Jumper
Overview
The jumper discipline is all about speed, judged objectively on the horse and rider's ability to complete a course within the given time constraints. Riders are timed and given faults for certain offenses, such as hitting a rail or refusing a jump. The timer begins when the equine takes off at the first jump and ends when they land the last jump. Jumper courses are very technical with more jumps than seen in the other disciplines, requiring strategic riding and swift pace. Equine level, mood, and dress code are all not judged in any jumper divisions.
Gait Terminology
The following terms are used for all jumper divisions.
Down 1 - Back up
Up 0 - Halt
Up 1 - Walk
Up 2 - Trot
Up 3 - Canter
Up 4 - Working Canter
Up 5 - Hand Gallop
Up 6 - Gallop
Restrictions
Jumps must be jumped in between the jump standards. If the jump was jumped too off to the side, even with screen delay, the rider will be marked as off course. Unrealistic shortcuts are not permitted. Riders who go below a canter or show a sudden decrease in speed right after a jump will be assigned faults for hitting the jump. Riders will be assigned faults if they bring an equine that is not permitted for that division. Obstacles must be clearly jumped at a working canter for all divisions. Galloping between jumps is only allowed in speed rounds and jump offs.
Speed Round
Speed round are seen in Table II, Sec. 1 formats and are judged solely on fastest time with lowest number of faults. The goal is to go clear with the fastest time. Obstacles must be clearly jumped at the working canter. Riders may gallop in between jumps. There is no second round following this type of class. Below are possible faults that may be assigned during a speed round.
8 faults - refusal
8 faults - galloping a jump
4 faults - unrealistic shortcut
4 faults - hitting a jump
4 faults - going below a canter
4 faults - hard stop
4 faults - circling within the course
2 faults - incorrect equine
Disqualified - off course
Jumper Round
For divisions with the Table II, 2(b) and Table II, 2(a) formats, the jumper round is the first of two rounds, second being the jump off. Riders must go clear in the jumper round and be under the time allowed to move on to the jump off. This means that you must have zero faults to qualify for the second round.
Jumper rounds consist of a course with a time allowed. Placings for the jumper round are determined by fastest time and lowest number of faults. Riders must go clear to qualify for the jump off. The entire course may not be ridden faster than the working canter. You may not gallop at any point during the course. Below are possible faults that may be assigned during the jumper round.
8 faults - refusal
8 faults - galloping during the course
4 faults - unrealistic shortcut
4 faults - hitting a jump
4 faults - going below a canter
4 faults - hard stop
4 faults - circling within the course
2 faults - incorrect equine
1 fault - each second over the time allowed
Disqualified - off course
Jump Off
For Table II, 2(b) format, the jump off rounds will occur immediately after each individual jumper round. Riders will remain in the arena after the jumper round until the announcer tells them to begin their jump off round. For Table II, 2(a), riders will return after all jumper rounds are completed for the jump off and will be given a short schooling break in between rounds to review the course.
Riders who go clear in the jumper round will qualify for the jump off. The jump off is judged on fastest time only. Any faults assigned will be converted into time faults. Obstacles must be clearly jumped at the working canter. Riders may gallop in between jumps. Below are possible time faults that may be assigned during a jump off.
10 seconds - refusal
10 seconds - galloping a jump
5 seconds - unrealistic shortcut
5 seconds - hitting a jump
5 seconds - going below a canter
5 seconds - hard stop
5 seconds - circling within the course
Disqualified - off course