The world's #1 equestrian minecraft server
For more information:
https://docs.google.com/document/d/1_sQTnj7mHegKzj6EiKB4uYh8dEzzwqyCE6VmCfNjBqg/edit
~What is Show Jumping?~
Show Jumping improves the agility and focus of both horse and rider. It utilizes physical skills to negotiate a series of obstacles, and mental skills to plan the proper lines and approaches to allow the horse to jump those obstacles. The jumps are colorful and of varying heights and widths. Each course is intended to demonstrate the horse’s freedom, energy, training and obedience, as well as the rider’s horsemanship. The goal of the horse and rider combination is negotiating the course without errors or disobediences.
On Equestrifun, we strive to introduce Show Jumping as realistically as possible while still maintaining a discipline that is easy to get into and fun to participate in!
Unlike hunters or equitation, show jumping requires a balance of speed and coordination, among other skills. Riders compete for the most optimum times while obtaining as few faults as possible. Below, one can find how these faults are obtained and how timing is integrated into competitions.
~Faults and Elimination~
There are a few ways to accumulate faults or be eliminated within a showjumping round.
~Elimination can occur by~
Falling off
Drugged horse
Misuse of equipment
Accumulating 12 faults
Accumulating any faults in the 1st round of a GP, or 8f in the second/jump off round.
Deviation from the course
Jumping a jump the wrong way, not crossing start/finish line, going off course, going through a jump or not between the standards
Unauthorized assistance, eg. someone or something directing a competitor through the course or standing over any start/finish lines
Going over the time limit in any round (Grand Prix only), against the clock or not against the clock
~Penalties/Faults~
Refusal at a singular fence - 4 faults
Refusal at any jump in a combination - the rider must circle and redo the entire combination - 4 faults for any fence refused
No penalties are given for landing in the water after a jump
Circling at any point - 4 faults per circle
This includes before or after any jump while the timer is going, or redirecting oneself if off course. This is not the same as circling after a refusal.
Time faults -- they are only required in all GPs
Time faults against the clock: For every second (rounded up to the nearest whole second) over the time limit you will receive 1 time penalty.
Time faults not against the clock: 1 fault for every 4 seconds over. This would apply in things like rounds in a grand prix where riders are only aiming to go clear. If a rider takes too long, say for example 5 seconds over the allowed time, they would be eliminated.
Time faults are added to the total faults for a rider.
~Class Rules~
Appropriate Use of Tack and Attire
Managed by: Puppers
: Scato