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General Rules

Horses and Riders

  • Participants in the competition must compete on only one horse, declared before the competition.  A horse can be ridden by a maximum of two riders at one competition.  Naturally, the horse will not be allowed to compete if it is lame.  Additionally, a rider can be heavily penalized or disqualified for cruelty to the horse.

  • Any kind of tack can be used, but the saddle must have a maximum of two “handles”—a saddle horn on the pommel and a strap, handle or horn on the cantle—and a strap tying the stirrups together under the horse’s belly (skashovka in Russian).  Some riders may affix one additional strap to their saddle to hold onto when they pick up objects from the ground, and special detachable straps are necessary to perform a couple of the advanced tricks (this will be noted in their descriptions).  Aside from that, no other straps or handles are allowed. 

  • The rider’s costume is usually not heavily regulated at local competitions, though there is a general air of formality: hair should be neat and the upper body (though not necessarily arms) covered; breeches or cavalry uniform pants, plus flexible boots for trick-riding, should be worn on the legs.  Typically, riders are required to wear headgear (a traditional cap or hat of some sort) during the weapons phase.  At international competitions, riders should wear costumes that represent the traditions of their country—either a folk costume or military/police uniform.

A man in Cossack costume on a horse, throwing a knife

The Field

  1. Competition is to take place in arenas meant for show-jumping or dressage, on horse-racing tracks, or in other locations with footing and conditions suitable for equestrian competition.

  2. The track is to be 150-300 meters long in total.  The length of the track marked off for competition should be no shorter than 40 meters, and no narrower than 4 meters.  The track can be circular, or it can be straight (for example, at a racetrack).  On a circular track, the start and finish lines can be in the same place.

  3. If there is not enough space to maintain the minimum distance between targets in the weapons phase, then fewer targets can be used.  However, every type of weapon must still be used during this phase.

  4. The spectators must be protected from possible damage during the weapons section.  For example, targets may not be placed as such that the athletes will throw or shoot weapons toward the spectators, if the distance between the target and spectators is under 20 meters.

  5. Start and finish lines must be marked with flags—a red one to the right of the rider’s path and a white one to the left.

  6. A fence or rope must be used to mark off the space where the competition will take place.  This can be one long line or two parallel ones if the track is set up in an arena.

On Course

  1. After a rider is called onto the field, they must ride out within one minute.  The organizers will then check the readiness of the field, judges, and rider before giving permission to start. After permission is given, the rider has 40 seconds to cross the starting line and begin their round.

  2. To have rounds in the weapons section counted, the rider must cross the finish line carrying their sword, sheath, pistol and holster (or their bow during the bow round).  If any of these items are dropped, the rider must pick them up before crossing the finish line.  Otherwise, their results will not be counted.

  3. After finishing a weapons round, the rider must collect all their weapons from the field—knives, arrows, etc.  Helpers are allowed to assist them, but only when their round is already over.

  4. Absolutely no one is allowed to step onto the track to help or hinder the riders during their rounds.  Measures should be taken to stop horses/dogs/people from wandering onto the track by chance.

  5. If the rider is given permission to start, but part of the field is not ready, any target that was not ready is counted as a hit, and any obstacle that was not set up is counted as cleared.

  6. The rider may cross the start and finish lines at any pace, as long as they are on their horse.

Time Limits and Bonuses

  1. The time of each round is measured and can influence a rider’s score.  Time is counted from when the sportsman crosses the starting line to when they cross the finish line.  Partial seconds are rounded up.

  2. The ideal time is calculated by the judges based on the distance of the field, the type of footing, the safety of riders and horses, the level of the athletes, and a general assumption of 550 meters per minute.

  3. For each second over the ideal time, a rider receives one penalty point in every phase.

  4. For each second under it, a rider gets a bonus of 0.5 points.  However, this only counts if all tasks are completed during the phase.  This is most notable in the weapons phase: a rider must hit at least one target with every weapon but the knife (the knife, since it has only one target, is counted along with the pistol) to receive bonus time points. 

Rules for the Trick and Weapons Phases

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