P'n'F Equestrian Club

Winning Ways Play Day Aug 6, 2022  1:30 PM

A Play Day is, just like its name suggests, an opportunity to do something that is more engaging for rider and horse than their usual training and work.  Riders get to showcase their connection with their horses in a less formal way than is expected in the Show Ring.  Good horsemanship and sportsmanship are still expected of all riders and good behaviour is expected of all horses.

All riders should consider wearing an ASTM properly fitted helmet during the Play Day and an approved helmet is mandatory for anyone under 18 years of age. Horses must be clean and neatly turned out, tack must be clean, properly fitted and in compliance with Equestrian Canada Rules and Regulations. Clean workmanlike attire, either English or Western, to match the horse’s tack is required of riders.

Divisions will be Junior: under 16 (may lope/canter)

                            Senior: 16 and over 

                             W/T:  any age but must not lope or canter


Anyone who has not yet signed a waiver, please arrive before 1 p.m.

Those who have not trained at Winning Ways this year, will be allowed one Practice Run through the obstacles BEFORE 1:30.

Class Descriptions

Obstacle Course:  elements of our "in situ" Trail Class will be turned into a “parcours” or course through which riders must move efficiently and accurately to receive the best possible time.  Senior and Juniors may lope/canter but only if it will improve their overall time, W/T may only walk and jog/trot.  All elements will be numbered as in WE competition.  Failure to follow correct order will lead to elimination.  Two attempts at any one element, one missed element allowed (time penalty of 15 seconds will be  allocated). Third attempt or missed second element causes disqualification.


Command Class: riders are eliminated, one at a time at the discretion of the ring steward as commands are not executed correctly.  It is neither a race nor a gymkhana event. It is a competition that exhibits the abilities of a well-trained, responsive performance horse.  Commands will be suitable to the division participating and may include transitions to or from halt as well as backing or lateral movements.

Keyhole: participant rides down the arena, crossing the start/finish line, passing between the two pairs of cones, circles around the barrel, passes back through the 2 pairs of cones and crosses the s/f line. Circle around the barrel may be in either direction. Knocking over a cone causes disqualification.

Big M: rider crosses start/finish line, rides down to the barrel on the Left, makes a right-hand semi-circle, rides back to the center barrel, makes a left-hand semi-circle, rides down to the Right barrel, makes a right-hand semi-circle and crosses the finish line.  Pattern may be run in reverse i.e. left/right/left.  Failure to follow pattern or crossing finish line before completing pattern causes disqualification. Tipping a barrel—5 second penalty.

Stuffy in a Bucket:   riders begin by picking up a stuffy from the barrel, racing down to the tub at the other end of the arena and putting stuffy in the tub. If the stuffy is dropped outside of the tub, rider must dismount and put stuffy into the tub, then remount to continue the race. Riders continue until all the stuffies are in the tub. Then they race back to the barrel end to cross the finish line.  Race may be run in heats of 4 to determine winner. Heat winners will race to decide who receives the prize. 

Walk/Trot/Canter & Lead:  riders do exactly as the name suggests, ride at walk across the arena, ride back across in trot, ride across at canter, dismount and lead horse back to the finish.  Any break in gait (e.g. trotting instead of walking) and rider must return to fence and start again at the correct gait.

Wild Lark: riders cross between a pair of pylons weave around 3 barrels and return through another set of pylons to stop the time.  May be run starting on either side.  Tipping a barrel—5 second penalty.





Hurry Scurry:  The rider proceeds in a straight line over the jumps, around the barrel, over the remaining jump and back across the start/finish line.  This event is best done in an English saddle!!

Treat on a Spoon  Horse Treats will be placed in buckets on barrels.  Each rider uses only their spoon to take a treat out of the bucket and carry it back over the Finish-Line.  Once back to finish side of the Line, participants can feed their treat to their horse.  If rider drops their treat on the way back to the Finish-Line, they must return to bucket and get another treat and carry it all the way back to the Finish-Line. This race will be run in heats. All winners of heats compete for a mini-bag of treats. 



Schedule of Events

Obstacles  Sr, Jr, W/T

Command W/T, Jr, Sr

Keyhole Sr, Jr, W/T

Big M  W/T

Stuffy in a Bucket Jr & W/T

Wild Lark Sr

Walk/Trot/Canter & Lead  Jr

Hurry Scurry  Sr

Treat on a Spoon  W/T, Jr, Sr