KEYHOLE RACE
Enter the keyhole between four (4) poles/barrels which are four (4) feet apart in width and ten (10) feet apart in length. Reverse and return to starting line between the poles. Poles start fifty (50) feet from the starting line. Knocking over a pole will be a five (5) second penalty. Off course is a disqualification. All gaits allowed.
74. KEYHOLE – YOUTH
75. KEYHOLE – AMATEUR ADULT
76. KEYHOLE - OPEN
5. GAMBLER’S CHOICE
A course is set up with 5 obstacles. Each is assigned points, based on difficulty. Driver has 2 minutes in which to rack up as many points as s/he can. Any obstacle may be performed twice, but not in succession. (In other words, if you go through an obstacle, you may return to it only after having gone through another one)
78. GAMBLER’S CHOICE - RIDE
70. GAMBLER’S CHOICE – DRIVE (Ground or Cart)
80. GAMBLER’S CHOICE - IN-HAND
6. RANCH & CATTLE CLASSES
81. RANCH CUTTING - AMATEUR
82. RANCH CUTTING - OPEN
Rider must cut a single numbered cow from the herd and the horse must demonstrate its ability to work the cow. When satisfied that the horse has proven its cutting ability, the horse and rider must then pen the cow at the far end of the arena. Contestants will have 2 1/2 minutes to cut and pen a designated cow from a herd of at least 10 head. Horses will not be penalized for reining during the cutting portion and should display the horse's natural cow ability.
83. WORKING RANCH HORSE - AMATEUR
84. WORKING RANCH HORSE - OPEN
This class combines the ability of the working ranch horse to rein, handle cattle and put its rider in the position to rope and stop a cow. Each contestant will perform individually. A maximum of 6 minutes is allowed to complete the class. When the 6-minute time limit has expired, the exhibitor will be required to exit the arena.
The class is to be judged in three sections. Scores from each section are added together for the final score of the class.
One of two approved patterns will be used for this class. Maneuvers include at least one circle in both directions, a change of leads in each direction, at least one 360-degree turn in each direction, a rollback in each direction, stop and back.
After the exhibitor has completed his reining pattern, he will call for the cow to be turned into the arena. Upon receiving the cow, the contestant shall hold the cow on the prescribed end of the arena for a sufficient amount of time to demonstrate the ability of the horse to contain the cow. After a reasonable amount of time, the contestant shall take the cow down the fence, making at least one turn each way on the fence.
OPEN: The exhibitor must then rope the cow and bring it to a stop. The horse is judged on his ability to trail, rate and stop the cow. There is to be no dragging and the exhibitor is allowed only two throws. Ropes cannot be tied to the saddle horn. It's not necessary for the exhibitor to catch in order to receive a score. However, if there is no catch, a five point penalty will be subtracted from the roping score.
AMATEUR: The exhibitor will rope a “straw bale cow” with the rope securing the horns that are mounted on a straw bale. Two tries are allowed.
85. TEAM SORTING (all age and rider divisions combined)
Each team consists of 3 Horse-Rider Pairs. The object is to sort 10 head in numerical order through a gate.
· 10 calves will be numbered in consecutive order. If riders allow any cattle not consecutively numbered to be sorted through the gate, or if they allow any cattle to return back through the gate after being sorted, they will be judged “no time”.
· There is a 3 minute time limit for this event.
· There is a no lope rule for this event. You must sort the cattle at a walk or a trot, treating the cattle as you would if you owned them.
· Team will draw a number in between 0-9 corresponding to a calf before they begin. This will be your starting number. For example, your number is 6, you must first sort out number 6, then 7, 8, 9, 0, 1, etc.
· Cattle will be settled after each run.
· One rider from the team will signal to the timer that they are ready by holding up their hand. At that time the starting number will be announced and time will begin.
· Cattle will be deemed sorted when they are sent through the gate. If cattle are sorted out of order, the team is judged “no time”.
· Hazing of cattle with hats, romal or ropes will be cause for disqualification with no refund of entry fees. Slapping hand to leg or romal to leg is permitted.
· Teams are judged on the number of cattle sorted.
1. If 10 cattle are sorted, then time will become a determining factor.
2. The clock will be stopped when the last cow crosses the foul line. It is permissible at any time to stop sorting and hold cattle already sorted until the clock runs out of time.
Abuse of cattle or horses will be cause for disqualification for the run without refund of entry fees. Use of foul language while participating will be cause for ejection from the event without refund of entry fees.
7. BURRO GAMES
91. MAGIC CARPET
This class is like Musical Chairs, only instead of a chair, you need to stand on a carpet square - without letting go of your burro - as soon as the music stops. Each time one square will be removed, causing one player pair (human and burro) to be removed. The Human-Burro pair who out last everyone else is the winner.
92. LAWN CHAIR RACE - under saddle or in hand
One burro, 2 handlers, an endless row of lawn chairs. If you race in hand, you will need 3 people.
8. HORSE GAMES
93. RIBBON RACE
This is a timed event. Each team consists of two horses and riders. The riders start at one end of the arena, holding a paper streamer. They must travel together to the far end of the arena, go around the barrel, and return to the Start/Finish line. Breaking or letting go of the “ribbon” results in disqualification of the team.
94. CHAMPAGNE RACE
Each rider holds a glass of “champagne” (may substitute ginger ale). At the signal, riders take off around the arena, any gait. Animals MUST move and keep moving – cannot just stand there til it’s over. The rider who has the most ginger ale left at the end is the winner.
9. NEW ANIMAL DIVISION:
Complete Green Horse Division with Divison Award