The purpose of hunter hack is to give horses an opportunity to show their expertise over low fences and on the flat. It is also an introduction to over-fences classes. The horse should move in the same style as a working hunter horse.

Judging
The class will be judged on the following criteria:
- Even hunting pace
- Manners
- Way of going
- Jumping style
- Flat work
The class has two components:
- Fence work, which represents 70% of the score (scored the same as working hunter)
- Rail work, which represents 30% of the score
- Horses are shown at the rail at a walk, trot, and canter both ways of the ring with light contact.
Requirements
- Fence height is between 2 and 3 feet
- Two fences are set either 36, 48, or 60 feet apart (increments of 12 feet), but no shorter than 36 feet
- There must be 3 to 5 strides between fences
- Number of strides is determined based on a 12-foot stride
- 6 feet for take-off and 6 feet for landing
- Determining number of strides example:
- 60 feet between fences = 4 strides
- 60 feet – 6 feet for landing – 6 feet for takeoff = 48 feet
- 48 feet divided by 12 feet per stride = 4 strides
- 60 feet between fences = 4 strides
Scoring
Scores range from 0 to 100, with a minimum of 70% of the score coming from the fence work and a maximum of 30% of the score from the rail work.
Credits
Hunter Hack horses are credited for the following:
- Even strides to the fence and on the rail
- Even cadence
- Attentive look
- Soft in the bridle
- Quality shape over the fences
- Easy way of going

Faults
- Being on the wrong lead and/or diagonal at the trot
- Excessive speed or slowness
- Breaking gait
- Failure to take gait when called
- Head carried too low or too high
- Nosing out or flexing behind the vertical
- Opening mouth excessively
- Stumbling
Major and Minor Faults over Fences
- Faults can range from 1, 2, 3, 5, to 10-20 points
- The most severe faults include:
- Hanging one leg down
- Use of whip
- Trading leads (after corner and more than two strides out)
- Leaving off one leg
- Knockdown
- Trotting on course
- Failure to obtain lead through corners and end
- Disobedience
Disqualification
- A total of three disobediences which can include:
- Refusal
- Stop
- Run out
- Extra circle
- Jumping an obstacle before it is reset
- Bolting from the arena
- Off course
- Deliberately addressing an obstacle
- Failure to trot the horse in a small circle on a loose rein for soundness, after jumping the last fence, while still mounted and prior to leaving the arena
- Falling off
Resources
- AQHA Rulebook
- APHA Rulebook
- Basic Fence Positions Video
- Example Scoresheets




