Welcome to Hickstead, home to both Seven Oak Stables, and Blue Acre - two rival stables. Both offer opportunities for their clients to reach the highest level of excellence. Each stable differs from the other, so choose wisely and never forget, loyalty is everything... Meanwhile as the stables battle it out, there's trouble brewing at the university. Be careful, if you don't pick a side you may get caught in the cross-fire...
This is an chilled out rpg with a super friendly and relaxed atmosphere! Remember to sign up with your characters full name in all caps and don't forget to do your claims! Thank you and Welcome, we've been established since 10th March 2009 but unfortunately have had to close guest view of our boards due to multiple sites ripping off our hard work, such a shame! Come chat to us in Discord before joining if you like!.
1. Under some flapping plastic bags 2. Pop a cross pole 3. Walk over a bridge 4. Cross a shallow river of water 5. Walk through a narrow opening with pool noodles sticking out 6. Take a tray of drinks (plastic cups with water in) 7. Deliver the tray to someone waving a flag 8. Open and close the gate to finish
There are 10 jumps in the ring, beginning with a small 85cm as the first fence. Number 4 is a two-strided double, the first fence of which is an oxer, the second is an upright. The remaining jumps vary from 85-90cm, with number 3 and 9 as oxers. They all contain fillers of some kind. The second rider will wait in an area boxed off with poles, and the riders must pass a whip before the second rider can go. Time starts from the first rider landing over the first jump, and ends with the second rider landing over the final fence. Fastest clear wins!
There is one 'warm up' oxer as part of the class - this is jumped first - and then the rider comes to the great puissance wall in the middle of the ring. The oxer will remain the same height at 1m60, whilst the wall will start at 1m40 and raise 10cm at a time, it will be capped at 2m20 should anyone get that far.
One a horse knocks or refuses either the warm up oxer or the pussiance wall, they are out of the game. If we get to the maximum height of 2m20, and the fence is still cleared, the remaining contestants will draw.
A line of six fences stand down the centre of the ring. The beginning fence is 85cm, with each fence following this raised by 5cm. The final fence stands the largest, at 1m10 to begin with. The fences will raise 10cm at a time, with the max height is capped at 2m10 should anyone get that far.
One a horse knocks or refuses a fence, they are out of the game. If we get to the maximum height of 2m10, and the fence is still cleared, the remaining contestants will draw.
There are 12 jumps in the ring, beginning with a small 95cm as the first fence. Number 5 is a one-strided double, the first fence of which is an oxer, the second is an upright. The remaining jumps vary from 95cm-1m5, with number 2, 8 and 10 oxers. They all contain fillers of some kind.