​​​​​​​KERIKERI PONY CLUB​​​​​​​

Always arrive leaving with plenty of time to get yourself and your mount ready to ride.

Both you and your mount should be beautifully turned out, not only does it reflect how you take care of your mount and pride in yourself, it also impresses the judges.☺

When you enter the areana remember to go up to the judges truck to confirm both yours and your mounts name. Acknowledge, by a nod to the judges, the bell to start and if possible thank the judges on leaving the arena.

Show Jumping - The Rules

Take a rail  =  4 faults
1st refusal  = 4 faults
2nd refusal = 8 faults
3rd refusal  = Elimination
Rebuild       = 4 fault for the refusal and 6 seconds  time added


Mini Circuit Classes

TAM
Table A Rules
Exactly the same as above.

TAM3
Within the time allowed for 1st round, clear round into an instant jump off.
Placings - on faults and time in jump off, if no jump off on faults and time in the 1st round.

TAM5
Within the time allowed for 1st round. Clear rounds into a Call Back jump off.
Placings - on faults and time in jump off, if no jump off faults and time in the 1st round.

TAM1
1st round clear in time allowed. Either instant jump off or call back but not against the clock.
Placings - Double clears = 1st.

Optimum Time
1 round - clear round closest to the optimum time set is the winner.
Optimum time is measured by the course builder and is posted on the course plan at the gate.

TYOL (Take Your Own Line)
Table C Rules
Take a rail = 4 seconds
Refusals - no time penalty but 3rd refusal = elimination.
No set course or doubles (ie 8A 8B).
Start and finish through flags.
Quickest over all the jumps is the winner.

2 Phase
Jump 1st round up to jump ? (decided by the course designer).
Bell will be rung at the end of the 1st round if faults have been incurred. DO NOT continue into 2nd round.
If 1st round clear continue into 2nd round. 2nd round begin as soon as you pass through the flags and is timed.
A clear 1st round and the fastest and clear 2nd round is placed 1st.

Accumulator
6, 8 or 10 jumps with no combinations getting harder and higher.
Points awarded for each clear jump on 1st attempt.
(ie Jump 1 = 1 point, Jump 2 = 2 points and so on)
Usually against the clock, 3rd refusal = elimination.
The last jump has the option of a Joker which carries double points but is more difficult. Remember if you attempt this jump and fail you have the double points subtracted from your accumulated score!