Mid Letters ━ Letters placed at the central points along the arena walls (A, B, C, E).
Corner Letters ━ Letters positioned just inside each corner of the arena (F, M, H, K).
The Wall / Outside Track ━ The dotted line path that runs along the outer edge of the arena, nearest to the walls.
Centre Line ━ The line running straight through the arena from A to C.
Mid Line ━ The line running across the arena from E to B.
Diagonals ━ The lines that carry you across the arena from one corner to the opposite corner.
Wide Tier Lines ━ The sections immediately on either side of the centre line.
Quarter Lines ━ The sections positioned two spaces away from the centre line on both sides.
Eighth Lines ━ The sections located three spaces away from the centre line on both sides.
Basic fundamentals
Go Timing ━ Start moving on “go,” keeping your view slightly ahead of the rider in front on your screen.
Wall Spacing ━ Maintain about one horse-width of space between you and the arena wall at all times.
Square Corner ━ A sharp 90-degree turn where you hold your arrow key, then release it once you are straight again.
Round Corner ━ A smooth corner taken by tapping your arrow key until you are straight, then stopping.
Primary Labels ━ In each line, riders are numbered from the front as either odd or even. If the line splits, riders reassign their labels within the new formation. Odd riders follow moves in the called direction, while even riders perform the move in the opposite direction.
Secondary Labels ━ Riders are grouped into numbered pairs (1, 1, 2, 2, etc.). When “secondary” is added to a move, pair 1 follows the direction called, while pair 2 performs the move in the opposite direction.
Default Left ━ Left is the standard direction in dressage. If no direction is given for a move, always go left. When passing another rider or line, pass left boot to left boot.
In/Out Directions ━ When riding in split lines, “in” means moving toward the other line, while “out” means moving away from the other line.
Cut Back ━ From a slanted formation, riders turn back toward their original lead side and return to their starting line order.
Angle ━ On “go,” the lead rider cuts at a 45-degree angle across the arena, and the rest of the line follows along the same slanted path.
Belt ━ On “go” or when reaching the wall, the lead rider curls over in the requested direction, with the rest of the line following the same turn.
Comb ━ On “go,” all riders cut straight across the arena together. In this formation, each rider will appear one horse ahead of others on their screen for alignment purposes.
Curl ━ On “go,” hold your arrow key while maintaining your current gait to ride a full circle.
Curl Over ━ On “go,” all riders perform half of a curl and continue without returning to the original track, reversing both the line order and direction.
Cut ━ On “go,” the lead rider turns 90 degrees and travels straight across the arena, with the rest of the line following the same path.
Cut Mid ━ On “go,” the lead rider turns toward the nearest mid letter (A, B, C, or E) and crosses the arena through that point, with the line following the same route.
X ━ On “go,” all riders press X at the same time to halt instantly.
Gait Curl ━ On “go,” perform a curl in the requested gait, then return to your original gait after completing the turn.
Halt Set ━ On “set,” all riders continue walking. On “go,” the leader halts, and the rest of the line walks forward to close the spacing and become NTT.
Hard Stop ━ On “go,” all riders immediately stop by quickly pressing and holding the down arrow key.
Pick Curl ━ On “go,” perform a curl in the requested gait, then continue moving forward in that same gait after completing the turn.
Pivot ━ From a halt, turn your horse in place by the requested amount (¼, ½, ¾, or full 360° rotation).
Rear ━ Wait for a slight step backward, then press X (back key) to complete the movement.
Slide ━ From a comb or slanted formation, all riders cut toward their lead on “go” to straighten back into the arena while returning to their original line order.
Slide ━ From a comb or slanted formation, all riders cut toward their lead on “go” to straighten back into the arena while returning to their original line order.
Slide ━ From a comb or slanted formation, all riders cut toward their lead on “go” to straighten back into the arena while returning to their original line order.
Stem ━ When called, riders one at a time curl out of the line and then curl back in to rejoin at the end of the line, repeating per “go” until complete.
Hard Stop ━ On “go,” all riders immediately stop by quickly pressing and holding the down arrow key.
Pick Curl ━ On “go,” perform a curl in the requested gait, then continue moving forward in that same gait after completing the turn.
Pivot ━ From a halt, turn your horse in place by the requested amount (¼, ½, ¾, or full 360° rotation).
Rear ━ Wait for a slight step backward, then press X (back key) to complete the movement.
Slide ━ From a comb or slanted formation, all riders cut toward their lead on “go” to straighten back into the arena while returning to their original line order.
Hard Stop ━ On “go,” all riders immediately stop by quickly pressing and holding the down arrow key.
Pick Curl ━ On “go,” perform a curl in the requested gait, then continue moving forward in that same gait after completing the turn.
Pivot ━ From a halt, turn your horse in place by the requested amount (¼, ½, ¾, or full 360° rotation).
Rear ━ Wait for a slight step backward, then press X (back key) to complete the movement.
Slide ━ From a comb or slanted formation, all riders cut toward their lead on “go” to straighten back into the arena while returning to their original line order.
Halt ━ On “go,” riders come to a stop and hold a nose-to-tail (NTT) formation with no gaps between horses.
Walk ━ At the walk gait, riders maintain OT (overlapped tail) spacing while moving forward.
Trot ━ At the trot, riders maintain ST (saddle-to-saddle) spacing while moving forward.
Canter ━ At the canter, riders maintain FI (fully inside) spacing, staying positioned directly within the track of the rider ahead.
Extended ━ In the extended canter, riders maintain FI (fully inside) spacing, staying directly within the path of the rider ahead while moving at extended speed.
One Horse ━ In any gait, riders maintain HH (half-horse) spacing, keeping about half a horse length between themselves and the rider ahead.
Comb alignments
Halt Alignment ━ Front hooves line up evenly with the line.
Walk Alignment ━ Back hooves are aligned with the front hooves of the rider ahead.
Trot Alignment ━ Riders position themselves about one horse length ahead.
Canter Alignment ━ Riders maintain roughly one and a half horse lengths ahead.
Extended Alignment ━ Riders stay about two horse lengths ahead.
Gallop Alignment ━ Riders keep approximately three to four horse lengths ahead.
Other alignments
Move Alignment ━ When a “move set” is called, riders start on “go” and may appear slightly ahead of the rest of the line on their screen.
Rein/Tier Alignment ━ In a rein or tier, riders maintain one horse length ahead of their paired partner.
Waterfall Alignment ━ In a rein or after a waterfall, riders align front hooves with the partner directly across from them.
Slant Alignment ━ After a slant set, riders align front and back hooves with the horse directly in front, keeping a clean side-by-side line.
Pinwheel Alignment ━ In a pinwheel, all riders except those on the innermost circle stay one horse length ahead of the inside rider on their screen, adjusting gait as needed to maintain spacing.
Metre system
Location of Arena Centre (X) ━ The exact middle of the arena where the A/C midline and E/B midline intersect.
Cut Line ━ Cross the arena along the specified line that is called (for example, cutting along the quarter line).
Arena Quadrants ━ The arena is divided into 8 sections running lengthwise from A to C, each roughly equal in width to a 20m circle.
Circle points
5m Circle ━ A small circle covering about a quarter of the arena, or 2 quadrants wide. Each point of the circle sits 1 quadrant (dot) from the centre.
10m Circle ━ A medium circle covering about half the arena, or 4 quadrants wide. Each point sits 2 quadrants (dots) from the centre.
15m Circle ━ A large circle covering about three-quarters of the arena, or 6 quadrants wide. Each point sits 3 quadrants (dots) from the centre.
20m Circle ━ A full-width circle covering the entire arena, or 8 quadrants wide. Each point sits 4 quadrants (dots) from the centre.
Metre system basic shapes
Big Bear ━ Start with a half moon from E/B, then ride a straight diagonal line back to the corner letter on your original side, ending in the opposite direction.
Diagonal Half Eight ━ A half eight where, after reaching the point before mid on your circle, you cut diagonally through mid between the wide rein lines.
Eclipse ━ A flowing sequence of a quarter moon, followed by a half moon in the opposite direction, then another quarter moon reversing again, covering the full arena width.
Full Moon ━ Half of a 20m circle followed by a straight line forward, creating a wide arc across the arena.
Full Eight ━ A large figure-eight pattern spanning the entire arena, made of two connected half eights.
Half Eight ━ Two linked half moons in opposite directions, usually starting and finishing at E/B.
Half Moon ━ Half of a 10m circle followed by a straight line forward, covering half the arena.
Hourglass ━ Split lines angle inward at corner letters toward the 5m line, travel straight along it, then angle outward again at the next point toward the opposite wall letter.
Quarter Moon ━ Half of a 5m circle followed by a straight line forward, covering a quarter of the arena.
Arrow ━ Leader halts, and all other riders drift left or right to line up so their front hooves align with the back hooves of the rider ahead, with boots brushing.
Domino ━ Leader halts, and riders drift in the called direction to halt beside the rider in front, with back hooves aligned to front hooves.
Flock ━ Leader halts, and all riders drift left or right to form a tight halt with back hooves aligned to the front hooves of the horse ahead, with boots brushing.
NTT Flat ━ Leader halts and all riders drift left or right to form a straight nose-to-tail line with front hooves aligned and minimal spacing.
Slant Flat ━ Leader halts at a 45-degree angle, and all following riders match the same slanted halt with brushing boots, forming a diagonal NTT line.
Jagged Flat ━ Riders alternate alignment in small groups: the 2nd and 3rd riders match the leader’s arrow halt, while the 4th and 5th align with the leader, repeating the pattern down the line.
Action ━ From a halted formation, all riders trot on “go” while keeping their current formation, such as turning an arrow into a moving arrow.
Braid ━ From a halted line with at least HH spacing, the last rider weaves through the line to the front one rider at a time, with the pattern repeating if multiple “go’s” are called.
Drop Off ━ From a comb formation, odd-numbered riders hard stop on the first “go,” and even-numbered riders hard stop on the second.
Erose ━ From a side-by-side halted waterfall, on “go” the back line curl walks in the called direction to align behind the front line, while the front line pivots in the opposite direction.
Lollypop ━ From split waterfall lines facing each other, odds trot forward on the first “go,” then evens curl around their partner on the second, forming paired couples that continue trotting.
Pass Exit ━ The leader rides forward past the halted formation, and all riders automatically fall in behind them in the original order.
Steel ━ From a halted line with HH spacing, the last rider weaves through the line to the front while everyone shifts into OT spacing, reversing the line order.
Trot Set SO (Same Order) ━ Riders leave a halted formation by trotting out one at a time, rebuilding the line in the same original order.
Circle moves
Bloom ━ Curl outward away from the center of the circle, widening the formation.
Cave ━ Curl inward toward the center of the circle, tightening the formation.
Expand ━ On the first “go,” comb outward away from the circle’s center; on the second “go,” cut back toward your lead to reform a circle.
Shrink ━ While in an expanded circle, riders first comb directly toward center, then on the second “go” cut back toward their lead to tighten into a smaller circle.
Curve ━ Dodge outward away from the circle’s center to enlarge the circle.
Boom ━ On the first “go,” riders keyhole inward; on the second “go,” they cut back into the circle toward their lead, resulting in an expanded shape.
Pop ━ While in an expanded circle, riders keyhole outward toward center on the first “go,” then cut toward their lead on the second “go” to form a smaller circle.
Explode ━ On the first “go,” riders comb straight through center; on the second “go,” they cut back in the opposite direction to reform a circle.
Firework ━ Twist inward or outward while maintaining a circular formation.
Spark ━ Move through the circle in a threading pattern; on the first “go” odds bloom outward, and on the second “go” evens bloom outward.
Frog ━ Odds curl outward to the outside of the circle, creating a rotary-style formation.
Prim Rose ━ In a circle, on “go” odds walk and cave inward while evens canter and bloom outward.
Tulip ━ In a circle, odds bee curl outward while evens I-curl inward.
Combo moves
Collapse ━ On the first “go,” riders shrink toward the center of the circle; on the second “go,” they curl over right and move outward away from center; on the third “go,” they merge back into the circle toward their lead.
Spike ━ While in a circle, on the first “go” riders comb outward away from center; on the second “go” they curl toward center in the called direction and pass through center; on the third “go” they curl again toward center in the same direction; on the fourth “go” they cut back toward their lead to reform a circle.
Sunflower ━ On the first “go,” riders expand outward from the circle; on the second “go,” they curl right toward the center; on the third “go,” they merge back into the circle toward their lead.
In rotary
Rotary ━ A small circle inside a larger circle, each moving in opposite directions.
Crown ━ In a rotary, the inner line spreads outward while the outer line pulls inward at the same time.
Drain ━ In a rotary, the inner circle expands to meet the outer circle on the first pass. On the second pass, the outer circle shrinks inward to become the new inner circle.
Circle shapes
Gear Shift ━ Two lead riders guide their halves of the circle in an S shape, passing left-to-left at the center, then reform the circle going the opposite direction.
Pass Cut ━ On go, two riders opposite each other lead their halves straight through the center, then turn and reform the circle in the opposite direction.
Venn ━ Two lead riders guide their halves into a smaller circle (about half the size), pass left-to-left at the center, then reform the circle in the same direction
Follow moves
Split-line follow moves with go's
Bottleneck ━ From a rein, angle inward on the first go, then straighten on the second go to create a tighter rein.
Circle Split ━ From one line, riders split into two circles going opposite directions, then merge back into one line when they meet.
Diamond ━ While traveling on mid, leads angle outward on the first go, then angle back in on the second go to meet and merge.
Fairy Tail ━ From split lines, leads move toward the center and pass left-to-left. On go, they circle away from each other, complete the circle, and continue down the arena away from the other line.
Heart ━ From a rein or single line, leads gradually curve away from each other, then curve back inward to form a heart shape before merging back into a rein or one line.
Horseshoe ━ From a rein or single line, riders split on go, form a circle around each other passing left-to-left, then return to a rein or merge.
Rein ━ On go, split lines heading toward each other on the same wall cut in and ride side-by-side about one horse length apart.
Revolver ━ Split lines move toward each other from opposite walls with wide spacing. On go, leads circle halfway around each other, then continue in their original directions.
Tie ━ From a rein, leads curve widely away from each other and cross through the opposite line on the first go. On the second go, they circle back toward each other and reform a rein.
Tier ━ Both leads turn in the called direction with their lines following, forming a rein.
Triangle ━ Leads start from the same short wall and move toward each other. On go, they angle back to form a rein and travel toward the short wall they started from.
Tight Rein ━ A rein called later, creating a tighter formation with riders about one horse width apart.
Wide Rein ━ A rein called earlier, creating a wider formation with riders two or more horse lengths apart.
Split-line follow moves without go's
Cod ━ The line waterfalls at the wall. Leads then aim toward the last rider in line until reaching the end, then turn and head toward the corners.
DNA ━ After a wide waterfall, lines weave in and out of each other using the mid and quarter lines, forming a DNA-like pattern.
Trade ━ Split lines on opposite walls half-circle off the E/B letters toward the center, pass left-to-left at mid, then half-circle again back to the opposite wall.
Figure 8 ━ Same as Trade, but both lines travel in the same direction, creating a figure-8 shape instead of an S.
Dye Split ━ On mid, riders split toward opposite corners on the same wall.
Mid Split ━ From a single line, odd riders turn left and even riders turn right at the next mid line or centerline.
Peel ━ At mid, odd riders turn in the called direction while even riders continue straight.
Puzzle ━ At a mid letter, even riders cut inward while odd riders stay on the outside track. At the next mid, evens cut back to merge with odds.
Pyramid ━ From split lines, both lines angle toward each other on the same side, pass left-to-left, then sharply turn to follow the other line’s path, forming a triangle shape.
Slay ━ From the centerline, riders split at the wall (A/C) and angle toward the long wall mid letters (E/B).
Slice ━ From the centerline, riders split at the wall (A/C) and angle toward the nearest corner letters (F/K or H/M).
Waterfall ━ At the wall, leads turn in opposite directions and the lines follow.
Zipper ━ Riders waterfall, then immediately angle inward after passing the last rider to merge back into one line.
Single-line follow moves with go's
Circle ━ On go, the lead makes a full, even circle, then rejoins at the end of the line.
Follow Curl ━ On go, the lead curls in the called direction. Each rider curls at the same spot when they reach it.
Half Circle ━ On go, the lead turns off the wall, curves into a half circle, then rejoins at the end of the line.
Slither ━ On go, the lead turns in the called direction and the line follows. On each next go, the lead switches direction, creating a back-and-forth pattern until told to go straight.
Single-line follow moves without go's
Circle Mid ━ While on a mid line heading toward center, on go the lead turns 90° in the called direction, makes a full circle around mid, then rejoins at the end of the line.
Double Hill / Peak ━ From a corner letter, ride two hills or peaks, each between the corner and mid letters along the long wall.
Hill ━ From a corner, curve up to mid, then curve back down to the next corner on the same wall (like a half circle off the wall).
Peak ━ From a corner, ride straight to mid, make a sharp turn, then ride straight to the next corner on the same wall.
Short Dye ━ Ride straight between corner and mid letter (E/B). All riders follow the leader.
Beginner moves
Curl ━ On go, hold your turn key and make a full circle at your current speed.
Fate ━ Curl in the called direction, then curl in the opposite direction.
Destiny ━ Curl twice in the called direction, then curl once in the opposite direction.
Back Curl ━ From a halt, make a full circle while backing up, then halt again.
Strike ━ Canter in a curl, then rear when you reach your starting point.
Keyhole ━ Make about ¾ of a circle, ending in a straight line (comb).
Coil ━ Do a keyhole, then halt as soon as you are straight.
I Curl ━ Do a curl at a walk, then a curl at a trot.
Bee Curl ━ Start with a trot curl, then transition into a canter curl just before finishing the first circle.
Curl types
Delayed Curl ━ A curl with transitions called on separate go’s. Riders keep their current gait after each transition until the next go is called.
Combs
Comb ━ On go, all riders cut across the arena. You appear one horse ahead of others on your screen (comb alignment).
Curl Comb ━ Perform a curl, then immediately transition into a comb.
Couple ━ On go, odd riders comb and lead. Even riders follow behind them, forming pairs (“couples”).
Ladder ━ Curl comb in the first called direction, then curl comb the opposite direction on the second go to rejoin the line.
Switch ━ From a waterfall, on the first go riders comb through the gaps. On the second go, riders cut back toward their leads.
Combo moves
Dodge ━ Curl over in the called direction, then curl over in the opposite direction.
Buckle ━ Curl over in the same direction on the first go, then repeat the curl over in the same direction on the second go.
Key Curl ━ Curl in the called direction, then keyhole in the same direction, resulting in a comb going the opposite direction.
Bristle ━ Comb on the first go, then curl over away from the lead on the second go. Then cut toward the lead at the wall.
Retreat Curl ━ Curl, then curl over in the same direction.
Odds & Evens
Wave ━ Odds curl in the called direction, evens curl in the opposite direction. “Wave” can be added to other moves to split odds and evens in opposite directions.
Twist ━ Odds “fate” in the called direction, evens “fate” in the opposite direction.
Thread ━ Odds curl on the first go, then evens curl on the second go.
Feather ━ While on mid, odds comb in the called direction and evens comb in the opposite direction.
Slants
Slant ━ On go, all riders turn in the called direction and align with the diagonal ground lines, ending side-by-side with the rider in front (slant alignment).
Back Slant ━ A 135° turn onto the diagonal lines behind you.
Bear ━ Curl over, then return to your original line using the slant lines.
Curl Slant ━ A curl that flows directly into a slant without releasing the turn key.
Bear Belt ━ The lead turns (bears) on go or at the wall, and all riders follow the leader.
Misc
Wolf ━ From a halt, rear and quarter-pivot at the same time.
Intermediate moves
Orbit ━ Walk curl into a canter curl.
Triple Curl ━ Walk curl, then trot curl, then canter curl.
Star Curl ━ Walk curl, then canter curl, then trot curl.
Curl types
Halfway Curl ━ You do one curl pattern in one gait, then switch to a different gait halfway through the same pattern while keeping the same direction.
Reverse Curl ━ You do the same curl pattern, but you ride the gaits in the opposite order than normal.
Combs
Ash ━ While riding in a comb formation, on the cue “go,” riders curl out of the comb in the direction called, creating a merged line.
Box Curl ━ Four cuts are called in the same direction, each rider performs them individually, with evenly timed “go” calls to form a box shape.
Combo moves
Mist ━ Curl in the direction called, then curl over in the opposite direction.
Deflect ━ Curl in the direction called, then curl over in the opposite direction.
Resist ━ Retreat curl in the direction called, then curl over in the opposite direction.
Over Comb ━ Curl over in the direction called, then comb in the opposite direction.
Fortune ━ Curl in the direction called, then keyhole in the opposite direction.
Lock ━ On “go,” keyhole in the direction called, then when your back hooves reach your original line, keyhole the opposite direction.
Lush ━ Keep keyholing in the direction called each time “go” is given until told to go straight.
Back Cast ━ On the first “go,” curl in the direction called, then on the second “go,” back slant in the opposite direction.
Cub ━ On the first “go,” slant in the direction called, then on the second “go,” curl over in the opposite direction.
Shield ━ On the first “go,” slant in the direction called, then on the second “go,” keyhole in the same direction, cutting back at the wall or on “go.”
Odds & Evens
Jupiter ━ Odds do a trot curl and evens do a canter curl in the direction called.
Pluto ━ Odds do a walk curl and evens do a canter curl in the direction called.
Venus ━ Odds do a walk curl and evens do a trot curl in the direction called.
Screw ━ Odds do a double curl and evens do a fate, all in the same direction; the first curl matches direction, the second forms a wave.
Bee Thread ━ A bee curl done like a thread: odds bee curl on the first “go,” evens bee curl on the second “go.”
Storm ━ A mist performed in a wave pattern, creating a waterfall effect.
Split U-Turn ━ On “go,” odds curl over in the direction called and evens curl over the opposite direction; on “merge,” everyone curls inward to combine the line.
Fish Hook ━ On the first “go,” odds curl comb; on the second “go,” evens curl comb, with quick timing so evens follow the odds track.
Slants
Fish ━ Ride 225° of a curl, ending in a back slant moving away from the original line in the opposite direction of the curl (a curl over combined with a forward slant the same way).
Ribbon ━ Ride 315° of a curl, ending in a forward slant moving in the opposite direction of the curl (a keyhole combined with a forward slant the same way).
Case ━ Perform a canter ribbon, then halt as soon as you reach the slant position.
Revolve/partner moves
Join ━ From split lines facing each other (waterfall alignment), both lines comb inward; evens curl over toward their partner and move in behind them, forming pairs/couples.
Half Revolve ━ From split lines facing each other, both lines comb inward; on “go,” each rider curls over around the partner on their left, then turns and travels back the direction they came from.
Full Revolve ━ From split lines facing each other, both lines comb inward; on “go,” each rider curls around the partner on their left, then continues forward in the original direction they were heading.
Tier/waterfall moves
Numbered Tier ━ Riders split into groups based on the number called; the first group goes on “go,” and the rest follow behind in order, repeating the same pattern in tiers.
Key Switch ━ While in a waterfall, on “go” riders keyhole outward and move through the gaps; on the second “go,” they keyhole away from their line leaders and return back into a waterfall formation.
Slant Switch ━ From a waterfall, on the first “go” riders slant inward; on the second “go,” they cut back straight into line.
Misc
Fly ━ From split lines starting at the same short wall aimed toward mid, all riders straighten on “go” before crossing mid, forming an arrow shape in motion.
Snake ━ A sequence of moves done over multiple “go” calls; on the first “go” riders curl over in the direction called, and on each following “go” they reverse direction, alternating curls back and forth like a snake pattern.
Advanced moves
Curl types
Alternate ━ A fate made using transition curls, where the rider switches direction each step (for example: an alternate bee curl left is trot curl left, then canter curl right).
Combo moves
Combo ━ Curl in the direction called, then curl the opposite direction, then curl back over the original direction to rejoin into one line.
Bounce ━ Dodge, then curl, both in the same direction.
Squiggle ━ Three curl-overs done in alternating/opposing directions.
Obi ━ Twist and wave in a repeating pattern (twist, wave, twist, wave), all following the direction called on each “go.”
Clover ━ Four keyholes in a set pattern: right, left, left, right (or the reverse), forming a clover shape.
Paddle ━ Curl in the direction called, then ribbon in the opposite direction.
Pin ━ Curl in the direction called, then fish in the opposite direction.
Scale ━ First “go” is a fish in the direction called; second “go” is a fish in the opposite direction.
Ruffle ━ First “go” is a ribbon in the direction called; second “go” is a ribbon in the opposite direction.
Shark ━ First “go” is a fish in the direction called; second “go” is a ribbon in the opposite direction.
Sword ━ First “go” is a slant in the direction called; second “go” is a ribbon in the same direction.
Tackle ━ A pin wave: a twist where riders curl one direction, then fish the opposite direction.
Twist Tie ━ A paddle wave: a twist where riders curl one direction, then ribbon the opposite direction.
Horizon ━ First “go” is a comb; second “go” is a slant toward the lead; third “go” is an adjustment back into the lead line.
Odds & Evens
Rumble ━ On “go,” odds perform a normal triple curl while evens perform a reversed triple curl; if timed correctly, the trot curl lines up evenly across all riders.
Button ━ First “go” odds comb; second “go” evens keyhole in the opposite direction, bringing riders together into couples.
4Leaf ━ A clover done in split directions; odds move in the direction called while evens move in the opposite direction, with the final “go” called sharply like a snap to finish the shape.
Slants
Chevron ━ A canter ribbon performed in a wave pattern, creating a sharp V-shaped movement as the line flows through the curl and ribbon action.
Revolve/partner moves
Key Revolve ━ In a waterfall, riders comb inward, then keyhole toward their partner on the left, splitting into two merged lines that move away from each other.
Salsa ━ A revolve where odds cut while evens keyhole toward their partner, forming couples.
Tango ━ A revolve where odds keyhole and evens curl-comb toward their partner, forming couples.
Waltz ━ A revolve where odds curl and evens retreat curl toward their partner, forming couples.
Snap ━ From split lines facing each other in waterfall alignment, both lines comb inward; as noses are about to meet, “go” is called and everyone keyholes away from their lead into a single merged line, while line leads keyhole toward their own line.
Tier/waterfall moves
Part ━ From a rein, the first two riders in each line belt inward to form a couple; the next two belt outward, and this alternating pattern continues down the line.
Atomic ━ From waterfall lines, riders first curl away from each other, then curl back over toward each other to merge together.
Swirl ━ From a wide rein, on the first “go” riders switch positions; on the second “go” they perform a half revolve; on the third “go” they slide toward the lead and reform back into a rein.
Follow moves
Double Cut ━ Riders number themselves 1 to 4 in each line; on “go,” riders 1 and 3 comb while riders 2 and 4 follow behind them as couples. This pattern repeats down the line, with 1 and 3 continuing the same path set by the riders ahead.
Elite moves
Butterfly — Trot fate flowing into a canter fate in the called direction, creating a smooth, expanding wing-like motion
Tidal — 1s walk curl in the called direction, then 2s trot curl opposite, then 3s canter curl in the called direction, moving like a wave through the line
Triple Triple — Walk curl, trot curl, canter curl, trot curl, walk curl in the called direction, building up and then settling back down smoothly
Curl types
Unwind — Ride a transition curl in the called direction, then smoothly reverse the same curl in the opposite direction, mirroring the first movement back out
Combo moves
Boomerang — First dodge wave sets the direction, then comb in brings riders together, then a final dodge in the opposite direction (same as the comb) sends the line back out like a rebound
Dragonfly — Feather creates a light spreading motion, mist towards the lead draws riders forward and inward, then snap finishes with a sharp, clean closing movement
Snowman — Canter curl over one way, trot curl back the opposite, then a centered walk curl, followed by another trot curl opposite, finishing with a canter curl, forming a stacked, rounded pattern like three sections
Roar — Ribbon wave flows through the line, fish out expands and finishes into a comb in, then half revolve turns riders toward partners, ending with a keyhole away from the leader to open the formation outward
Odds & Evens
Doodle — Odds dodge while evens squiggle in the called direction, creating two contrasting weaving patterns moving together
Dribble — Odds bounce as evens curl then dodge in the same direction, combining vertical energy with curved movement flowing forward
Mickey — A thread where odds fate first, then evens curl through on the second go, finishing with evens moving ahead of odds
Minnie — A thread where odds fate first, then evens mist on the second go, splitting the formation into two lines moving in opposite directions
Mixer — Odds orbit fate in the called direction first, then evens reverse orbit fate in the same direction, interweaving paths between groups
Orion — Odds perform star curl fate in the called direction while evens do triple curl fate opposite, with all riders switching direction at each curl
Mel — Odds curl into a comb while evens do a regular comb, then evens curl away from their lead to merge both lines into one comb
Wind — Odds retreat curl while evens mist in the same direction, blending backward-curving motion with forward-flowing movement
Revolve/partner moves
Shoelace — Fortune wave flows through the line first, then riders half revolve with their partner, creating a tied-together, crossing motion
Crescent — In a tight rein, inside riders walk curl while outside riders make a wide canter curl around them, forming a curved crescent shape without cutting in
Stir — From a tight rein, the inside rider pivots fully in place while the outside rider trots a curl around them in the same direction, like stirring around a center point
Tier/waterfall moves
Rail Shift — From a rein or waterfall, riders curve inward to pass partners left to left, then straighten out on the opposite line’s track in reversed order
Misc
Roll Over — Odds curl over in the called direction at one gait faster, repositioning to finish comb aligned beside the rider who was originally behind them
Pinwheel — Riders stay comb aligned while moving in a circle, with the inside rider walking and outer riders adjusting speed to maintain alignment around the center
Bubble — Each rider creates their own small circle at the same time, spreading the formation into evenly spaced individual loops