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Horse games

Obstacle course

This game is an excellent way to work on a variety of skills at the same time. We use a course of cones which must be steered between, poles which are walked over or between (like parallel lines) and, depending on rider level, we use small jumps. Because new obstacles can be added, new levels of difficulty can be incorporated. In addition, changing the obstacles each time the game is played will challenge riders. It will also help to introduce the horse and rider to a variety of unfamiliar situations.

Egg and Spoon (we use rocks instead of eggs in this case)

You will need a large spoon and a rock big enough to fill a tablespoon for each participant. A rider must have good, still hands in order to be really good at this game. Riders must be able to hold their hands steady enough to keep the rock from falling off the spoon at a walk, trot and canter. Playing this game is a fun way to work on developing quiet, steady hands.

To play the game, have one person be the “judge” and stand in the center of the arena to call out the gaits. Each rider places the rock in the spoon, which is held by the handle. Riders circle the arena at the appropriate gait until they lose their eggs. The last person to have the rock is declared the winner.

We can also play with relay teams. Each rider takes a turn. The first team to have each rider make it back and forth across the ring wins.

Squirrel game

The "Squirrel" game teaches students to safely and quickly dismount in case of emergency. An aide holds the horse in place while the rider sits mounted in the saddle holding the reins. At the command "stirrups," the rider takes her feet out of the stirrups. At "reins," the rider drops her reins on the horse's neck while keeping them in one hand. At "hands," the rider places her hands on the saddle's pommel or the horse's withers. At "vault," the rider leans forward over the horse's neck, swings both legs back, and the right leg up and over the horse's rump. She pushes off with her hands, landing on the ground with her knees bent. The first rider to hit the ground, pull the reins over the horse's head, and stand next to the horse in leading position wins.

Bucket Ball game

During the "Bucket Ball" game, new riders must pick up a foam ball from a stand at one end of an arena, ride to the opposite end and toss the ball into a large, stationary bucket. The first rider to get the ball into the bucket wins. Riders can walk, trot or canter to the bucket, ride past the bucket and pitch in the ball, or stop the horse several feet in front of the bucket before tossing the ball. If the throw misses, riders must dismount, pick up the ball and re-mount to toss. "Bucket Ball" teaches beginning equestrians coordination, techniques to control the horse, teamwork and concentration while having fun.

Around the world game

In "Around the World," riders sit mounted in the middle of an arena with aides holding their horses. With the signal to begin, the riders drop the reins and swing their right legs over the horse's neck so that they sit sideways in the saddle on the horse's left side. Next, they move their left legs over the horse's rump so they sit backward in the saddle. Riders then swing the right leg over the horse's rump to sit sideways on the horse's right side. In the final step, they push the left leg over the horse's neck and place their feet in the stirrups. The winning player is the first one to pick up the reins. This game teaches beginning equestrians to use their seats and legs for balance without relying on their hands or feet.

Mounted tag

Choose a rider to be “it.” Make sure all riders know to tag the rider, not the horse. Played just like schoolyard tag, as riders are tagged they can help tag others. The last to be tagged wins. Add music and an audience for more excitement. 

Walk, Trot, Canter, and Lead Race

During this race the riders walk from the start to a predetermined point. They then turn and trot back, to the start, where they turn again, canter to the same point as before, dismount and lead their horses back to the finish line. If they trot when they are meant to be walking they must turn a small circle. In this race they learn to encourage their mounts to "˜extend' (throwing their legs out) their gait, while maintaining their pace.

Gretna-Green

A race which will teach them to mount, dismount, and maintain control is Gretna-Green. What they do here is race from the starting point, dismount. While holding their ponies, they must put on a shirt (preferably button up), as well as a large pair of pants, remount, and get to the finish line. Great fun especially if you are picky about what buttons are done up and what are not.

Sack Race

It is played the following way: they all line up at the start, and gallop to the opposite side where sacks are waiting for them. They dismount, jump into the sacks and hop back to the finish line. The first one home wins, and surprisingly this race is often the longest as ponies play up because the person leading them is jumping up and down and unsettling them. It took me three years to learn to put my feet into the corners and run!

Scavenger Hunt

Riders trek out in pairs to find a list of items previously hidden throughout an area. Larger areas are obviously better, especially if there are trees, brush, ponds or creeks to offer more hiding places.

Red Light/ Green Light

Caller stands opposite a line of side-by-side riders. When the caller yells “green light,” the riders advance, at an appropriate gait, until the caller commands “red light.” After a count of five (or less, depending on the gait and rider level), the caller turns toward the riders. Any horse still in motion is eliminated. The first rider to ride up even with the caller wins.

Boot Scramble

Riders start the game horseback in their stocking feet. Boots are piled at the other end of the arena. The riders race to the pile, then helpers hold the riders’ horses while the riders find their boots, put them on, then re-mount and ride back to the starting point.

Ribbon Race

A team event involving two riders, each holding the end of a piece of crepe paper or toilet paper. Organizers can have the teams perform a pattern one at a time (such as going around barrels) or simply ride around the arena as a group. The last team still connected by an intact piece of paper wins.