That's how a winner is determined. The more mistakes made the higher your score, winners needing the smallest score. It separates the good from the great.
4 per pole, I believe.
you hve to knock over a pole, refuse, or if you fall you are DQ!
you must complete the whole course i f you have 2 refusals you are eliminated if you nock a pole you get 4 faults if you take the wrong course you are eliminated if you fall off you are eliminated if you do the first round clear then you will go to a shorter course where you are timed! xxx
jumping
Horses usually knock the pole down over a jump because they are being lazy or didn't get a good start off the ground. Make sure your horse has enough speed, so that when they jump, they'll lift their front legs higher. You can also practice jumping "X" jumps. It will help teach your horse to pick their legs up.
jumping
The mat used for landing
When a horse knocks over a pole on a jump while on a jumping course it is called a fault. A fault causes 5 points to be added onto the jumper's score. In the end, the person with the least faults gets first prize, and the person with the second least points gets 2nd prize etc. -Xandom XD
high jump long jump hurdles pole vault
Pole vaulting, aviation, jumping or stretching classes are all available.
Towards the south pole.
There are two basic divisions of over-fence classes at horse shows. Hunters must clear the fences with correct form, at steady pace, with correct lead changes and obedience to the rider's commands. Jumpers is a timed event. Horse and rider have to negotiate a series of jumps, usually higher than in the Hunter dividsion. They have a time limit, taking too much time to finsh the course and fault points are added. If they finish the course too fast, more fault points. Unlike Hunters, Jumpers don't have to be picture perfect. No points are added for a 'rub' or banging a pole. Faults are added if the pole comes down. The point is to get around the course with the fewest faults and the best time.