Scoring Rules: Scoring will follow USEF Table III - Faults Converted into Seconds
1. Refusals/Disobediences (the first two dashes here refer to Table 111 - Faults converted to seconds JP147 rules) - First disobedience four time penalties incurred (clock keeps running) - Second disobedience four time plus time (clock keeps running) – After second Disobedience rider combination must proceed to the next jumping effort. Four time penalties will be added for the non-completion of a question. Rider will proceeds on to next jumping combination with a total of 12 time penalties added (penalized for both disobediences and non-completion of jumping question… clock keeps running) - If during the first disobedience the jump is altered and needs repair, clock will be stopped while fence is repaired for second attempt. Four seconds time will be added for first disobedience and six seconds (standard) will be added anytime the clock stop’s running. - Combinations – Show jumps- When approaching a triple combination if a second refusal occurs at any effort within the triple (if you have a refusal anywhere in the combination you must re-approach from the A jumping effort). Each horse and rider combination has two attempts to complete entire combination. If you leave the combination, four time penalties will be incurred for every jump not jumped, four time penalties for each disobedience and four penalties for leaving the combination (possible 20 time penalties for a triple)
2. Outside assistance- Permitted - Equipment breaking- outside assistance is allowed but clock doesn’t stop - Off course-outside assistance is allowed again but all jumps must be attempted in the order of the Course Designers map, even if a fence has to be re-jumped no penalties, just time
3. Start and Finish flagged and timed.
4. Eliminations - Fall of horse and rider (fall of horse if shoulder and haunch on the same side hit the ground) if related to a fence. - No penalties if fall is not related to a fence. - If horse and/or Rider should fall and decide to proceed four time penalties are added for fall. If the clock has to be stopped to catch the horse (the clock will be stopped after thirty seconds) the pair will have six seconds added for the clock being stopped, four seconds added for the fall and the added 30 seconds that the clock ran. - Horse refusing forward motion for a period of 30 sec. will be eliminated - Other reasons up to Rider or Judges Committee’s discretion
Scoring for Eliminated Riders -A time will be assigned for the eliminated rider. That time will be the time of the slowest round of the day (in that rider’s discipline) plus 30 seconds.
5. Loose horse Clock will be stopped until horse is retrieved and clock will start again. 30 seconds will be added to final score / four seconds added for fall of rider/ six seconds added for clock being stopped.
6. Faults - Rail 4 faults converted into time, four seconds - First/Second refusal, four seconds - Fall of Rider/Horse, four seconds -Non-completion of combination, four seconds - Knockdown of automatic timing equipment or other designated markers on start and finish lines, or flags standing alone marking the limits of banks ditches and water jumps (Again referring to Table 111 rules),four seconds -Stopping of the clock, six seconds
7. Joker Fence If successfully completed by at Rider, 10 seconds will be subtracted from the individual’s final score. The Joker Fence will depend on the venue. In general, show jumpers will attempt a cross country obstacle equivalent to the most difficult event obstacle. Event riders will have a show jump equivalent to the most difficult show jump question, and polo player will have either a cross country or show jumping obstacle that will be determined at least 48 hours before the competition. 4 seconds will be added to the indicidual's final score if a rail is knocked down.
8. TEAM COMPETITION. There may be a team competition. The organizers must announce at least 2 weeks before the competition the disciplines and number of riders of each discipline that will comprise a team. Teams will consist of as few as three competitors and as many as 6 competitors. There is some discretion on the way team scores will be determined and the organizers must announce the team scoring rules at least 5 days before the competitions begins. Below are three possible team scoring rules, but other team scoring rules can be implemented as long as it is announced 5 days before the competition a) If a team has 4 or more riders and at least 3 of the riders have chosen Eventing as their primary discipline, the event rider with the worst (highest) score will be dropped. However if a team does not have the full complement of riders, no score will be dropped. b) Same as a) but the worst score will be dropped irrespective of their primary discipline. c) No scores will be dropped since even eliminated riders receive a score
8.2 Tie breaker: If a tie should occur, captain's will designate a rider for a jump off. Riders will jump the designated fence, raised 3 inches each round, until a rail is knocked down to determine the winner.
9. MVP Individual Competition. There will always be an individual competition. Individuals will compete against riders of the same primary discipline. The scores from the team competition will be used to determine the winners of the MVP individual competition. There will be as many individual classes as there are disciplines represented for the team competition. If a tie should occur, a single fence jump off will be used to determine the winner
10. Judging: A rules committee of at least 3 individuals will be formed at least 24 hours before the competition to resolve all scoring and riding related issues. No member of the rules committee may be related to a rider or benefit monetarily from the results. |
