Hunter Derbies are constructed in 2 rounds (excluding Outreach Derbies):
1) Classic Round: 100 points
2) Handy Round: 100 points
Adds up to a score of 200. Highest score is deemed the winner of the derby.
Turns: Inside, mostly important in the handy
Pace: Working Canter (unless trot/gallop jump)
Approach to jumps: Usually straight on, splicing is permitted when asked or when completely necessary.
Classic Round
A classic round includes a minimum of 6 jumping efforts and a maximum of 10.
Riders are to navigate a classic hunter course, showing off their equine to the best of their abilities. The horse should show that of a true hunter horse, with style, pace, smoothness, and great movement.
The course is judged on straightness to jumps, even pace, correct number of strides in any combination, arena usage, and overall flow of the course.
Jumping Faults:
Any rail down: Automatic 45
1st refusal or extra circle: 60 points
2nd refusal or extra circle: 70 points
3rd refusal or extra circle: Elimination
A judge will mark a rider's round out of 100 based on jumping style and ability of the horse.
Handy Round
A handy round includes a minimum of 5 jumping efforts and a maximum of 11.
Riders are to navigate a hunter-type course, but with included rollbacks, trot jumps, hand gallop jumps, high/low options, and encouraged to perform inside turns to show the rider's ability to navigate a tougher course while keeping a respectable pace and style.
The course is judged on straightness to jumps, even pace, inside turns taken, arena usage (in this case, you want to use the least amount of arena as possible), and overall flow of the course.
Tests Included:
Trot jump: riders are to trot when straight-on with the jump and land in a working canter on the backside. Points will be taken off if there is a canter stride before the jump or if rider does not land in working canter.
Hand Gallop jump: riders are to hand gallop when straight on with the jump and complete it. Points will be taken off if the hand gallop is not started at least 5 strides in front of the jump.
High/Low options: during the course, riders will have an option between two jumps. They may take the high option (usually a higher jump, or a harder approach to the jump) and gain 1-2 points to their score, or take the low option (lower jump, easy approach) and add no points to their score. If they choose to take the high option, it must be jumped straight-on, with no knocked rails or rider will not receive points.
Jumping Faults:
Any rail down: Automatic 45
1st refusal or extra circle: 60 points
2nd refusal or extra circle: 70 points
3rd refusal or extra circle: Elimination
A judge will mark a rider's round out of 100 based on jumping style and ability of the horse.
Breed Score & Suitability
1 being that of poor hunter type, to 10 being that of superior hunter type.
This is simply a recommendation. Breed scores are NOT used normally, only to break ties.
A
Akhal-Teke 8
American Paint Horse 10
American Quarter Horse 10
Andalusian 8
Appaloosa 10
Arabian 10
B
Belgian Warmblood 10
C
Chincoteague Pony 7
Clydesdale 5
Connemara 10
Curly Horse 10
E
English Thoroughbred 10
F
Finnhorse 10
Fjord 8
Friesian Horse 9
G
Gotland Pony 9
H
Halfinger 10
I
Icelandic Horse 0
Irish Cob 8
J
Jorvik Pony 5
Jorvik Warmblood 10
Jorvik Wild Horse 6
K
Knabstrupper 9
L
Lusitano 8
Lipizzaner 7
M
Morgan 10
Marwari 9
Mustang 10
N
North Swedish Horse 9
P
Paso Fino 7
Percheron 5
S
Shire Horse 5
T
Tennessee Walking Horse 10
Trakehner 10
W
Welsh Pony 10
E
English Thoroughbred 5
H
Hanoverian 5
L
Lipizzaner 5
M
Mustang 4
*We do not accept generation 1 horses.