correctness is not sacrificed.
Horses should receive credit for showing attentiveness to the
obstacles and the capability of picking their own way through the
course when obstacles warrant it, and willingly responding to the
rider’s cues on more difficult obstacles. Gaits are halt, walk,
trot, canter and back.
You
Score English Trail Arena on the following basis:
Obstacles:
Many
associations severly limit the obstacles allowed; especially AQHA,
ApHA and APHC. However these restricted obstacles are allowed in USAE
so unless the entry specifically states the horse is being shown in
the restricted breed association approved show then a lentient
standard should take precedence. Unless the obstacle is balantly
unsafe. USAE rules state unsafe obstacles are the following: fire
extingushers, perforated plywood in water boxes, exotic wild animals
(lions, tigers and bears staked out) or unsafe elements such as hay
bales (height too high and horse can stab and foot down into the bale
and be unable to pull its foot free.) Not that these items should be
banned, but not recommended. A setup with these items should not be
eliminated but may be penalized at the judge's discretion.
Recommended
obstacles are as follows:
Approved
Obstacles are: Gate:
Opening, passing through and closing
gate. (Losing control of gate is to be penalized.) Use a gate which
will not endanger horse or rider. If the gate has a metal, plastic or
wooden support bar under the opening, riders must work the gate
moving forward through it. No support under the bridge and horse and
rider may back through the gate.
Ground
Poles:
Ride over at least four logs or poles. These can be in
a straight line, curved, zigzag or raised. The space between the logs
is to be measured and the path the horse is to take should be the
measuring point. All elevated elements must be placed in a cup,
notched block, or otherwise secured so they cannot roll. The height
should be measured from the ground to the top of the element. Care
should be given to keep in mind the scale for the spacing of real
walkovers, trotovers, and lopeovers which are:
(A) The spacing for
walkovers shall be 20” to 24” (40 cm to 60 cm) and may be
elevated to 12” (30 cm). Elevated walkovers should be set at
least 22” (55 cm) apart.
(B) The spacing for trotovers shall
be 3’ to 3’6” (90 cm-105 cm) and may be elevated to
8” (20 cm).
(C) The spacing for lopeovers shall be 6’
to 7’ (1.8 to 2.1 meters) or increments thereof, and may be
elevated to 8” (20 cm).
Back
Thru:
Backing obstacle. Backing obstacles to be spaced a
minimum of 28” (70 cm). If elevated, 30” (75 cm) spacing
is required. Entrants cannot be asked to back over a stationary
object such as a wooden pole or metal bar.
(A) Back through and
around at least three markers.
(B) Back through L, V, U, straight
or similar-shaped course. May be elevated no more than 24” (60
cm).
Artificial
Water Hazard:
Artifical Water Hazard of tarp as long as no
metal or slick bottom-boxes are used.
Serpentine
obstacles
Serpentine obstacles at walk or jog. Spacing to be
minimum of 6’ ( 1.8 meters) for jog.
Carry
objects:
Carry objects from one part of arena to another. Only
objects which reasonably might be carried on a trail ride may be
used.
Wooden Bridge:
Ride over wooden bridge. Suggested
minimum width shall be 36” (90 cm) wide and at least six feet
long. No railing may be used. Bridge should be sturdy, safe and
negotiated at a walk only.
Sticker:
Sticker
may be put on and removed.
Mail
box:
Remove and replace materials from mailbox.
Side
Pass:
Side pass. Side pass may be elevated to 12” (30
cm) maximum) as long as the ends are placed in a safe roll out or
jump style knock down cup.
Square:
An
obstacle consisting of four logs or rails, each 5’ to 7’
(1.5 to 2.1 meters) long, laid in a square. Each contestant will
enter the square by riding over log or rail as designated. When all
four feet are inside the square, rider should execute a turn, as
indicated, and depart.
Combinations:
A
combination of two or more of any obstacle listed above is
acceptable.
IMEHA, APHC, AQHA & ApHC Prohibits the following Obstacles:
1. Tires
2. Animals
3. Hides
4. PVC Pipe
5. Dismounting
6.
Jumps
7. Rocking, moving or railed bridges
8. Water box with
floating or moving parts
9. Flames, dry ice, fire extinguishers,
etc
10. Logs or poles elevated in a manner that permits such to
roll
11. Ground ties
You
Score English Trail Gaits on the following basis:
Faults
to be scored according to severity:
(1) Quick, short or vertical
strides
(2) Being on the wrong lead
(3) Breaking gait
(4)
Excessive speed at any gait
(5) Excessive slowness in any gait,
loss of forward momentum
(6) Failure to take the appropriate gait
when called for
(7) Head carried too high
(8) Head carried too
low (such that poll is below the withers)
(9) Overflexing or
straining neck in head carriage so the nose is carried behind the
vertical
(10) Excessive nosing out
(11) Failure to maintain
light contact with horse’s mouth
(12) Stumbling
(13) If a
horse appears sullen, dull, lethargic, emaciated, drawn or overly
tired
(14) Consistently showing too far off the rail
Faults
which will be cause for disqualification, except in novice amateur or
novice youth, which shall be faults scored according to severity:
(1)
Head carried too low (such that poll is below the withers
consistently)
(2) Overflexing or straining neck in head carriage
so the nose is carried behind the vertical consistently
At
the option of the judge, all or just the top 12 horses may be
required to hand gallop, one or both ways of the ring. Never more
than 12 horses to hand gallop at one time. At the hand gallop, the
judge may ask the group to halt and stand quietly on a free rein
(loosened rein).
RULE 35: ENGLISH TRAIL NATURAL – NO RAIL FENCE
This class is seen only in the model horse hobby. It is written for those
people who wish to compete in trail class but do not have arena wall
props. Some rulings, attire and equipment may be relaxed slightly.
Natural trail classes are judged under the same rules and with the
same requirements as Arena Trail but are held outside of the arena
using natural obstacles such as creeks, ponds, uphill and downhills
slopes, ditches fallen trees, bushes, pasture gates, etc. The natural
trail class should be judged on realism, imagination, and the horse's
apparent ability to provide a safe and pleasurable ride. Any English
style tack and any attire permitted. Unsafe equipment may be
penalized at the judge's decision. Any misbehavior should be
penalized, including but not limited to shying, bucking, rearing,
fighting the bridle, being above the bit, jumping or leaping away of
the obstacle.
No cross entering using the same photo for both English Natural Trail and English Pleasure Natural.
Natural Trail requires an obstacle and Natural Pleasure should have no obstacle in the photo. A horse should demonstrate a willing walk and calmly work over and through all obstacle, showing agility, in control of the rider and on the bit, balance, and ready responsiveness. Horses that shy, pace, above the bridle or otherwise demonstrating excitement or lack of control are not suitable for trail natural. A trail horse should,
however, not be a dead head but should show interest in the obstacles. A trail obstacle represents a test and the horse is judged on how well it is meeting that test. The obstacle may test calmness, agility or control. All obstacles test willingness and obedience.
Credit will be given to horses negotiating the obstacles with style and some degree of speed, providing correctness is not sacrificed. Horses should receive credit for showing attentiveness to the obstacles and the capability of picking their own way through the
course when obstacles warrant it, and willingly responding to the rider’s cues on more difficult obstacles. Gaits are halt, walk, trot, canter and back.
You Score English Trail Natural on the following
basis:
Obstacles:
Creeks
Ponds
Uphill
and downhills slopes
Ditches
Fallen Trees
Bushes
Pasture
Gates
Tires
Animal Contact
Dismounting
Jumps
Rocking,
moving or railed bridges
Water box with floating or moving
parts
Ground ties
Any
other type natural obstacle or experience outside of an arena
You Score English Trail Gaits on the following basis:
Faults
to be scored according to severity:
(1) Quick, short or vertical
strides
(2) Being on the wrong lead
(3) Breaking gait
(4)
Excessive speed at any gait
(5) Excessive slowness in any gait,
loss of forward momentum
(6) Failure to take the appropriate gait
when called for
(7) Head carried too high
(8) Head carried too
low (such that poll is below the withers)
(9) Overflexing or
straining neck in head carriage so the nose is carried behind the
vertical
(10) Excessive nosing out
(11) Failure to maintain
light contact with horse’s mouth
(12) Stumbling
(13) If a
horse appears sullen, dull, lethargic, emaciated, drawn or overly
tired
(14) Consistently showing too far off the rail
Faults
which will be cause for disqualification, except in novice amateur or
novice youth, which shall be faults scored according to severity:
(1)
Head carried too low (such that poll is below the withers
consistently)
(2) Overflexing or straining neck in head carriage
so the nose is carried behind the vertical consistently
At
the option of the judge, all or just the top 12 horses may be
required to hand gallop, one or both ways of the ring. Never more
than 12 horses to hand gallop at one time. At the hand gallop, the
judge may ask the group to halt and stand quietly on a free rein
(loosened rein).
If You Use A Doll Rider:
1.) Rider should have a workmanship appearance, seat and hands, light and
supple. Hand should be over and in front of horse’s withers,
knuckles 30 degrees inside the vertical, hand slightly apart and
making a straight line from the horse’s mouth to rider’s
elbow. Method of holding reins is optional. All reins are to be
picked up at the same time. Eyes should be up with shoulders back,
toes slightly out and ankles flexed in. Heels should be down and calf
or leg in contact with horse and slightly behind girth.
2.) The rider should sit in a comfortable, balanced, and relaxed manner while
maintaining an erect upper body with eyes up and looking forward.
3.) The rider’s legs should have a slight bend and hang beneath the
rider such that when viewed from a profile, a straight line (approximately) can be drawn through the rider’s ear, shoulder, hip and heel.
4.) The irons should be placed under the balls of the feet and not under the
toe or against the heel.
5.) Toes should be turned only slightly out with ankles flexed in toward the
horse.
6.) The lower leg should be held such that light contact would be maintained
with the horse.
7.) Arms and hands should be held in a comfortable, relaxed manner with upper
arms held in a straight line with the body. The elbow is bent such
that the lower arm and hands are in a straight line to the bit.
8.) Hands should be slightly over and in front of the withers with knuckles 30
degrees inside the vertical.
9.) Position in Motion;
a) At the walk and slow trot, body should be vertical with
slight motion in the saddle.
b) At a posting trot, the body should be inclined forward with slight
elevation in the saddle.
c) At the canter, the body should be halfway between the posting trot and
the walk.
d) At the gallop, and while jumping, the body should be at a similar
inclination as when at a posting trot.
RULE 36: CROSS COUNTRY
Cross Country is an endurance test, and is one of the three phases of the
sport of 3 Day Eventing WIKIPEDIA CROSS COUNTRY REFERENCE LINK
It may also be a competition in its own right, known as hunter trials or
simply "cross-country" - these tend to be lower level,
local competitions. The object of the endurance test is to prove the speed, endurance and
jumping ability of the true cross-country horse when he is well trained and brought to the peak of condition. At the same time, it demonstrates the rider's knowledge of pace and the use of this horse across country.
The cross-country course is approximately two and
three quarter to four miles (6 km) long, comprising some twenty-four
to thirty-six fixed and solid obstacles. Obstacles usually are built
to look "natural" (out of logs, for instance), however odd
materials and decorations may be added to test the horse's bravery.
Obstacles can include all those that might be found if riding across
the countryside.
Water
Trees
Logs
Ditches
Banks
Single
Jumps
Vertical Jumps
Multiple elements in a single jump
Triple
bars
Oxers or Spreads
Water Obstacles
Log
Jumps
Combinations of several elements including logs, banks,
water, and ditches.
Some obstacles are flagged for mutli-levels.
Use
of Flags
All obstacles or compulsory passage ways are flagged,
with a red flag on the right and a white flag on the left. A black
stripe on the red flag indicates that it is an option for the
obstacle, and another route may be taken if the rider so chooses,
without penalty. All obstacles are numbered, and the color of the
numbering can indicate which level the fence is for if multiple
levels are competing at the event (for example, white numbers on a
green background indicate that the fence is on the Preliminary level
course, however in British eventing this colour combination would
indicate the intermediate track, so riders should always check the
course map for course markers).
Using
Correct Colors for Levels
Use of accurate colors for various
levels of competition such as:
Advanced: white on blue
background
Intermediate: white on red background
Preliminary:
white on green background
Training: white on black background
Novice: black on white background.
Scoring:
Disobediences
from the horse
Errors
on course
Time
faults
Other
reasons for elimination
RULE 37: ENGLISH RIDING
English Riding is a class that was written for hobbyists and does not exist
in the real world. It is run under the same premise as Western Riding
but using English style tack. It is open to both hunt seat and
saddleseat. The horse is judged on quality of gaits, lead changes at
the canter, response to the rider, manners and disposition. The horse
should perform with reasonable speed, and be sensible, well-mannered,
free and easy moving. Credit shall be given for and emphasis placed
on smoothness, even cadence of gaits, and the horse’s ability
to change leads precisely and easily rear and front at the center
point between markers. Some breeds have a distinct way of going that represent the huntseat
standard for their breed. An example is the BHR Hunter, which is
moving in a way that typifies the stock-type hunter but is not
indictive of the movement of a sport-type huntseat pleasure mount.
Huntseat Arabians tend to have slightly more action, although
excessive action should be penalized. Entries that make reference to
a breed association or particular national standard (AQHA, USFE etc)
on the comment line saying that should get extra credit if the model
is clearly performing to the standard.
(a) Hunt Seat horses should be suitable to purpose. Hunt Seat horses
should move with long, low strides reaching forward with ease and
smoothness, be able to lengthen stride and cover ground with relaxed,
free-flowing movement, while exhibiting correct gaits that are of the
proper cadence. The quality of the movement and the consistency of
the gaits is a major consideration. Horses should be obedient, have a
bright expression with alert ears, and should respond willingly to
the rider with light leg and hand contact. Horses should be
responsive and smooth in transition. When asked to extend the trot or
hand gallop, they should move out with the same flowing motion. The
poll should be level with, or slightly above, the withers to allow
proper impulsion behind. The head position should be slightly in
front of, or on, the vertical.
(b)
Saddleseat horses should move with more animation but still be
suitable to purpose.
You
Score English Riding Gaits on the following basis:
Faults
to be scored according to severity:
(1) Quick, short or vertical
strides
(2) Being on the wrong lead
(3) Breaking gait
(4)
Excessive speed at any gait
(5) Excessive slowness in any gait,
loss of forward momentum
(6) Failure to take the appropriate gait
when called for
(7) Head carried too high
(8) Head carried too
low (such that poll is below the withers)
(9) Overflexing or
straining neck in head carriage so the nose is carried behind the
vertical
(10) Excessive nosing out
(11) Failure to maintain
light contact with horse’s mouth
(12) Stumbling
(13) If a
horse appears sullen, dull, lethargic, emaciated, drawn or overly
tired
(14) Consistently showing too far off the rail
Faults
which will be cause for disqualification, except in novice amateur or
novice youth, which shall be faults scored according to severity:
(1)Head carried too low (such that poll is below the withers
consistently)
(2) Overflexing or straining neck in head carriage
so the nose is carried behind the vertical consistently
At
the option of the judge, all or just the top 12 horses may be
required to hand gallop, one or both ways of the ring. Never more
than 12 horses to hand gallop at one time. At the hand gallop, the
judge may ask the group to halt and stand quietly on a free rein
(loosened rein).
If
You Use A Doll Rider:
Rider
should have a workmanship appearance, seat and hands, light and
supple. Hand should be over and in front of horse’s withers,
knuckles 30 degrees inside the vertical, hand slightly apart and
making a straight line from the horse’s mouth to rider’s
elbow. Method of holding reins is optional. All reins are to be
picked up at the same time. Eyes should be up with shoulders back,
toes slightly out and ankles flexed in. Heels should be down and calf
or leg in contact with horse and slightly behind girth.
The
rider should sit in a comfortable, balanced, and relaxed manner while
maintaining an erect upper body with eyes up and looking forward.
Hunt Seat Rider Basic Riding Position:
The hunt seat rider’s legs should have a slight bend and hang beneath the
rider such that when viewed from a profile, a straight line
(approximately) can be drawn through the rider’s ear, shoulder,
hip and heel.
The irons should be placed under the balls of the
feet and not under the toe or against the heel.
Toes should be
turned only slightly out with ankles flexed in toward the horse.
The
lower leg should be held such that light contact would be maintained
with the horse.
Arms and hands should be held in a comfortable,
relaxed manner with upper arms held in a straight line with the body.
The elbow is bent such that the lower arm and hands are in a straight
line to the bit.
Hands should be slightly over and in front of the
withers with knuckles 30 degrees inside the vertical.
Hunt Seat Position in Motion:
At the walk and slow trot, body should be vertical
with slight motion in the saddle.
At a posting trot, the body
should be inclined forward with slight elevation in the saddle.
At
the canter, the body should be halfway between the posting trot and
the walk.
At the gallop, and while jumping, the body should be at
a similar inclination as when at a posting trot.
Saddleseat Rider
Riders should convey the impression of effective and easy control. To show a horse well, the rider should show him/herself well. Ring generalship shall be taken into consideration by the
judges. A complete picture of the whole is of major importance. Hands should be held in an easy position, neither perpendicular nor horizontal to the saddle, and should show sympathy, adaptability, and control. The height the hands are held above the horse’s withers is a matter of how and where the horse carries its head. The method of holding the reins is optional, except that both hands shall be used and all reins must be held up at one time. Bight of the rein should be on the off side. To obtain proper position, rider should place him/herself comfortably in the saddle and find his/her center of gravity by sitting with a slight bend at the knees but without use of irons. While in this position, adjust leathers to fit. Irons should be placed under the ball of the foot (not under the toe or ‘home’), with even pressure on the entire width of the sole and center of the
iron. Foot position should be natural (neither extremely in nor out).
Saddleseat Basic Riding Position:
The rider should sit in a comfortable,
balanced, and relaxed manner while maintaining an erect upper body
with eyes up and looking forward.
The saddleseat rider’s
legs should have a slight bend and hang beneath the rider such that
when viewed from a profile, a straight line (approximately) can be
drawn through the rider’s ear, shoulder, hip and heel.
The
irons should be placed under the ball of the foot and not under the
toe or against the heel.
Foot should be held in a natural
position, neither too far out nor in.
Arms and hands should be
held in a comfortable, relaxed manner with upper arms in a straight
line with body. The elbow is bent such that the lower arm and hands
are in a straight line to the bit. The height the hands are held
above the withers is determined by how and where the horse carries
its head.
The method of holding reins is optional; however, both
hands must be used, and all reins must be picked up at one time.
Bight of rein must be on the off side.
Saddleseay Position in Motion:
At the walk, there is slight motion in the saddle
with body remaining vertical.
At the trot, there is slight
elevation in the saddle. When posting, hips remain under body, not
moved in a mechanical up and down or swinging forward backward
motion.
At the canter, rider should have a close seat, moving with
the horse.
The common mistake among model horse hobbyists is that
English Riding is a class for equitation or for enjoyable trail
rides. English Riding is an event where the horse is judged on
quality of gaits, lead changes at the canter, response to the rider,
manners and disposition. The horse should perform with reasonable
speed, and be sensible, well-mannered, free and easy moving.
English Riding Class
RULE 38 FOX HUNTING OR CUBBING
Fox hunting is an activity involving the tracking, chase, and sometimes
killing of a fox, traditionally a red fox, by trained foxhounds or
other scent hounds, and a group of followers led by a master of
foxhounds, who follow the hounds on foot or on horseback. Fox
hunting originated in its current form in the United Kingdom in the
16th century, but is practised all over the world, including
Australia, Canada, France, Ireland, Italy, Russia, and the United
States. In Australia, the term also refers to the hunting of foxes
with firearms similar to spotlighting or deer hunting.
Attire for Formal Foxhunting
*Gentlemen With Colors*
Cap:Blue or black hunting cap with ribbons up is accepted. Top hat
preferred.
Coat:
Scarlet with brass Oak Ridge buttons. Purple collar edged in gold.
Two large brass buttons in the back. Two small buttons on each
sleeve. Gentlemen may also wear scarlet or black swallowtail. A black
swallow tail is rarely seen on gentlemen in the hunt field but is
stunningly handsome. A gentleman wears the black hunt button but no
colors on the collar. This also applies to a gentleman in a black
frock coat. He may wear the hunt buttons in black, no colors on
collar.
Vest:
(optional) Canary or white with brass buttons.
Breeches:
White only.
Boots:
Black leather with tan colored tops.
Gloves:
White string; tan or yellow leather.
Stock:
White,
properly tied with horizontal gold stock pin. May also be navy blue
silk with small, white pin dots or sky blue silk.
Spurs:
(optional) Blunt.
Whip:
Hunting crop with thong and cord snap. Properly carried but never
used unless asked.
Cap:
Blue or black hunting cap. Black bowler. Ribbons up.
Coat:
Black or deepest navy.
Collar:
Black.
Vest:
(optional)
Canary or white with brass buttons.
Breeches:
Buff or canary.
Boots: Black,
no tops.
Cap:
Blue or black hunting cap with ribbons up. Black bowler with hairnet.
Top hat with shadbelly.
Coat:
Black with black Oak Ridge buttons with purple collar edged in gold.
Two large black buttons on back. Two small buttons on each
sleeve.
Vest:
(optional) Canary or white with brass buttons.
Breeches:
Buff or canary.
Boots:
Black
leather with black patent tops.
Gloves:
White
string: tan or yellow leather.
Stock:
White, properly tied with horizontal gold stock pin.
Spurs:
(optional)
Blunt.
Whips:
Hunting
crop with thong and cord snap. Properly carried but never used unless
asked.
Cap:
Blue or black hunting caps. Black bowler with hairnet.
Coat:
Black or Deepest Navy.
Collar:
Black.
Buttons:
Black
Vest:
(optional)
Canary or white with brass buttons.
Breeches:
Buff
or canary.
Boots:
Black,
no tops. Also called butcher boots.
Informal Hunting Attire:
Hat
Blue, brown or black hunting cap. Black bowler Ladies wear hairnet.
Coat:
Green
or tweed jacket.
Shirt:
Riding
shirt with tie. Plain shirt with tie or ascot.
Breeches:
Buff or canary.
Boots:
Black
or brown. No tops.
Junior
Riders Attire
Junior riders may wear informal attire and
leggings. Tricorn hat acceptable on a junior.
During
the Hunt
Courtesy in the Field
Those awarded
colors always ride up front, followed by other first flight riders.
Grooms ride to the rear. Hilltoppers ride with the Hilltoppers'
Master. If a Hilltopper wishes to join the First Flight she or he
must ask the Hilltopper Masters' permission.
Juniors may ride
wherever their riding ability dictates but they cannot go before a
member with colors, unless invited to do so.
No one never passes
the Master.
If a gate is closed when you reach it, make certain
the last rider through closes it. If a gate is open, leave it open.
Safety
A red ribbon should be placed in the tail of a horse who kicks
and a green ribbon in the tail of a green horse.
When a staff
member passes by you, especially on narrow lanes, turn your horse's
head toward the staff member ... never your horse's tail.
In
tight territory jump single file. If an obstacle is long (i.e., a
zigzag fence) take your own line so long as you do not pass the
Master. You'll have to write on the blackboard 100 times, "I
will not pass the Master."
Hounds always have the right of
way.
Enabling Good Sport
Do not speak to hounds. Do not speak to one
another when close to hounds-you will bring their heads up.
Fox
hunting is a most companionable sport. We encourage you to chat,
giggle and thoroughly enjoy yourselves when you're not near hounds.
This means diehard gossips ride in the rear. Often the Field Master
must listen intently for hounds. We can't always stay close to the
Huntsman when territory is forbidding. At those times your Field
Master will ask for absolute silence. Help the Field Master by
listening. If you hear hounds or the horn, indicate by pointing your
hand in that direction.
Viewing
the Fox
When you view the fox, stop, point your horse's
nose in the direction of the fox and take off your cap using it to
point in the direction of the fox.
The viewed fox may not be the
hunted fox which certainly makes for an interesting hunt.
If the
viewed fox is far away, "Holloa" or "Tally Ho" is
in order.
If the viewed fox is close, rely on pointing since you
do not want to cause hounds to lift their heads.
If the fox is
sitting directly behind you, viewing you, LAUGH. There's little else
you can do (this has happened to us).
After
the Hunt
There is a tradition involving an involuntary
dismount. When parting company with the horse and both feet hit the
ground (not necessarily first), riders are to bring or send to the
next fixture a bottle of spirits (rider's choice). Taped to the
bottle is the rider's name, their horse's name, the date of the hunt
and the place where they were dumped on two legs. There are been
occasions when a person presenting the bottle also sings to the rest
of group. It is said when the horses roll their eyes and the hounds
whine, you know it's really bad. If the staff (in red coats) goes off
the fee is two bottles.
Terrain:
Terrain and obstacles
can include all those that might be found if riding across the
countryside.
Fox hunting and cubbing are held outdoors through fields and wooded
areas.
Obstacles:
Water
Trees
Logs
Ditches
Banks
Water
Obstacles
Log Jumps
Combinations of several elements including
logs, banks, water, and ditches.
Quarry
animals:
The red fox is the main prey of European and American
fox hunts.
The coyote is a significant quarry for many Hunts in
North America, particularly in the west and southwest, where there
are large open spaces.
The gray fox is also hunted in North
America. It is an adept climber of trees, making it harder to hunt
with hounds. The smell of the grey fox is not as strong as that of
the red, therefore more time is needed for the hounds to take the
scent. Unlike the red fox which, during the chase, will run far ahead
from the pack, the grey fox will speed toward heavy brush, thus
making it more difficult to pursue. Also unlike the red fox, which
occurs more prominently in the northern United States, the more
southern grey fox is rarely hunted on horseback, due to its densely
covered habitat preferences. Generally, two hours are required to
fully tire out and capture a grey fox with hounds.
Hunts in the
southern United States sometimes pursue the bobcat
In countries
such as India, and in other areas formerly under British influence,
such as Iraq, the golden jackal is often hunted.
Dogs
Used
English Foxhound
American Foxhound.
Harriers
Beagles
Greyhound
Lurcher
Terriers to flush or
kill foxes that are hiding underground, as they are small enough to
pursue the fox through narrow earth passages.
Drag, trail and bloodhound
hunting Drag hunting, an equestrian sport which involves
dragging an object over the ground to lay a scent for the hounds to
follow, can also be popular, either instead of, or in addition to,
live quarry hunting. Drag hunts are often considered to be faster
than standard fox hunts, with followers not having to wait while the
hounds pick up a trail, and often covering an area far larger than a
traditional hunt, which may even necessitate a change of horses half
way through. A non-equestrian variation, hound trailing, is practiced
in the Lake District. Bloodhounds are also used to hunt a human
runner in the sport of Hunting the Clean Boot.
You Score Fox Hunting and Cubbing on the following basis:
Points
off for:
Rider without headgear or a fastened harness strap
Improper saddlery (for example, riding with a running martingale
and no rein stops)
RULE 39: FIELD HUNTER TRIALS
Mounts are evaluated on their ability for use in the actual hunting field.
Classes are judged over fences and horses should appear to be sound
and capable of lasting a day over sometimes heavy terrain. Gaits
should be smooth, regular and effortless. Jumping style should be
workmanship like and reliable. Key conformation attributes include a
sloping shoulder (smooth ride) good bone (broad and solid cannons,
measured just below the knee) powerful hindquarters and a willing
nature. Judge's pace the entry to implied takeoff just as an arena
hunter is.
Major faults seen in this event are boots on the horse, brightly colored
tack or striped obstacles. Nosebands other than cavessons, excessive
speed by the mount. A standing martingale is allowed in this class
and as become a style since around 1980. Running martingales and
double bridles are permitted but never seen. Sidesaddle entries are
legal and valid. The mane is typically braided using same colors as
is the tail. Roached manes are also seen. Historic entries can have a
docked tail. Hunting items just as flasks, sandwich cases (clipped to
offside of the saddle), hunting crops and a red ribbon in the tail
denotes a horse that kicks and all should be given extra credit.
Circling once upon entering the course before first jump is permissible. No
dogs in this class and no cross entering from Foxhunting or Cubbing,
Handy Hunter, Hunter Pace or Hunter Hack Classes.
Obstacles Used for Field Hunters but not limited to:
Are painted in
neutral or natural colors and enhanced by plants or flowers.
Brush
fences, brown or green pole with matching wing standards
Stone
walls
Post and Rail
Brush
Coop
Wall
Natural Obstacles
Found in the Field
All should have a ground line on the approach
side of the fence (a pole, flower box, or wall that meets the
ground).
Field Hunter fences may be flagged for course reference
of approach but are not numbered.
Fences should scale to not less
than 2'6" and than more than 4'6" and should be sized
appropriately for the age and or skill level of the model.
You Score Field Hunter Trials on the following basis:
To be judged on manners, way of going and style of jumping. Horses shall
be credited with maintaining an even hunting pace that covers the
course with free-flowing strides. Preference will be given to horses
with correct jumping style that meet fences squarely, jumping at the
center of fence. Judges shall penalize unsafe jumping and bad form
over fence, whether touched or untouched, including twisting.
Incorrect leads around the ends of the course or cross-cantering
shall be penalized, as well as excessive use of crop. In and outs
(one or two strides) shall be taken in the correct number of strides
or be penalized. Any error which endangers the horse and/or its
rider, particularly refusals or knockdowns, shall be heavily
penalized.
Scoring shall be on a basis of 0-100, with an approximate breakdown
as follows:
(A) 90-100: an excellent performer and good mover that
jumps the entire course with cadence, balance and style.
(B)
80-89: a good performer that jumps all fences reasonably well; an
excellent performer that commits one or two minor faults.
(C)
70-79: the average, fair mover that makes no serious faults, but
lacks the style, cadence and good balance of the scopier horses; the
good performer that makes a few minor faults.
(D) 60-69: poor
movers that make minor mistakes; fair or average movers that have one
or two poor fences but no major faults or disobediences.
(E)
50-59: a horse that commits one major fault, such as a hind
knockdown, refusal, trot, cross canter or drops a leg.
(F) 30-49:
a horse that commits two or more major faults, including front
knockdowns and refusals, or jumps in a manner that otherwise
endangers the horse and/or rider.
(G) 10-29: a horse that avoids
elimination but jumps in such an unsafe and dangerous manner as to
preclude a higher score.
(e) Elimination:
(1) A total of three
disobediences that can include any of the following: refusal, stop,
run out or extra circle.
(2) Jumping an obstacle before it is
reset.
(3) Bolting from the arena.
(4) Off course.
(5)
Deliberately addressing an obstacle.
(6) Failure to trot the horse
in a small circle on a loose rein for soundness, after jumping the
last fence, while still mounted and prior to leaving the arena.
RULE 40: HANDY HUNTER
Handy Hunter is an arena hunter class that combines elements of flat and
over-fences classes, often with elements reminiscent of field
hunting. Then in addition to jumping a course, the rider may be asked
to open and close a gate or to dismount and lead the horse over a
small fence. A handy hunter is not only judged on movement, but also
on temperament and manners. The handy hunter should always be relaxed
and calm, yet attentive to its rider. It should be responsive to
invisible signals and look relatively easy to ride.
Handy hunters are well groomed for show, clean with a shiny coat. They
carry a bit more weight than an eventing horse or racehorse. The
hooves are normally polished before the horse enters the show ring.
The horse's head is trimmed, focusing on the whiskers around the
muzzle, the hair of the ears, the bridle path, and lower jaw. The
legs are also trimmed, removing all fetlock hair and feathering, and
trimming the pasterns and coronet. The mane and forelock may be
braided, usually using yarn matching the color of the mane. The tail
may be braided from the top down to the end of the tail bone, with
the rest of the tail left loose.
A good show hunter must possess an excellent jumping form. The forearm
should be parallel or higher with the ground, and the knees and lower
legs should be even. The horse should not be lazy with its lower
legs, but should tuck them under its forearm as it clears the fence,
clearly bending its fetlocks and knees. The horse should not throw
its body or legs to one side, but should stay perfectly straight over
the fence. A good show hunter should show a great bascule, or
roundness over a jump. This is often described as the horse taking
the shape of a dolphin jumping out of the water, with the horse's
back up, and its head reaching forward and down over the fence.
The handy hunter is an efficent mount. The stride is and covers much
ground with little effort. It's profile in movement is low and there
is little flexion of the horse's joints as it moves. The best
hunters moves most from the shoulder and hip. The hunter moves
smoothly and freely, pointing its toes as it floats over the ground.
It should a kind of floating knee action with long fluid strides. The
horse should be forward cadence, so it could jump if needed, but no
faster than necessary. The hunter must always be in a balanced frame.
The frame of the show hunter differs from that of dressage horses,
eventers, and show jumpers, as it travels in a long and low frame,
with its head moderately extended. Its frame is more "stretched
out" than horses competing in dressage, eventing, or show
jumping, but the horse should not be on its forehand. The riders of
hunters often ride on a slightly looser rein than seen elsewhere to
facilitate this type of movement, and the horse carries its head just
in front of the vertical. Even though hunter travels in a long and
low frame, it should still be able to collect its stride when
necessary yet still maintain tempo and rhythm.
The walk of the show hunter is free and ground-covering; the trot should
be balanced and flowing. The canter should be moderately collected.
The horse should have a long galloping stride but it should still be
balanced and rhythmic.
Circling once upon entering the arena before first jump is permissible.
No cross entering from Hunter Under Saddle, Hunter Pace or Hunter Hack
Classes.
Obstacles Used for Handy Hunters but not limited to:
Are painted in neutral or natural colors and enhanced by plants or flowers.
Brush fences, brown or green pole with matching wing standards
Stone
walls
Post and Rail
Brush
Coop
Wall
All should have a
ground line on the approach side of the fence (a pole, flower box, or
wall that meets the ground).
Handy Hunter fences may be flagged
for course reference of approach but are not numbered.
Fences
should scale to not less than 2'6" and than more than 4'3".
Gate
to open
Designated Site For Dismount
The course must have at least two changes of direction and at least one
combination as well as three of the following: walk over one
obstacle, trot over one obstacle, hand gallop a jump, a bending line,
a rollback turn, open a gate while mounted, halt and/or back. Judges
must place emphasis on promptness and tight turns with precedence
being given in that order.
Additional elements may include: putting on a rain coat, picking up an article
from a barrel and taking it to someone, jump into an in & out and
halt before jumping out, halting on course while another horse
canters past you, dismount and lead horse over a small fence and
remount.
You
Score Handy Hunter Trials on the following basis:
To
be judged on manners, way of going and style of jumping. Horses shall
be credited with maintaining an even hunting pace that covers the
course with free-flowing strides. Preference will be given to horses
with correct jumping style that meet fences squarely, jumping at the
center of fence. Judges shall penalize unsafe jumping and bad form
over fence, whether touched or untouched, including twisting.
Incorrect leads around the ends of the course or cross-cantering
shall be penalized, as well as excessive use of crop. In and outs
(one or two strides) shall be taken in the correct number of strides
or be penalized. Any error which endangers the horse and/or its
rider, particularly refusals or knockdowns, shall be heavily
penalized.
(2)
Scoring shall be on a basis of 0-100, with an approximate breakdown
as follows:
(A) 90-100: an excellent performer and good mover that
jumps the entire course with cadence, balance and style. Performs the
required additional handy hunter maneuver or obstacle willingly
(B)
80-89: a good performer that jumps all fences, maneuvers or obstacles
reasonably well; an excellent performer that commits one or two minor
faults.
(C) 70-79: the average, fair mover that makes no serious
faults, but lacks the style, cadence and good balance of the scopier
horses; the good performer that makes a few minor faults.
(D)
60-69: poor movers that make minor mistakes; fair or average movers
that have one or two poor fences, maneuvers or obstacles but no major
faults or disobediences.
(E) 50-59: a horse that commits one major
fault, such as a hind knockdown, refusal, trot, cross canter or drops
a leg.
(F) 30-49: a horse that commits two or more major faults,
including front knockdowns and refusals, or jumps, maneuvers or
obstacles in a manner that otherwise endangers the horse and/or
rider.
(G) 10-29: a horse that avoids elimination but jumps in
such an unsafe and dangerous manner as to preclude a higher
score.
(e) Elimination:
(1) A total of three disobediences that
can include any of the following: refusal, stop, run out or extra
circle.
(2) Jumping an obstacle before it is reset.
(3) Bolting
from the arena.
(4) Off course.
(5) Deliberately addressing an
obstacle.
(6) Failure to trot the horse in a small circle on a
loose rein for soundness, after jumping the last fence, while still
mounted and prior to leaving the arena.
RULE 41: Hunter Hack
(a) The hunter hack horse should move in the same style as a working
hunter or hunter under saddle. The class will be judged on style over
fences, even hunting pace, flat work, manners and way of going. The poll
should be level with, or slightly above the withers, to allow proper impulsion behind.
The head should not be carried behind the vertical, giving the appearance of intimidation, or be excessively nosed out, giving a resistant appearance.
(b) Horses are first required to jump two fences, two feet three inches
(68.5 cm) to three feet (90 cm). However, if the jumps are set on a line they are recommended to be in increments of 12 feet (3.5 meters) but adjusted to no less than two strides. A ground line is recommended for each jump.
(c) Horses being considered for an award are then to be shown at a walk, trot and canter both ways of the ring with light contact.
(d) At the discretion of the judge, contestants may be asked to hand gallop, pull up or back and stand quietly following the last fence.
(e) When necessary to split large classes by running more than one go-round, finalists must both be rejumped and reworked on the flat.
(f)Placing for the class shall be determined by allowing a minimum
of 70 percent for individual fence work and a maximum of 30 percent for work on the flat.
Faults (to be scored accordingly, but not necessarily cause disqualification during the rail work) include:
(1)Being on wrong lead and/or wrong diagonal at the trot
(2)Excessive speed (any gait)
(3)Excessive slowness (any gait)
(4)Breaking gait
(5)Failure to take gait when called
(6)Head carried too low or too high
(7)Nosing out or flexing behind the vertical
(8)Opening mouth excessively
(9)Stumbling
(g)Faults, which will be cause for disqualification:
(1)Head carried too low (such that the poll is below the
withers
(2)Over-flexing or straining neck in head carriage so the
nose is carried behind the vertical
RULE 42: HUNTER OVER FENCES
(1)Minimum of four obstacles. Horses to jump a minimum of
eight fences. One change of direction is mandatory.
(2)Obstacles which may be used:
(A)Fences shall simulate obstacles found in the
hunting field, such as natural looking post and rail, brush, walls,
coops and ascending oxers (not square). Triple bar and hogsback are
prohibited.Striped poles are not recommended; PVC poles used as
rails are not permitted.
(B)The top element of all fences must be securely
placed so that a slight rub will not cause a knockdown
(C)Distance between fences is recommended to be
in 12-foot (3.5 meters) increments with the exception of some
combinations: one stride in and out, 24-26 feet (7 meters); two strides in
and out, 36 feet (11 meters); three strides, 48 feet (14.5 meters)
(D)Minimum height for junior horses, youth and
amateur classes must be three feet (90 cm), with a maximum of three
feet three inches (1 meter); heights for senior horses must be a minimum
of three feet three inches (1 meter), with a maximum of three
feet six inches (1.07 meters), and all-ages must be a minimum of
three feet (90 cm) with a maximum of three feet six inches (110 cm).
Minimum height for novice and select will be two feet six inches (79
cm)with a maximum of two feet nine inches.
(E)A variation of three inches (75 mm) in fence height,
lower than official heights listed, may be instituted if show management
and the judge feel circumstances warrant, i.e., footing, weather, etc.
(F)The use of wings on obstacles in hunter classes is
recommended; standards made of PVC material must be anchored or
properly secured.
(G)Jump standards with hole heights at three inch
(75 mm) intervals with jump cups are recommended.
(d)Scoring:
(1)To be judged on manners, way of going and style of
jumping. Horses shall be credited with maintaining an even hunting pace
that covers the course with free-flowing strides. Preference will be given
to horses with correct jumping style that meet fences squarely, jumping
at the center of fence. Judges shall penalize unsafe jumping and bad form over fence, whether touched or untouched, including twisting. Incorrect leads around the ends of the course or cross-cantering shall be penalized, as well as excessive use of crop. In and outs
(one or two strides) shall be taken in the correct number of strides or
be penalized. Any error which endangers the horse and/or its rider,
particularly refusals or knockdowns, shall be heavily penalized.
(2) Scoring shall be on a basis of 0-100, with an approximate breakdown as follows:
(A)90-100: an excellent performer and good mover that jumps the entire course with cadence, balance and style.
(B)80-89: a good performer that jumps all fences reasonably well; an excellent performer that commits one or two minor faults.
(C)70-79: the average, fair mover that makes no serious faults, but lacks the style, cadence and good balance of the scopier
horses; the good performer that makes a few minor faults.
(D)60-69: poor movers that make minor mistakes; fair or average movers that have one or two poor fences but no major faults
or disobediences.
(E)50-59: a horse that commits one major fault, such as a hind knockdown, refusal, trot, cross canter or drops a leg.
(F)30-49: a horse that commits two or more major faults, including front knockdowns and refusals, or jumps in a manner that
otherwise endangers the horse and/or rider.
(G)10-29: a horse that avoids elimination but jumps in such an unsafe and dangerous manner as to preclude a higher score.
(e)Elimination:
(1)A total of three disobediences that can include any of the following: refusal, stop, run out or extra circle.
(2)Jumping an obstacle before it is reset.
(3)Bolting from the arena.
(4)Off course.
(5)Deliberately addressing an obstacle.
(6)Failure to trot the horse in a small circle on a loose rein for soundness, after jumping the last fence, while still mounted and prior to leaving the arena.
(f)General:
(1)Circling once upon entering the ring is permissible.
RULE 43: HUNTER PACE
A hunter pace is a form of competition involving horses and riders. In a hunter pace a trail is marked for horse and rider to follow. On the day of the competition, early in the morning, the hosts of the event send an experienced horse and rider to ride the trail as fast
as it is safely possible to do so. This morning ride is called "the dead body run", and it establishes two things:
1. That the trail is clear and safe for the competitors
2. The pace time is the ideal time to safely but quickly ride the set trail.
When the competitors arrive they send out teams of three or four to
ride the trail. Checkpoints set along the ride ensure that the riders
are staying on course and are not overworking their horses. Each
group of riders is timed. Riders are penalized for either riding too
fast and beating the pace time, or too slow and taking longer than
the pace time. The group to come closest to the pace time wins the
competition, whether over or under the "pace" time.
Attire and Tack is hunt seat but more relaxed and laid back.
RULE 44: SHOW HACK
The show hack is a type of ridden show horse, exhibited to a standard
first established in England.
Affiliated showing and breeding of the show hacks in the United Kingdom is
overseen by the British Show Horse Association.
In the USA and Canada, show hack is solely a form of competition open to
various breeds and overseen by the USEF and Equine Canada (EC). The
Canadian form of competition is more closely modeled on the British
standard than that of the USA.
The show hack is designed for horse's with exception training. Arabian,
Half-Arabian and National Show horses divisions offer Show Hack
Classes. Open show Hack Classes are seen in some areas, particularly
Canada where the class has a far longer history than in U.S.A. The
class is judged on manners, performance, quality and conformation.
The Show Hack is neither a Dressage Class nor an English Pleasure
Class. The horse should be Arabian, Half-Arabian or NSH of good
quality and elegant appearance. Other breeds should specify their
class and the division as being held in an Open Horse Show. The gaits
called for are: normal, collected, and extended walk, normal,
collected and extended trot, normal, collected and extended canter,
and hand-gallop. The horse and rider may be asked to halt and rein
back on the rail. The horse's frame should compare to a mid to upper
level dressage horse, it should be neither as low as a Western or
first-level horse nor as high and tight as an English Pleasure or
Park Horse. Action will vary but it will not approach English
Pleasure style, high action is either desired nor penalized. In
general it is the equivalent of desired hunter pleasure action or
slightly higher as the show hack horse must demostrate impulsion in
the collected gaits.
Hacks in the UK must have straight movement and move with "pointed"
toes. Individual shows do not need to show a gallop, but should show
rein back alongside the usual requirements of halt, walk, trot and
canter.
In North American classes, the show hack is to show at extended, regular
and collected versions of the walk, trot and canter, as well as
performing a hand gallop, halt and the rein back. Particular emphasis
is placed on gait transitions and obedience. While fluid, smooth
gaits are always desired, a more dressage-like frame is favored. Some
show hack classes for specific breeds, particularly those for the
Arabian and Morgan, encourage some animated knee action, though in
Canada, use of weighted shoes is prohibited.
In Canada, riders may be asked to dismount and remount their horses, and
horses may have their saddles removed for conformation judging.
Conformation scores may be used to break a tie.
Worldwide, manners are particularly important in the judging of hacks, and any
animal behaving badly will be severely penalized in the judging.
You Score Show Hack on the following basis:
Faults to be scored according to severity:
(1)Quick, short or vertical strides
(2)Being on the wrong lead
(3)Breaking gait
(4)Excessive speed at any gait
(5)Excessive slowness in any gait, loss of forward momentum
(6)Failure to take the appropriate gait when called for
(7)Head carried too high
(8)Head carried too low (such that poll is below the withers)
(9)Overflexing or straining neck in head carriage so the nose is carried behind the vertical
(10)Excessive nosing out
(11)Failure to maintain light contact with horse’s mouth
(12)Stumbling
(13)If a horse appears sullen, dull, lethargic, emaciated, drawn or overly tired
(14)Consistently showing too far off the rail
RULE 45: SHOW OR STADIUM JUMPING
Arena Arrangement:
(1)There ia a minimum of four obstacles; horses are to make a minimum of eight jumps.
(2)A spread fence consisting of two or more elements will be mandatory.
(3)It is recommended the first obstacle be no more than minimum height.
(4)Optional obstacles may include:
(A)Post and Rail (at least two)
(B)Chicken Coop
(C)Stone Wall
(D)Triple Bar
(E)Brush Jump
(5)Both a starting line at least 12 feet (3.6 meters ) in
front of the first obstacle, and a finish line at least 24 feet (7.3 meters)
beyond the last obstacle must be indicated by markers (at least 12 feet (3.6 meters) apart) at each end of the lines. Horse must start and finish by passing between markers.
(6)Obstacles, except within combinations, should be located
a minimum distance of 48 feet (14.6 meters) apart, size of arena permitting.
(7)Height of obstacles must be a minimum of three feet six inches and a maximum of four feet (122 cm) in first go-round, except in youth and amateur which is a minimum of three feet three inches (99 cm) and a maximum of three feet six inches (105 cm).
(c)Time shall begin from the instant the horse’s chest reaches the
starting line until it reaches the finish line. Time shall be stopped while a knocked down jump is being replaced, this is from the moment the rider gets his mount in a position to retake the jump until the proper authority signals that the jump has been replaced. It shall be the rider’s responsibility to be ready to continue the course when the signal is given.
(d)Scoring: jumpers are scored on a mathematical basis and penalty faults which include knockdowns, disobediences and faults.
(1)Knockdown: An obstacle is considered knocked down and four faults assessed, when a horse or rider, by contact:
(A) Lowers any part thereof which establishes the height of the obstacle or the height of any element of a spread obstacle even when the falling part is arrested in its fall by any portion of the obstacle
(B)Moves any part thereof which establishes the height of the obstacle so it rests on a different support from the one on which it was originally placed
(C)Knocks down an obstacle, standard wing, automatic timing
equipment or other designated markers on start and finish lines.
(D)If an obstacle falls after the horse leaves the ring, it shall not be considered a knockdown.
(2)Disobediences:
(A)Refusal: When a horse stops in front of an obstacle (whether
or not the obstacle is knocked down or altered) it is a refusal unless the horse then immediately jumps the obstacle without backing one step. If horse takes one step backwards, it is a refusal.
(B)Run-out: A run-out occurs when the horse evades or passes the obstacle to be jumped; jumps an obstacle outside its limiting markers; or when the horse or rider knocks down a flag, standard, wing or other element limiting the obstacle (without obstacle
being jumped).
(C)Loss of forward movement: Failure to maintain trot, canter or gallop after crossing starting line, except when it is a refusal, a run-out or when due to uncontrollable circumstances, such as when an obstacle is being reset.
(D)Unnecessary circling on course: Any form of circle or circles, whereby the horse crosses its original track between two consecutive obstacles anywhere on course, except to retake obstacle after refusal or run-out.
RULE 46: OTHER ENGLISH EVENT
Is a model horse class designed as a catch all for any type of class that fits the premium requirement but is not previously listed. Premium requirement would be a of an English
bridle and/or English saddle of some type.
RULE 47: ENGLISH BARREL RACING
This is a hobby show class based on all the rules and pattern for Western Barrel Racing only using Hunt Seat Tack.
RULE 48: ENGLISH GYMKHANA GAMES
See RULE 28 for a list of games as ridden in Western.
English gymkhana rides the same list but under English tack. Tricky part about these games
are that English horses are ridden with both hands. So if you use a doll rider you must set up your entry to use them performing the task part of the game with enough realism as to being able to get that second hand back on the rein after the task is completed.
A)English Games Speed - Timed Game
IMEHA Definition of a Speed or Timed Event is when the horse and rider are
competing against a clock and are the only entry in the arena during
their performance. Or may be a pair of riders racing against each
other in heats with fastest rider advancing to a final heat. Many of
the Mounted Games that are popular today are done with Teams. Of
course, each member of the team goes at a time, (so only one would
appear in the setup) but it is when the entire team completes the
event that the team is then timed, fastest team wins.
B)B)English Games - Non Timed Event
IMEHA Definition of a Non Timed Event is as follows:
Some Non-speed games are won by having the most items in a bucket, or by
scoring the most goals, or (if egg and spoon or dollar) by being the
last to have an egg in their spoon or dollar under their thigh, etc.
There are many NON-SPEED/NON-TIMED type games that do not involve
crossing a finish line Speed is not involved. Most of these games are
about finesse.
RULE 49: DRESSAGE
See IMEHA Dressage: http://www.imeha.org/imehaguidebook/Dressage/dressageclasses.html
USEF, USDF,
and FEI tests are acceptable. Tests begin with a Training Level and
progress through Fourth level and are designed to show the horse's
ability to perform with increasing suppleness, implusion,
straightness and balance. Fifth Level tests are done at International
FEI.
English
saddle with stirrups and saddle pads (either shaped or squared).
Style of saddle may vary with level performed. A dressage saddle
should be used above Second Level. For Training up until Fourth
Level a plain snaffle bridle with leather noseband may be used
(cavesson, dropped, flash or crossed noseband) that can be padded.
Fourth and Fifth Levels may use the same equipment or substitute a
simple double bridle with bridoon and curb with curb chain. FEI Tests
require a double bridle for all tests. Leg bandages are allowed in
Pax de Delux and Quadrille only. Breastplate and crupper are
permissible. Sidesaddle riding is allowed but shows in the Sidesaddle Division
and not in the Dressage Division. P rohibited tack is as
follows: Martingales, tie downs, bit guards, side reins, running
reins, any kind of boots or bandages except in previous mention
tests, tail bandages, blinkers, ear muffs, nose covers, seat covers,
hoods. Decorations in the tail such as flowers or ribbons are
prohibited. Pelham bits are never allowed. For model horse a pelham
is described by NAMSHA as: A bit with two reins but only one
headstall, attached to the curb portion.
Braided
manes and tails are permitted. Tails are left long, they can be
banged or pulled too. Unbraided manes are short and pulled. Braids
may be of any style, sewn or wrapped with white tape. Braided tails
are uncommon in the USA. Military uniforms and tack is acceptable for
qualifying rider. Black tack is currently fashionable. Saddle pads
are usually square and white, sometimes black trim or piping is seen.
Dressage rider tend to show in black and white.
Training
to Fourth Level riders wear short riding coats of conservative color,
with tie, choker, or stock tie, fawn or creme colored breeches or
jodhpurs, boots or jodhpur boots, hunt cap or hard shell riding hat,
derby or top hat, dark or light colored gloves. Tests Fourth or Fifth
level require a dark tailcoat (shadbelly) with a top hat (men may
also wear a short coat with a bowler hat) white beeches, hunting
stock. white gloves and black riding boots. Smooth spurs are
mandatory for FEI tests and optional at Fifth Level. I am confused on
the status of carrying a whip. In Combine Training Article 1711 RULE
2 says no whips allowed except in sidesaddle and during the warmup.
In Dressage Division Article 1920 RULE 4 says a whip no longer than
4' including the lash may be carried in all classes except USEF/USDF
Championships, USET Championships, USET qualifying and selection
trails and in all international (FEI level) competition.
A
description of either USEF, USDF or FEI sanctioned Level, Test and
Movement should be presented along with the entry. If a musical
freestyle or kur then the Name of the Music should be included. A
portion of the dressage fence with a letter marker for the
appropriate letter (s) required to recreate the movement.
Given
for a copy of the entire test with the specific movement lightened.
Make sure a horse saluting the judge a X is facing the judge HEAD-ON.
A standing horse with a turned head is always at fault. Be sure the
horse is performing the movement stated. Look for a number (black
number on white background and cut in a circle or oval) is placed on
the browband or pinned to the saddle pad. The number may be on either
side.
RULE 50: SADDLESEAT
RULE 56: SHOWMANSHIP PRESENTATION
There are two types of showmanship/presentation classes one with a doll handler required and one with no doll handler.
Showmanship requires a doll handler. The doll handler is judge on the handler and the horse for a combined score. The ideal showmanship performance consists of a doll that gives a recreation of a poised, confident, neatly attired exhibitor leading a well groomed and conditioned horse that quickly and efficiently performs any requested pattern with
promptness, smoothness and precision. The showmanship class is not another halter class and should not be judged as such.
CLASS PROCEDURES:
All exhibitors may enter the ring and then work individually or each exhibitor may be worked from the gate individually. When exhibitors are worked individually from the gate,
a working order is required. The following maneuvers are considered acceptable:
lead the horse at a walk, jog, trot or extended trot, or back in a straight or curved line, or a combination of straight and curved lines; stop; and turn 90 (1/4), 180 (1/2), 270 (3/4), 360 (full turn) degrees or any combination or multiple of these turns. The judge must have exhibitors set the horse up squarely for inspection sometime during the class.
SCORING:
Exhibitors are to be scored from 0 to 20 with 1/2 point increments acceptable. Ten points should be allocated toward the overall appearance of exhibitor and horse and 10 points allocated toward performance.
(1) OVERALL PRESENTATION OF EXHIBITOR AND HORSE (10 POINTS)
The exhibitor’s overall poise, confidence, appearance and position throughout the class, and the physical appearance of the horse will be evaluated.
(A) Presentation and Position of Exhibitor
• appropriate attire must be worn. Clothes and person are to be neat and clean. The use of any type of artificial aid including, but not limited to lighters, hay, dirt, sharp pins, etc. will be considered a disqualification.
• doll should give off a look of that is poised, confident, courteous and genuinely sportsmanlike at all times, quickly recognizing and correcting faults in the positioning of the horse. The exhibitor should continue showing the horse until the class has been placed. The exhibitor should appear business-like, stand and move in a straight, natural and upright manner, and avoid excessive, unnatural or animated body positions.
• the handler must lead on the horse’s left side holding the lead shank
in the right hand near the halter with the tail of the lead loosely coiled in the left hand unless requested by the judge to show the horse’s teeth. It is preferable that the exhibitor’s hand not be on the snap or chain portion of the lead continuously. The excess lead should never be tightly coiled, rolled or folded. When leading, the exhibitor
should be positioned between the eye and the mid-point of the horse’s neck, referred to as the leading position.
• both arms should be bent at the elbow with the elbows held close to the exhibitors side and the forearms held in a natural position. Height of the arms may vary depending on the size of the horse and exhibitor, but the arms should never be held straight out with the elbows locked.
• the position of the exhibitor when executing a turn to the right is the same as the leading position except that the exhibitor should turn and face toward the horse’s head and have the horse move away from them to the right.
• when executing a back, the exhibitor should turn from the leading position
to face toward the rear of the horse with the right hand extended across the exhibitor’s chest and walk forward beside the horse with the horse moving backward.
• when setting the horse up for inspection, the exhibitor should stand angled
toward the horse in a position between the horse’s eye and muzzle, and should never leave the head of the horse. It is recommended, but not mandatory that exhibitors use the “Quarter Method” when presenting the horse. The exhibitor should maintain a
position that is safe for themselves and the judge. The position of the exhibitor should not obstruct the judge’s view of the horse and should allow the exhibitor to maintain awareness of the judge’s position at all times. The exhibitor should not crowd other exhibitors when setting up side-by-side or head-to-tail. When moving around the horse, the exhibitor should change sides in front of the horse with minimal steps and should assume the same position on the right side of the horse that they had on the left side.
• leading, backing, turning and initiating the set-up should be performed from
the left side of the horse. At no time should the exhibitor ever stand directly in front of the horse. The exhibitor should not touch the horse with their hands or feet, or visibly cue the horse by pointing their feet at the horse during the set-up.
(B)Presentation of Horse
• the horse’s body condition and overall fitness should be assessed. The
mane, tail, forelock and wither tuft may not contain ornaments (ribbons, bows, etc.), but may be braided or banded for English or Western. The length of mane and tail may vary, as long as they are neat, clean and free of tangles. The mane should be even in length or may
be roached, but the forelock and tuft over the withers must be left. The bridle path, eyebrows, and long hair on the head and legs may be clipped, except where government regulations prohibit.
• hooves should be properly trimmed and if shod, the shoes should fit correctly
and clinches should be neat. Hooves must be clean and may be painted black or clear hoof dressings, or shown naturally depending upon breed standard.
• tack should fit properly and be neat, clean and in good repair.
(2)PERFORMANCE (10 POINTS)
• the exhibitor should perform the work accurately, precisely, smoothly, and
with a reasonable amount of speed. Increasing speed of the work increases the degree of difficulty, however, accuracy and precision should not be sacrificed for speed. The horse should lead, stop, back, turn and set up willingly, briskly and readily with minimal visible or audible cueing. A severe disobedience will not result in a disqualification but
should be penalized severely, and the exhibitor should not place above an exhibitor that completes the pattern correctly. Excessive schooling or training, willful abuse, loss of control of the horse by the exhibitor, failure to follow prescribed pattern, knocking over or working on the wrong side of the cones shall be cause for disqualification.
• the horse should be led directly to and away from the judge in a straight
or curved line and track briskly and freely at the prescribed gait as instructed. The horse’s head and neck should be straight and in line with the body.
• the stop should be straight, prompt, smooth and responsive with the horse’s body remaining straight.
• the horse should back up readily with the head, neck and body aligned in a straight or curved line as instructed.
• pull turns to the left should be 90 degrees or less. On turns of greater than 90 degrees, the ideal turn consists of the horse pivoting on the right hind leg while stepping across and in front of the right front leg with the left front leg. An exhibitor should not be penalized if their horse performs a pivot on the left hind leg, but an exhibitor whose
horse performs the pivot correctly should receive more credit.
• the horse should be set up quickly with the feet squarely underneath the
body. The exhibitor does not have to reset a horse that stops square.
(3)FAULTS:
Faults can be classified as minor, major or severe. The judge will determine the appropriate classification of a fault based upon the degree and/or frequency of the infraction. A minor
fault will result in a 1/2 to 4 point deduction from the exhibitor’s score. A major fault will result in a deduction of 4 1/2 points or more from the exhibitor’s score. An exhibitor that incurs a severe fault avoids elimination but should be placed below all other
exhibitors that complete the pattern correctly. A minor fault can become a major fault and a major fault can become a severe fault when the degree and/or frequency of the infraction(s) merits.
(A) Faults in the Overall Presentation of Exhibitor and Horse include:
• poorly groomed, conditioned or trimmed horse
• dirty, ragged, or poorly or ill-fitted halter or lead
• poor or improper position of exhibitor
• excessively stiff, artificial, or unnatural movement around horse or when leading
• lead shank tightly coiled around hand or dragging the ground
Faults of the Performance include:
• drifting of horse while being lead
• horse stopping crooked or dropping a hip out when stopping, setting up or standing
• backing, leading, or turning sluggishly or crooked
• horse not set up squarely or excessive time required to set up
• failure to maintain a pivot foot during turns or stepping behind right front leg with left front leg when turning to the right
• horse holding head and/or neck crooked when leading, stopping or backing
• failure to perform maneuvers at designated markers, but horse is on pattern
(B) Severe Faults of the Overall Presentation of Exhibitor and Horse (avoids disqualification but should be placed below other exhibitors that do not incur a severe
fault) include:
• complete failure to move around horse by exhibitor and obstructing judge’s
view
• exhibitor touching the horse or kicking or pointing their feet at the horse’s
feet during set up
• standing directly in front of the horse
• exhibitor wearing spurs or chaps
Severe Faults of the Performance (avoids disqualification but should be placed below other exhibitors that do not incur a severe fault) include:
• severe disobedience including rearing, pawing; kicking, or circling
(C)Disqualifications (should not be placed) include:
• leading on the off or right side of the horse
• loss of control of horse
• failure of exhibitor to wear correct number in a visible manner
• excessive schooling or training, or use of artificial aids
• knocking over the cone or going off pattern
Presentation without Doll Handler:
Is judged on the horse and on the tack or headstall used. The halter or headstall is judged as 50% of the class premium and the horse's conformation, breed type and gender plus photo quality make up the other 50%. If you choose to show in these classes be sure that
your halter or headstall and lead or reins are sticky waxed off against the horse's shoulder not thrown over the horse's back or held out in front of the hprse. Exception would be for standing Arabian horses in Show arena headstall. It is suggested that you turn your non handler showmanship horse facing toward the right so that the rein or lead is waxed over on the left side which would be where the handler would be standing or leading the horse, if the
handler was there. That way you can hide the end of the lead or rein on the off
side of the camera lens.
Additional information here:
http://www.imeha.org/imehaguidebook/Showmanship/showmanship.html
RULE 57: HEADSTUDY
This class is to show off your model's photogenic qualities of the head,
throat latch and neck. The desired photo should show a close up of
the horse's head and neck and "not" extend into the horse's
shoulder. The top of withers should not be visable, nor the topline
of the back or any part of the horse's chest. The eye should be
clearly visionable with no shadow cast upon it or the horse's face.
IMEHA has a very strict rule for headstudy class:
Headstudy classes are open to subject with or without headstall or bridle. Subject shall show head, throat latch and neck only. No chest, shoulder, topline or
other body parts shall show within the photo frame. The neck shall stop at the top and bottom of base of the neck and no shoulder muscling or wither hair shall be visible. This ruling is
strictly enforced and your entry will not be approved by the Ring Steward if it does not comply.
If after two shows the entry is still listed as "Not Approved" the entry will be removed by show management without consent of the entrant.

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First Revision: Sept 30, 2005
Second Revision: Sept 28, 2008
Third Revision: Sept 15, 2010
Latest Revision: Sept 10, 2011