
GLOSSARY OF EQUESTRIAN TERMS
JUMPS
The general types of jumps in competition are a straight or vertical
fence and a spread (wide) fence or oxer. The
degree of difficulty of a jump is determined by its height, width,
construction, and its placement in relation to other jumps on the course. In
competition a variety of fences can be used including walls, panels, gates, oxers, water jumps, combinations, banks, and ditches. An oxer is a single fence composed of two or three elements to
produce a spread. A "square" oxer is one in
which the front and back rails are of equal height, making it more difficult to
jump. Types of oxers include parallel, ascending,
descending and Swedish oxers. A "triple
bar" is composed of three fences which a horse must clear in one leap.
This tests the horse's ability to jump both height and width. A water jump is
another type of spread fence that can stretch 12 to 14 feet. The lathe or tape marker
on the landing side designates the end of the fence and if the horse touches
the marker upon landing it is counted as a penalty. Combinations are a series
of jumps, usually two or three in a row, set to challenge the horse's ability
to jump successively after one or two strides. Another name for a combination
is an in-and-out. A ditch is a shallow depression dug into the show ring.
Obstacles are brightly colored both for aesthetics and to add difficulty to the
course. Some course designers believe the colors and patterns painted on the
obstacles affect the way the horses take the jump. The type of construction of
a particular fence also determines its difficulty. A fence that is composed of
just a few rails, for example, appears more airy and is more difficult for a
horse to negotiate than a solid looking fence.
COURSE
In each class over fences, competitors must negotiate the jumps in a prescribed
order. Courses for each class are posted in advance near the In-Gates so that
riders and trainers may memorize them. It is the role of the course designer to
establish the degree of difficulty in the course. A mark of a good course
designer is that he or she will gradually increase the course difficulty as the
week proceeds so that both horse and rider learn as they jump in classes at the
show. The grand prix is the highest level of show jumping competition so the
fences are larger and the course is longer and more challenging. Grand prix
courses are planned by accredited course designers. No two courses are ever the
same. There are usually 12 to 18 fences on the grand prix course. Spectators
who hear a course described as a "perfect course" (P.C.) have seen an
event in which the number of riders who qualify for the jump-off is the same as
the number of ribbons offered in that class.
IN AND OUT
A two-jump combination, with elements separated by one or two strides.
COMBINATION
Two or three jumps set up so they
must be taken in quick succession, separated by only one or two strides. A
combination is considered to be a single obstacle. If a horse stops or runs-out
at any element of the combination (elements are lettered A, B, C), the entire
obstacle must be re-jumped.
ROUND
Round or "trip"; terms used to describe a rider's turn in each class.
CLEAN ROUNDS (JUMPERS)
When a horse completes the prescribed jumper course within the time allowed
without incurring jumping faults. When more than one horse has a "clean
round," a jump-off is held to determine the winner.
JUMP OFF (JUMPERS)
All horses with "clean" first rounds jump a shortened course against
the clock to determine the winner.
GAITS
The different paces at which the horse travels are the walk, trot, canter,
gallop, and varying speeds of each.
FAULT
Penalty assessed in jumper classes for mistakes such as knockdowns,
refusals, and exceeding the time allowed. In “Time first jump-off” classes
touches don't count; knockdowns and refusals are penalized. There is also a
time limit or "Time Allowed" to complete the course.
"Time-faults" are assigned for each second over the time allowed. All
with clean rounds return for a jump-off.
Sometimes a speed class will be run as “faults converted” in which any
faults accrued on the course are converted to seconds and added to the total
time taken to complete the course. In a
“faults converted” class it is possible for a horse who
knocked a jump down to beat a horse that went clean, if the horse with the
knockdown was much faster. In all jumper
classes, falls and going "off course" (jumping the jumps out of
order) result in elimination. Faults are scored as follows: Knockdowns-4
faults; 1st Refusal or run-out-4 faults, 2nd Refusal or run-out-Elimination;
Fall of horse or rider-Elimination; Failure to cross starting line within one
minute after sound of horn-Elimination; Exceeding the time allowed 1 fault for
every second exceeding the time allowed.
SCHOOLING
The warm-up session prior to each rider's round in
which they jump practice fences in the schooling area.
GROOMING
Some of the jumpers in the grand prix
ring have their manes and tails braided to enhance their appearance. A tail
that is braided and then turned up so the hairs do not hang loose is called a
"mud tail" and is frequently used in damp weather conditions.
JUMPING ORDER
The jumping order or starting order is determined in a drawing before the event
so that each competitor has an equal chance of attaining a favorable starting
position. Riders near the end of the starting order have the advantage of
seeing how the first riders complete the course.
RIDERS ATTIRE
Breeches and boots, hunt coat, choker (for ladies) or tie (for
gentlemen) and hunt cap are all worn by the riders. Breeches are the tight
fitting pants worn under leather boots. It is common to see grand prix riders attire in a scarlet coat. A blue collar signifies
that the rider has competed for the USET. Other hunt coat colors are blue, dark
green or black. The hunt cap is a type of hard helmet worn by the rider. A
rider may also elect to wear spurs or carry a crop, or stick, to encourage the
horse over the fences.
STRIDE
The amount of ground covered by a horse in one "step" at the canter.
The average horse's stride is 12 feet. Distances between fences are set
accordingly by the course designer.
TACK
The equipment worn by the horse depends on the needs of the animal. The saddle
and bridle are the staples. Other equipment may be added such as a martingale,
which attaches to the saddle and bridle to keep the horse's head from raising too high. Horses may also wear boots or bandages on
their legs for support or protection.
VOLUNTARY WITHDRAWL
A rider makes the decision not to continue on the course and to leave the ring
usually with a nod of the head or tip of the hat to the judge. A rider may
decide to withdraw because of a problem with the horse or trouble negotiating
the course, or because the rider knows he or she has too many faults to place
in the ribbons and thus would rather spare his horse or save him for another
class.
WALKING THE COURSE
Riders and horses may not practice on a course prior to actual competition, but
they are permitted to walk out the route, pacing off the number of strides
between jumps and examining the obstacles closely. It is a course designer's
job to set up problems that will challenge the ability of exhibitors. Riders and
trainers must determine what and where these are in a course and develop
strategies accordingly.
JUNIOR
A rider under 18 years of age.
AMATEUR OWNER
Divisions which are restricted to non-professional adult riders who ride
horses owned by themselves or members of their immediate family.
GREEN
An inexperienced or young horse. A Green Hunter is in its first or
second year of showing over obstacles 3' 6" or higher.