RULES
OF THE CLUB
MDRC
RULES
The object of the club is to encourage
and educate young and novice riders and their ponies in gymkhana
and riding events.
1, The subscription is £15:00
per member and must be paid prior to competing.
2, No rider may compete for cups/points
or take part in any rally unless they are a fully paid up member.
3, Rallies will be charged at £7.00
if the member has booked in by the Wednesday before the Rally
date, or £10.00 thereafter. It may not be possible to
accommodate those members who just turn up on the day. It should
also be noted that members who have booked in but fail to turn
up will be required to pay the rally fee (this is to ensure
that the cost of instructors is covered).
4, Membership of the Club is limited
to those who have not attained
their 19th birthday on 1 January 2010. New members must be
18yrs or under on 1 January 2010.
5, Show jumping entries are not
accepted for affiliated ponies/horses except if non-competitive.
6, A member may bring more than
one pony but they must nominate
which pony/horse is the one they ride for cups and points. Per
show. In this case the nominated pony/horse must compete first.
7, To qualify for Attendance cups,
it is the member’s own responsibility to get their names
taken at all Rallies/Shows.
8, All members, Competitors taking
part, or any other person while mounted are required to wear
correct riding wear i.e., Regulation hats of PAS015, EN1384
or BSEN1384 with the BSI Kite mark. Please note we will be checking
the standard of hats used this year, those without the correct
hat will not be allowed to take part in Riding Club activities.
Jodhpurs, Riding Boots, Show/Hacking Jackets or Coats. Back
protectors must be worn in all jumping classes. Club sweatshirts
may be worn instead of jackets, or long sleeved shirts (with
ties) to give arm protection if jackets are not worn. No T-shirts
or hoodies please. Riders are not allowed to wear Jewellery.
9, Whips may be used in Showing,
Jumping and Cross Country classes
only. but must be no longer than 75cm. Dressage whips are allowed
in Dressage Competitions. NO whips allowed in gymkhana games.
10, The use of spurs or any device capable of being used for
a similar purpose is generally prohibited. However, spurs may
be used in the Dressage classes and in the Dressage element
of the One Day Event.
11, The Club reserves the right
to refuse any entry and to suspend any member, supporter or
parent for disobedience or for causing any unnecessary disturbance
at any of the Club’s activities. Any complaints are to
be made in writing to the Secretary complete with £10
within 1 hour of the said offence/disturbance taking place,
and must to be brought before 5 Committee members. Should the
complaint be upheld the £10 will be returned.
12, The decision of the Judge/Instructor
at Rallies and Gymkhanas is
final. In the event of no Judge being present – the majority
decision
of the Stewards and Committee present is final.
13, The Club or any of its officers,
servants or assistants shall not be held responsible or accountable
for any loss, injury or damage that may happen from/to any animal,
property or vehicle brought onto the showground, or whilst entering
or leaving the same, or otherwise in connection with or arising
out of or attributable to the show or to the conditions or rules
prescribed by the committee thereto.
Each exhibitor shall be solely responsible for any consequential
loss, injury or damage done to or occasioned by or arising from
any animal, including the spread of infection or contagious
disease or article exhibited or introduced to the showground
by him or her and shall indemnify the Club and its officials
against all actions, proceedings, liabilities, claims, damages
and expenses in relation to or arising from his/her entries
in the show
14, It is a requirement that there
must be an adult present who is willing to be responsible for
any member aged 16yrs and under at all Club
events and an up to date contact No. must be provided.
It is recommended that no one should attend events on their
own.
15, Stallions or unsuitable ponies
will not in any way be allowed at the
Club. Pony/horses must be 4 yrs or older to compete in any ridden
event.
16, Day membership is now offered
@ £10.00 per person per show and is limited to two attendances.
17, In leading rein classes –
the leader must not assist the speed of the pony. If a member
needs two assistants then the pony must remain in walk at all
times.
18, Any Group A rider who is capable
of competing completely unassisted off the lead rein may do
so, but they will not be allowed to compete on the lead rein
in any event for the season unless at the Committee’s
discretion.
Cradle Stakes and Nursery Stakes
Jumping (or equivalent height 1’3” – 1’6”)
is an assisted class. Riders may be assisted but not led in
these classes. These classes are designed to encourage children
who can nearly ‘go it alone’, but would benefit
from being assisted when necessary but not led on the lead rein.
Competitors may be assisted as follows:-assistant may run alongside
and direct rider. If the pony is led/ held for any reason and
for however long, 4 penalties per fence will be incurred.
A Group riders who are competing
in the Games will be required to state at time of entry whether
they are competing on or off the Lead-Rein at that show, they
will be expected to adhere to that decision throughout the five
games held on the day. Riders who choose to compete off the
Lead- Rein will not be allowed to compete on the Lead-Rein in
Games at any show thereafter unless at the discretion of the
committee. Abuse of this rule will result in a loss a Games
Points.
19, Beginners and Novice Jumping.
It is expected that members will enter into the true spirit
of these classes. The Committee reserve the right, in their
absolute discretion, to refuse a member entry should they be
in contravention of this rule in the Committee’s considered
opinion.
20, Anyone refusing to have their
pony measured by the committee will not be allowed to take part
in any Club activity
21, Height certificates are not
accepted at the Club.
22, All competitors must enter
and leave the ring and collecting rings at a walk. No cantering/galloping
around the outside of the rings.
ENTRIES
All rallies on the Club field -
£7.00 per rider and MUST be booked by the Wednesday before
the rally.
If you have booked in and fail to turn up on the day we will
have to charge you. Also members just turning up on the day
may have to be turned away. Rally’s on the club field
will be run through out the day with no more than 2/3 rides
going on at any one time, members will be put into rides of
no more than 7, which will run for approximately one to one
and half hours, therefore places will be limited and must be
booked by the Wednesday before.
Showing classes Members £2.50
Non-Members £5:00
Jumping classes Members £2.50
Non-Members £5:00
Block entry Gymkhana Games Members £5.00
Non-Members £10.00
But also please check individual schedule.
Payments for all classes and gymkhanas
must be made at the time of entry.
GYMKHANA GAMES WILL NOT START BEFORE 2.00 PM UNLESS STATED.
Please note the following rules
will apply to all jumping classes throughout the year:-
1st refusal 4 faults
2nd refusal 8 faults (total 12)
3rd refusal Elimination
(You may jump 1 fence before retiring
from the ring)
Knock down 4 faults
Fall of rider 8 faults
Fall of horse and rider Retirement from the ring.
Wrong course Elimination
Should pony and rider circle in
front of a jump or cross their own tracks this will count as
4 faults.
Ridden Show Hints and Tips
Practice your Ridden Show as much
as you can at home. Practising
will ensure that even when the show nerves kick in you will
still know what you are doing. Give yourself plenty of time
to warm up before your class just as you would for any other
discipline.
In the Ring:
If you have any problems while you are in the ring, if you need
to leave for another class for example, you must speak to the
Steward first. The Steward will ask the Judge for their permission
and then inform you of the answer. Never just leave and, never
approach the Judge during a Class.
Use as much of the arena as possible
for your ridden show, this will
give you much more time to prepare for transitions and gives
the Judge a better view of you and your horse/pony.
Avoid doing too much of any of
the paces, the more you do the more time there is for things
to go wrong! A Ridden Show should last no longer than two minutes
(time yourself at home) A Judge can gather
all the information they need about you and your horse or pony
in a
very short space of time.
Remember to walk up to the Judge
after your show and salute them, don’t just walk away
it gives a very negative impression of you. Try to stand quietly
in the line while waiting for your turn a lot of talking in
the line can be distracting to others, and you may miss important
information given to you. You are also missing the chance to
watch the other competitors.
Watching them can give you lots
of pointers on how you need to approach your show, for instance
– where the slippy ground is, how best to use the arena
you are in, whether the Judge is asking for you to perform a
show they give you, or even if someone is doing a better show
than the one you have planned! (You can change yours if you
need to.)
Finally,
Wherever you are placed make sure you leave the ring friends
with
your horse or pony, if you don’t do well take a step back
and think
what you could have done differently or done better. Don’t
just blame the Judge.
Please Remember:
Judging can be a very difficult job and the Judge is the only
one who gathers all of the information on all of the competitors.
Despite the fact that we all Judge the class from outside the
ring,
we don’t see what the Judges see.
Judges are always willing to talk
to competitors after classes to give
the reasons for their decisions, and to give suggestions on
how to perform better.
Just bear in mind that they may not be able to talk when you
want to
if they have other classes to judge or only have a short break
before getting back.
For a suggested Ridden Show Plan
please see the Notice Board in
the Clubhouse.
PLEASE READ ALL THE CLUB RULES
AND ABIDE
BY THEM
Guidelines for Gymkhana Games
Bending:
There will be a line of five bending poles. Riders will bend
in and out of the poles, around the end pole and bend back again.
Should a rider knock a pole out of the ground or should a pole
be broken this will result in disqualification.
Sword Race: On
the end pole there will be hooks with rubber rings. Each rider
will be given a ‘sword’ before the game starts.
Riders will ride to the end pole and collect a rubber ring with
the sword. They then ride back and place the ring in the bucket
positioned at the first pole. This is then repeated.
Should a ring or sword be dropped, the rider may pick it up
either mounted or dismounted. If the ring is dropped while it
is being collected from the pole then the rider should dismount,
replace the ring onto the hook, mount and then collect the ring
again. (In A, AA, leader may put the ring back onto the hook)
Group AA, A Game played as above
but with only two rings. Should the ring be dropped the ‘leader’
may retrieve the ring for the rider, replacing it onto the sword
and continuing with the race.
MDRC Race:
There will be four letters on hooks at the first pole. Riders
will ride and pick up a letter and proceed to the end pole and
place on hooks. The rider will then repeat the process three
more times. Riders must make sure that when finished the letters
have been hung in the correct order to spell MDRC.
Group AA, A Game played as above
but with the letters MDR only. Dropped letters may be picked
up by the ‘leader’ but must be placed on the hook
by the rider.
Tyre Race:
Riders will ride to the third pole dismount and pass through
the tyre. They then remount and continue around the end pole
back to the tyre, dismount, passes through the tyre, remounts
and rides over the finish line. Riders must retain their ponies
throughout the race.
Group B Game played as above but riders will only dismount and
go through tyre once on the way back to the finish line.
Group AA, A Game played as above
but ‘leaders’ may hold ponies for the riders. Riders
must have both feet in the stirrups before setting off for the
finish line.
Walk and Trot Group
AA, A: Riders will ride to the end pole
in walk. Once they have turned around pole they will trot back
over the finish line.
Should a pony change to a quicker pace during the race they
must turn a circle before continuing, failure to do this will
result in disqualification.
Walk, Trot, Canter and Walk Group B &
C: Riders will ride to the end pole in walk. Once they
have turned around pole they will trot back to the first pole.
Once they have turned around this pole they canter back to the
end pole. Once they have turned around this pole they must walk
back over the finish line.
Should a pony change to a quicker pace during the race they
must turn a circle before continuing, failure to do this will
result in disqualification.
Ride and Run:
Riders will ride to the end pole, dismount and run back over
the finish line leading their pony. Riders must go around the
end pole.
Group AA, A Game played as above
but riders will run back on their own ‘leaders’
will remain with the pony.
Mug Race: There will be a line
of five bending poles, with a mug placed on poles one and three.
Riders will move the first mug from pole one and place it on
pole two, then move the second mug from pole three to pole four.
The rider then rides
around the end pole and moves the mugs back to original poles.
Should a mug be dropped the rider must retrieve it and place
it on the pole mounted.
Group AA, A Game played as above
but ‘leaders’ may pass dropped mugs back to the
rider.
Stepping Stones:
Riders ride to the stepping stones and
dismount and leading their pony steps on each stone in order
and then the ground before remounting and riding around the
end pole. This process is then repeated on the way back.
Should pony or rider knock the steps over, or should a rider
step on the ground crossing the stones, they must set up the
fallen stones and start them again. The steps should not be
used to remount ponies.
Group B Game played as above but
riders will only dismount and go over the stepping stones once
on the way back to the finish line.
Group AA, A Game played as above
but riders will only dismount and use steps on the way back.
Leaders will hold ponies while riders do steps. Riders must
have both feet in the stirrups before setting off for the finish
line.
All stepping stones should be in an upright position before
finishing the race.
Egg and Spoon:
Riders will ride to the end pole. There will be an egg and a
spoon in the dish on top of the pole. The rider collects the
spoon and places the egg on to it. They then ride back over
the finish line balancing the egg on the spoon.
Should an egg be dropped the rider must dismount and retrieve
the egg, remount and replace the egg to the spoon before continuing.
Any attempt to hold the egg onto the spoon will result in disqualification.
Group AA, A Egg and a spoons will be on top of a bin at the
third (AA) or fourth (A) pole. The rider dismounts and collects
the spoon and places the egg on to it. They then run back over
the finish line balancing the egg on the spoon.
Should an egg be dropped the rider must retrieve and replace
the egg to the spoon before continuing.
Any attempt to hold the egg onto the spoon will result in disqualification.
Leaders remain with the ponies.
Ball and Bucket:
Riders will ride to the end pole. They will collect a ball out
of the dish placed on the pole and ride back to the bucket placed
at the first pole and drop the ball into it. They then repeat
this twice more.
Riders must always go around the end pole.
Should the ball be dropped the rider should retrieve it and
place it in the bucket from a mounted.
Group AA, A Game played as above
but with only two balls. Leaders may pass dropped balls back
to the rider.
Alarm Race:
The rider’s hat will be placed at the third pole. Ponies
will be positioned with a helper or leader at pole five. Riders
will lie on their backs with their feet resting on the start
line. On the signal to start the rider will get up and run to
the third pole and put on their hat doing up the strap. They
then run to pole five and mount their ponies. They then ride
back over the finish line.
Hats must be done up before a rider leaves pole three.
Group AA, A Game played as above.
Riders will have helpers to help them put on their hats at pole
three. Riders must have both feet in the stirrups before setting
off for the finish line.
Sack Race:
A sack will be positioned at pole five. On the signal to start
the rider will ride to the fifth pole and dismount. They must
get into the sack and make their way over the finish line leading
their pony.
Both feet must remain in the sack at all times. Riders must
go around the fifth pole. The sack must be pulled up to waist
height or above throughout the race.
Fishing Race: As
MDRC Race but using fish instead.
Cone race: There will be a line
of bending poles, with a cone placed on poles four and five.
On the signal to start the rider will ride to fifth pole and
collect cone and place it on pole two, then they ride to pole
four and collect the cone and place it on the first pole.
Should a cone be dropped the rider must retrieve it and place
it on the pole mounted.
Group AA, A Game played as above
but ‘leaders’ may pass dropped cones back to the
rider.
Postman’s
Race: On the first pole will be a ‘letterbox’
on the end pole will be a dish with three newspapers. Riders
will ride to the end pole and pick up a paper. They then ride
back to the first pole and place paper in letterbox. This is
then repeated twice more.
Should a paper be dropped the rider must dismount and retrieve
it before continuing with the race. Should a paper fall out
of the postbox a rider may dismount and put it back into the
letterbox from the ground, before remounting and continuing
with the race.
Group AA, A Game played as above
but with only two papers. Leaders may pass dropped papers back
to the rider.
Potato Race: As
Ball and Bucket but using potatoes instead.
Bottle Race: There
will be a bin placed at the position of the third pole. The
rider will be given a bottle before the start of the race. Riders
will ride to the bin and place the bottle onto it. They will
then ride around the end pole and collect the bottle from the
bin before riding over the finishing line.
Should the bottle be dropped the rider must retrieve it and
place on the bin from a mounted position. The Bottle must remain
upright on the bin.
Group AA, A Game played as above.
Leaders may pass dropped bottles back to the rider.
Flag Race:
At the first pole will be a hoop, at the end pole will be a
cone containing flags. Rider rides to the end pole and collects
a flag, they then ride back to the first pole and place the
flag in the hoop. The rider than repeats this.
Riders must ride around the end pole each time.
Should a rider or pony knock over the cone or flags the rider
must dismount and correct it before remounting and continuing.
Flags must be upright in the hoop before the rider goes over
the finish line.
Group AA, A Game played as above
but with just two flags. Leaders may pass dropped flags back
to the rider.
Tack Box Race:
At the third pole there will be a bin. At the end pole will
be a dish containing three items. The rider will be given a
tackbox before the game starts. On the signal to start the rider
will ride to the third pole and place the tack box on the bin,
they then ride to the fifth pole and collect one of the items
and then ride to the third pole and place it in the tack box.
This is then repeated twice more. When the box has all three
items in it the rider picks it up and carries it over the finishing
line.
The rider must ride around the end pole every time they collect
an item.
Group AA, A Game played as above but with just
two items. Leaders may pass dropped items back to the rider.
When the tack box is full the rider dismounts, picks up the
box and carries it over the finishing line.
Bean Bag Race:
As Ball and Bucket but using bean bags
instead.
GENERAL RULES
Unless stated the rider must go around the end
pole, failure to do so will result in disqualification.
Riders need only to bend in and
out of poles in the bending unless stated otherwise.
All equipment should be in the
correct position before a rider rides for the finish.
Should an A group rider require
two helpers they must remain in walk throughout all the races.
Any mistakes made during a game
must be rectified at the point the mistake takes place before
the rider can continue the game, failure to do this will result
in disqualification.
When collecting items riders must
take only one item (mug, letter, paper etc) at a time.
All A & AA Group Riders must
have both feet in their stirrups at all times during the races,
failure to do so may result in disqualification.
Vaulting will be allowed during
the 2010 Season.
PLEASE READ ALL THE CLUB RULES AND ABIDE
BY THEM