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Games
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Need to know which Standard of Proficiency a
game may help you achieve?
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Need the rules for a USPC game?
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Need help understanding how to play a game?
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Need help understanding how to correct a
game?
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Need help in improving your games play?
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Need some help in improving your vaulting,
handoff, or other games skills?
You have come to the right place. Here you can
find games, rules, equipment descriptions, tips and techniques for all the
USPC Mounted Games and games skills that might help you. For more
information about specific games, just click on the game name listed in the
column on the left.
USPC Games Rules:
For more information about USPC games in
general, the first thing you need is the current USPC Games Rulebook. If you
want to download a copy of the Games Rulebook visit the
Rulebooks
page of the USPC site.
If, after reading the current USPC Handbook and
Rules For Games Competition, you have any questions about the games rules or
play, making games equipment, or organizing a games program, please contact
the Games Committee
for help.
USPC Games Tips:
Listed with each game are the Standards of
Proficiency that each game can help you enhance; also,there are some tips
and techniques that might help you when playing the game. These are
suggestions only. If they work for you and your team, great! However, you
might need to come up with your own techniques for your special team or
pony.
Listed below are some tips for specific games
skills that also might help you with your overall games play. Once again
these are only suggestions and hopefully they will give you some ideas on
how to improve your games skills.
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Dunking |
Handoffs |
Pickups & Putdowns |
Vaulting |
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Dunking Tips
Any games player can improve their dunking skills by practicing some of the
drills and tips given below. Riders do not need any other games player to
practice dunking. Just find a bucket and a variety of items to practice
dunking. Try different angles of release in the bucket until you are
confident of your dunking skills.
- Practice bending as low as possible down the side of the pony.
Advanced riders should be able to put their hands inside the bucket at
a canter while dunking.
- Practice leaning off your pony and having him move in a straight
line towards a bucket or cone first at a walk and then a trot.
- Lean down for the dunk early. Don't wait until the last moment.
This allows the rider to prepare for the dunk early and also allows
the pony to adjust his balance before the rider needs to dunk.
- Practice dunking different items such as tennis balls, socks,
fruits and vegetables, etc. Each item bounces differently and should
be handled carefully.
- For dunking drills, use smaller and smaller buckets for dunking
items. This will improve a rider's dunking accuracy.
- Bounce every item either off the inside front of the bucket using
a technique where the ball rolls off the fingertips with palms up OR
bounce the ball off the back of the bucket with the palms down. By
bouncing the item off the bucket front or back, the item will tend to
stay in the bucket and not bounce out. If you toss the item in the
bucket from up too high or bounce the item on the bottom of the
bucket, it is very likely that the item will bounce out.
- When playing a game with a double dunk (the last rider dunks an
item on the way down and also on the way back), make sure the rider
who dunks the best is the last rider.
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Handoff Tips
Practice, practice, practice. That is the way to improve your handoff
skills. Your teammates and you should start each drill slowly until you can
handoff several types of items perfectly. Then increase the speed until you
are practicing running handoffs with a variety of items. When practicing
running handoffs, make sure you have an observer who is making sure you are
not crossing the line ahead of the handoff.
Here are some tips to help you improve your handoffs:
- Practice handoffs with different items such as tennis balls, socks,
bottles, flags, batons, mugs, rings, etc. Each handoff item has a
different weight, size, and feel. You should become accustomed to giving
and taking during the handoffs for all the items used in games.
- The incoming rider should hold the item out in front and aim for the
outgoing rider's hand.
- The outgoing rider should not take his eyes off of the item and should
TAKE the item from the incoming rider's hand.
- Both riders should "give" with their hands and arms to take some of
the shock off the handoff. This cushions the handoff and makes it less
likely that the handoff item will pop out. This is only a problem for
speed handoffs.
- The incoming rider should hold bottles, batons, flags, etc. in a
vertical position (upright) for all handoffs. Hold the item so there is
plenty of area for the outgoing rider to grab on to.
- Tennis balls, socks, etc. should be held with the thumb and the first
two fingers for a three-point handoff.
- Running handoffs is another skill that can improve a team's speed. If
the outgoing rider can be moving forward at a walk, trot, or canter to
take the handoff from the incoming rider that will give the team a head
start over a team that has not perfected this skill. The timing must be
perfect because the outgoing rider can not cross the changeover line
before the incoming rider is all the way across the line. Remember there
is nothing in the rules that says the outgoing rider can not be behind the
6-yard line. The only rule is that if there are riders in the 6-yard line
area, they can only be the incoming rider and the outgoing rder. If
starting behind the 6-yard line gives the outgoing rider more time to make
a running start, then use it.
- The incoming rider should make sure of the handoff to the outgoing
rider before letting go. Attempting the handoff again while mounted is
easier than dismounting and searching for the item on the ground.
- Arrange the order of go according to how well each rider can
give and take handoffs from the other riders. Some riders just can not
handle a handoff from one rider or another. Don't pair them up. Have
riders go first who can not take a handoff well. Have riders go last who
can not give a handoff well.
- Don't ever throw the handoff item at the outgoing rider.
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Pickup & Putdown Tips
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Games players must learn to pickup and put down a
variety of items. Players can pickup items from and place them back down
on barrels, cones, poles, flag holders, and the ground. Games players
can practice these skills by themselves with items they have made at
home.
See the list of tips to help you with these skills.
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- Practice picking up and putting down different items such as socks,
flags, bottles, mugs, tennis balls, etc.
- When picking up flags from containers or balls from cones, use a
windmill motion with your arm. This will allow you to pick up the flag or
ball at speed without knocking over the container.
- When picking up items from an oil drum, make sure your pony is not
afraid of the drum before starting. Get him used to riding up to the drum.
If he is afraid of the drum, try placing his feed on the oil drum at
feeding times.
- When picking up and placing the mugs down in 3-mug, make sure that you
have your eyes on the pole and the mug until you are sure you have done it
correctly. Do not let go of the mug until you are sure it is firmly in
place.
- When playing ball & cone, do NOT let go of the ball until you are sure
the ball is not going to roll off. It takes less time to try again, than
have the ball roll off and have to dismount and start over.
- When playing castle, make sure that the turret or orb is firmly in
place before letting go of the object. It takes less time to try again,
then have the item fall off and have to dismount and start over.
- When placing a flag in a container, hold the flag near the flag, place
your index finger along the flagstaff, and almost point the flag into the
container. Make the flag an extension of your arm.
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Vaulting Tips
Vaulting is a very important skill for all
riders on a team to develop. Having a team where all the riders can vault
quickly can make the difference between a good team and a great team!!!
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- There are several ways to vault. Beginners often start
with the belly vault. You can then move on to vaulting on a standing
pony using your legs and arms to pull yourself into the saddle. Finally
you can learn to perform the running vault. The running vault actually
is the easiest once the technique is perfected because you can use the
pony's momentum to assist in the vault.
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The belly vault should not be used in a
competition because it is hard for the rider to steer and control the
pony. The belly vault should be used as a practice vault until the rider
can develop the arm strength for a actual vault.
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If you can not vault yet, practice remounting
using your stirrup as quickly as possible. Lengthen your stirrup leathers
to make it even easier.
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Consider building a vaulting barrel (see the
USPC Games Handbook for details) to learn and practice vaulting.
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When playing a game, do not waste time
attempting to vault. Often you could have remounted using your stirrups
and continued the race quicker.. Give vaulting a couple of tries, then
move on to remounting with your stirrup. Time is important NOT whether you
are vaulting or not.
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Practice vaulting on the smallest pony you can
find at first. Perfect your technique on that pony and then move on to
larger ponies.
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Each rider has a different way of vaulting.
Some use mostly shoulder and arm muscles and some use lots of leg muscle.
Try different muscle groups when you are practicing your vaults. Some
riders can only vault while the pony is moving and some can only vault
when the pony stands still. Perfect your own method.
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The different types of vaults are described
below, from easiest to most difficult: THE BELLY VAULT: Facing the pony's
side, and holding the reins with your left hand, jump and land on the
saddle on your belly. You then rotate yourself to face forward and get
your feet astride the saddle. Because your feet are not astride the saddle
the moment you land on the saddle, you do not have full control of the
horse, and this vault cannot be safely used during a competition. This
vault should be used for practice purposes only. THE STANDING VAULT: Hold
on to your reins and the horse's mane with your left hand firmly. You
should be facing almost backwards as the horse faces forwards. Bend your
knees, and with a combination of your legs extending and your left arm
pulling, throw yourself in the air. You should be mostly aware of your
right leg clearing the saddle and then landing square in the saddle. This
is all done with the horse mostly immobile. THE CORNER VAULT: The corner
vault is a vault that is made as the pony is turning in a half-circle
around you during games such as old-sock, potato, ball and bucket, etc. It
is a variation of the standing vault except that the horse is turning
around you as you retrieve your item off of the ground. THE RUNNING VAULT:
The classic use of the running vault is in Stepping Stone Dash. As you
have just finished treading the last stone, you land on both feet, and
simultaneously extend both legs. Your horse has been on your right side;
you grab the reins and the mane as you thrust your legs, and use the
momentum of the pony to propel you onto its back (this is the essence of
the running vault) as the pony resumes its gallop. This vault gives the
rider the greatest competitive advantage once it is mastered. THE OFF-SIDE
VAULT: The most difficult of all vaults, the off-side may be used when a
correction is being made, and the rider finds that the horse is on their
left side (instead of the right). The same techniques noted above are
used; they are simply done from the opposite side. Mastering the off side
technique will again give a games player a distinct competitive advantage.
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Practice, practice, practice! It takes some
riders several years to perfect vaulting. You must build up your muscles
in your arms, shoulders, and legs before you can vault with speed. Use
weights and other exercises to strengthen your shoulder, arm, and leg
muscles.
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When dismounting, first kick your feet out of
both stirrups and then dismount facing forward. As you perfect
dismounting, you should be able to run forward after dismounting.
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| Ball & Bucket Race |
Ball & Cone Race |
Ball & Racket Race |
Balloon Race |
Bending Race |
Bottle Race |
| The Canadian Race |
Carton Race |
Egg & Racquet Race |
Fishing Race |
Five Flag Race |
Five Mug Race |
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Golf Ball & Spoon |
Hi-Low Race |
Housewife Scurry |
Hula-hoop Race |
Hurdle Race |
Litter Race |
| Mug Shuffle |
Needle & Thread |
Old Sock Race |
Pony Club Race |
Pony Express Race |
Postman's Chase |
| Potato Race |
Pyramid Race |
Ring Race |
Rope Race |
Sack Race |
Spillers Pole Race |
| Stepping Stone Dash |
Sword Race |
Tack Shop Race |
Three-Legged Race |
Tool Box Race |
Two-Flag Race |
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Three-Mug Race |
Windsor Castle |
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Ball & Bucket Race
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Achieved Standards of Proficiency skills:
Balance, Flexibility, Control, Suppling exercises, Emergency
dismount, Halt, Transitions.
Required Games Skills:
Vaulting, dunking, & handoffs |
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Equipment Required:
- One 5-gallon water bucket
- Five tennis balls
- Marked circle 3' in diameter
Game Setup:
Place four tennis balls inside the marked circle located three yards
behind Line C. A hula-hoop could be used to form the circle. Place a
bucket on Line B. At the start of the race, riders 2, 3, and 4 are
behind the 6 yd. line at A. Rider 1 will start the race behind Line A.
Give the fifth tennis ball to Rider 1.
Game Play:
On the signal to start Rider number one,
carrying the ball, will ride to the bucket and drop the ball into it.
The rider then continues to the far end to pick up a ball. The rider
must dismount to pick up a ball and may dismount any time after he has
successfully dropped the ball into the bucket, but the rider and all
four feet of the pony must cross Line C (either mounted or dismounted)
before returning for the handoff regardless of where the ball was picked
up. Riders two, three and four complete the event in the same manner
with rider number four dropping the last ball into the bucket on his way
back (double dunking). If the balls are knocked out of the hula-hoop,
they need not be placed back in.
Correction Rules:
- If a rider misses the bucket, the rider
may pick up the ball while mounted or unmounted and place it in the
bucket.
- If a rider knocks over the bucket, the rider may reset the equipment
mounted or unmounted.
- If the balls are knocked out of the hula-hoop or painted circle, the
rider does not have to replace the balls before continuing. If one of
the balls crosses over Line C, the rider does not have to replace it in
the circle. He may pick it up where it has landed as long as he and his
mount completely cross Line C.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- The riders must remember when dunking the tennis ball that it is
especially bouncy and needs to be dunked against the front or back of
the bucket. See dunking tips.
- The rider should handoff the ball using the three-finger handoff
method. See handoff tips.
- The corner vault should be used after picking up the ball. See
vaulting tips.
Return to top of
race descriptions |
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Ball & Cone Race
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Achieved Standards of Proficiency skills:
Balance and suppling exercises, Increase and decrease of speed,
Halt followed by step back, Use of aids, Control.
Required Games Skills:
Put-down, pick-up, and handoff skills. |
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Equipment Required:
- Two 18" traffic road cones.
- Two tennis balls
Game Setup:
Place one road cone 15 yards from Line A and
one road cone 15 yards from Line C. Place a tennis ball on the road cone
closest to Line C. Riders 1 & 3 start the race behind Line A and riders
2 & 4 start the race behind Line C. Riders 3 & 4 must be behind the
6-yard changeover line at the start of the game. Give the second tennis
ball to rider 1.
Game Play:
Rider one carries a tennis ball and, on the
signal to start, rides to the first cone and places their ball on the
cone; they then ride to the second cone, collect the ball and hand it
off to rider two. Riders two, three, and four complete the course in the
same manner. The winning team is the one whose rider number four is the
first one over the finish line carrying the ball.
Note: Both cones must be standing and a tennis ball must be on the cone
closest to Line C.
Correction Rules:
- If the rider misses the cone, the rider
may pick up the ball while mounted or unmounted and place it on the
cone.
- If the rider knocks over the cone, the rider may correct the equipment
mounted or unmounted.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- When placing the tennis ball on the cone, the rider should not let go
of the tennis ball until he is positive that it will stay on the cone.
See pickup tips.
- The rider should handoff the tennis ball to the next rider using the
three-finger method. See handoff tips.
- Riders should park their pony at right angles to the cone when placing
the ball on the cone. This is an effective method of keeping ponies from
running past the cone to the opposite end of the arena. It also gets the
rider's right hand close to the cone.
- Advanced riders should use a windmill action when picking up the ball
at speed. See pickup tips.
Return to top of
race descriptions |
Ball & Racket Race
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Achieved Standards of Proficiency skills:
Balance, Smooth transitions, Jumping position, Change of
direction, Use of aids, lateral movements.
Required Games Skills:
Leg control, balance and handoff skills. |
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Equipment Required:
- Three Bending Poles 24' to 30' apart
- One Plastic Paint Bucket
- Four Tennis Balls
- One Tennis Racquet
Game Setup:
Three bending poles will be placed 24' to 30' apart
centered between lines A and C. On the center post will be fixed a
container in which will be placed three spare tennis balls. At the start
of the race, riders 2, 3, and 4 are behind the 6 yd. line at A.
Game Play:
Rider number one will carry the tennis racquet on which is placed a
tennis ball. On the signal to start, rider number one will ride up and
down the line through the bending poles carrying the tennis ball on the
racquet. The tennis ball must not be touched by hand, except when being
picked up. On arrival at the finish line, rider number one will hand the
racquet and ball to rider number two, the tennis ball still being
untouched by a hand. Riders number two, three and four will complete the
course in the same manner up and down the arena successively. The
winning team will be the one whose rider number four crosses the finish
line first with the tennis ball on the racquet.
Correction Rules:
- Should the tennis ball be dropped, the rider must
either pick it up, or collect another from the container on their teams
center post, and resume the course again from the point where the ball
was dropped. The ball need not be placed on the racquet until the point
of error is reached.
- Should the ball and/or racquet be dropped over the handoff line either
rider may retrieve the ball, mounted or dismounted and place the ball on
the racquet of the next rider to go.
- Each racquet will have a colored band around the handle 3" below the
head and competitors hands must be behind this band.
Special Tips:
- As with other similar games (Egg & Racquet and Golf
Ball & Spoon), the rider must ride with control--and not speed--to
succeed in this race.
- A controlled pace with the rider in two point position is preferable.
A seated trot is too "bouncy" and the rider cannot control the ball.
Although a canter is often tried by Advanced riders, they often lose the
ball during the deceleration phase near the changeover. More often than
not, this race is won by the team who can always maintain control of the
ball and the racquet without mistakes.
- The rider should handoff the tennis racquet to the next rider while
carefully turning the racquet so as to "present" the handle to his
teammate. Care should be taken at all times to keep your hand below the
colored band. See handoff tips.
Return to top of
race descriptions
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Balloon Race
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Achieved Standards of Proficiency skills:
Balance, Control, Hand - Eye Coordination.
Required Games Skills:
Handoff
skills
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Equipment Required:
- One board, 1" x 8" x 10' with alternating grooves on
each side.
- Six large round balloons
- One lance (3/4" wide, 3' long with a 1" brad driven into one end so
that no more than 3/8" of the brad remains sticking out.)
Game Setup:
Center the 10-foot board on Line B. Insert six round
balloons (three on each side) into the slots on the board. Riders 1 & 3
start the race behind Line A and riders 2 & 4 start the race behind Line
C. Riders 3 & 4 need to be behind the 6-yard holding area line at the
start of the game. Give the lance to rider number 1.
Game Play:
Rider number one, carrying the lance rides to the balloons, bursts one,
rides on to the changeover line and hands the lance to rider number two.
Riders two, three, and four complete the course in a similar manner, up
and down the arena, bursting a balloon in succession. The winning team
will be the one whose rider number four is first over the finish line,
mounted and carrying the lance.
Each rider (not the pony) must break a balloon. In the event all of the
balloons are burst before the last rider goes, the team will be
disqualified from the game.
Correction Rules:
- If the lance is dropped, the rider may pick it up
mounted or unmounted.
- The balloon MUST be burst with the rider mounted.
- If all the balloons are burst before rider 4 can go, then the team is
disqualified.
Special Tips:
- Remember the holding area line (6-yard line) is six
yards from Line A and Line C. During the playing of the games only the
next rider out may be in front of this line. All others must be behind
it in the holding area. If there are more than one outgoing rider in
front of the 6-yard line, the team will be eliminated for that game.
- Riders should not whack at the balloon. This is a good way to damage
the leg of the pony and the point on the lance. A lance with a bent or
missing nail tip makes it difficult for the other riders to burst a
balloon. Also, swinging wildly at the balloons can upset the pony.
- When bursting the balloon, it is better for the rider to bend down and
come with the lance at a more horizontal position to the board. This
method gives the rider more control and makes the lance closer to the
balloons so it's easier to burst the balloon.
- Riders should hold the lance about 1/3 up the lance. Holding the lance
further down gives the rider more control when bending over to pop the
balloon.
- The team captain should have everyone pick his or her balloon before
starting the race. This way each rider can concentrate on the balloon
they are going to pop. However, if the rider misses, he should just take
the next most available balloon.
- The rider should bend down and prepare early for bursting the balloon.
The rider should not wait until he is right over balloons to prepare for
the pop.
- Many ponies are afraid of balloons and the rider should spend a lot of
time training the pony to not be afraid. Be very patient with these
ponies. If the pony remains afraid of the balloons, then you might need
to leave that pony out of the balloon race.
Return to top of
race descriptions |
Bending Race
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Achieved Standards of Proficiency skills:
Control, Changes of direction, Changes of leads, Transitions,
Riding without stirrup, Lateral movements..
Required Games Skills:
Handoff skills. |
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Equipment Required:
- Five bending poles 24' to 30' apart. The distance apart depends on the
size of the arena.
- One baton
Game Setup:
Bending pole 3 must be placed on Line B. Spread two bending poles on
either side of pole 3. All must be between 24' and 30' apart and in a
straight line. At the start of the race, riders 2, 3, and 4 are behind
the 6 yd. line at A. All riders start the race behind Line A. Give the
baton to rider 1.
Game Play:
Rider number one, carrying the baton, rides across Line A, down the line
of bending poles, passing them on alternate sides, turns around the last
pole and returns in the same manner, crossing Line A. Once behind line
A, he/she hands the baton to rider number two. Riders two, three, and
four complete the course in the same manner. The winning team will be
the team whose fourth rider crosses the final line first, mounted and
carrying the baton.
Correction Rules:
- Riders are allowed to touch the poles if
they have been knocked in an effort to steady them or keep them from
falling.
- Riders must replace poles if they are knocked over and must rebend the
pole that was knocked over in the proper bending direction. It is useful
for the other team members to tell the rider which way to bend when he
is attempting to make a correction.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
| - Each rider should start bending the poles on the side of
the pole that is best for him and his pony. However, since most
riders are right-handed, it is suggested that each rider on the
team begin with the pole at their RIGHT shoulder (or on the LEFT
side of the pole). This makes it easier for team mates to help
each other with corrections. Each rider is riding the course
exactly the same so there is no need to remember if the rider
started on the left or the right. |
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- Remember that the shortest distance
between two points is a straight line. Riders should ride the poles as
straight as possible using the legs to control the turns around the
poles. Don't over steer with your hands.
- Both riders should keep their eyes on the baton at all times until the
handoff is complete.
See
handoff tips.
- Riders should hold the baton near the bottom. This leaves plenty of
the baton available for the outgoing rider to grab.
See handoff tips.
| - At the end pole, the rider can make a wider turn to the
left around the pole. This allows the rider to be almost in a
straight line when bending the poles on the way back. |
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- At the end pole, the rider can make a
wider turn to the left around the pole. This allows the rider to be
almost in a straight line when bending the poles on the way back.
- The rider may also use half-halts to control the pony during the last
turn. Using half-halts usually allows the rider to make closer turns
around the last pole. Be careful not to knock over the pole while making
the turn.
Return to top of
race descriptions |
Bottle Race
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Achieved Standards of Proficiency skills:
Control, Halt and step back, Change of direction,
Lateral movements, Balance, Transitions.
Required Games Skills:
Pickup,
putdown, and handoff skills. |
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Equipment Required:
- Two Large trash containers with wood tops
- Two 1-liter bottles, filled 1/2 with sand
Game Setup:
Place a container on line B and the other container 3
yards outside of Line C. Place one plastic bottle on the container
beyond Line C. All riders start the race behind Line A. Rider number 1
starts with the 2nd bottle. At the start of the race, riders 2, 3, & 4
are behind the 6 yd. line at A. Give the second bottle to rider 1.
Game Play:
On the signal to start, rider number one, carrying a
bottle, will ride to the first container and place the bottle upright on
the container. He/she will then continue to the far end to pick up the
bottle from the container there and return, crossing line A to handoff
to rider number two. Riders two, three, and four complete the course in
a similar manner. Each rider in turn places the bottle on the empty
container and collects a bottle from the other container. Bottles must
remain upright on the containers throughout the race. The winning team
will be that whose rider number four crosses the finish line mounted,
carrying a bottle.
Correction Rules:
- Riders must correct any bottle that has fallen off
during placement on the container. He may pick up the bottle mounted or
unmounted.
- If the bottle falls during pickup, the rider does not have to place
the bottle on the container before picking it up. He may pick up the
bottle mounted or unmounted.
- Each rider must correct their own mistake.
Special Tips:
- Remember the holding area line (6-yard line) is six
yards from Line A and Line C. During the playing of the games only the
next rider out may be in front of this line. All others must be behind
it in the holding area. If there is more than one outgoing rider in
front of the 6-yard line, the team will be eliminated for that game.
- The rider should practice slamming the bottle on the container firmly
to put it down and also practice slamming the bottle firmly in their
hand to pick it up. This method should be used by more advanced riders
with larger hands.
- Riders should use his/her outside leg to keep the pony close to the
container. Be careful not to knock the container over.
- The rider should make a half circle around the container at Line C.
This way the rider is sure that their pony has completely crossed over
the changeover line.
- Both the incoming and outgoing riders need to place the handoff into
the other's hand and "give" when doing the handoff. The bottle is large
and heavy and can easily pop out of the outgoing rider's hands if not
cushioned by a release move. See handoff tips.
| - Advanced riders can practice riding diagonally in front of
the container when placing the bottle on the container. The
rider starts on the right side of the container when beginning
the race. When the near the container, the rider should cross
diagonally in front so he can set the bottle down with his right
hand on the left side of the container. |
 |
Return to top of
race descriptions
|
The Canadian Race
|
Achieved Standards of Proficiency skills:
Control, Transitions, Balance, Halt and step back, Lead changes.
Required Games Skills:
Handoffs |

|
Equipment Required:
- Two Road Cones 18" high
- Four Bending Poles 24' to 30' apart
- Four tennis balls
- One Hockey Stick, length approx. 52" (street hockey stick is best)
Game Setup:
Four bending poles will be placed 24' to 30' apart centered between
lines A and C. Two cones will be placed 6' apart on line C creating the
goal. Four tennis balls spaced 1 foot apart will be placed 3 feet from
line C lined up between the goal opening.
Game Play:
On the signal to start, rider number one weaves through the bending
poles carrying the hockey stick and hits one ball through the goals; the
rider must continue to hit the same ball until it goes through the goal
posts (cones). Rider one will then return weaving through the bending
poles and hand off the hockey stick to rider two. Riders number two,
three and four will complete the course in the same manner in
succession. The winning team will be the one whose rider four is first
over the finish line, mounted and carrying the hockey stick having put
all four tennis balls through the goals. All four bending poles and the
cones must be erect. In the event that a pony kicks a ball through the
goal, that ball must be brought back over the goal line by the rider
whose pony kicked it over the goal line. The ball does not have to go
back to its original position. Riders must bend the poles when returning
to the start/finish line but the bending pattern need not be a
continuation of the weave on the way down.
Correction Rules:
- All four bending poles and the cones must
be erect at the finish of the race.
- In the event that a pony kicks a ball through the goal, that ball must
be brought back over the goal line by the rider whose pony kicked it
over the goal line, then the rider must put the ball through the goals.
The ball does not have to go back to its original position.
- Riders must bend the poles when returning to the start/finish line but
the bending pattern need not be a continuation of the weave on the way
down.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- The handoff should be done with the hockey stick held vertically,
blade in the air.
- The rider should be careful when reaching forward with the stick to
strike the ball through the goal to keep from waving the stick near the
pony's eye, as the pony might shy away from the stick (as is also the
case with the Litter Race, Balloon Race and with Fishing).
Return to top of
race descriptions |
Carton Race
|
Achieved Standards of Proficiency skills:
Turns
and changes of direction, Control, Balance, Transitions, Halts,
Suppling exercises, increase/decrease of speed.
Required Games Skills:
Pick-up and dunking skills. |
 |
Equipment Required:
- Four Bending Poles 24' to 30' apart.
- Four Plastic Cartons
- One 5-Gallon Water Bucket
Game Setup:
Four bending poles will be placed 24' to 30'
apart centered between lines A and C. One carton is placed on top of
each pole. The bucket is placed 3 yards beyond the changeover line.
Riders number one, two, three and four will be behind line A.
Game Play:
On the signal to start, rider number one
collects a carton from any pole, rides to the bucket, drops the carton
in the bucket and returns to the start/finish line. Riders number two,
three and four will complete the course in the same manner up and down
the arena successively. The winning team will be the one whose rider
number four crosses the finish line first with all four cartons in the
bucket.
Poles which are knocked over must be reset
before proceeding.
Hint: Cartons can be made from plastic sport
drink bottles by cutting the top off so the remaining bottle is 7 "
tall, or using plastic tennis ball "canisters".
Correction Rules:
- All four feet of both ponies must be
behind Line A at the changeover between riders.
- If the rider knocks over a pole or knocks a carton off a pole, it must
be reset before proceeding.
Special Tips:
- Plastic "sports bottles" have some spring
to their base, and dropping a carton into the bucket with too much vigor
can result in its bouncing out of the bucket.
See dunking
tips.
Return to top of
race descriptions |
Egg & Racquet Race
|
Achieved Standards of Proficiency skills:
Balance, Smooth transitions, Jumping position, Change of
direction, Use of aids, lateral movements.
Required Games Skills:
Handoff skills. |
 |
Equipment Required:
- Three bending poles
- One plastic paint bucket
- One tennis racquet with a colored band 3" marked below the racquet
head
- Five eggs (hard-boiled or wooden)
Game Setup:
Place one bending pole on Line B. Place one bending pole
on either side of Line B. All bending poles should be 24' to 30' apart.
Hang the plastic bucket to the top of the center pole. Place four eggs
in the bucket. All riders start the race behind Line A. Riders 2, 3, & 4
must start the game behind the 6-yard line. Give the racquet and the
last egg to rider 1.
Game Play:
Rider number one will carry the tennis racquet on which is placed an
egg. On the signal to start, rider number one will ride up and down the
line through the bending poles, carrying his egg on his racquet. The egg
must not be touched by hand, except when picked up. On arrival at the
finish line, rider number one will hand his racquet and egg to rider
number two, the egg still being untouched by hand. Riders two, three,
and four will complete the course in the same manner up and down the
arena successively. The winning team will be the one whose rider number
four is first over the finish line carrying his egg on his racquet.
Should the egg be dropped, the rider must either pick it
up, or collect another from the container on his team's center post, and
resume the course again from the point where the egg was dropped. The
egg need not be placed on the racquet until this point is reached.
Should the egg and/or racquet be dropped over the handoff line either
rider may retrieve the egg, mounted or dismounted and place the egg on
the racquet of the next rider to go.
Correction Rules:
- If the rider drops the egg, the rider must either pick
it up, or collect another egg from the plastic container on the center
post. The rider must resume the race from the point where he/she dropped
the egg and continue the original bending pattern. The rider does not
have to put the egg on the racquet until he is ready to resume the race.
- The rider may only pick up from the ground the egg that he dropped. He
may not pick up an egg dropped by another rider.
- If the rider drops the egg after crossing the changeover line, either
the incoming rider or the outgoing rider may pick up the egg and place
it on the racquet.
- The rider may pick up his dropped egg either mounted or unmounted.
Special Tips:
- Remember the holding area line (6-yard line) is six
yards from Line A and Line C. During the playing of the games only the
next rider out may be in front of this line. All others must be behind
it in the holding area. If there is more than one outgoing rider in
front of the 6-yard line, the team will be eliminated for that game.
- The rider should hold the racquet over the pony. If the egg drops off,
it will hopefully drop on the pony first. This gives the rider a better
chance of catching it before it falls to the ground.
- The rider should hold the racquet at a slight angle so the egg leans
against the racquet head. It is much steadier this way and easier to
balance the egg, otherwise the egg is rolling all over the racquet.
- Instead of sitting or posting to the trot, the rider should absorb the
trot with his knees by standing in the stirrups or maintaining a jumping
position throughout the race.
Return to top of
race descriptions |
Fishing Race
|
Achieved Standards of Proficiency skills:
Control, Transitions, Balance and suppling exercises, Halt and
back step, Turn on the forehand.
Required Games Skills:
Pickup and Handoff skills. |
 |
Equipment Required:
- One 5-gallon water bucket
- Four wooden fish, 1/2" thick, cut to the shape described in the USPC
games Rule Book, with a small screw eye attached to the mouth end
- One 3' dowel with a cup hook attached to one end
- One 4' high post with cross piece. Screw 4 cup hooks into the bottom
side of the cross piece. Space the cup hooks evenly across the cross
piece.
Game Setup:
Place the bucket containing the four wooden
fish on Line B. Make sure to lean the fish against the sides so the fish
are not leaning on each other. Rider five or a designated holder will
stand 3 yards behind Line C holding the 4' post. All riders start the
race behind Line A. Give rider 1 the fishing pole.
Game Play:
On the signal to start, rider number one, carrying the dowel, will ride
to the bucket, hook a fish on the end of the dowel and continue to rider
five/volunteer. Rider number five/volunteer unhooks the fish and secures
it on one of the hooks on the post. All 4 feet of the pony must cross
and remain behind the Line C until rider number five/volunteer has
correctly placed the fish on a hook, then he/she rides to the start line
to handoff the dowel to rider number two. Riders two, three, and four
complete the race in the same manner. The winning team will be the one
whose rider number four crosses the finish line, carrying the dowel and
with all four fish on hooks.
If a fish is dropped while handing over to the person holding the post,
that person may pick it up and put it on the post; it need not be
replaced on the rider's dowel. The Holder should signal, by raising a
hand, that the fish is securely hung, so that the judges can determine
when the rider may properly return. Failure to signal, however, does not
carry a penalty.
Correction Rules:
- If the rider knocks the bucket over BEFORE
hooking his fish, he must, either mounted or unmounted, set up the
bucket and place all the fish into the bucket. Then the rider remount
and can hook his fish while MOUNTED.
- If a rider drops a fish after hooking it securely and BEFORE he
completely crosses Line C, he may either mounted or unmounted, by hand
or with fishing hook, pick up the fish. He may not receive any help from
the holder.
- If the fish is dropped AFTER crossing Line C and while handing it over
to the person holding the post, either the rider or the person holding
the post may pick up the fish. The rider's pony MUST have all four feet
over Line C at this time. The fish does not need to be replaced on the
fishing dowel but can be placed directly on the post.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- The holder should signal by raising a hand that the fish is securely
fastened, so the judges can determine when the rider may properly
return. However, this is not required.
- When giving the fish to the holder, the rider should hold the fishing
pole so the hook is facing home (line A) so it is easier for the holder
to get the fish off.
- When picking up a fish from the bucket, pick the fish easiest for you.
Don't worry about making it easy for someone else.
- Many ponies freak out when they first see the fish hanging from the
fishing pole. Riders should show the fish hanging from the fishing pole
to the pony first when unmounted. When the pony is comfortable with that
situation, then have the coach hold the pony while the rider works with
the pony while mounted.
Return to top of
race descriptions |
Five Flag Race
|
Achieved Standards of Proficiency skills:
Transitions, Balance, Increase and decrease of speed.
Required Games Skills:
Pickup and Handoff skills. |
 |
Equipment Required:
- Two short cones (18" cone cut to allow a 4" diameter
opening at the top of the cone)
- Five flags (3' wooden dowel, 1/4" diameter, a piece of cloth 6"x8"
attached to one end of each of the dowels.)
Game Setup:
Place one short cone 3 yards behind Line C. Place the
other short cone at Line B. Put four flags in the cone at Line B. The
flags should be placed at front, back, left, and right positions in the
cone. All riders start the race behind Line A. Give the fifth flag to
rider 1.
Game Play:
On the signal to start rider number one will ride to the other end of
the arena and place the flag they are carrying in the cone. They then
will ride back, picking a flag out of his team's cone on Line B and hand
this flag to rider number two behind the start line. Riders two, three,
and four will complete the course in the same manner, up and down the
arena in succession. At the end of the race the team will have placed
four flags in the cone at the far end of the arena and rider number four
finishes over the start line mounted and carrying the fifth flag. Should
any rider take more than one flag from the holder, he/she must replace
the surplus, also a flag not in possession of the rider, i.e., those
that have fallen out of the container, must be picked up and returned to
the container. Cones knocked over must be reset, either mounted or
dismounted, by hand or by flag. If a flag should come off the cane, the
stick may be used to complete the race. On windy days rubber bands can
be used to keep the flags furled and prevent them from blowing over.
Correction Rules:
- If the rider takes more than one flag, he must replace
all but one flag.
- If a rider knocks over the cone holding the flags, he must mounted or
unmounted, by hand or with the flag, replace the equipment. (Flags
picked up and cones righted.)
- If a flag comes off the dowel, the rider may complete the race with
the dowel only.
Special Tips:
- Remember the holding area line (6-yard line) is six
yards from Line A and Line C. During the playing of the games only the
next rider out may be in front of this line. All others must be behind
it in the holding area. If there is more than one outgoing rider in
front of the 6-yard line, the team will be eliminated for that game.
- Riders should hold the flag vertical (upright) when handing off. No
stabbing of other riders please. See handoff
tips.
- Advanced riders should pick up the flag in a windmill action. This
allows the rider to pick up the flag at speed without knocking over the
cone. See pickup tips.
- Riders should hold the flag near the flag end and "point it" into the
cone when making the drop. See putdown skills.
- If necessary, when the fourth rider is riding past the flag cone at
Line B on his way to Line C, he should gently tap the remaining flag to
the right side of the cone. This action will make it easier for the
rider to pick up the flag on the way back. The rider is less likely to
run into the cone or knock the cone over if the flag is on the correct
side. Other riders might find this technique useful also when their flag
is not in a good position.
Return to top of
race descriptions |
Five Mug Race
|
Achieved Standards of Proficiency skills:
Balance, Transitions, Changes of direction, Halt, Control.
Required Games Skills:
Pickups and handoff skills |
 |
Equipment Required:
- Large trash container with wooden top
- Five bending poles
- Five 8 to 10 ounce plastic mugs
Game Setup:
The bending poles will be placed 24 to 30 feet apart
centered on Line B. For the purposes of this race, Pole #1 will be the
pole closest to Line A. The container will be placed 3 yards behind the
changeover line, in line with the bending poles. Four mugs, placed
upside down, on the container; rider number one at the start will carry
the fifth mug.
Game Play:
On the signal to start rider number one will go to one of his team's
posts and place his mug, inverted, on the top of any pole other than
Pole #1 (pole closest to A). He will then go on to the container, pick
up another mug and return to hand-off to rider number two, waiting
behind line A. Riders two, three and four will each complete the course
in the same manner in succession, with Rider #4 placing his last mug,
inverted, on Pole #1 on his way back to the finish line. The winning
team will be the one whose rider number four is first over the finish
line, mounted with a mug placed on each of the team's five posts. Riders
ride straight and do not need to bend through the posts. Any mugs
knocked off the container must be replaced upside down.
Correction Rules:
- If the rider knocks the mugs off the container or
knocks the container over, he must right the container and replace the
mugs upside down.
- If the rider drops his mug, he may pick it up mounted or unmounted.
- If the rider knocks over a pole, he must right the pole and replace
the mug. This can be done mounted or unmounted.
- It does not matter in which order the poles are used, except that the
final rider must always place the last mug on the pole closest to Line
A.
Special Tips:
- Remember the holding area line (6-yard line) is six
yards from Line A and Line C. During the playing of the games only the
next rider out may be in front of this line. All others must be behind
it in the holding area. If there is more than one outgoing rider in
front of the 6-yard line, the team will be eliminated for that game.
- The rider should practice stopping at the poles. From habit, the pony
might want to bend them and continue on without stopping.
- The rider should practice using his outside leg to get the pony up
close to the pole or the container.
- The rider should practice snatching up the mug without stopping and
slamming the mug on the pole without stopping.
- Advanced riders should try and cut in front of the pole when setting
down the mug.
Return to top of
race descriptions |
Golf Ball & Spoon
|
Achieved Standards of Proficiency skills:
Balance, Transitions, Change of direction, Jumping position,
Use of
aids.
Required Games Skills:
Handoff skills.
|

|
Equipment Required:
- Three bending poles
- One plastic paint bucket
- Five golf balls
- One long handled spoon (with 1" brightly colored tape on handle where
it meets the bowl)
Game Setup:
Place one bending pole on Line B. The other two poles are be placed 24'
to 30' on either side of the center pole. A plastic bucket containing
four golf balls is hung on the center pole. Riders 2, 3, and 4 start the
race behind the 6 yard line at A. Rider 1 should start with the golf
ball placed on the spoon and his hand behind the colored tape.
Game Play:
The first rider of each team will carry the spoon on which the golf ball
is placed. On the signal to start, rider number one will cross line A,
ride down the line of bending poles passing them on alternate sides,
turn around the last pole and return in the same manner, crossing line
A, rider number one will hand his spoon and golf ball to rider number
two, the golf ball still being untouched by hand. The second, third, and
fourth riders will complete the course in the same manner successively.
The winning team will be the one whose fourth rider crosses the finish
line first carrying the golf ball on the spoon. The golf ball must not
be touched by hand except when being picked up or while mounting.
Should the golf ball be dropped the rider must either pick it up or
collect another one from the bucket attached to the center pole, and
resume the course again from the point where the golf ball was dropped.
The golf ball need not be placed on the spoon until this point is
reached. The original weaving pattern must be continued from the point
the error was made. The spoon may not be held
or touched in the area marked by the brightly colored tape except while
mounting. If dropped at a handover, the golf ball and/or spoon may be
retrieved by either rider, mounted or dismounted and placed on the spoon
of the next rider to go.
Correction Rules:
- If the rider drops the golf ball, the rider must either pick it up or
collect another golf ball from the bucket attached to the center pole.
The rider must resume the course again from the point where the golf
ball was dropped and continue in the original weaving pattern.
- The rider may pick up the golf ball mounted or unmounted, by hand or
with the spoon.
- The rider may NOT touch the area in front of the brightly colored tape
on the spoon or the golf ball except during a correction. Infraction
will cause the team to be eliminated.
- If the rider drops the golf ball during a handover, the golf ball
and/or spoon may be retrieved by either rider, mounted or dismounted and
placed on the spoon of the outgoing rider.
- The rider may only pick up from the ground the golf ball that he
dropped. He may not pick up another rider's dropped golf ball.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- The rider should not watch the spoon but should concentrate on riding
the poles as smoothly as possible.
- Instead of sitting or posting to the trot, the rider should absorb the
trot in his knees, standing in the stirrups throughout the game.
- The rider should hold the spoon as close to the colored tape as
possible.
- The rider should hold the spoon perpendicular (across) and in front of
the body. Then when it is time for the rider to hand over the spoon and
golf ball to the next rider, the rider only needs to turn the handle out
for the outgoing rider to grasp.
- Each pony and rider will have an optimum speed for this race. The
rider should not go faster than his optimum pace.
- The rider should hold the spoon over the pony. Then if the golf ball
falls, hopefully it will fall on the pony first. This might give the
rider enough time to catch the golf ball before it falls to the ground.
Return to top of
race descriptions |
Hi-Low Race
|
Achieved Standards of Proficiency skills:
Balance and suppling exercises, Control, Transitions, Halt and
step back, Turn on the forehand.
Required Games Skills:
Pickup and Handoff skills.
|

|
Equipment Required:
- Four 18" road cones. Do not remove the tops.
- Five tennis balls
- One 7' pole with 8" steel ring with a net or bag attached
Game Setup:
Place the four road
cones 24' to 30' apart between lines A & C, centered evenly on either
side of Line B. Place a tennis ball on all four road cones. All riders
start the race behind Line A. Riders 2, 3, & 4 must start the race
behind the 6 yd. line at A. Give the fifth tennis ball to rider 1. Rider
5 will be holding the pole with the net, 3 yards behind Line C.
Game Play:
Rider number one will carry a tennis ball and place it in the net or bag
and upon returning down the arena, collect a ball from the top of one of
the cones and pass it to the next rider. Riders two, three and four will
complete the course in the same manner. The winning team will be the one
whose fourth rider crosses the finish line mounted, carrying a tennis
ball.
Correction Rules:
- If the rider drops the tennis ball, he may pick it up mounted or
unmounted and resume the race.
- If the rider knocks over the equipment, he must correct all the
equipment before resuming the race.
- The rider must put the ball in the net while MOUNTED.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- Riders should use the three-finger handoff for passing the ball
between riders. See handoff
tips.
- Advanced riders should use the windmill pickup method for picking the
ball off the cone. See pickup
tips.
- Riders should attempt to park the pony at a right angle in front of
(across) the pole with the net when dropping the tennis ball.
| - Advanced riders should cut in front of the cone to
get the ball. Riders should start to the right of the cone and then
before the cone cut diagonally in front to pick it up with their
right hand. This will get the pony as close as possible and does not
allow difficult ponies to shy at the cone |

|
Return to top of
race descriptions |
Housewife Scurry
|
Achieved Standards of Proficiency skills:
Transitions, Balance, Change of direction.
Required Games Skills:
Dunking, Pickup, and Handoff skills |
 |
Equipment Required:
- One large trash can with wooden top
- One plastic paint bucket
- One 5-gallon water bucket
- One potato, one apple, one orange, one carrot, one onion (plastic or
real vegetables and fruits may be used)
Game Setup:
Place the trash container 3 yards beyond changeover line C. Place the
plastic paint bucket containing one apple, one orange, one carrot, and
one onion in the center of the trash container. The 5-gallon bucket is
placed on Line B. All riders start the race behind Line A. Riders 2, 3,
& 4 must start the race behind the 6-yard line. Give the potato to rider
1.
Game Play:
On the signal to start, rider number one crosses the start line carrying
a potato, rides to his/her team's bucket (on line B) and drops the
potato in. This rider continues over the changeover line, takes the
apple from their team's container, rides over line A for the handoff to
rider number two. The second, third and fourth riders of each team, in
succession, complete the course in the same manner-rider number two
collecting the orange, the third the carrot and the fourth the onion,
the 4th rider will drop the onion into the teams bucket on his way back
(double dunk) to the finish line. The winning team will be the one whose
fourth rider is across the start/finish line, with nothing left in his
hand. Should a rider collect and drop the wrong article into the bucket
and not correct the error, his/her team will be eliminated.
Order of collection:
Potato => Apple => Orange => Carrot => Onion
Correction Rules:
- If the bucket containing the fruit and vegetables is knocked over but
remains on top of the container, it must be placed upright even if it is
empty. This may be done mounted or unmounted.
- If the rider picks up the wrong fruit or vegetable, the whole course
must be corrected before he can collect the correct item and continue
the race. If this is not done, the team is eliminated.
- If the container or either bucket is knocked over, all the fruits and
vegetables must be replaced before the rider can continue. The rider
does not have to replace his item in the small bucket before continuing.
This correction may be done mounted or unmounted.
- If the rider drops his fruit or vegetable, he may pick it up mounted
or unmounted.
- If the rider misses the dunk and drops his item, he may place the item
in the bucket either mounted or unmounted.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- The team captain should make sure each rider knows which fruit or
vegetable they are responsible for collecting. Write it on the rider's
hand if necessary.
- Riders should practice dunking with the rider's hand in the bucket
during the dunk. See dunking tips.
- Riders should get ready to dunk EARLY. Don't wait for the last minute.
- Riders should practice keeping the pony moving in a straight line
while leaning off one side.
- Riders should use their outside leg to keep the pony moving in close
to the container for the pickup.
- Riders should use the 3-finger handoff if possible.
See handoff tips.
- The team should have the best dunker go last since he has to do two
dunks (double dunk).
- If a rider's pony is afraid of the container, try placing the pony's
feed on the container at feeding times.
- The rider should ride a half circle around the oil drum at Line C.
This gives the rider more time to pick his item from the small bucket
and also ensures that all four feet of the pony have crossed Line C.
Return to top of
race descriptions |
Hula-hoop Race
|
Achieved Standards of Proficiency skills:
Control, Transitions, Halt, Dismount, Increase and decrease of
speed.
Required Games Skills:
Vaulting |
 |
Equipment Required:
- One hula hoop, at least 28" diameter
Game Setup:
This is a pairs race. Rider 3 starts the race behind Line C. Riders 1,
2, & 4 start the race behind Line A. Place the hula-hoop on Line B.
Game Play:
This race is ridden in pairs with the third rider of each team behind
the changeover line. A hula hoop at least 28" in diameter for each team
will be placed on the centerline.
Riders one and two at the start line will
ride to the hoop, rider number one dismounts and goes through the hoop
while rider number two holds his pony. Rider number one remounts and the
pair rides on to the changeover line where rider number one drops out,
rider number two picks up rider number three.
Rider number two goes through the hoop while
rider number three holds the pony. The pair rides over line A where
rider number two drops out.
Rider number three picks up rider number
four. Rider number three goes through the hoop while rider number four
holds the pony. They ride over the changeover line where rider number
three drops out, rider number four picks up rider number one, they ride
to the hoop, rider number four goes through the hoop while rider number
one holds the pony, the pair ride to the finish line.
The winning team will be the team whose
first and fourth riders first cross the finish line mounted. At each
changeover, the next pony to go must remain behind the line until both
previous ponies have crossed it. The rider who is to hold the pony at
the hoop may grasp the rein before, or as they ride down the arena. His
partner may not touch the hoop until he has handed over his pony.
Special Rules:
- At each changeover, the next pony to go
must remain behind the changeover line until both previous ponies have
crossed over it.
- The rider who is to hold the pony at the hoop may grasp the reins at
the hoop or he may grasp the reins as both riders are riding to the
hoop.
- The rider to go through the hoop must NOT let go of the reins until
the other rider has taken hold of the reins. No pony may be left free
without one of the riders holding his reins. The team will be eliminated
if this happens.
Correction Rules:
- If a rider starts out across the line before all the incoming riders
have crossed the line, he must come back across the line and start out
again.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- Team members should pair up the ponies according to how well they get
along with each other. Try many combinations of riders and ponies until
the right one is found. If a team has one pony that doesn't get along
with any of the other ponies, they should leave him out of the race.
- If a rider has trouble vaulting or remounting a pony, make sure the
holder holds the pony until the rider is ready.
- Team members should make sure that the vaulting side of the pony is
free. Don't hold the pony on the same side as the team member needs to
vault.
- If a team must use two ponies that do not get along, have both riders
ride close to the hula-hoop. Then have both riders halt. The mounted
rider should hold the pony and wait until the unmounted rider has gone
through the hula-hoop. This way the ponies do not have to spend much
time together. Also the unmounted rider is there to help if there are
problems.
- See tips from Rope Race about picking up the next outgoing rider.
Return to top of
race descriptions |
Hurdle Race
|
Achieved Standards of Proficiency skills:
Emergency dismount, Balance, Transitions, Halt, Coordination.
Required Games Skills:
Crawling, pair-riding and vaulting skills.
|

|
Equipment Required:
- Two Hurdles, 30 inches wide, 1 ft. high
- Two Hurdles, 30 inches wide, 2 ft. high
- Two Mugs, half full of water
Game Setup:
Four hurdles will be placed 6' apart centered between lines A and C.
They will be alternately 1 ft. and 2 ft. high, beginning with 1ft.
closest to line A. A mug will be placed on the center of the 2 ft. high
hurdles, half filled with water. This race is ridden in pairs with the
number three rider of each team beginning behind Line C (changeover
line). Riders one and two will stand side by side at the start line,
with rider number four behind them.
Game Play:
On the signal to start, riders number one and two will ride forward to
the hurdles, where rider one will dismount and hand his pony to rider
two. Rider one will then step over the first hurdle, crawl under the
second hurdle, go over the third hurdle and under the fourth. Rider one
will then remount and both riders will ride to the changeover line,
where rider one will wait.
Rider two will turn around after crossing the line, then riders two and
three will ride to the hurdles, where rider two will dismount and go
under and over the hurdles. Rider two then remounts and both riders ride
to the start/finish line where rider two will drop out of the race.
Rider three will turn around after crossing the line, then riders three
and four will similarly complete the course, with rider three
negotiating the hurdles. Number three drops out when riders three and
four reach the changeover line and riders four and one will complete the
course with rider four negotiating the hurdles.
The winning team will be the one whose final pair are first across the
finish line, mounted on their ponies.
At the changeover, the next pony must remain behind the line until both
the previous ponies have crossed the line.
The rider to hold the pony at the hurdles may grasp its rein before, or
as they ride down the arena.
Correction Rules:
- Should any hurdle be knocked over, or a mug fall off, the rider
concerned must replaced them and re-negotiate all the hurdles again.
- If a mug is knocked over, the water will fall out. The water does not
need to be replaced to continue the race; however, the mug must be
reset.
Special Tips:
- Standing up or scrambling to ones knees too early will cause the
hurdle to tip and the mug to fall off. Riders should practice crawling
completely through the hurdle before coming up to a knee.
- Use an Army "combat" or "belly" crawl.
- Rein contact with each pony must be maintained throughout the race.
- After the hurdles have been successfully negotiated, the unmounted
rider may do a standing vault, or may do a running vault with the help
of his partner.. See vaulting tips.
Return to top of
race descriptions |
Litter Race
|
Achieved Standards of Proficiency skills:
Balance and suppling exercises, Transitions, Halt and step back,
Lateral movements, Use of aids, Turn on the forehand.
Required Games Skills:
Pick-up and hand-off skills |
 |
Equipment Required:
- One 3' dowel, 1/2" in diameter
- One round plastic laundry basket
- Four 1-quart cardboard milk cartons (litter) with the top end (pouring
end) cut off for a total length of 7.75"
Game Setup:
Place four cartons on the ground 3 yards behind Line C with the open
ends facing the outside of the arena. Place the laundry basket on Line
B. All riders start the race behind Line A. Riders 2, 3, & 4 must start
the race behind the 6-yard line. Give the wooden dowel to rider 1.
Game Play:
Rider number one will ride to the far end,
pick up a carton on his/her dowel and return to dump it into the basket.
He/she will then continue back to the start and hand the dowel to rider
number two. Riders two, three and four will similarly cross the
changeover line, pick up a piece of litter and put it into the basket in
succession. The winning team will be the one whose rider number four
crosses the finish line, mounted and carrying his dowel.
REMEMBER - All four feet of all four ponies
must cross the changeover line regardless of where the litter is
located. The riders must remain mounted and must not hold the litter by
the hand when picking it up, carrying it on the dowel, or when dumping
it. If the carton is smashed and cannot be picked up, a rider may
dismount to repair it, but must remount to pick it up on his or her
dowel. Cartons may be weighted with sand if it is windy. Should the
basket be knocked over, the rider concerned must set it up again, and
replace all the litters in the basket, including his own and proceed.
Correction Rules:
- If the rider drops the wooden dowel, he may pick it up mounted or
unmounted.
- If the carton is stepped on and gets squished before it can be picked
up, the rider may dismount and fix the container before remounting and
continuing.
- If the litter is on the inside of Line C, the rider must first cross
Line C and then come back into the field of play to pick up the litter.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- Riders should practice handing off the wooden dowel in an upright
(vertical) position. Don't poke at the outgoing rider. See handoff tips.
- Riders should hold the dowel about 1/3 of the way down the dowel (2/3
of the dowel above the hand and 1/3 below the hand). This will give the
rider better leverage for picking up the litter. DO NOT HOLD THE DOWEL
AT THE VERY END.
- Some ponies freak out the first time they hear or see the litter
hanging from the dowel. Riders should first hold and rattle the litter
on the dowel near the pony while unmounted. Next, the rider should have
the coach hold the pony while the rider gets the pony used to the litter
while mounted.
- Riders should have the coach hold the pony when first practicing
picking up the litter. Then the rider does not have to worry about
holding the pony and picking up the litter.
- Riders should practice a scooping motion when picking up the litter.
- Advanced riders should practice picking up the litter in one
continuous motion; cross Line C, turn towards the litter, scoop of the
litter, and move off towards the laundry basket.
Return to top of
race descriptions |
Mug Shuffle
|
Achieved Standards of Proficiency skills:
Control, Balance, Transitions, Turns.
Required Games Skills:
Placing and handoff skills.
|
 |
Equipment Required:
-Four Bending Poles 24' to 30' apart
-Two 12 oz. Mugs enamel recommended
Game Setup:
Four bending poles will be placed 24' to 30' apart centered between
lines A and C. One mug is placed on top of pole one, closest to Line A;
the second mug is placed on top of pole three. Riders number one and
three will be behind line A. Riders two and four will be behind line C.
Game Play:
On the signal to start, rider number one rides to pole 1 and moves the
mug to pole 2, then moves the mug from pole 3 to pole four. Riders
number two, three and four will complete the course in the same manner
up and down the arena successively. The winning team will be the one
whose rider number four crosses the finish line first.
An attempt must be made to put the mug on the pole while mounted.
Corrections can be made mounted or unmounted.
Correction Rules:
-Dropped mugs must be placed on the correct pole before proceeding
either mounted or unmounted..
-Poles which are knocked over must be reset before proceeding either
mounted or unmounted.
Special Tips:
Enamel mugs are recommended because when riders learn to play at speed
the bottoms of plastic mugs are sometimes broken. Handles may be removed
from the enamel mugs if desired. If the handles are removed, tape over
the holes with duck or electrical tape. (Enamel mugs may be found at
camping supply stores.)
Right-handed riders should ride to the left of the poles, and
left-handed to the right. Return to top of
race descriptions |
Needle & Thread
|
Achieved Standards of Proficiency skills:
Control, Balance, Halt and step back, Transitions.
Required Games Skills:
Control |
 |
Equipment Required:
-Needle (Wooden dowel, 10" long, 1" diameter with four 1/2 " holes
drilled, starting 1" from the end allowing 1/2" between each hole). The
needle should be taped (with 2" masking tape) to a bending pole in place
on Line B. See Appendix D in the USPC Games Rule Book for a diagram on
attaching the needle to the bending pole. All needle holders in all
lanes should be pointed in the same direction at the start of the game.
It does not matter if they are pointing in the same direction at the end
of the game.
-One bending pole
-Four pieces of thread ( 18" cotton shoelaces, knotted on one end. The
laces should be thick enough to tie a half inch knot in them and still
leave enough thread to be threaded easily through the needle. The
"thread" should be taped on the end so it will not fray.)
Game Setup:
Place a bending pole on Line B. Attach the needle to the bending pole as
shown in the diagram in the Appendix D in the USPC Games Rule Book .
Each rider should start with one thread in hand. Riders 1 & 3 begin
behind Line A. Riders 2 & 4 begin behind Line C. Riders 3 & 4 must begin
the race behind the 6-yard line.
Game Play:
The first and third riders of each team begin the game mounted and
carrying a thread behind Line A. The second and fourth riders of each
team begin the game mounted and carrying a thread behind Line C. On the
signal to start, the first rider on each team rides to the bending pole
on Line B; threads the needle and continues on, crossing Line C. The
second, third and fourth riders of each team will similarly each
complete the course, up and down the arena in succession. The winning
team will be the one whose fourth rider is first to cross the finish
line mounted and whose team has successfully threaded the needle four
times. A successfully threaded needle means that the thread ends must be
on each side of the needle - folding or bunching the thread is not
allowed.
Correction Rules:
-If the rider drops the thread, he may pick it up mounted or unmounted.
-Each rider must thread his thread while MOUNTED.
-If the bending pole is knocked over, the rider must reset the pole, the
needle, and the threads already threaded by previous riders. This may be
done mounted or unmounted.
Special Tips:
-Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there are more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
-Riders should thread the needle starting at the bottom and working
their way to the top. This way the threads already threaded in the
needle will not get in the way of the next riders.
-Suggestion: A 1/4 " piece of dowel can be put through the "needle" so
it can sit in the "v" cut of a pole for the rings in the sword race,
thereby eliminating the need to tape the needle to the pole. Also a
cotter pin can be put through the pole (and taped over to avoid sharp
edges) to hold the needle inside the pole. Return to top of
race descriptions |
Old Sock Race
|
Achieved Standards of Proficiency skills:
Control, Emergency dismount, Halt, Balance and suppling
exercises, Transitions.
Required Games Skills:
Vaulting, dunking, and handoff skills |
 |
Equipment Required:
- One 5-gallon water bucket
- Five old socks, rolled up
- One marked circle or hula hoop (optional)
Game Setup:
Place four old socks inside the circle located three yards behind Line
C. A hula-hoop may be used to create the circle. Place a bucket on Line
B. All riders start the race behind Line A. Riders 2, 3, and 4 must
start the race behind the 6-yard line. Give the fifth sock to rider 1.
Game Play:
On the signal to start, rider number one,
carrying a sock, rides to the bucket on line B and drops the sock in it.
The rider then continues to the far end to pick up a sock. The rider
must dismount to pick up a sock and may dismount at any time after he
has successfully dropped the sock into the bucket, but the rider and all
four feet of the pony must cross Line C (either mounted or dismounted)
before returning for the handover regardless of where the sock was
picked up. Riders number two, three and four will complete the course in
the same manner in succession with rider number four dropping the last
sock into the bucket (double dunking) on his way back. The winning team
will be the one whose rider number four is first over the finish line
mounted. If the socks are knocked out of the circle they need not be
placed back in.
Correction Rules:
- If the rider misses the bucket, the rider may pick up the sock while
mounted or unmounted and place it in the bucket.
- If the rider knocks over the bucket, the rider may correct the
equipment mounted or unmounted.
- If the socks are knocked out of the circle, the rider does not have to
replace the socks. The rider may pick up the socks wherever they land.
Special Tips:
- Remember the holding area line (6-yard line) is six yards from Line A
and Line C. During the playing of the games only the next rider out may
be in front of this line. All others must be behind it in the holding
area. If there is more than one outgoing rider in front of the 6-yard
line, the team will be eliminated from that game
- Riders should remember when dunking the sock that it is not as bouncy
as a ball. The rider does not have to be quite as careful when dunking.
However, don't get sloppy when dunking. See
dunking tips.
- The advanced rider should use the corner vault after making the sock
pickup. See vaulting tips.
- Some riders find it better to dismount right after dunking the sock
and running with the pony across Line C to pick up the sock. Advanced
riders however make the pickup short and efficient by dismounting at the
socks, picking up the sock while the pony is circling around them,
vaulting on the pony and taking off. One smooth continuous move.
- The incoming rider should use the 3-finger handoff.
See handoffs tips.
Return to top of
race descriptions |
Pony Club Race
|
Achieved Standards of Proficiency skills:
Control, Halt and step back, Change of direction, Lateral
movements, Balance, Transitions.
Required Games Skills:
Pickup skills |
 |
Equipment Required:
- Large Trash Container with wooden top
- Eight letters spelling PONY CLUB. Letters should be written on each
side of the wooden cards. Cards should be 8" square, 1/4 " thick, and
have a hole in the top center for hanging. The letters on the cards
should be 5" high.
- One post with cross pieces, approximately 7' tall with two cross bars.
Four hooks should be equally spaced across each cross piece.
Game Setup:
Place the container on Line B, then place the eight letters on top of
the container, stacked randomly in sets of two. All riders start the
race behind Line A. Riders 2, 3, & 4 must start the race behind the
6-yard line. Rider 5 or a designated holder stands behind Line C on the
6-yard line holding the post.
Game Play:
On the signal to start, rider number one rides to the container and
picks up any two letters, rides to his rider number five and hangs the
letters on the hooks in the correct spelling order before returning to
the start/finish line. NOTE: The letters are written on both sides so
that the final spelling is correct when observed from either side.
Riders two, three and four do likewise, the winning team being the first
team with al the letters on the hooks in the correct spelling and with
rider number four crossing line A mounted.. Rider number five may not
help at any time and merely holds the post. Letters dropped in an
attempt to hang them on the hooks may be picked up by the rider by
dismounting. The rider must remount and then place the letters when
mounted. Provided they have been correctly hung, letters blown off in
the course of the race do not need to be replaced.
Correction Rules:
- If the rider drops his letters, he may pick them up mounted or
unmounted.
- The rider must place the letters on the cross bars while MOUNTED.
- If letters are blown off during the course of the race after being
placed correctly, they do not have to be replaced.
- If a rider places the letters in the wrong place, then that rider must
correct the letters. If other riders have ridden, they must reverse
their steps until the rider who made the mistake has corrected their
mistake.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game
- If a rider has trouble remembering how to spell PONY CLUB in the heat
of the competition, write PONY CLUB on the rider's wrist or have that
rider ride last so there are fewer spots left to hang letters.
- All team members must watch all riders and make sure that PONY CLUB is
being spelled correctly. The other team members should advise the rider
immediately if there is an error made.
- Riders should practice using their outside leg on the pony when
approaching the drum and the post so the rider can get as close as
possible.
- If there is one pony that is afraid of the waving letters, have that
pony go first so there are no letters waving when approaching the post.
- Riders should park the pony sideways in front or behind the post when
hanging the letters and should not try to reach over the pony's head.
- Advanced riders should try to cut in front of the drum to get more
time to pick up the letters from the container.
Return to top of
race descriptions |
Pony Express Race
|
Achieved Standards of Proficiency skills:
Emergency dismount, Halt, Transitions, Change of direction,
Balance.
Required Games Skills:
Pickup, vaulting, and handoff skills |
 |
Equipment Required:
-Four bending poles
-Four weighted envelopes (place a piece of thin cardboard to make the
envelopes stiff)
-One feed sack
Game Setup:
The bending poles should be set in a straight line, two on each side of
line B, 24 to 30 feet from line B. The remaining poles should be set 24
to 30 feet one on either side of the first two poles. Riders 1 & 3 start
the race be behind Line A and riders 2 & 4 start the race behind Line C.
Riders 3 & 4 must start the race behind the 6-yard lines at A and C.
Give the feed sack to Rider 1.
Game Play:
At the signal to start, Rider one will ride down, weaving through the
bending poles, to line B, where he/she will dismount, pick up an
envelope, put it in the sack before remounting, mount, and weave the
remaining poles keeping the same pattern. The rider must be mounted
while passing the second bending pole, and must have remounted before
passing the third bending pole. Upon crossing the changeover line, rider
number one will hand-off the sack to rider number two. Riders two, three
and four will complete the course in the same manner, passing up and
down the arena successively. The winning team will be the one whose
fourth rider crosses the finish line first carrying the sack containing
four envelopes.
Correction Rules:
-If the rider drops an envelope, he may pick it up mounted or unmounted
and replace it in the feed sack.
-If an envelope falls out of the sack, the rider who dropped it must be
the one to correct the problem. If other riders have run the race before
the error is noticed, all riders before that rider must ride the race in
reverse, returning all equipment to its original place, so the rider
making the error may correct the error.
-If any poles are knocked over, they may be righted either mounted or
unmounted.
-After the corrections are made, the rider must be mounted to continue
the race. The rider must restart the race from where the error was made.
If necessary, the rider must also rebend missed poles.
Special Tips:
-Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
-A rider should get his pony used to the flapping feed sack and should
practice carrying it, mounting with it, and handing it off next to the
pony. Have the coach hold the pony when first attempting this.
-Riders should follow the same bending rules as used in the bending
race. When starting the race, the rider should start with the pole on
his right shoulder (left side of the pole). After picking up the
envelope, the rider should start with the pole on his right shoulder.
-All riders should stuff the envelope down to the bottom of the sack and
make sure not to knock out other envelopes.
-The game is easier if the first rider rolls the top of the bag down
about one third of the way. This makes it easier for the riders to
carry, stuff the envelopes in the sack, and handoff.
-Riders should make sure when vaulting that the feed sack is out of the
way so they don't sit on it or get it tangled in the reins.
Return to top of
race descriptions |
Postman's Chase
|
Achieved Standards of Proficiency skill:
Control, Transitions, Halt and step back, Lateral movements, Use
of aids.
Required Games Skills:
Handoff skills |
 |
Equipment Required:
- Five bending poles
- Four weighted envelopes (place a piece of thin cardboard to make the
envelopes stiff)
- One feed sack
Game Setup:
Place five bending poles 24' to 30' apart midway between Lines A & C.
(Use the same rules as for the bending race). All the riders start the
race behind Line A. Riders 2, 3, & 4 must start the race behind the
6-yard line. Rider 5 or a designated holder should stand, holding four
envelopes, 3 yards beyond Line C. Give the feed sack to rider 1.
Game Play:
On the signal to start, rider number one
carrying a sack will weave through the bending poles, and across the
changeover line, where rider number five will hand him/her a letter. The
first rider will place the letter in his/her sack before re-crossing the
changeover line, returning by weaving through the bending poles past
line A, where he/she will hand the sack to rider number two. The second,
third and fourth riders will similarly collect a letter from rider
number five. The winning team will be the one who is first over the
finish line, mounted and with four letters in the sack. Rider number
five must remain beyond the changeover line during the entire game.
Rider number five may assist by holding the inside rein of the rider
only while rider places letter in sack.
Special Rules:
- The envelope holder cannot cross over Line C during the race.
- The holder may hold the inside rein of the incoming rider during the
envelope handover and placement in the feed sack.
- The holder may not put the envelope in the feed sack for the rider.
Corrections Rules:
- If the rider mis-bends a pole, he must return and rebend the pole
correctly.
- If the rider knocks over a pole, he must reset the pole and rebend the
pole from the point of the error.
- If the rider drops the envelope before crossing back over Line C,
either the rider or the holder may pick it up.
- If the rider does not have the envelope in the sack before crossing
back over Line C, he must go back across Line C and put the envelope in
the sack there.
- If the envelope falls out of the sack after crossing Line C, the rider
does not have to return to Line C to correct the problem. The rider can
retrieve the envelope and stuff it in the bag from the spot the envelope
fell out.
- If the riders drop the sack during the changeover handoff, then either
rider may pick up the sack.
- Riders may pick up a dropped sack or envelope, mounted or umounted.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- A rider should get the pony used to the flapping feed sack, practice
carrying it, mounting with it, and handing it off next to the pony.
Practice this skill first unmounted, then the coach should hold the pony
when first attempting this skill mounted.
- All riders should follow the same bending rules as used in the bending
race. When starting the race, start with the pole on the rider's RIGHT
shoulder or the LEFT side of the pole. After picking up the envelope,
once again, the rider should start with the pole on his right shoulder.
- Riders should stuff the envelope down to the bottom of the sack and
should make sure not to knock out other envelopes.
- The first rider should roll the top of the bag down about one third of
the way. This makes it easier to carry the sack, to stuff the envelopes
in the sack, and to make handoffs.
- All riders should practice making a smooth semi-circle around the
holder during the envelope pickup. Steps: The holder hands envelope to
the rider, and grabs inside rein of the rider's pony. While the rider is
making a half circle around the holder, the rider is stuffing the
envelope into the feed sack. As the rider approaches Line C again, he
should have the envelope stuffed in the sack and should be on his way
back to the next rider. Return to top of
race descriptions |
Potato Race
|
Achieved Standards of Proficiency skills:
Balance, Flexibility, Control, Suppling exercises, Emergency
dismount, Halt, Transitions.
Required Games Skills:
Vaulting, dunking, & handoffs |
 |
Equipment Required:
- One 5-gallon water bucket
- Five potatoes
- One marked circle
Game Setup:
Place four potatoes inside a circle located three yards behind Line C. A
hula-hoop can be used to create the circle. Place a bucket on Line B.
All riders start the race behind Line A. Riders 2, 3, & 4 must start the
race behind the 6-yard line. Give the fifth potato to Rider 1.
Game Play:
On the signal to start, rider number one, carrying a potato, will ride
to his team's bucket and drop the potato into it. The rider then
continues to the far end to pick up a potato. The rider must dismount to
pick up a potato and may dismount at any time after he has successfully
dropped the potato into the bucket, but the rider and all four feet of
the pony must cross Line C (either mounted or dismounted) before
returning for the handover regardless of where the potato was picked up.
Riders two, three and four will complete the course in the same manner
in succession, with rider number four dropping the fifth potato in the
bucket on his way back (double dunking). If the potatoes are knocked out
of the hula hoop, they need not be placed back in.
Correction Rules:
- If the rider misses the bucket, the rider may pick up the potato while
mounted or unmounted and place it in the bucket.
- If the rider knocks over the bucket, the rider may correct the
equipment mounted or unmounted.
- If the potatoes are knocked out of the hula-hoop or painted circle,
the rider does not have to replace the potatoes before continuing. If
one of the potatoes crosses over Line C, the rider does not have to
replace it in the circle. He may pick it up where it has landed as long
as he has completely crossed Line C.
Special Tips:
- Remember the holding area line (6-yard line) is six yards from Line A
and Line C. During the playing of the games only the next rider out may
be in front of this line. All others must be behind it in the holding
area. If there are more than one outgoing rider in front of the 6-yard
line, the team will be eliminated for that game.
- Riders should remember when dunking the potato that it is not as
bouncy as a ball but more bouncy than a sock. So the rider still has to
be careful when dunking the potato. See dunking
tips.
- Riders should use the 3-finger handoff. See
handoff tips.
- Advanced riders should use the corner vault after picking up the
potato. See vaulting tips. Return to top of
race descriptions |
Pyramid Race
|
Achieved Standards of Proficiency skills:
Control, Halt and step back, Change of direction, Lateral
movements, Balance, Transitions.
Required Games Skills:
Put-down and pick-up skills. |
 |
Equipment Required:
-Two large trash containers with wooden tops
-Four Plastic Containers approximately 7" square and 3 ¾ " deep,
partially filled with sand or sawdust to weigh 1 lb or more.
Game Setup:
There will be a container on the center line and the second trash
container three yards beyond the changeover line. There will be four
plastic containers stacked on the drum beyond the changeover line.
Game Play:
On the signal to start, rider number one will ride to the changeover
line and collect a container which will then be placed on the trash
container on the center line. Rider one then proceeds to the
start/finish line. Rider number two rides to the changeover line,
collects a container and stacks this on top of the previous container
placed on the center line trash container by rider one. Rider numbers
three and four repeat the process until all containers have been stacked
on the center line trash container. The winning team will be the one
whose rider four is first over the finish line, with all four cartons
stacked on the center line trash container.
Correction Rules:
-If a trash container is knocked over, it may be reset either unmounted
or mounted.
-If the stacked plastic containers fall, they must be reset.
Special Tips:
-The containers should be made of something that can easily be stacked.
If plastic freezer storage boxes are to be used (see picture above),
they should have something added inside to give enough weight to be
stable. The plastic container may then be taped to ensure that the
contents stay inside.
Return to top of
race descriptions |
Ring Race
|
Achieved Standards of Proficiency skills:
Control, Balance, Halt and step back, Transitions.
Required Games Skills:
Pickup, putdown, & handoffs skills. |
 |
Equipment Required:
-Two bending poles with ring holders
attached (First ring holder: 2"x2"x20" piece of wood in which four
sections of ½ " wooden dowel, 3" long, have been set and glued at 5"
intervals. Second Ring holder: 2"x2"x10", ½ " dowel, 6" long set and
glued at the center, all the dowels should be fastened so they slope
upward slightly) Secure the ring holders to the top section of the
bending pole with duck tape.
-Five round rubber rings (vacuum cleaner 4" belts) The rings can be
colored or taped for extra visibility.
Game Setup:
Place the bending pole with the ring holder
two at Line C with the dowel facing the outside of the arena. Place the
bending pole with the ring holder one 15 yards inside the arena from
Line A. The four dowels should be facing Line A. One ring is hung from
each of the four dowels. All riders start the race behind Line A. Riders
2, 3, & 4 must start the race behind the 6-yard line. Give the fifth
ring to rider 1.
Game Play:
Rider number one carrying a ring, will ride to the far end of the arena
and hang his/her ring on the dowel, then riders back, collecting a ring
from the pole near line A and hands the ring to rider number two. Riders
two, three and four will complete the course in the same manner, with
the rider number four carrying the last ring over the finish line.
Should the ring be dropped or knocked off the ring holder dowel (line
A), the rider must dismount, replace the ring, remount and take the ring
from the dowel while mounted. If a ring placed by a previous rider is
knocked down in an attempt to place the ring on the dowel (line C), the
rider must dismount and may replace that ring while dismounted. However,
each rider must place his/her own ring while mounted. If either holder
is knocked over, the rider must dismount and reset it. If the rider has
not yet taken or placed a ring, he/she must remount to do so.
Correction Rules:
-If the rider drops his ring, he may pick it
up mounted or unmounted.
-If the rider drops the ring while placing his ring on the holder at
Line C, then he must pick up the ring and place it on the ring holder
while MOUNTED. The rider can pick up the ring unmounted (or mounted)..
But he must be mounted when placing the ring on the holder.
-If the rider knocks off his ring while attempting to pick it up off the
ring holder at Line A, then he must pick up the ring and place it back
on the ring holder before attempting to pick it up again. He can replace
the dropped ring on the holder while mounted or unmounted. He must pick
up the ring from the holder while MOUNTED.
-If the rider knocks off other riders' rings while attempting to place
the ring or pick up the ring, he may put those rings back while
unmounted. But the rider must place his own ring on the holder or pick
up his ring while MOUNTED.
Special Tips:
-Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
-The coach should make doubly sure that all the riders know the
correction rules for this game. This race causes many teams to be
eliminated because the team members make incorrect corrections.
-Riders should pick up the ring with ONE finger and should slow down to
almost a stop in plenty of time before attempting to pick up the ring.
It is better to retry while mounted than stop to make corrections.
Return to top of
race descriptions |
Rope Race
|
Achieved Standards of Proficiency skills:
Control, Transitions, Increase and decrease of speed, Balance,
Concentration, Lateral movements
Required Games Skills:
Handoffs, Pair riding skills |
 |
Equipment Required:
-Four bending poles
-3' rope (polypropylene or cotton)
Game Setup:
Place four bending poles 24' to 30' apart midway between Lines A and C.
Riders 1 & 3 start the race behind Line A and riders 2 & 4 start the
race behind Line C. Riders 3 & 4 must start the race behind the 6-yard
line. Give the rope to rider 1.
Game Play:
Rider number one, carrying the rope rides down the line of bending poles
passing them on alternate sides, crosses the changeover line where the
second rider will grasp the other end of the rope. Both riders will then
ride back weaving the bending poles, each rider holding one end of the
rope, and crossing line A. Rider number one releases his/her end of the
rope and rider number three grasps it. Riders two and three weave the
bending poles, holding each end of the rope, and cross the changeover
line, where rider number two releases his/her end of the rope and rider
number four grasps it. Riders three and four ride back, weaving the
bending poles, each holding one end of the rope until they cross line A.
The winning team will be the one whose riders three and four each
holding one end of the rope - have both crossed the finish line first.
The rope must be grasped behind lines A or C. No knots are permitted on
either end of the rope.
Special Rules:
-Neither rider can drop the rope until crossing the changeover line.
-The rider's must hold the rope and not hands.
-Both riders must grasp the rope before crossing back over Lines A or C
and during the entire time the riders are between lines A and C.
Correction Rules:
-If either rider drops the rope before crossing the line, both riders
must go back to where the rope was dropped and continue the race from
there.
-If a pole is knocked over, one rider must reset the pole before
continuing the race. The pole must be re-bent correctly.
Special Tips:
-Remember the holding area line (6-yard line) is six yards from Line A
and Line C. During the playing of the games only the next rider out may
be in front of this line. All others must be behind it in the holding
area. If there is more than one outgoing rider in front of the 6-yard
line, the team will be eliminated for that game.
-Riders should practice this race slowly at first and figure out which
ponies get along best. Watch out for kickers.
-The rider that is incoming and continuing the race should circle around
the next outgoing rider, passing him the rope as he rides by. Then both
riders may start off together.
-The coach should have the rider's hands as close as possible on the
rope. This way if the ponies separate slightly, the riders have some
rope to give.
-There are two methods for the incoming rider to pick up the outgoing
rider.
-Method 1: Both incoming riders come in on one side of the waiting
rider. The rider that is staying should peel off. The rider that is
continuing the race circles behind the outgoing rider and hands the rope
to the rider. Either side will work.
-Method 2: Both incoming riders come in on one side of the waiting
rider. The rider that is staying peels off. The rider that is continuing
the race circles next to the outgoing rider and hands him the rope.
Either side will work but method two is better because the rider does
not have to worry about going behind a pony that might kick.
Return to top of
race descriptions |
Sack Race
|
Achieved Standards of Proficiency skills:
Leading, Emergency Dismount, Balance, Control, Transitions
Required Games Skills:
Handoff skills |
 |
Equipment Required:
-One feed sack
Game Setup:
Riders 1 & 3 start the race behind Line A. Riders 2 & 4 start the race
behind Line C. Riders 3 & 4 must start the race behind the 6-yard line.
Give the feed sack to rider 1.
Game Play:
Rider number one, carrying the sack, will ride forward, dismount and get
into the sack before crossing the center line (line B) then run or hop
across the changeover line in the sack, leading his or her pony. Rider
number one gets out of the sack and hands it to rider number two. Riders
number two, three, and four will complete the course in the same manner
up and down the arena successively. The winning team will be the one
whose rider number four in the sack, leading his/her pony, crosses the
finish line first. All six legs must cross the finish line to complete
the race.
Getting out of the sack and handing it over must be done behind lines A
or C; both the rider and all four legs of the pony must be over the line
before the rider gets out of the sack and hands it over. Only the rider,
while getting into the sack, must remain behind line B; if the pony
wanders across the line it does not matter. No competitor is allowed to
get help from the pony either by holding onto the mane, the neck, the
saddle, or any part of the bridle held close to the bit (leaning on the
bridle for support).
Correction Rules:
-If the rider gets out of the sack or hands over the sack before
crossing all six legs cross the changeover line, he must get back in the
sack and cross the changeover line with his pony.
-If the rider drops the sack before getting to Line B, he may pick up
the sack mounted or unmounted.
Special Tips:
-Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
-Riders should try all hopping techniques and pick the fastest one:
hopping forwards, backwards, sideways, diagonally or even running in the
bag (good for small feet).
-Riders should practice trotting ponies in hand before practicing the
race.
-Riders should make sure the ponies are accustomed to flapping sacks
before starting this race.
-Riders should make sure they are on the correct side of Line B when
dismounting and getting into the sack. The rider and the pony must stop
before Line B. The rider cannot cross Line B before he has both feet in
the feed sack. If the pony wanders over the line however, that is not a
problem.
-Riders should make sure ALL of the pony's legs are across the finish
line before he quits hopping.
Return to top of
race descriptions |
Spillers Pole Race
|
Achieved Standards of Proficiency skills:
Control, Emergency dismount, Halt, Balance and suppling
exercises, Transitions, Lateral movements.
Required Games Skills:
Pick-up, vaulting and handoff skills. |
 |
Equipment Required:
-One Bending Pole
-Eight Lettered Cylinders made of 2" PVC pipe (or a diameter that will
fit over a bending pole), 6" long. Each cylinder will have one of the
letters from the word SPILLERS repeated 3 times on the surface.
Game Setup:
Three yards beyond the changeover line there will be seven lettered
cylinders, with letters P,I,L,L,E,R and S, lined up in any order
perpendicular to the changeover line. A bending pole (the Spillers Pole)
will be on the Center line of the arena. Rider number one will begin
with a cylinder lettered "S".
Game Play:
On the signal to start, rider number one will ride forward to the
Spiller's pole (bending pole) and slot the cylinder over the pole. Rider
one continues to the far end, dismounts and collects the letter "R".
He/she remounts and returns to the center where he/she slots the "R"
onto the pole. He/she then returns to the far end, dismounts and
collects carton "E", remounts and rides to the start/finish line to hand
cylinder "E" to rider two. Rider numbers three and four repeat the
process until the word SPILLERS can be read from the top to the bottom
of the pole. Rider four slots the final "S" over the pole on his/her way
back and crosses the finish line. The winning team will be the one whose
rider four is first over the finish line, with the word SPILLERS spelled
correctly from the top to the bottom of the pole.
Correction Rules:
-Cylinders placed in the wrong order, or with the letter upside down,
must be corrected by the rider who placed the cylinder incorrectly. If
other riders have placed letters before the error is noticed, those
riders must remove their letters in the same manner as they were placed
so the rider making the error can correct the error.
Special Tips:
-Unlike a mug in Three-Mug or Mug Shuffle Race, the cylinders used in
the Spillers Race are longer and have a narrower central hole. This
makes them more difficult to place on the end of the pole; this should
be practiced with more precision and less speed than the aforementioned
races. Return to top of
race descriptions |
Stepping Stone Dash
|
Achieved Standards of Proficiency skills:
Mounting and dismounting, Emergency dismount, Balance, Walk trot
transitions in hand, Jogging, Leading
Required Games Skills:
Vaulting |
 |
Equipment Required:
- Six stones (paint cans filled with cement)
- One 1'x8"x10' board
Game Setup:
Place six stepping-stones upside down 18" apart on the stepping stone
board centered on Line B. Riders 1 & 3 start the race behind Line A and
riders 2 & 4 start the race behind Line C. Riders 3 & 4 must start the
race behind the 6-yard line.
Game Play:
On the signal to start, rider number one will ride to the stepping
stones, dismount, and dash across (on top of) the stones while leading
the pony, beginning with the stone closest to the rider's starting line
and ending with the stone farthest from the rider's starting line,
treading on each stepping stone and on the ground after the last. He or
she will then remount before riding across the changeover line. Riders
two, three, and four will similarly complete the course up and down the
arena in succession. The winning team will be the one whose rider number
four is first over the finish line, mounted.
If a stone is missed, knocked over by a
rider or a pony's foot, or the rider's foot hits the ground before the
last stone is treaded, rider must reset the stone and redo all six
stones. No competitor is allowed to get help from the pony or its tack
by holding onto the mane, the neck, the saddle, or any part of the
bridle held close to the bit (leaning on the bridle for support).
Correction Rules:
- If the rider falls off the stepping-stones, knocks over a stone, or
has his pony knock over a stone, he must correct the stones and he must
re-step ALL six stepping-stones beginning at the first stone.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- The rider and his pony should run on the same side of the stones
(either left or right). Don't attempt this with the pony approaching on
one side of the stones and the rider on the other.
- Riders should practice dismounting well before getting to the stones
so there is enough time to get the pony moving straight and forward
before the rider needs to step the stones.
- The rider should practice running beside the trotting pony, making
sure the pony will trot in a straight line. Make sure that the pony will
trot well away from the rider while he is running.
- The rider should push him away with his fist or elbow to give the
rider enough room to step the stones.
- The rider should practice stepping across the stones with his toes as
fast as possible.
- Advanced riders should take only one step on the ground before
vaulting immediately into the saddle.
- The riders may NOT use any of the stepping stones as a "leg up" during
vaulting.
Return to top of
race descriptions |
Sword Race
|
Achieved Standards of Proficiency skills:
Balance, Transitions, Control
Required Games Skills:
Pickup and handoff skills
|
 |
Equipment Required:
- Four bending poles
- One Sword
- Four rubber rings, 4" vacuum cleaner belts. The rings can be colored
or taped for visibility.
Game Setup:
Place four bending poles 24' to 30' apart evenly spaced between Line A
and Line C. Place a rubber ring in the slot at the top of each bending
pole. Riders 1 & 3 start the race behind Line A and riders 2 & 4 start
the race behind Line C. Riders 3 & 4 must start the race behind the
6-yard line. Give the sword to rider 1.
Game Play:
Rider 1 carrying the sword, rides to one of the poles, and picks the
ring off the pole with the sword. He then rides to the changeover line
and after crossing the line, hands the sword to rider 2. Both riders may
only touch the handle of the sword. The rings may not be held on the
sword at any time except when remounting after a correction. Riders 2,
3, & 4 complete the race in the same manner alternating changeover
lines. The winning team is the team whose fourth rider crosses the
finish line mounted with all four rings on the sword. Riders should NOT
bend the poles.
Correction Rules:
- If the rider drops a ring, the rider may retrieve it mounted or
unmounted., by hand or with the sword. He must resume the race from the
point where he dropped the ring. The rider is allowed to hold the ring
on the sword until he is ready to resume the race.
- If the pole is knocked over while picking the ring, it does NOT need
to be reset.
- If the rider misses one ring, he may pick a ring from another pole.
However, if the ring falls to the ground, the rider must pick up that
ring and only that ring.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- Riders should hold the sword with his index finger laying down the
handle. Do not cross over the cross piece however. This will make it
easier to steady the sword and point at the ring. This method makes the
sword an extension of the rider's arm.
- The team should work out their strategy for picking up the rings ahead
of time. Then the rider can concentrate on picking up his ring. However,
if the rider misses, just pick up the next available ring. Return to top of
race descriptions |
Tack Shop Race
|
Achieved Standards of Proficiency skills:
Knowledge of grooming tools, Balance, Control, Use of aids,
Lateral movements, Transitions, Halt and back step
Required Games Skills:
Put-down, pick-up and handoff skills. |
 |
Equipment Required:
- Two large trash containers with wooden tops
- One Bending Pole topped with a "Money Box", 6" diameter container with
sides no taller than 1 ½ " which are vertical or angled out slightly
with a dowel rod attached top fit down into the bending pole.
- One Plastic Grooming Tray
- One Coin 4" in diameter, plywood or stiff material
- Four pieces of "tack": sponge, dandy brush, comb, rubber curry comb,
or other such suitable items
Game Setup:
One bending pole topped with the "Money Box" will be placed fifteen
yards from the start line. Fifteen yards from the changeover line will
be one trash container with a plastic grooming tray on top. Rider number
five begins standing behind a trash container placed three yards beyond
line C with 4 tack items lying on the container. Rider number one will
start carrying the coin.
Game Play:
On the signal to start, rider number one will ride forward to the money
box on the bending pole and deposit the coin. Rider one continues to
collect the grooming tray and then rides to rider number five who puts
any one of the items in the grooming tray. Rider one then returns the
grooming tray to the first drum. He then rides to the money box,
collects the coin and hands it to rider two. Rider numbers two, three
and four repeat the process. The winning team will be the one whose
rider four is first over the finish line carrying the coin.
If an item is dropped behind the changeover line, either the rider or
Number 5 may pick it up. The item must be in the tray before the rider
re-crosses the changeover line. Number 5 may hold the rein of the pony
behind the changeover line.
Correction Rules:
- If an item is dropped behind the changeover line, either the rider or
Number 5 may pick it up. The item must be in the tray before the rider
re-crosses the changeover line. Number 5 may hold the rein of the pony
behind the changeover line.
Special Tips:
- Weights may be placed in the tack box in windy conditions. In such
cases, the weights are considered to be part of the equipment and must
be replaced if the tack box is knocked over.
Return to top of
race descriptions |
Three-Legged Race
|
Achieved Standards of Proficiency skills:
Leading, Balance, Cooperation
Required Games Skills:
Handoffs, pair riding skills |
 |
Equipment Required:
-One Feed Sack
Game Setup:
Riders number one and three will be mounted behind line A; riders two
and four will be unmounted, holding their ponies, standing behind the
changeover line.
Game Play:
On the signal to start, rider number one carrying the sack rides to the
changeover line where he passes the sack to rider two and dismounts.
Riders one and two place one foot each in the sack before crossing line
C, then proceed to line A leading their ponies. After crossing line A
the sack is handed to rider number three who rides to the changeover
line, passes the sack to rider four and dismounts. Riders three and four
place one foot each in the sack and proceed to line A leading their
ponies. The winning team will be the one whose riders number three and
four each with one foot in the sack, leading their ponies, cross the
finish line first. All twelve legs must cross the finish line to
complete the race.
Riders one and three may dismount any time after crossing line A but
rider and pony must cross the changeover line before getting into the
sack.
Riders one and three may pass the sack to riders two and four before
crossing the changeover line if they wish.
The sack must remain above the knees when running.
Riders and ponies must be behind the line before moving off in the sack
and at the changeovers.
Correction Rules:
-If the sack falls below the knees, the pair must reestablish themselves
at a place on the field at or before the spot where the sack fell below
the knees.
-If a three-legged pair is not fully established in the sack at Line C,
before crossing Line C, they must retreat behind Line C and start there
again.
-If a three-legged pair is not yet fully in the sack, and one of their
ponies steps over Line C, the pony must be brought behind Line C (along
with the other pony and the three-legged pair) before starting.
Special Tips:
-When learning this game in practice, each pair of riders who will be
sharing the sack should establish which foot they will lead with when
beginning to work in a three-legged fashion.
-Passing the sack to the rider who is your three-legged partner as you
approach the changeover line will allow that partner to get his leg in
the sack and be ready when you have dismounted and are prepared to join
him.
-Each three-legged pair of players should establish a word which will
announce their readiness to proceed at Line C (such as "Ready!"), and
one of the pair should then give the command to "Go!". Return to top of
race descriptions |
Tool Box Race
|
Achieved Standards of Proficiency skills:
Balance, Flexibility, Control, Suppling exercises, Emergency
dismount, Halt, Transitions.
Required Games Skills:
Put-down,
pick-up and vaulting skills.
|
 |
Equipment Required:
-Large Trash Container with wooden top
-One Plastic Grooming Tray
-Four Plastic Hammers or small tools
-One marked circle
Game Setup:
One container will be placed fifteen yards from the start line. Three
yards beyond Line C with be 4 plastic hammers within a marked circle for
visibility. Rider number one will start carrying the tool box (grooming
tray).
Game Play:
On the signal to start, rider number one carrying the tool box will ride
forward to the drum and place the tool box on the drum. Rider one then
continues to the far end of the arena, dismounts, collects a tool,
remounts and returns to place the tool in the tool box before crossing
the start/finish line. Rider numbers two, three and four repeat the
process with rider four collecting the tool box by the handle and
carrying it across the start/finish line.
Rider four must place the hammer in the tool box before picking the tool
box up to cross the finish line.
The tool box must be carried by the handle when crossing the
start/finish line.
Weights may be placed in the tool box in windy conditions. In such
cases, the weights are considered to be part of the equipment and must
be replaced if the tool box is knocked over.
Correction Rules:
-If the rider knocks over the tool box or barrel, it may be reset either
unmounted or mounted.
Special Tips:
-Weights may be placed in the tool box in windy conditions. In such
cases, the weights are considered to be part of the equipment and must
be replaced if the tool box is knocked over.
Return to top of
race descriptions |
Two-Flag Race
|
Achieved Standards of Proficiency skills:
Transitions, Balance, Increase and decrease of speed,
Flexibility.
Required Games Skills:
Pickup, putdown, and handoff skills |
 |
Equipment Required:
-Two 18" traffic cones with the tops cut off so the inside diameter at
the top is 4"
-Two flags
Game Setup:
Place the two traffic cones 15 yards inside of Line A and Line C. In the
cone near Line C place one flag. Riders 1 & 3 start the race behind Line
A and riders 2 & 4 start the race behind Line C. Riders 3 & 4 must start
the game behind the 6-yard line. Give the second flag to Rider 1.
Game Play:
At the start rider number one, carrying a flag, will ride to the first
cone and put his/her flag in it, then will ride to the second cone,
remove the flag, and hand it over to rider number two. Riders two,
three, and four will similarly complete the course up and down the arena
in succession. The winning team will be the one whose rider number four
is the first over the finish line, mounted and carrying a flag.
Correction Rules:
-If the rider drops the flag or knocks the flag out of the cone, he may
pick up the flag mounted or unmounted.
-If the rider knocks over the cone, the rider may correct the equipment
mounted or unmounted.
-If the flag is knocked out of cone, the rider may place the flag in the
cone unmounted or mounted.
-If a flag comes off the dowel, the rider may complete the race with the
dowel only.
Special Tips:
-Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
-The rider should hold the flag vertical (upright) when handing off. No
stabbing of other riders please. See handoff
tips.
-As riders improve their skills, they should pick up the flag in a
windmill action. See the pickup tips.
-Riders should hold the flag near the flag end and "point it" into the
container when making the drop. See
putdown tips.
Return to top of
race descriptions |
Three-Mug Race
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Achieved Standards of Proficiency skills:
Control, Changes of direction, Changes of leads, Transitions,
Lateral movements, Balance, Circles.
Required Games Skills:
Pickup and putdown skills |
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Equipment Required:
- Four bending poles
- Three 12-14 ounce plastic mugs
Game Setup:
Place the four bending poles 24' to 30' apart spaced
evenly between Line A and Line C. All riders start the race behind Line
A. Riders 2, 3, & 4 must start the game behind the 6-yard line. Place
the cups inverted on the first three poles.
Game Play:
On the signal to start, rider number one goes forward to move the mugs
from post to post in the following order: Mug from post three to post
four; mug from post two to post three; mug from post one to post two,
after which he or she returns and crosses line A. Rider number two then
moves the mugs back from post two to post one; from post three to post
two; and post four to post three, after which he or she crosses line A.
Rider three and four complete the course in the same manner. The winning
team will be that whose rider number four is the first over the finish
line, mounted. If knocked over, poles must be reset.
Correction Rules:
- If the rider drops the mug, he may pick it up mounted
or unmounted.
- If the rider knocks over a pole, he may make the correction mounted or
unmounted.
Special Tips:
- Remember the holding area line (6-yard line) is six
yards from Line A and Line C. During the playing of the games only the
next rider out may be in front of this line. All others must be behind
it in the holding area. If there is more than one outgoing rider in
front of the 6-yard line, the team will be eliminated for that game.
- The coach should have riders 2 and 4 cut in front of the first pole
when picking up the mug. Same diagonal move as for the cone or the
barrel. See
pickup tips.
- All riders should watch their hands and not let go of the mug until
they are sure the mug is firmly in place.
- All riders should stay as close to the pole as possible so he does not
interfere with another team's lane.
- Riders can circle the poles or can cut in front of them when picking
up and when placing the mugs. Use the method that is easiest for the
rider and pony.
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race descriptions |
Windsor Castle
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Achieved Standards of Proficiency skills:
Balance and suppling exercises, Increase and decrease of speed,
Halt followed by step back, Use of aids, Control, Lateral
movements, Transitions.
Required Games Skills:
Put-down, pick-up and handoff skills. |
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Equipment Required:
- One 5-gallon water bucket filled 1/2 with water (the moat)
- One 26" to 28" traffic cone (the castle)
- One turret holder (see the USPC 2001 Games Rule Book, Appendix C for
instructions on how to make it)
- One turret (see the USPC 2001 Games Rule Book, Appendix C for
instructions on how to make it)
- One croquet or bocce ball spray painted gold (golden orb)
Game Setup:
Place the traffic cone at Line B. Place the turret holder in the hole of
the traffic cone. Place the bucket of water halfway between Line B and
Line C. Riders 1 & 3 start behind Line A and riders 2 & 4 start behind
Line C. Riders 3 & 4 must start the race behind the 6-yard line. Give
the turret to rider 1 and the orb to rider 2.
Game Play:
On the signal to start, rider number one
takes the Turret and rides to the Castle, placing the Turret on the
turret holder. He or she then rides to cross Line C. Rider number two
rides to the Castle and places the Orb on top of the Turret, then
crosses the start/finish line. Rider number three is the robber, who
rides to the castle, steals the Orb, and drops it into the Moat (bucket)
before going on to cross Line C. Rider number four rescues the Orb from
the Moat, replaces it on the Turret and continues on to cross the finish
line. The orb may be retrieved from the moat either mounted or
dismounted. The winning team is the one whose rider number four is first
over the finish line, mounted, and having completed correctly all the
phases of the race.
If the Turret or the Orb is dropped (or if the rider misses the Moat
when dropping the Orb), they may be retrieved mounted or dismounted. If
the Turret or the Castle is knocked over, it must be reset either
mounted or dismounted.
Correction rules:
- If the rider drops any of the equipment, he may pick it up mounted or
unmounted.
- If the rider knocks over the castle, he must reset it and any other
equipment on it,
- If the rider knocks over the bucket, he must reset the bucket. He does
not have to refill the bucket with water.
Special Tips:
- Remember the holding area line (6-yard
line) is six yards from Line A and Line C. During the playing of the
games only the next rider out may be in front of this line. All others
must be behind it in the holding area. If there is more than one
outgoing rider in front of the 6-yard line, the team will be eliminated
for that game.
- All riders should practice picking up the orb from the bucket of water
while mounted. Usually the rider on the smallest and/or steadiest pony
does this step during the competition.
- All riders should make sure the pony is steady before placing the
turret or the orb.
- The riders should not let go of the equipment until he is sure it will
stay and not fall off. It is quicker to retry than have to dismount and
correct a mistake.
- See the pickup and putdown tips
for more ideas.
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