RULES:
  1. Entry fees are not refundable or transferable.
  2. Judges’ decisions are final.
  3. Races will run rain or shine, after all, cowboys work in the rain!!  
  4. Times will be converted to points and added to scores, then
    averaged (divided by 3) for total highest score.  .  In the event of a
    tie, advantage will go to the exhibitor with the faster time, after all,
    this is a race!!
  5. We offer Walk/Trot, Incentive & Open divisions at each race with
    separate payouts in each division.  Rider’s status is determined by
    the show committee.
  6. Proper Western attire required.  Helmets or cowboy hats, no ball
    caps.  Boots with heels.
  7. All involvement in this activity, whether as a competitor or as a
    spectator, is at your own risk.  Horses are inherently dangerous and
    by simply being in the vicinity of horses, you accept any and all
    responsibility for any accident, injury or death that may occur to
    you, your family or your horse.
  8. Exhibitors & spectators may walk the course prior to the
    competition only during designated times.  If you do not think you
    or your horse can handle the course, please DO NOT ENTER!!  We
    encourage those interested to schedule a practice time or private
    lesson on the course to safely introduce these obstacles!!
  9. Race course is available for practice for a fee of $20 per horse, per
    visit, with no time limit, contact KC’s ‘tReining” Center to schedule
    an appointment at (440) 636-5177 or email at
    kcstreining@windstream.net.  Private lessons on the course are
    $35/hour.
  10. An exhibitor may show multiple horses, please fill out a separate
    entry form for each horse.   Pre-entry is appreciated but not
    required.
  11. Stalls are available for $20 per day, call or email if you wish to
    reserve one.
  12. We are not responsible for theft or damage to any property, please
    secure all your valuables!!
KC's Ultimate Ranch Race Rules, Obstacles & Scoring
POSSIBLE OBSTACLES:
NOTE:  Combinations are likely.

  • Cross tarp on ground, possibly with logs on it or filled with water
  • Cowboy curtain made of rope, shredded tarp or pool noodles
  • Bridge (possibly rocking or elevated)
  • Jumps:  barrels, culvert, trees, ditches, logs, RR ties, telephone
    poles, etc.
  • Back through:  obstacle, chalk lines, down hill, between logs, etc.
  • Load/unload in trailer
  • Mount/dismount
  • Saddle/unsaddle horse
  • Ride bareback
  • Open/close gate
  • Drag object (tire, sack of cans, sled, log or pallet w/ hay bales on it)
  • Roll-backs
  • Lead changes, lope circles fast & slow, figure 8
  • Pole bending/barrel turns
  • Spins, 360’s (in small box or chalk lines)
  • Shoot starter pistol
  • Shoot paintball gun at silhouettes hidden throughout course
  • Ride through round bale feeder (ring)
  • Ride through pavilion/building
  • Ride past, in between round bales, covered with tarp
  • Put on/take off rain slicker
  • Pick up &/or put down an object while mounted
  • Side pass over something
  • Move designated cow into smaller pen for doctoring
  • Steer daubing
  • Rope designated cow w/ break away Honda (provided)
  • Mount/dismount from off (right) side
  • Ride past fake bear/deer/turkey etc. statues
  • Yellow caution tape
  • Throw lariat/lasso dummy
  • Trot only zones
  • Ground tie
  • Pick up all 4 feet
  • Walk through garbage
  • Dirty campsite, camp fire, clothesline, kiddie pool, campfire,
    dummy
  • Pass near or between clotheslines
  • Catch your horse in a small pen
  • Bridle or un-bridle your horse
  • Ride past/in between flares
  • Carry a flag or tarp
  • Approach a tied horse, un-tie it, pony it & re-tie it
  • Lead horse through downfall
  • Lead your horse
  • Navigate downfall/log jumbles
  • Step up &/or down
  • Carry mail bag/money bag
  • Freestyle/free ride
  • Water crossing
  • Water box
  • Ditch crossing
  • Muddy path
  • Weave through trees
  • Mailbox
  • Duck under low branch
  • Joust, ring carry
  • Moguls, dirt mounds, hills
  • Balloons
  • Walk over mattress
  • Hangman's noose:  raise &/or lower dummy, rescue him
  • Stand on your horse and perform a task
  • Hobble your horse
  • Tarp/flag carry
  • Cross cattle guard
  • Calf/feed sack carry
  • Carry water bucket, dump water out
  • Fly spray your horse
  • Blindfold your horse & lead it
  • Ride through fog emitted from a fog machine
  • Walk over tarp with leaf blower running under it
  • Ride through bubble from a bubble machine
  • Ride past various farm animals, tied, caged or loose
  • Navigate obstacles with loose farm animals in the same area

JUDGING:

Obstacles are judged on overall fluidity, finesse, control, willingness &
correctness.  Horses should be willingly guided with little or no apparent
resistance.  We are looking for horses that can maneuver through a
course of obstacles with physical skill, expression and a good mental
attitude. The horse should travel through and between obstacles with
inquisitive desire to go forward without compromising its calm, relaxed
attitude and way of going. It should approach each obstacle squarely with
authority and correct form, with its own style, yet maintaining its
willingness to be dictated to completely by the competitor with no
apparent resistance.
Obstacles will be judged individually, each obstacle will be graded on a
scale from 0 to 5 points, 5 being very good and 0 being very poor.  ½
point increments are acceptable.
At each obstacle, you will be judged in 2 categories:  0-5 on your
horsemanship and 0-5 on your horse’s performance.  You have the
potential to gain or lose 10 points on any given obstacle (see penalties
below).
Going around an obstacle and not even attempting it, as well as blatant
acts of disobedience such as rearing, bucking, kicking, biting or a fall to
the ground by the horse &/or rider, will result in a -5 point penalty per
offense.
We will be exercising a 30 second time limit on each obstacle.  If you
cannot complete the obstacle within 30 seconds, you will be whistled to
pass it, a score of 0 will be assessed for attempting, but not completing the
obstacle.
Opportunity for extra credit points will be made available at certain
obstacles where the rider can choose a more difficult maneuver to gain
the extra points.  For example, the drop off/step up obstacle has a higher
& lower option for the rider’s discretion.  Also, there may be 2 bridges to
choose from:  one that rocks and one that does not.

HORSE’S GRADING SCALE/SCORING (highest score/time combo wins):
Based on willingness, correctness, attitude

5- no hesitation, [one-handed], superb control, excellent, fluid, fast, very
willing & correct.  Could not be better!!
4 - no hesitation, [two-handed], excellent, timely & correct, willingly
guided with no apparent resistance, horse takes obstacle in stride with no
hesitation and in complete control.
3 - minor resistance, a slight hesitation, no real refusal in horse’s
willingness to accept/navigate the obstacle, but does so with minor
coaxing (or cueing) from rider.
2 - moderate resistance, refuses obstacle once.  Rider must encourage
horse more than a little but horse completes obstacle.
1 - major resistance, horse refuses multiple times, rider must really
encourage, ultimately completes obstacle.
0 - very poor, horse refuses obstacle multiple times, ultimately does not
complete.
-5 POINT PENALTY  for not attempting obstacle.         

RIDER’S GRADING SCALE/SCORING:
BASED ON HORSEMANSHIP (RIDING ABILITY), OVERALL
PRESENTATION, SHOWMANSHIP, EDICATE, PROFESSIONALISM

5 = excellent
4 = above average
3 = average
2 = below average
1 = poor
0 = does not complete obstacle
-5 = does not attempt obstacle = -5 POINT PENALTY!!

30 SECOND TIME LIMIT PER OBSTACLE:  In consideration of other
exhibitors and spectators, if your attempt at an obstacle lasts longer than
30 seconds, you will be whistled to pass it and be given a score of 0 for
attempting but not completing the obstacle.  At each of our races, we will
allow each exhibitor access, free of charge, to the course that same day
immediately after the last exhibitor to re-introduce your horse to any
obstacles you feel need improvement.  

PENALTIES:

A -5 point penalty in each of the 2 categories will be assessed for EACH
obstacle that the exhibitor does not even attempt.  -10 total points per
obstacle not attempted!!
A -5 point penalty will be assessed for EACH occurrence of blatant acts of
disobedience such as rearing, bucking, kicking, biting or a fall to the
ground by the horse &/or rider.
A -5 point penalty will be assessed in the horsemanship category for
EACH occurrence in the event that the rider goes off course or varies
from the designated pattern in any way.

DISQUALIFICATIONS:

If the rider falls off of his horse or the horse gets loose and cannot catch &
re-mount without assistance within 1 minute, he/she will be disqualified.

In all cases, benefit of the doubt will always go to the rider.

CONVERTING TIME TO POINTS:

Times will be converted to points based on number of entries.  For
example, if there are 15 entries, the fastest time will receive 15 points,
second fastest time will receive 14 points, etc. down to the slowest time
receiving 1 point:
1=15pts.
2=14pts.
3=13pts.
4=12pts.
5=11pts.
6=10pts.
7=9pts.
8=8pts.
9=7pts.
10=6pts.
11=5pts.
12=4pts.
13=3pts.
14=2pts.
15=1pt.
The points from all 3 categories will then be added together and divided
by 3 to get the average score.  This is the most accurate way to ensure
that all three categories (horsemanship, horse’s performance and time)
are all equally important.  In the event that there is a tie, the favor will go
to exhibitor with the fastest time, in the event that there should happen to
be a tie in the time category, the horsemanship category will be the next
deciding factor.

 
Counter
Round Bale Ring
Bank
Pinwheel
Big Bridge
Back-thru
Round Bale Squeeze
Cowboy Curtain
Dirty Campsite
Tarp & Log Jumble
RR Tie Jumps
Small Bridge
Rider's choice:  left one rocks
right one is flat.
Mini-Mogul & Mud Crossing
Pass Fake Deer
Run & Stop inside 4 cones
A.D.A.P.T.
KC's Quotable Quote:

"Luck is where preparation
meets opportunity."