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
  • Hunter Hack Pattern
  • 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

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