2009 Hunter Derby Finals Specifications
Course Requirements
A. Qualifying Round and Classic Hunter Round.
a. 10 jumps minimum
b. Fence height 3’6-3’9
c. There must be four 4’0 fences in the course, set as option jumps
d. At least one In and Out
e. At least one Bending Line
f. At least one line with an unrelated distance
g. One long approach
h. Jumps:
• Obstacles must simulate those reminiscent of the hunt field and course must offer a variety
of Derby jumps with different appearances such as: natural post and rail, stone wall, white
board fence or gate, coop, aiken, hedge, oxer, brush, logs, natural foliage.
• Natural obstacles such as banks and ditches are encouraged
• A 3” difference is required for the back element of an obstacle
• Ground lines are not to exceed 18” in depth from the vertical plane of the jump. For
appropriate jumps, no ground line is acceptable. Ground lines must be of one material
for each jump.
B. Handy Hunter Round.
a. 8 jumps minimum
b. Fence height 3’9
c. There must be four 4’0 fences in the course, set as option jumps
d. The course must have a minimum of 2 of the following options: trot jump, open gate while
mounted, lead over a jump, tight turn option, clever options for jump approaches, halt
and/or back, walk an obstacle not to exceed 18” in height.
e. Jumps:
• Obstacles must simulate those reminiscent of the hunt field and course must offer a
variety of Derby jumps with different appearances such as: natural post and rail, stone wall,
white board fence or gate, coop, aiken, hedge, oxer, brush, logs, natural foliage.
• Natural obstacles such as banks and ditches are encouraged
• A 3” difference is required for the back element of an obstacle
• Ground lines are not to exceed 18” in depth from the vertical plane of the jump.
For appropriate jumps, no ground line is acceptable. Ground lines must be of
one material for each jump.
C. Jump Off Round
a. A minimum of 8 fences
b. Fence height 3’9
c. There must be a minimum of two 4’0 fences in the course, set as option jumps
d. The course must have a minimum of 2 of the following options: trot jump, open gate while
mounted, lead over a jump, tight turn option, clever options for jump approaches,
halt and/or back, walk an obstacle not to exceed 18” in height.
e. Jumps:
• Obstacles must simulate those reminiscent of the hunt field and course must offer a
variety of Derby jumps with different appearances such as: natural post and rail, stone wall,
white board fence or gate, coop, aiken, hedge, oxer, brush, logs, natural foliage.
• Natural obstacles such as banks and ditches are encouraged
• A 3” difference is required for the
back element of an obstacle
• Ground lines are not to exceed 18” in depth from the vertical plane of the jump. For appropriate
jumps, no ground line is acceptable. Ground lines must be of one material for each jump.
Tie Breaking Procedures
For awards and to determine order of go, if applicable, all ties in Round #2 and Round #3 will be decided by the tie breaking judge’s panel for each round.
All ties for Overall Champion will compete over a jump off course consisting of a minimum of 8 fences. If a tie occurs after the jump-off, the exhibitors will be named co-winners, will evenly split the prize money and receive equal points, but tied entrants must determine the distribution of awards between themselves.
All other ties in the Overall standings will be decided by first using the total of the bonus point scores from Round I and if further ties remain, by using the total of the bonus point scores from the Handy Hunter Round. If any ties still remain, they will stay tied, evenly splitting the prize money and receiving equal points, but tied entrants must determine the distribution of awards between themselves.
Order of Go
Round #1 (Qualifying Round) order of go will be determined using the money won qualifying list by dividing the top 75 horse/rider combinations, including horses tied for 75th place, into three groups, based on lowest to highest money won. Each of the three groups will establish an order within the groups using a random draw. The three groups will compete from lowest to highest money won.
The Round #2 (Classic Hunter Derby Round) order of go will be determined by random draw at the Draw Party.
Round #3 (Handy Hunter Round) order of go will be determined by the scores from Round #2, with lowest score returning first and highest last.
Back to back entries of same rider will use JP 112 to determine order.
If the same rider has two horses drawn too close together, the order may be adjusted so that there will be a minimum of six horses (if available) separating them. The horse drawn first will move up as far as possible in the order before the second horse is dropped down. All horses must be ridden in the sequence that appears on the jumping order in all rounds of the competition, unless class specifications call for a new order for a second round and/or jump-off.
Jog Format
All horses will jog prior to the start of Round #2
All horses must be presented by a handler who must be appropriately attired in clean clothes and hard sole shoes. Shorts, sandals and t-shirts are not permitted.
All horses must be presented at the jog in a conventional hunter bridle, including noseband.
The judging panel for the Official Jog will consist of the Competition Veterinarian and a minimum of two Judges from the panels officiating for the Finals. Following consultation with the veterinarian and participating judges, the decision of the judges is final.