Horse Eventing Games
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Pole Bending
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Off and running. The pole bending pattern includes six, 6-foot vertical poles placed on the ground in a straight line, each one 21 feet apart. The horse and rider may start on the left or right side of the poles, and they first run the length of the poles to the last pole. At the last pole, they turn and begin weaving in between the poles back to the first pole. They turn at the first pole and weave back through the poles to the last pole. They turn around and run back to the starting point on the opposite side from which they started the event. There is a five-second penalty for each pole that is knocked over. They are disqualified if they go off pattern.
Barrel Racing
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Circling the barrel. The barrel racing pattern includes three barrels set on the ground. They typically are set 90 feet apart, but this distance can be shorter depending on the size of the arena. The first two barrels are set 60 feet from the starting point, and each one is set at least 15 feet from the wall or fence of the arena to allow access for the horse and rider and tractor. The horse and rider may start with either the right or left barrel first. They circle the barrel as closely as possible, still keeping it upright. They proceed to the second barrel and circle it. They proceed to last barrel, circling it and continuing in a straight line back through the starting point. This game also is referred to as the cloverleaf pattern. There is a five-second penalty for each barrel that is knocked down. Horse and rider are disqualified if they go off pattern.
Keyhole Race
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This horse is ready to run. The keyhole race pattern includes four poles placed 50 to 100 feet from the starting point. The poles form a rectangle, 4 feet wide and 10 feet long, known as the keyhole. A line of flour or chalk on the ground also can mark the keyhole. The horse and rider run straight down the center of the arena. They enter the neck of the keyhole through to the other side of the poles. They make a 180-degree turn and come back through the neck of the keyhole. They then run straight back to the start point. There is a five-second penalty if they knock over a pole or step outside the line on the ground. They are disqualified if they go off pattern.
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