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events- cowboy challenge/horse sports/ beach races



cowboy challenge kaupapa



disqualifiation



Disqualification: If a rider is outright abusing their horse they will be disqualified and asked to exit the course immediately. If a horse/rider combination fail to complete any 6 of the 13 obstacles, they will also be disqualified and prompted to exit the course immediately.



time limits



Each obstacle shall have a time limit. The rider will be allowed 30 seconds per obstacle with the exception of a judge’s call on the day of competition allowing for terrain, footing, weather conditions and distance to cover. The judge may add extra time onto one or more obstacles at their discretion. This must be told to competitors on the course walk/ride. At the end of the allowed time period a whistle will be blown, and the rider must move on to the next obstacle.


Overall time limit: For this Cowboy Challenge there will be an overall time limit for the course. This time will be assessed on course conditions and a horse moving forward freely between the obstacles at a reasonable speed. (the exact course time will be revealed on day) If the rider exceeds the allotted time but has not yet completed the course, he/she will not be eliminated but shall forfeit the remainder of the course and the associated score possibilities.



Course Walk/Ride: 7.30am



The course walk shall be led by the course designer. Each obstacle shall be viewed in numbered order and any designated pathways pointed out; plus, specific instructions given for an obstacle. Riders may only seek clarifications during the walkaround; they shall not challenge any directions or instructions given by the judge/s unless it is to raise a significant safety concern that may affect all competitors. It is the competitors’ responsibility to fully understand obstacle requirements and rules.



The “Thirteen” Obstacles



1. Bridge



Wooden bridge

• Highest scores are given to the horse and rider that crosses at a safe speed; without hesitation; the horse working with a low head and a soft feel; and travels the complete length of the bridge.

• Point deductions given for balking, spooking, or refusing to go on the bridge; not crossing the full length of the bridge; crossing at an unsafe speed; horses head being too high and heavy hand.



2. flag carry



● Rider picks up a hand held flag and carries it on a designated course, returning the flag to a holder.

● Highest scores given for a smooth approach to the flag; flag picked up without stopping the horse; carry the flag with speed, balance and control on a soft feel and successfully deposit the flag into the holder.

● Point deductions given for the horse/rider team that has difficulty approaching the flag due to lack of control, balking or spooking; the inability to pick up or deposit the flag in a smooth, athletic manner; lack of balance; inability to travel in a straight line, lack of speed and tight reins. tight reins.



3. Key Hole



Rope or alkathene are used to form a keyhole configuration flat on the ground. Must be large enough for the horse to enter the keyhole at speed, stop and do a nice turn or rollback to exit to the next obstacle. The horses feet must not leave the keyhole during entry or exit.

• Highest scores given for a smooth entry; smooth stop with soft feel; smooth turn or rollback on the hindquarters. Entry and exit at a lope/canter.

• Point deductions given for stepping out of the keyhole; entering and exiting too slow; tight reins; rough stop and a sloppy or poor turn or rollback .



4. Rope something



The contestant will be allowed to throw two (2) loops. If they miss the second loop they must move to the next obstacle.

• Highest scores are given for a horse willingly approaching and/or following the object; horse accepting swinging loop; rider showing quiet handling of horse; expert rope handling and throwing including catching with first loop.

• Point deductions given for rough handling of the horse; horse unsettled, spooking or shying due to livestock or rope; rider missing with the rope.



5. Swing/Crack Stock Whip



Rider to pick up stock whip from a designated point and swing/crack while mounted.

• Highest scores are given to the rider that can stop smoothly; pick up the stock up and swing it; horse stands without moving or flinching.

• Point deductions given for hard handed stop; inability to pick up and swing the stock whip; horse moving or flinching.



6. Jump



jumps can be rails, logs, or up to 4 drums laid end to end.

• Highest scores are given for a straight, willing, non-hesitant approach; the rider maintaining good balance, and position; the horse taking the jump in the centre of the obstacle with a good crest release (hands forward) on the takeoff and landing to produce an eye appealing, athletic jump. Higher scores will be given for a controlled lope/canter, the rider maintaining the correct stride between multiple jumps, meaning he/she does not approach the jumps on a stride that is too short or too long.

• Point deductions given for hesitation, shying or refusal to take the jump(s);high headed; rushing; not staying in the centre of the jump(s); poor crest release on take-off or landing; failure to maintain good balance and position; not maintaining the correct strides between jumps.



7. Towing an object



The object shall be able to be towed at any pace without easily tipping over. This is a towing challenge designed to show complete control of the horse. The rider must tow the object a set distance or around a predetermined course which may include returning the object to its starting position. The rope shall be long enough so that the tow object does not touch the horse’s legs.

• Highest scores are given to the rider that can tow smoothly and easily; horse stays calm and straight during tow; horse exhibits no fear and travels with soft feel at the speed the rider requests; tow object does not touch horse’s legs; accurate completion of task; completing at a canter.

• Point deductions for poor control while pulling the object; horse spooking, running sideways or showing fear; inaccurate completion of task; knocking over markers on predetermined course; overtight reins and loss of control



8. Gate - Open and Close



Rope, pole or regular gate. The rider is to unlatch, open, go through, close and re-latch the gate while keeping their hand in contact with the gate or latch throughout the process.

• Highest scores are given for willing approach; opening, going through and closing the gate in a smooth, controlled manner; showing side pass or backing as required; maintaining contact with the gate or latch.

• Point deductions for hesitation on the approach to the gate; the rider’s hand losing contact with gate or latch; bumping or hitting the gate or gate post; failure to open or close the gate.



9. Pony or Lead a Second Horse



Rider will pick up a second horse from a handler or untie the horse from a stationary object then lead the pony horse over a predetermined distance or course of obstacles eg logs, ravine or water. Horse that is led must be of a suitable height so that it can be controlled safely on the lead rope; its head should be able to be taken near the rider’s leg. (Note: If the pony horses must be rested, the replacement horses must be of the same temperament and calibre).

• Highest scores are given to the rider that handles this task in a smooth consistent manner as they handle and lead the pony horse.

• Point deductions given for the pony horse getting loose; the rider’s horse kicking at the pony horse; handling the pony horse in a rough manner.



10. Park-Up and double another rider



Person doubling will wait at a designated point, once the rider parks up the doubler will jump behind the rider and the duo will complete a designated pattern/path. Once completed the rider will have to position/park their horse so the doubler can get off at the exact place they mounted from.

• Highest scores are given for a horse that parks up willingly and straight; stands quietly; and allows a smooth athletic mount and dismount from the doubler.

• Point deductions given for inability to position the horse; horse not straight; the horse moving while being mounted; sloppy positioning for mount and dismount.



11. Backing: On a designated path from one point to another:



May have cones, drums, poles or other objects to mark designated path. • Highest scores are given for a fluid back up; soft feel; straightness and following the designated path; horse willing; good collection of the horse.

• Point deductions given for heavy hands; unwilling horse; high headedness of the horse; loss of straightness or not following the designated path



fill catch bag



dismount horse, fill catch bag with designated items from fish bin, remount then empty items back into fish bin.



horse sports



Events



Bend up bend back





Bend up between poles then bend back between poles. Start drum is always on your right when you start and on the left when you finish



bending





Run to end, bend back, bend up, run home.



bend up reverse bend back





Bend up through the poles when you get to end do a 180 degree turn and "Back" through the poles in reverse, till you cross the finish line.



stock horse





Two full circles to the right, one and a half turn at the top, two full circles to the left, then home.



medley





Start by running to second pole remove it from its sleeve and place it in start bin do the same with the 1st pole. next stock horse to your right around the next 2 poles, half turn at the top, bend/weave between the 4th and 3rd poles before running home.



back to back flag





Transfer 4 flags from the end bin to the start bin in a one-by-one fashion till all flags are in the start bin.



flag





Run to end pole remove it from its sleeve and return it to the start bin, do the same with the remaining poles always working with the furthest pole from the start bin, until all poles are in start bin.



mystery event





Involves a jump and a rope gate



beach races



Helmets mandatory: No helmet No race !



Ngatiwai horsemans challenge 2024