This is part of a game called Caballus





Obstacle Driving






Obstacle Driving is the Show Jumping of the driving world. The horse is driven through a course of obstacles, typically marked with traffic cones with a ball balanced on each cone. A fault occurs for disobedences (run outs, refusals, ect.) and knock downs (dislodging the tennis ball or another obstacle marker being used). Due to the use of cones as markers, obstacle driving is sometimes refered to as "cones." Obstacles may made of up to three parts, and the multiple obstacles could be U or L shaped marked out by jump rails, or serpentine or zig-zag cones the horse must weave through, or a low wooden bridge with cones marking the entry and the exit. The typical gait used for obstacle driving is the trot, with some classes restricted only the trot and penalizing a break in gait to the canter.

Obstacle Driving is run very similarly to show jumping competitions. Instead of an increase in jump height to make a harder level, width of clearence between the obstacle markers is decreased to make the competition harder. The point of obstacle driving is to test the fitness, obedience, and suppleness of the horse(s), though skill on the part of the driver is also greatly important. A typical Fault competition the horse incurs faults for disobediences and knock downs, and any time penelties will be added as faults. A "drive-off" takes place to determine a winner if there is a tie in faults between competitors. Besides the typical fault classes, there are time competitions and specialty classes.


Obstacle Driving Classes


Time Competition: To be driven over a prescribed course of obstacles. The number of obstacles to be proportionate to the dimensions of the driving area not to exceed 20 obstacles. After passing the starting line, the driver shall proceed through each obstacle in order to the designated finish line. Course faults are assessed as penalty seconds and are added to the driver’s elapsed time. Placings are determined on a low total time basis. Ties for first will be decided by a drive-off (unless otherwise stated in the prize list). The following occurances will add five seconds to the competitors time: Knocking over start or finish marker, Knocking down or dislodging obstacle, break to canter (for 3 or more strides), 1st disobedience (run out, refusal). 10 seconds will be added for a 2nd disobedience on the course. Elimination occurs if the horse breaks to the canter four times while on course, canters for a prolonged period of time, has a third disobedience (ie: 3 refusals results in elimination), or goes off course.


Fault Competition: To be driven over a prescribed course of numbered obstacles. The number of obstacles to be proportionate to the dimensions of the driving area, not to exceed 20 obstacles. As this class should be considered a test of precision driving, the obstacles are set at minimum clearence width if the level of competition warrants. After passing through the start line, the driver shall proceed through each obstacle in order and through the finish line. Placings will be determined on a low fault basis. Time faults and course faults will be added together for a total score. Time will decide ties. If a tie for first place occurs in both faults and time, the winner will be decided by a drive-off. A knock down or dislodged obstacle will result in four faults, a break in canter will result in 5 faults, a disobedience will result in 3 faults for the first incident, and 6 faults for the second disobedience. Elimination occurs if there is a third disobedience, four breaks to canter, a prolonged canter, or going off course.


Cross Country Obstacles: This is a fault competition driven over a prescribed course of natural and/or artificial obstacles designed to simulate those that might be encountered on a country drive (i.e. bridges, water, log pile, farm animal pens, etc.) Obstacles should be designed to be easily driven and are not to simulate Combined Driving Obstacles. Faults and structure of the class are the same as any Fault Competition.


Scurry Obstacle: This is a type of time competion driven over a course of unnumbered obstacles consisting of cones and balls, or the equivelent, not to exceed 10 obstacles. After passing the start from any direction, the driver shall proceed at the trot through each obstacle from any direction, in any order. Each obstacle must be driven once. Upon completion of the course, the driver must pass through the finish from any direction, where time will be taken. Refusals, run-outs and circling will not be penalized. Course faults will be scored as penalty seconds and added to the driver's elasped time. Placings will be determined on a low total time basis. Ties for first place will be broken by a drive-off, unless otherwise stated in the prize list. Five seconds are added to the time for each knock down or break to canter. Four breaks to canter, or prolonged cantering, will result in elimination.


Double Jeopardy: Driven over a prescribed course of obstacles (paired markers) by an entry consisting of horse(s), vehicle and two drivers. 8-10 obstacles are recommended as a course length, but the number can be adjusted to be proportionate to the dimensions of the driving area. After passing the starting line, the first driver shall proceed through each obstacle to the designated finish line. At this point, after coming to a complete stop, the reins are passed to the second driver who must drive the course in reverse order. The penalties are the same as in a Time Competition.


Pick Your Route: To be driven over a course of obstacles (paired markers) with no set route. The number of obstacles to be proportionate to the dimensions of the driving area. Not to exceed 20 obstacles. After passing the starting line, the driver shall proceed through each obstacle to the designated finish line, choosing his own route. Each obstacle is to be negotiated once and only once, but may be approached from either direction. Course faults are scored as penalty seconds and are added to the driver’s elapsed time. Placings are determined on a low total time basis. Ties for first will be decided by a drive-off (unless otherwise stated in the prize list). The horse may not break from the trot, either to walk or to canter. Penalties are very similar to that of a Time Competition, with the added penalty of 10 seconds for driving through an obstacle more than once. Any break from the trot (walk or canter) is considered the same as a break to canter in a time competition.


Fault and Out: To be driven and timed over a course of numbered obstacles, the number of obstacles to be proportionate to the dimensions of the driving area, not to exceed 10 obstacles. After passing the starting line, the driver shall proceed through each obstacle, in order, until the allowed time expires or an obstacle is dislodged or a disobedience occurs. If all the obstacles are completed cleanly before the allotted time expires, the driver will continue around the course beginning with obstacle #1 without passing through the start. Two (2) points will be scored for each obstacle cleared and one (1) point for an obstacle which is knocked down or dislodged. When time expires or an obstacle is dislodged, a signal will be given. The driver shall then proceed through the next consecutive obstacle where time will be taken upon clearance of the rear axle. No score is given for the obstacle driven after the signal. No time will be recorded if the obstacle driven after the signal is dislodged. A disobedience (refusal, run-out, circle) will incur elimination, as will going off course, or failing to drive through the next consecutive obstacle. The score of any eliminated driver counts up to the point of their elimination. The competitor with the highest score at the end is the winner.


Progressive: Driven at the trot with a set time over a course of six numbered obstacles which will be adjusted to the following clearances: #1 - 20", #2 -16", #3 - 12", #4 - 8", #5 - 4", #6 - 2". After passing the starting line, the driver shall proceed through each obstacle, in order, until finishing the course or dislodging an obstacle. Time will be stopped when the rear axle clears the last obstacle or when an obstacle is dislodged. A disobedience (refusal, run-out, circle) will be scored as a dislodgement of the obstacle at which the disobedience occurs - no time will be recorded at the signal. The score up to the disobedience shall count, but no time will be recorded. Going off course, or breaking from the trot to either canter or walk will incur elimination. The score of an eliminated driver shall count, up to the point of elimination. Placings will be determined by the greatest number of points. Time will decide ties. If a tie remains with equal points and time, the winner will be decided by a drive-off.


Gambler's Choice: For all you jumpers out there, you probably have already guessed that this is just like a jumper Gambler's Choice class, and you're absolutely correct. A course of unnumbered obstacles are set and each are assigned a point value. Each driver is given a set amount of time to drive as many obstacles as possible. The more difficult the obstacle, the higher its point value. The point is to gain as many points as you can, but driving as many obstacles as the driver can manage. Each obstacle can be driven in any order, from any direction, and may be driven twice, provided it is not driven twice in succession. Obstacles may be driven again after the second time, but no points are awarded. If an obstacle is disturbed (knocked down) no points are awarded and the obstacle may not be driven again. The competitor with the score is the winner.









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