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Beginner Moves

Single Moves

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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)
 

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