General Jumper Rules

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Author:
Anonymous
ID:
288437
Filename:
General Jumper Rules
Updated:
2014-11-07 00:12:14
Tags:
EAP
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Description:
USEF Jumper Rulebook: General Rules
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  1. Point State
    State given on membership application
  2. Three roles of judges
    • Judge 
    • Electric timer operator
    • Announcer

    May only perform two roles at a time
  3. Time Allowed
    • Default speed for calculating times allowed is 382 yards per minute (350 meters per minute)
    • Can be adjusted once during first three rounds (Cannot be lowered so one of first three rounds gets time faults)
  4. Point values associated with placings
    • 1st --> 10
    • 2nd --> 6
    • 3rd --> 4
    • 4th --> 2
    • 5th --> 1
    • 6th --> 1/2
  5. Point values with bonus points
    • 1st -->15
    • 2nd -->9
    • 3rd --> 6
    • 4th --> 3
    • 5th --> 2
    • 6th --> 1
  6. Martingale Restrictions
    • < $1,000: No martingale restrictions
    • $1,000 - $4,999: Standing or running martingales
    • $5,000 +: Running martingales only
    • Classes restricted to young horses: Running martingales only
  7. Whip Restrictions
    • Cannot be longer than 30" (75 cm)
    • Cannot carry more than 1
  8. Draw Rein Restrictions
    • Can be used in schooling & classes with <$1,000 prize money
    • Ponies cannot be ridden by a junior in draw reins or running martingales
  9. Start & Finish Lines
    • Start: At least 3.65 m (12') from 1st obstacle
    • Finish: At least 7.30 m (24') from last obstacle
    • Markers should be at lease 3.65 m (12') apart
  10. Maximum inner distance in combination
    39'5"
  11. Competed
    • Enter ring & receive signal to start
    • If you don't complete the round, you have no right to any prize
  12. Time Limit
    • Double time allowed
    • Eliminated if you exceed the time limit
  13. Horse considered to have fallen
    Shoulder & haunch on the same side touch the ground
  14. Table II, Sec. 1
    Time first round

    Faults then time, not J/O
  15. Table II, Sec. 2
    Time first J/O

    • a) Leave & come back for J/O
    • b) Stay in for J/O
    • a/b) Option of leaving & coming back or staying
    • c) Power & Speed
    • d) Predetermined designated # of competitors to J/O
  16. Table II, Sec. 3
    Time Second J/O

    • 1st round & first J/O - Faults only
    • 2nd J/O - Faults then time
  17. Table II, Sec. 4
    Fault & Out

    • No combinations
    • Round finishes w/ first fault
    • 2 points for clean jump, 1 point for fault
    • Scored w/ fixed time or fixed # of obstacles
  18. Table II, Sec. 5
    Fault & Out

    Clearing the most obstacles without faults
  19. Table II, Sec. 6
    Puissance

    • 4-6 single obstacles
    • If no winner after 3rd J/O, Ground Jury may stop competition
    • If no winner after 4th J/O, Ground Jury must stop competition
  20. Table II, Sec. 7
    Six Bars

    • 5 or 6 obstacles in straight line
    • Same height or progressive heights
    • If no winner after 3rd J/O, Ground Jury may stop competitionIf no winner after 4th J/O, Ground Jury must stop competition
  21. Table III
    Faults converted into seconds

    • Jumping faults = +4 seconds
    • Disobediences automatically add time
    • Jumping faults don't count toward time limit
  22. Table IV, Sec. 1
    Optimum time in 1st round

    Optimum time = 4 seconds less than the time allowed
  23. Table IV, Sec. 2
    Optimum time in 1st J/O

    • a) 1st round & 1st J/O decided on faults, then optimum time
    • b) 1st round clean, stay in for 1st J/O.  If there is a tie, then it is decided by optimum time
    • c) 1st round clean (can use optimum time).  J/O starts upon crossing finish line for 1st round
  24. Top Score/Gambler's Choice
    • Certain # of obstacles with point value between 10 & 120
    • 45 - 90 seconds
  25. Take Your Own Line
    • About 10 obstacles scored under table II or III
    • Jump all jumps in either direction in any order and then cross the finish line
    • 1st refusal - time.  2nd refusal - elimination
  26. High Jump
    • Single obstacle starting at 4'6" or 5'
    • 3 attempts to clear a certain height
    • 3 points to clear on 1st attempt, 2 on 2nd, 1 on 3rd
    • Winner - Greatest height or equal with most points
  27. Match Race
    • Table III
    • Compete simultaneously over two identical courses
  28. Rotating Pair Relay
    • Teams of 2
    • Entire course jumped twice
    • One change mandatory
    • Faults = 4 sec
  29. Prize Money Distribution
    • 1st: 30%
    • 2nd: 22%
    • 3rd: 13%
    • 4th: 8%
    • 5th: 6%
    • 6th: 5%
    • 7th: 4%
    • 8th/9th: 3%
    • 10th/11th/12th: 2%

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