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Blue doves alliance

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Beginner Moves

Curl Comb  ━ A curl immediately into a comb.

Curl Slant  ━ A curl immediately into a slant without releasing your turn key. 

Strike Curl  ━ Canter curl in the direction called, then rear (X) when your front hooves reach your original axis. 

Case Curl  ━ Canter curl, but you halt on the slant angle before you complete the curl.

Buckle ━ Curl over on the first go, then curl over the same direction again on the second go.

Dodge  ━ Curl over in the direction called, then curl over in the opposite direction. 

Bear  ━ Curl over but you return to the original axis using the slant lines.

Bear Belt ━ Lead will bear on go or at the wall, all others follow the leader.  

Keyhole  ━ ¾ of a curl that results in a comb.

Key Curl  ━ Curl in direction called, then keyhole in the same direction, resulting in a comb going the opposite direction. 
Coil  ━ Keyhole, then halt as soon as you are straight. 

Bristle ━ Comb on the first go, then curl over away from the lead on the second go. Cut towards the lead at the wall.  

Feather  ━ While on a mid, odds will comb the direction called and evens will comb the opposite direction.

Couple  ━ Odds comb on go, evens follow behind odds. This results in partner groups, or “couples”. 

Ladder ━ Curl comb the direction said on the first go, then curl comb the opposite direction on the second go to remerge the line.

Switch  ━ In a waterfall, on the first go everyone will comb in and through the gaps, on the second go everyone will cut back towards their leads. 

Wolf ━ From a halt, rear and quarter pivot at the same time.

Beginner moves

Intermediate Moves

Jupiter ━ Odds trot curl and evens canter curl in the direction called.

Pluto ━ Odds walk curl and evens canter curl in the direction called.

Venus ━ Odds walk curl and evens trot curl in the direction called.

Screw  ━ Odds double curl and evens fate, all in the same direction. The first curl should be the same direction while the second curl is a wave.

Triple Curl  ━ Walk curl, trot curl, then canter curl.

Star Curl ━ Walk curl, canter curl, then trot curl.

Orbit  ━ Walk curl into a canter curl.

Box Curl  ━ 4 cuts called in the same direction, done individually by each rider. Go’s should be called evenly to form a box. 

Reverse Curl ━ Ride the gaits of the curl said in the opposite order. (For example, Reverse Bee Curl: canter curl then trot curl). 

Halfway  ━ A curl that is half at trot, and half at canter. Transition one step early into the cantered half. 

​Bee Thread  ━ Bee curl but called like thread, odds bee curling on the first go and evens bee curling on the second. 

Mist  ━ Curl the direction called then curl over the opposite direction.

Storm  ━ Mist but in a wave, resulting in a waterfall.

Deflect  ━ Curl over in the direction said, then curl in the opposite direction.

Over Comb  ━ Curl over in the direction said, then comb the opposite direction.

Back Cast ━ Curl in the direction said, then back slant in the opposite direction. 

Fortune ━ Curl in the direction said, then keyhole the opposite direction.

Cub ━ On the first go slant in the direction said, then on the second go curl over the opposite direction.

Lock  ━ On go key hole the direction called, then when your back hooves reach your original axys key hole the opposite direction.

Lush  ━ Keyhole the direction said each time the commander calls go until asked to go straight.

Polar ━ Bear in the direction said on the first go, then bear in the opposite direction on the second go.

Resist ━ Retreat curl in the direction said, then curl over the opposite direction.

​Ash  ━ While in a comb, on go riders will curl comb in the direction called resulting in a merged line.

Fish ━ Ride 225° of a curl, resulting in a back slant headed from the original axis in the opposite direction as the curl.

Ribbon ━ Ride 315° of a curl, resulting in slant headed towards opposite direction as the curl. 

Shield ━ On the first go, slant the direction called. On the second go, keyhole the same direction. 

​​Split U-Turn  ━ On go, odds will curl over right, and evens will curl over the opposite direction. When “merge” is called, everyone will curl over inwards to merge the line.

Fish Hook  ━ On the first go odds will curl comb, and on the second go the evens will curl comb. The go's should be commanded quickly so evens seem to follow the odds track.

Join ━ From split lines combing towards each other (in waterfall alignment), even’s will curl over towards their partner and adjust behind them into couples. 

Fly ━ With split lines riding across the dye from the same short wall aimed at mid, all riders adjust straight on go before crossing mid to create an action arrow.

Half Revolve ━ Lines split across from each other (in waterwall alignment) will comb in, then on go curl over around their partners (rider on their lefts) and head back the direction they came from.  Call the go when riders’ horses’ noses are about to meet. 

Full Revolve  ━ Lines split across from each other (in waterwall alignment) will comb in, then on go curl around their partners (rider on their lefts) and continue straight in their original direction.  Call the go when riders’ horses’ noses are about to meet. 

Key Switch  ━ While in a waterfall, on go keyhole out and pass through the gaps, then on the second go keyhole away from your line leads to be put back in a waterfall. 

Slant Switch ━ From a waterfall, slant in on the first go, then cut back straight on the second go. 

Numbered Tier ━ Riders will tier in the number groupings called. (For example: Three Tier - The first three riders cut on go, all others tier behind to repeat the pattern).

Snake  ━ A move with consecutive go’s. On the first go, riders will curl over in the direction called. Every go after riders will curl over the opposite direction as before.

Intermediate moves

Advanced Moves

Galaxy  ━ Walk curl in the direction called, then canter curl in the opposite direction.

Rumble  ━ On go odds do a normal triple curl, and evens do a reversed triple curl. The trot curl should be aligned if the move is perfectly timed by all riders. 

Combo  ━ Riders will curl over the direction called, then curl the opposite direction, and then curl over the original direction called back into one line. 

Bounce ━ Dodge then curl, both in the same direction.

Squiggle  ━ A dodge, but with an additional curl over on the end going the original direction called. 

Obi  ━ Twist, wave, twist, wave, all in the direction called with each go. 

Paddle ━ Curl in the direction said, then ribbon in the opposite direction.

Pin ━ Curl in the direction said, then fish in the opposite direction.

Scale ━ On the first go, fish in the direction said. On the second go, fish the opposite direction.

Shark ━ On the first go, fish in the direction called. On the second go, ribbon the opposite direction.

Ruffle ━ On the first go, ribbon in the direction said. On the second go, ribbon the opposite direction.

​Sword ━ On the first go, slant in the direction called. On the second go, ribbon the same direction.

Tackle ━ A twist, but riders curl one direction then fish the other direction.

Twist Tie ━ A twist, but riders curl one direction then ribbon the other direction.

Horizon ━ On the first go, comb. On the second go, slant towards the lead. On the third go, adjust to the lead.

Button  ━ On the first go, odds comb. On the second go, evens keyhole the opposite direction. This should result in couples. 

Clover  ━ 4 key holes in a right, left, left, right pattern (or vise versa).

4Leaf  ━ Clover but in split directions, odds going the direction called and evens going the opposite direction. The last go is called like a snap.

Chevron  ━ Case in split direction, but you continue cantering on a slant afterwards away from mid. 

​Atomic  ━ While in a waterfall lines curl away from each other, then curl over towards each other to merge.

Double Cut ━ Riders must label themselves from 1 to 4 within their line. On go, the first and third rider in the first group of 4 will comb, and the second and fourth riders will follow them in couples. This pattern will repeat down the line, with first and third riders following the path of those in front of them.

Key Revolve  ━ In a waterfall, comb inwards then keyhole towards your partner (the person to your left). Should result in 2 merged lines headed away from each other. 

Salsa ━ Revolve, but odds cut and evens keyhole towards their partner, resulting in couples.

Tango ━ Revolve, but odds keyhole and evens curl comb towards their partner, resulting in couples. 

Waltz ━ Revolve, but odds curl and evens retreat curl towards their partner, resulting in couples. 

Part ━ From a rein, the first two riders in line will belt in to merge in a couple. The second set of riders in the lines will belt out. This pattern will repeat down the line. 

Snap  ━ While split and across from each other (in waterfall alignment), lines will comb in towards each other, then on go everyone will key hole away from their lead to merge into one line. Line lead will key hole towards their line. Call the go when riders’ horses’ noses are about to meet. 

Swirl ━ From a wide rein, on the first go switch. On the second go, half revolve. On the third go, slide towards the lead into a rein once again.

Advanced moves

Elite Moves

───●  Elite Moves  ●───

Wind  ━ On go odds will do a retreat curl while the evens do a mist all in the same direction.

Dribble ━ Odds bounce while evens curl and then dodge, all in the same direction.

Butterfly ━ A trot fate followed by a canter fate, both in the direction called.

Doodle ━ Odds dodge and evens squiggle in the direction called.

Mixer ━ On the first go, odds orbit fate in the direction called. On the second go, evens reverse orbit fate in the same direction. 

Orion  ━ Odds star curl fate in the direction called while evens triple curl fate in the opposite direction (all riders should switch directions each time they curl).

Roll Over ━ Odds ride a curl over in the direction called one gait faster than their current gait and adjust themselves to end up comb aligned beside the rider who was behind them in their original gait. 

Shoelace  ━ On the first go, fortune wave. On the second go, half revolve with your partner. 

Snowman  ━ Canter curl over, then trot curl over the opposite direction, then walk curl, then trot curl over the opposite direction, then canter curl over. 

Triple Triple  ━ Walk curl, trot curl, canter curl, trot curl, walk curl, all in the direction called. 

Unwind  ━ Ride a transition curl in the direction called, then ride the reverse of that curl in the opposite direction. (For example: Bee Unwind Left - Bee curl left, reverse bee curl right). 

Mickey ━ A thread, but odds fate on the first go and evens curl on the second go. Evens will end up in front of odds.

Minnie ━ A thread, but odds fate on the first go and evens mist on the second go. This will create split lines heading in opposite directions.

Mel  ━ On the first go odds will curl comb, and evens will do a normal comb. On the second go the evens will curl away from their lead to bring both lines into one comb.

Boomerang  ━ On the first go, dodge wave. On the second go, comb in. On the third go, dodge the opposite direction of the first dodge.

Dragonfly  ━ On the first go, feather. On the second go, mist towards the lead. On the third go, snap. 

​Tidal  ━ With riders in the line labeled 1 to 3, on the first go 1’s walk curl in the direction called. On the second go, 2’s trot curl the opposite direction. On the third go, 3’s canter curl the direction called. 

Roar  ━ On the first go, ribbon wave. On the second go, fish out (to comb in). On the third go, half revolve towards your partner. On the fourth go, keyhole away from the leader. 

Crescent  ━ In a tight rein (ride brushing boots), the inside riders will walk curl while the outside riders do a gradual canter curl around them. Outside riders need to be careful not to cut off the inside riders.

Stir ━ From a tight rein, the inside rider will full pivot in the direction called with the outside rider will trot curl around them in the direction called. 

Bubble ━ Each rider will make their own individual meter circle on go. 

Rail Shift ━ From a rein or waterfall, riders curve in (or moon), passing their partner from the other line left to left, finishing straight in reverse order on the original axis of the other line.

(forbidden move)  ━ A comb aligned line of riders moving in a circular formation. The innermost rider will be walking while riders to the outside will adjust their speed to remain comb aligned to the rider on their inside.

elite moves

Other Moves To Know

───● Flat Moves  ●───

NTT Flat  ━ Line leader halts and everyone will drift in a left/right pattern to halt side by side, front hooves aligned & brushing boots.

Domino  ━ Leader stops, and everyone will drift to the direction called and halt next to the person in front of them with their back hooves aligned with front hooves.

Flock  ━ Leader stops, all other riders will drift in a left/right pattern to halt with their horse’s back hooves in line with the front hooves of the horse in front of them, with rider boots brushing.

​Arrow  ━ Leader stops, all other riders will drift in a left/right pattern to halt with their horse’s front hooves in line with the back hooves of the horse in front of them, with rider boots brushing.

Slant Flat  ━ Line leader halts at a slant (45 degree angle) and everyone following will halt (brushing boots) at the same angle, resulting in a slanted NTT Flat.

Jagged Flat  ━  The 2nd and 3rd riders will arrow halt with the lead and 4th and 5th riders will align themselves with the lead. The pattern will repeat down the line.

───● Halt & Exit Moves  ●───

Trot Set SO (Same Order) ━ Riders exit a halted formation by trotting forward one at a time into their original line order.

​Action ━ From a halted formation, all riders trot on go to maintain their current formation while moving (For example: All riders trot on go from an arrow to create an action arrow). 

Braid ━ From a single halted line in at least HH gaps, the rider at the back of the line will cut right and weave in and out of the riders in front of them, and then halt at the front of the line. This pattern may be repeated with multiple go’s for more than one rider. 

Drop Off ━ From a comb, odds hard stop on the first go and evens hard stop on the second go.

Erose  ━ In a side-by-side halted waterfall, on go the back line will walk curl in the direction called then halt in line with the line in front. On the same go the front line of the waterfall will do a full pivot in the opposite direction called.

Lollypop ━ From split lines halted in waterfall facing towards each other, on the first go odds will trot forward. On the second go, odds curl over around their partner. Evens automatically begin to trot behind their partner. This results in couples. 

Loop ━ While in a horse length gap halt, the lead will ride a tight circle around the halted riders and all riders will automatically join behind them in order.

Pass Exit ━ The lead will ride past the riders, in front of the halt formation, and all other riders will automatically join behind them in the original line order.

Steel ━ From a single halted line in at least HH gaps, the rider at the back of the line will cut right and weave in and out of the riders in front of them, each rider joining the line in OT gaps as soon as they are passed. This results in a reversed line order.

Note: The meter system described below is meant for use within the Riding Arena.


Important Basics
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​Location of Mid  ━ The exact center of the arena, where the A/C Midline and E/B Midline cross.

The Outside Track  ━ Ride along the outer dotted lines of the diagram. These are the very outer dots on the E/B long wall, and one dot row away from the outer A/C short wall dots. 


Meter Points  ━ There are 4 main dots that extend out from mid towards E/B and A/C in each direction that we reference for meter measurements around center. Each dot represents 5 meters in distance: so, the first 4 dots around mid would be your 5 meter points, the second 4 are the 10-meter points, third 4 your 15, and fourth 4 your 20-meter points. You can use these points to create circles, cuts, and shapes. These points can be centered around any dot for circle/shape/cut measurement anywhere in the arena. 

Arena Quadrants  ━ The arena has 8 quadrants total, running lengthwise from A to C. We ride in an even 8 quadrants which is equal to the width of a 20m circle.

Meter Moves & Diagrams
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5m Circle  ━ A circle that takes up a quarter of the arena or is 2 quadrants wide. Each circle point is 1 quadrant or dot away from its center.

15m Circle  ━  A circle that takes up three quarters of the arena or is 6 quadrants wide. Each circle point is 3 quadrants or dots away from its center.

Quarter Moon  ━ Half of a 5m circle, then straight ahead. A half circle that takes up a quarter of the arena. ​

Full Moon  ━ Half of a 20m circle, then straight ahead. A half circle that takes up the full arena.

Half Eight ━ Two interconnected half-moons, each in opposite directions, traditionally starting and ending at E/B.

5Meter Eight ━ A small eight using two intersected 5-meter circles.

10m Circle  ━ A circle that takes up half of the arena or is 4 quadrants wide. Each circle point is 2 quadrants or dots away from its centre.

20m Circle  ━ A circle that takes up the width of the full arena or is 8 quadrants wide. Each circle point is 4 quadrants or dots away from its center.

Half Moon ━ Half of a 10m circle, then straight ahead. A half circle that takes up half of the arena.

Quarter Half Eight  ━ Two interconnected quarter moons, each in opposite directions.

Eclipse ━ A quarter moon, then a half-moon changing direction, then another quarter moon changing direction again, taking up the full width of the arena.

Full Eight ━ A large eight using two intersected 10-meter circles.

───● Circle Moves  ●───

Bloom  ━ Curl away from the center of the circle.

Cave  ━ Curl towards the center of the circle.

Prim Rose  ━ While in a circle, on go the odds will walk cave while the evens canter bloom.

Spark  ━ Thread in a circle. On the first go odds will bloom, and on the second go evens will bloom. 

Firework  ━ Twist in or out in a circle.

​Tulip  ━ While in a circle, odds will bee curl out while the evens I-curl in.

Curve  ━ Dodge away from the center of the circle to expand it. 

Expand  ━ Comb away from the center of the circle on the first go, then cut back into the circle towards your lead on the second go resulting in an expanded circle.

Shrink  ━ While in an expanded circle, on the first go riders will comb directly towards center. On the second go riders cut back towards their lead into the original circle.

Collapse  ━ Shrink towards the center of the circle on the first go, curl over right on the second go heading away from center, then merge back into the expanded circle towards your lead on the third go. 

Boom  ━ On the first go you will keyhole in, and on the second go you will cut back into the circle towards your lead resulting in an expanded circle.

Pop  ━ While in an expanded circle, on the first go riders will keyhole out then head directly towards center. On the second go, riders will cut towards their lead into a smaller circle. 

Explode  ━ On the first go comb directly to and through center. On the second go cut the opposite direction of the first go back into a circle.

Sunflower ━  Expand out of the circle on the first go, curl over right on the second go to aim towards the centre, then merge back into the circle towards your lead on the third go. 

Spike  ━ Expand out of circle on the first go. On the second go riders will curl over towards center in direction called, then proceed to pass directly through center. On the third go riders will curl over again towards the center in the direction called. On the fourth go riders will cut towards their lead back into the original circle. 

Pass Cut ━ On go, two designated riders (who are opposite from each other on the circle) cut towards mid leading their half of the line straight through the circle, then turn to reform the circle the opposite direction.

Gear Shift ━ Two designated lead riders will lead their half of the circle through the circle in an S shape, passing left to left with the other line, and reform the circle in the opposite direction. 

Venn ━ Two designated lead riders will lead their half of the line through a smaller circle about half the size of the original circle, passing left to left with the other line at mid, and reform the circle in the same direction.

Rotary  ━ A small circle inside of a large circle going the opposite direction. 

Frog  ━ Odds curl over to the outside of the circle resulting in a rotary.

Crown  ━ In a rotary, the inside line will bloom and the outside line will cave on the same go.

Drain  ━ In rotary, the inner circle will expand to merge with the outer circle on the 1st go. On the second go the original outer circle will shrink to become the inner circle.

───● Single-line  ●───


── ⋆⋅☆⋅⋆ ──

With Go's

── ⋆⋅☆⋅⋆ ──

Follow Curl ━ On go, lead will curl in the direction said. All other riders curl the same way automatically at the same spot the lead did.

Slither  ━ On go, the lead will belt in the direction said with their line following. On each following go, the lead will belt in the opposite direction, and continue in this pattern until the commander asks the line to go straight.

Half Circle  ━ On go, lead will cut 90 degrees off of the wall, then gradually curve to create half a circle, then attaching back onto the end of their line. 

Circle  On go, the lead will create an even circle, then attaching onto the end of their line.


── ⋆⋅☆⋅⋆ ── 

Without Go's

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Short Dye  ━ Ride straight from corner to E/B, or E/B to corner. All riders follow the leader.

Circle Mid  ━ While on a mid line going toward mid, the lead will cut 90 degrees in the direction called then create an even circle around mid and attach onto the end of their line. 

Peak ━ Starting from a corner letter, ride a straight line to mid, forming a square corner at mid, and then another straight line to the next corner letter on the same wall. 

​Hill ━ Starting from a corner letter, ride a curved line up to mid, and then curve back down to the next corner letter on the same wall. This resembles a half circle ridden off of the wall.
Double Hill/Peak ━ Starting from a corner letter, ride two hills or peaks, each one between a corner letter and the mid letter along the long wall of the arena.

───● Split-line  ●───

── ⋆⋅☆⋅⋆ ──

With Go’s

── ⋆⋅☆⋅⋆ ──

Rein  ━ On go, split lines headed towards each other on the same wall will cut and ride side-by-side about a horse length away from each other. 

Tight Rein ━ Rein, but called later resulting in a tighter rein. Riders will ride a horse width away from each other.

Wide Rein  ━ Rein, but called sooner resulting in a wider rein. Riders will ride 2 or more horse lengths away from each other.

Tier  ━ While in one line, both leads cut in direction said with their lines following resulting in a rein.

Bottleneck ━ From a rein, angle in on the first go, then adjust straight on the second go, resulting in a tighter rein.

Circle Split  ━ While in one line, riders will split into two circles going opposite directions, then merge back into one line when meeting.

Diamond  ━ While traveling on mid, on the first go leads will split angle, then on the second go will angle back towards each other and merge.  

Heart  ━ From a rein or single line, line leads will gradually curve away from each other, then gradually curve inwards making a heart shape and falling back into a rein or merging to one line heading the opposite direction. 

Triangle ━ Both leads dye at corners from the same short wall, riding towards each other. On go, leads back angle to ride straight towards the short wall the other lead came from.

Revolver  ━ Split lines will cut towards each other from opposite walls, with wide-rein spacing, on go leads make a half circle around each other then continue in the direction they came from.

Fairy Tail   ━ From split lines, leads will cut mid and trot towards each other left to left. On go, leads will circle away (completing the circle) then continue onto the dye going away from the other line.

Horseshoe  ━ From a rein or single line, riders split on go and form a circle around each other passing left to left, then return to a rein or merge.

Tie  ━ While in a rein, on the first go leads will make a big bear away from each other and cross through the other line, on the second go leads will ride a half circle back towards each other leading back into a rein.

── ⋆⋅☆⋅⋆ ──

Without Go’s

── ⋆⋅☆⋅⋆ ──

Mid Split  ━ While in a single line, odds turn left and evens turn right when hitting the next mid line or centreline at X.

​Dye Split  ━ On mid, riders split towards opposite corners towards the same wall.

 Slay ━ From the midline, riders split at the wall (A/C) on an angle aiming towards long wall mid letters (E/B). 

Slice ━ From the midline, riders split at the wall (A/C) on an angle aiming towards the closest long wall corner letters (F/K or H/M).

Peel ━ At mid, odd riders belt in the direction said while even’s continue straight ahead. 

Puzzle ━ At a mid letter, all even’s cut mid following the while odds continue around the outside track. At mid, even’s cut towards the odds to merge.

Waterfall  ━ At the wall leads will belt in opposite directions, their lines following.

​Zipper ━ Riders waterfall, but immediately merge back into one line by angling in after passing the last rider in line.

Cod  ━ Line will waterfall at the wall, then leads point themselves at the last person in line until they reach the end, then pointing towards the corners.

DNA  ━ Post wide waterfall, using the mid and quarter mids, lines will curve in and out of each other- resulting in a shape like DNA.

Trade  ━ Split lines headed towards each other on opposite walls will half circle off of the E/B letters towards center, passing left to left through mid and continue into another half circle in the opposite direction back onto E/B letters. 

Figure 8  ━ Trade but both lines are headed the same direction (ex: towards C). It will make a figure 8 instead of an S.

other moves

Fundamentals 

───● Fundamentals  ●───

#1 Rule  ━ Always go on go (you should look ahead on your screen).
#2 Rule  ━ While in split or comb moves, always ride one horse ahead of your lead/partner to stay aligned!
#3 Rule  ━ Always ride the outer lines of the arena.
(Riding on the outside dots will ensure an even arena!)


4 Basic Gaits in Dressage 
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A “gait” is a horse's way of moving/the speed they move in.

Walk  ━ The first gait, one tab up from a halt. 
Trot  ━ The second gait, two tabs up from a halt. 
Canter  ━ The third gait, three tabs up from a halt. 
Extended Canter  ━ The fourth gait, four tabs up from a halt. 

 

Halting 
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Halting is essential for bringing your riders to a stop. Here's how to make it look nice.

Halt Set  ━ When a rider calls a "halt set", all riders in the line will begin to walk. On "go" the line lead stops, and everyone else will walk forward and stop NTT to the rider in front of them. 
Halt Rule  ━ It's always better to stop earlier than you think you should, adjusting forward. You should never stop inside of the person in front of you, if you have to back up it will ripple affect everyone behind you and not look great.


Arena Notes
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Arena Points  ━ Activated by the rake at the entrance of the RA, the arena points provide accurate riding and meter measurements.

Mid Letters ━ All letters that mark the middle of an arena wall (A, B, C, E).

Corner Letters ━ All letters that are just inside of the corners of the arena (F, M, H, K). 

​Slant Lines  ━ 45° lines on the arena floor used for slant moves, you can use the arena points to visualize slants or the pebbled lines on the ground.

 

Corners
── ⋆⋅☆⋅⋆ ──
Square Corner  ━ A true 90 degree corner for which you hold down your arrow key, then release it when straight. (Also known as a L corner)

Round Corner  ━ Turn a corner by tapping your arrow key, then stop tapping when straight. (Also known as a J corner)

 

Line Labels
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Primary Labels ━ In every line, label yourself from the front of the line as an “odd” numbered rider or an “even” numbered rider in that line. If your line splits, relabel yourself within the new line (new primary labels). Odds ride odd moves in the direction called, while even’s will go in the opposite direction.

Secondary Labels ━ Label the line in numbered pairs (1, 1, 2, 2 etc). If the command “secondary” is added to a move, pairs labeled 1 will ride the move in the direction called, while pairs labeled 2 will ride the move in the opposite direction.

Directions
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Default Left  ━  Left is the assumed direction in Dressage. If your commander does not specify a direction for a move, always go left! When passing another rider or line, pass left boot to left boot.

In/Out Directions  ━  When riding in split lines, the word “in” means to towards the other line, while “out” means away from the other line.

 

Moves & Cues
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Cut Mid  ━Cut the arena at the nearest mid letter (A, B, C, or E).

Cut on Go ━ On go, lead will cut 90 degrees and travel straight across the arena.

Dye  ━ Ride from corner to corner of the arena.

Curl  ━ On go, hold your arrow key in the gait (speed) you are currently in to complete a full circle.

Gait Curl - Curl in the gait asked, but return to the gait you were originally in after your curl.
Pick Curl - Curl in the gait asked and continue forward in the gait you curled.

Curl Over  ━ All riders do half of a curl on go, without adjusting to the original track. This reverses the line order and direction.

Belt  ━ On go (for a set) or at the wall, the leader will curl over in the direction asked, all others follow the leader. 

Stem  ━ When a rider is told to stem, they will curl over out of line and then curl over back onto the end of the line. Riders do this one at a time.

Comb  ━ All riders cut across the arena on go. You will appear one horse ahead of everyone else on your screen.

Angle  ━ On go, lead will cut 45 degrees and travel at a slant across the arena with riders following in-line.

Slant  ━ On go, all riders slant in the direction said, aligning with the slanted lines on the ground. You will appear side by side with the rider in front (slant alignment).

Cut Back ━ From a slant or comb, all riders cut back towards their lead to be in their original line order.

Halt Set  ━ All riders walk on “set”, leader stops on “go” . All other riders walk up to be NTT.

 X  ━ On "go", everyone will press X to halt instantly.

Hard Stop  ━ All riders stop on go by pressing down the arrow key as quickly as possible.

Pivot  ━ ¼, ½, ¾, or full (360). Turn your horse the amount asked from a halt.

Rear  ━ Wait for a step back, then press X (back key, X).

 

 

───● Gaps & Alignment  ●───
Screen delay causes you to look one horse ahead (on your screen) of where you are to other riders. These are adaptations for that!

Gaps
── ⋆⋅☆⋅⋆ ──
NTT  ━ Nose to Tail: your horses mouth should be over the tail-bow of the horse in front of you. 

OT  ━ Overlap Tail: your front hooves should be moving inside the back hooves of the horse in front of you. 

HI  ━ Halfway Inside: the front of your saddle should be touching the back of the saddle in front of you. 

Half-Horse Gaps (HH)  ━ Ride with half a horse lengths distance between you and the rider in front of you. 

One-Horse Gaps (OH) ━ Ride with a whole horse length distance between you and the rider in front of you.  

 

Alignment
── ⋆⋅☆⋅⋆ ──

​Comb Alignment  ━ Ride one horse-length ahead of your line lead.

​Rein Alignment  ━ While in rein ride one horse-length ahead of your partner.

​Waterfall Alignment  ━ While in a reign (or after a waterfall), ride front hooves aligned with your partner across from you. For larger horses or more loose gaps, ride with your front hooves in the boot of your partner. 

​Slant Alignment  ━ After a slant set, ensure your front hooves and back hooves align with the horse in front of you (side by side).

Fundamentals
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