Competition in Indoor Arena, warm up Outdoor
Accumulator Classes: each jump will have a number of points. Riders will complete the set course; clearing a jump equals the allocation of points, knocking or refusing equals the deduction of points per jump. Clearing the joker fence adds 10 points to a rider’s overall score. Highest score wins.
Speed Classes: round timed for the whole round. Fastest clear round wins.
Topscore: each jump worth its number in points. Jump as many as you can in the time allowed! Jumps can be jumped as many times as you like, and uprights can be jumped in either direction. Jumping an oxer backwards results in elimination. Tracks cannot be crossed between fences or a refusal will be given. Three refusals leads to elimination. If a fence is knocked down there is no faults, but no points will be awarded and the jump cannot be jumped again.
Pairs: Riders must both complete course against the clock one after the other. Rider 2 is not to leave the competitors box until Rider 1 has all 4 feet inside the box. Faults to early exiters, timer starts at Jump 1 with Rider 1 and ends with the last fence of Rider 2. Both riders will only be eliminated by refusal if one horse/rider combination stops more than once at any single fence or if both riders accumulate a total of 4 stops between them.
Café open for refreshments all day!
Beechwood EC Terms and Conditions apply, can be found on our website or in reception

