Beginner Moves
Single Moves
I Curl : Walk curl then when you are straight transition up into a trot curl.
B Curl : Trot curl then when you are straight transition up into a canter curl.
Orbit Curl : Walk curl then when you are straight transition up into a canter curl.
Triple curl : Walk curl, then trot curl, and finally canter curl.
Star Curl : A walk curl into canter curl then finally a trot curl
Dodge : Curl over in the stated direction, then once you are straight curl over the opposite direction. Line order should stay the same.
Combination : Curl over, then when straight curl, then curl back over into line.
Buckle : Curl over, and head straight in a reversed order until a second go is called at which point you will curl back over the same direction to your original axis.
Bear : Curl over away from your axis, and then on the second go, you will slant (45-degree angle) back to your original axis
​Retreat : Curl, then continue to a curl over. If done correctly, this should look like 1.5 curls into a straightaway.
Destiny : Double curl in the direction called, and then transition to the other direction. Like a double-curl fate.
Backing Curl : From your gait, drop to a halt and then hold the backing key of your choice in a curl, once you are straight, wait for another go, signaling for you to resume your previous gait.
Fate : Fate meaning 'figure eight'. Curl in the direction called, and then curl in the opposite direction. This should make a figure-eight pattern.
Delayed Curl : A curl that involves some type of gait transition that is called delayed. If you were to do an I curl, you would walk after finishing the first curl, then on the second go trot curl.
Curl Comb : A curl, then overhold your key into a comb.
Curl Slant : A curl and overhold your key, to put you onto the slant lines.
Strike : Canter curl in the direction called, then rear (X) when your front hooves reach your original axis.
Keyhalt : Keyhole, then once you are straight, halt.
Keyslant : keyhole, then slant direction calles after passing your original axis.
Recut : On the first go you will comb the direction called, then you will curl over towards your lead to remerge the line.
Odd & Even Moves
Wave : Odds will curl in the direction called, and evens will curl in the opposite direction.
Twist : A fate wave. Odds will fate the direction called, and evens will fate the opposite direction.
Thread : On the first go, odds will curl in the direction called, on the second go, evens will curl in the same direction.
Doom : A curl over wave, should result in a waterfall.
Rumble : A triple curl wave.
Feather : Odds comb left, and evens comb right. Should split line.
Plume : Odds slant left, evens slant right, should result in a split line.
Rectrices : Odds follow slant left, and evens follow slant right, which should result in a split line.
Flat/ Halt Moves
Circle Moves
NTT Flat : The lead will halt and everyone will move to either their left or right side in a pattern to halt standing side by side.
Arrow : The lead will halt and everyone will move to either their left or right side in a pattern to stand with their front hoves aligned to the back hooves of the person in front of them.
Reversed Arrow : The lead will halt and everyone will move to either their left or right side in a pattern to stand with their back hoves aligned to the front hooves of the person behind them
Slant Halt : The lead will halt and everyone will fall to the designated side in a slant shape (like half an arrow)
Bloom : Curl off the circle, and make sure to overhold your key back onto your curve.
Cave : Curl into the circle, and make sure to overhold your key back onto your curve.
Spark : A thread of a circle, can be done as a bloom or cave.
Prim Rose : Odds will walk cave (in) and evens will canter bloom (out).
​Tulip : Odds will do a bee curl bloom, and evens will do an I curl cave.
Firework : Twist in the specified direction (in or out).
Expand : Comb away from the X point, angling your camera directly behind you, and on go, curve to remerge the circle, your gap should expand.
Shrink : Comb towards the X point, angling your camera directly in front of you, and on the second go, curve to remerge the circle, your gap should shrink.
Arena Shapes
Moon : Make half a 20-meter half-circle going B - E. Should make a large moon-shape.
Triquarter Moon : Make a 15-meter half circle going from B/E to 1 dot from the trotline.
Half moon Moon : Make a 10-meter half circle going from B/ E - X.
Quarter Moon : Make a 5-meter half circle going from B/E - 2 dots from the wall (halfway to X).
Full Double Moon : Half moon, then half moon again the opposite direction once you reach X.
Double Quarter Moon : 2 quarter moons; like a large dodge from B/E walls to X.
Figure 8 : A 10 meter circle from the B/E wall, then at X point, change directions and continue on to another 10 meter circle.
Follow Moves
Bottle Neck : From a wide tier, slant inwards then recut into a smaller tier.
Syzygy : From split lines, the leads of each line will cut the midline and pass left to left turning into two circles on the dye lines.
Peak : Dye, the at X point, dye back the other direction.
Hill : Dye, then make a very soft curve to the other dye lines.
Peel : Heading across the dye line, the lead and second in line, will 'peel' away from each other onto the other dye lines.
Concepts
- Reversed Moves : If a commander says the words 'reversed' before a move, it flips the steps you take. For example, a reversed triple curl is a canter, trot, walk curl.
- Odd and even labels
- Counting and dots
- Arena lines
- Applying the simple curls to any move (waves, threads, twists, fates)