horse
Misterton and District Riding Club
horse
Home Activities Diary Dates Schedules and Results Newsletter Rules classifieds Links contact

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


 

 

Back to the top