Dressage Moves – All

SOURCES (legend)

SSDD = These moves are sourced directly from the Star Stable Dressage Dictionary.

UNLISTED = These are moves that were previously sourced from the SSDD, but have since been removed – however some of the moves are still being used, so I kept them in the database.

CREATED = These moves are created by users and are not shown in the SSDD. Most moves of this sort do not have a listed level/type, so they are all listed as unspecified (‘unspec’). Moves sourced from the community section of the SSDD are also categorized as created moves.
Created moves have been collected from various sources and do not depict an author or ownership, nor does Shadow Town claim ownership of these or any other move in this database, including those introduced by an ST member.

MOD = This is text added to the source to indicate the move was modified from its original definition, most modified moves will include both original and modified definitions, and possibly a reason for the modification.

TYPES [LEVELS] (legend)

This column indicates the type or level of the move as; advanced, beginner, elite, follow, fundamental, halted, halting, intermediate, or unspecified – note that I re-designated circle moves into other levels rather than to have them segregated in their own section.

SPECIFICATIONS <columns A L R T> (legend)

A = AXIS [m, a] .. this specifies if a move must be performed away from the wall ([m] mid-arena) or if it can be performed anywhere [a], including next to the wall.

L = LINES [s, t] … this specifies if a move starts from a single line [s] or from multiple lines [t], such as tier, rein, split, or waterfall); the alignment(s) required are usually specified in the definition.

R = RIDERS [1, x, e] … this specifies the number of riders needed to perform the move with optimal results. A [1] can be performed with a single rider, an [x] indicates more than one rider is needed for proper results (such as wave moves), an [e] indicates an even number of riders are needed to perform properly (such as partnered moves).

T = TRACK [f, i] … this specifies if a move is a follow move [f] or an independent move [i]; such as angle (follow) vs. slant (independent), or cut (follow) vs. comb (independent).

MOVE TITLES

This column shows the titles of the moves as they most typically appear in commands.

DEFINITIONS

This column gives the text description of how the move is to be performed, to include compilations of lower level moves. Note that there some moves where I reversed their move direction to comply with the two “if no direction is given” rules: {1}”Always Default Left” and {2}”in split moves, Odds Always Default Left, Evens Opposite”.
One example of this is in the move “Clover”; the SSDD depicts RLLR pattern, while I depict a LRRL pattern.

PICS

This column is for clickable links to top view picture diagrams of how the moves should be performed (as if it were drawn on paper). If a move has such a diagram, this box will contain the clickable word “Show”; clicking this link will display the associated diagram.

VIDS

This column is for clickable links to videos showing how moves appear when performed live in the arena. If a move has such a video, this box will contain the clickable word “Play”; clicking this link will display the associated video.

SourceTypeALRTMove TitleDefinitionPicVid
ssddadvanmsxi4leaf (aka Rooftop)WAVE CLOVER, odds going the called direction and evens going the opposite direction. the last go is called like a SNAP.Play
createdunspecasxiAcoomaTIER on 1st go, KEYHOLE out on 2nd go, CURL OVER in same direction as the keyhole on 3rd go, then CUT MERGE back into one line on 4th go.
ssddhaltedm*xiAction {gait}from a halted formation, all riders GAIT on go to maintain their current formation while moving (for example: an ACTION WALK while in arrow formation creates a walking action arrow). the default gait is trot if not specified.
createdunspecasxiAdvance {gait}on go, odds COMB in the gait called, evens will COMB in the gait they are already in. (1 go)
createdunspecmsxiAdvancement {gait}ADVANCE WAVE
createdunspecasxiAlloy (gen3 frezzy move)while halted, odds FULL PIVOT, evens Gen3 SPACEBAR
unlistedintermt4iAmazona TWIST while in rein/waterfall alignment.
ssddfundaas1fAngleon go, lead will cut 45 degrees and travel at a SLANT across the arena, all others follow the lead.
ssddhaltingmsxfArrowleader HALTS and everyone will drift in an (odds)left-(evens)right pattern to HALT with their horse's front hooves in line with the back hooves of the horse in front of them, with rider boot brushing.Play
ssddintermcxiAshwhile in a comb, on go the riders CURL COMB the called direction, resulting in a merged line.Play
ssddadvanmtxiAtomicwhile in a waterfall, lines CURL AWAY from each other, then CURL OVER IN to merge. This results a single line in reversed line order and direction.
ssddinteras1iBack CastCURL the called direction, then BACK SLANT the opposite direction.Play
ssddbeginas1iBack Curl (aka Backwards Curl)from a halt, CURL with the horse backing up, then HALT again.
TIP: use the turn key opposite of the desired direction of the back curl.
ssddbeginas1iBack Slanta 135° turn in the called direction (or away from wall) onto the diagonal lines behind you.Play
createdunspecmsxiBeanieon 1st go, odds CURL COMB left, evens COMB right, on 2nd go, evens CURL towards lead.
ssddbeginas1iBearCURL OVER but return to the original axis using the slant lines.
ssddbeginas1fBear Beltlead will BEAR on go (or at the wall), all others follow the lead.Play
ssddbeginas1iBee CurlTROT CURL, CANTER CURL.Play
ssdd MODinterasxiBee Thread
MOD: {AnyMove} Thread
a BEE CURL called like a thread, on 1st go odds BEE CURL, on 2nd go evens BEE CURL.
MOD: a THREAD can be called on nearly any move; on the 1st go odds perform the MOVE called, on the 2nd go evens perform the MOVE called. if the move is such that the odds move is different than the evens move (such as Jupiter, etc) then on 1st go odds perform their portion of the move, and on 2nd go evens perform their portion of the move.
ssddfundaas1fBeltat the wall (or on go, with a set command), the lead will CURL OVER in the called direction, all others follow the lead.
created MODunspecmteiBirda revolve move, but the riders DODGE (left) toward their partner.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
createdunspecmtxiBitwhile in a rein, 1st go KEYHOLE OUT, 2nd go SNAP, 3rd go odds KEYHOLE LEFT evens KEYHOLE RIGHT, 4th go KEYHOLE OPPOSITE, MERGE at original line axis.
createdunspecas1iBlaze1st go BEAR in called direction, 2nd go CURL COMB in the opposite direction.
createdunspecmtxiBlizzardwhile in rein or waterfall alignment, odds A CURL OUT, evens C CURL IN
ssddbegin circlems1iBloomwhile in a circle, CURL AWAY from the circle's center.Play
ssddinter circlems1iBoomon 1st go KEYHOLE IN, on 2nd go CUT BACK into the circle towards your lead, resulting in an expanded circle.
ssddelitemsxiBoomerangon 1st go DODGE WAVE, on 2nd go COMB IN, on 3rd go DODGE OPPOSITE direction of the first dodge.
ssddfollowmtxiBottleneckfrom a rein, on 1st go ANGLE IN, on 2nd go ADJUST STRAIGHT, resulting in a tighter rein.Play
ssddadvanas1iBounceDODGE then CURL, both in the called direction.
ssddinteras1iBox Curl4 CUTS called in the same direction, all riders executing the cuts independently at the same time. go's should be called evenly to form a box.
ssdd MODhaltedmsxiBraid {or Auto Braid}BRAID: from a single halted line in at least HH gaps, the rider at the back of the line (on go) will veer in the called direction and weave (at a trot) back and forth between the riders in front of them, HALTING at the front of the line in the halted line gap. this pattern is repeated with a go for each rider.
AUTO BRAID: is the same as braid except all riders automatically begin to weave in the called direction after the rider behind them passes in front of them in the called (or default/standard club) line gaps; if gaps are maintained, they should be true as the moving riders pass between the halted riders. with auto braid, the first rider starting the weave does not weave a second time and by default will HALT at the end of the line with the halted line gap, unless directed to continue leading the line forward.
TIP: auto braid reverses the line order while weaving thru the line, so if there are slower riders in the back of the line, HALF PIVOT the line before an auto braid so slower riders are not weaving in front of the faster riders.
createdunspecmsxiBranchTWIG WAVE.
ssddbeginas1iBristleon 1st go COMB, on 2nd go CURL OVER away from the lead. Cut towards the lead at the wall (or the original line axis).
ssdd MODeliteas1iBubble {nM}on go, each rider will make their own individual meter circle proportioned to the size specified by the commander. if size is not specified, the default size is 5M. keep in mind that the space between each arena dot represents 2.5 meters.Play
ssddbeginas1iBuckle1st go CURL OVER, 2nd go CURL OVER the same direction again back onto the original line axis.
createdunspecmsxiBumbleBEE CURL WAVE.Play
ssddelitems1iButterflya TROT FATE followed by a CANTER FATE, both in the called direction.Play
ssdd MODadvanmseiButtonon 1st go odds COMB in called direction, on 2nd go evens KEYHOLE the opposite direction. this should result in couples.
»»» this move is still being tested for proper turnout, as the move exactly as directed above places the evens too far behind the odds to consider them couples. here are some other variations we have come up with...
MOD1: (one go) odds KEYHOLE LEFT and evens COMB RIGHT (this should make couples with evens in front). pending the desired outcome, adding a curl anywhere to the even's movement will restore the odds to the front. examples: evens curl comb instead of comb; or evens can add a curl to a cut when remerging the line; or evens can simply curl anywhere during regular line movement.
MOD2: as original definition, except odds CURL COMB instead of comb.
createdunspecmsxiCandleCURL COMB WAVE. (1 go)
ssddbeginas1iCase CurlCANTER CURL, but riders HALT on the slant angle before completing the curl.
ssddbegin circlems1iCavewhile in a circle, CURL IN towards the circle's center.Play
createdunspecasxiCherryjust like MEL, but no curl for the evens (1 go)
ssddadvanmseiChevronCANTER RIBBON WAVE, continue cantering on the slant afterwards.
ssddfollowms1fCircleon go, the lead will create an even circle, then attach onto the end of their line.
ssddfollowms1fCircle Midwhile on a mid line going toward mid, the lead will cut 90 degrees in the called direction and create an even circle around mid and attach onto the end of their line.
ssddfollowmsxfCircle Splitwhile in one line, the odd and even lead riders will split into two circles going the opposite direction, then merge back into one line when meeting. (odds circle left, evens circle right).
created MODunspecmteiClasha revolve move, but riders CURL OVER AWAY (right) from their partner.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
ssdd MODadvanms1iClover4 KEYHOLES in a left, right, right, left pattern, each with a separate go.
Original pattern in SSDD is RLLR, but I reversed it to uphold the rule "always go left when not directed", and to uphold the rule "odds default left and evens opposite" in wave versions of moves.
ssddfollowmsxiCodline will WATERFALL at wall, then leads point themselves at the last person in line until they reach the end, then pointing themselves towards the corners.
ssddbeginas1iCoilKEYHOLE, then HALT as soon as you are straight. results NTT FLAT.
ssddbegin circlems1ICollapseon 1st go SHRINK towards the center circle, on 2nd go CURL OVER RIGHT heading away from the center, on 3rd go MERGE back into the circle towards the lead.
ssddfundaas1iCombon go, all riders (at the same time) will CUT 90 degrees in called direction or away from the wall. you will appear one horse ahead of everyone else on your screen (comb alignment).Play
ssddadvanas1iComboriders will CURL OVER the called direction, then CURL the opposite direction, and then CURL OVER the original called direction arriving back onto the original line axis in the original line direction.Play
createdunspecmsxiConfettiSTREAMER WAVE.
createdunspecmsxiCorkscrew {Transition} Curlodds do the {TRANSITION} CURL commanded in called direction, evens do the FATE version of the {TRANSITION} CURL commanded in the opposite direction. all riders should be doing the second curl in the same direction. can be done with any curl variation. (1 go)
ssddbeginaseiCouple (aka, Buddy Comb)on go odds COMB and evens follow behind the odds in front of them. This results in partner groups, or "couples".
ssddeliteateiCrescentin a tight rein (ride brushing boots), the inside riders will WALK CURL while the outside riders do a gradual CANTER CURL around them. (The rider cantering will need to adjust their circle to go around their partner, rather than through them. A tip for this would be to canter a step before turning into the curl).Play
ssddadvan circlemtxiCrownwhile in a rotary, on go the inside line will BLOOM and the outside line will CAVE.
ssddinteras1iCubon 1st go, SLANT in the called direction, on 2nd go, CURL OVER the opposite direction.Play
ssddbeginas1iCurl Comba CURL immediately followed by a COMB, both in called direction (or away from wall).Play
ssddfundaas1iCurl Overon go all riders do a HALF CURL without adjusting to the original track (line axis). this reverses the line order and direction.Play
ssddbeginas1iCurl Slanta CURL immediately followed by a SLANT, both in called direction (or away from wall).Play
ssddinter circlems1iCurvewhile in a circle, DODGE away from the center to expand the circle.
createdunspecmsxfCurve SplitSPLIT and CURVE to the nearest letters
ssddfundam*1iCut Backfrom a slant or comb, all riders CUT BACK towards their lead to restore their line in their original line order.
ssddfundaas1fCut Midthe line lead will CUT 90 degrees toward the arena center at the next mid letter (A, B, C, E). all others will follow the lead.Play
ssddfundaas1fCut on Goon go, lead will cut 90 degrees and travel straight across the arena. all others will follow the lead.Play
unlistedfollowmtxfDeckwhile waterfall aligned; on go, O/E leads CIRCLE AWAY, and when the lines meet at the end of the circles they MERGE into 1 line.
ssddinteras1iDeflectCURL OVER the called direction, then CURL the opposite direction. this should result a reversed line order and direction.Play
ssdd MODbeginas1iDelayed {Transition} Curla transition curl called with spaced apart go's. on each go, riders CURL in the next gait and maintain that gate straight on the original line axis afterward until the next go is called. after the last transition curl, if that gait is the same as the original line gait, then the move is complete after the curl, otherwise, maintain the gait of that curl until a final go is called to exit the move and transition back to the original line gait.
for a spider version of this move, see Spider Curl.
createdunspecmsxiDeltaRUMBLE WAVE
ssddbeginms1iDestinyCURL twice in called direction, then CURL in the opposite direction.
ssddfollowmsxfDiamondwhile traveling on mid, on the 1st go, odd and even leads will SPLIT ANGLE and following odds and evens will follow their leads, then on 2nd go will ANGLE back towards each other and MERGE.
unlistedfollowmtxfDiamond DNADNA, but instead of gradual curving, cut harshly (ie like in the diamond move).
ssddfollowmtxfDNAafter wide waterfall, using the mid and quarter mids, lines will curve in and out of each other - resulting in a shape like DNA (cf, as an image of human flesh DNA strand).
ssddbeginas1iDodgeCURL OVER in called direction, then CURL OVER in opposite direction. (cf, an 'S' shape)Play
ssddhaltingmsxiDominoleader halts and everyone will drift to the called direction and halt next to the person in front of them with their back hooves aligned with the other horse's front hooves.Play
ssddeliteasxiDoodleodds DODGE and evens SQUIGGLE in the called direction. this will split the line, odds in original order and direction, evens in a reversed line order and direction.Play
ssddfollowws1fDouble Hill / Peakstarting from a corner letter, ride two hills or peaks, the first hill/peak starting at a corner letter to the mid letter, then belting at the mid letter to make the second hill/peak to the other corner letter along the same long wall of the arena (ex: from K to E to H).
ssddbeginas1iDouble Curltwo CURLS, both in same direction.
ssddadvanws4iDouble Cutriders must label themselves from1 to 4 within their line. on go, the first and third riders in the first group of 4 will COMB, and the 2nd and 4th riders will follow them in couples. this pattern will repeat down the line, with the 1st and 3rd riders following the path of those before them.
ssddelitemsxiDragonflyon 1st go FEATHER. on 2nd go, MIST towards the lead. on 3rd go, SNAP.Play
ssddadvan circlemtxiDrainwhile in rotary, on 1st go the inner circle will EXPAND and MERGE with the outer circle. On 2nd go the original outer circle will SHRINK to become the inner circle.
ssddeliteasxiDribbleon go, odds BOUNCE while evens RESIST, all in the same direction.Play
ssddhaltingmtxiDrop Offfrom a comb, on 1st go odds HARD STOP. on 2nd go evens HARD STOP.
unlisted MODadvanmteiDuela revolve move, but CURL OVER (left) towards partner, CANTER CURL AWAY (right), and then CURL OVER (left) back towards your partner.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
createdunspecmsxiDwarfPLUTO WAVE.
ssdd MODfundaas1fDyethe lead will cut/angle to ride to the opposing corner of arena. The default starting point of DYE is at the next corner.
MOD: if DYE is given a designated start point other than a corner or is used in conjunction with a SET command (to DYE on go), then the opposing corner will be the one that most closely relates a back slant toward the corner of the opposing wall of the start point.
ssdd MODfollowmsxfDye Split {Left, Right, Opp}, aka Dye Divideat mid, riders SPLIT to adjacent corners towards the same short wall.
MOD: adding LEFT to the command indicates odds will cut to the dye on the left while evens continue straight on the current dye; adding RIGHT to the command indicates odds will continue straight on the current dye while evens will cut to the dye on the right; adding OPP to the command indicates odds cut to the dye on the left while evens cut to the dye on the right (hence, SPLIT to opposite corners).
unlistedadvanmteiEaglean erose, but the back line FULL PIVOTS and the front line does a WALK RETREAT BEAR (curl, then bear) and stops straight on the line axis next to the back line facing the opposite direction.Play
createdunspecas1fEBelt (Elastic Belt)this is the same as BELT, elastic simply means the BELT is automatically repeated every time the rider reaches the wall (or specified point); most typically this causes the line to continually go back and forth between two walls.
ssddhaltedmteiErose(current revised halted move definition) =
in a side-by-side halted waterfall, on go the back line will WALK CURL in the called direction then halt in line with the line in front. on the same go the front line of the waterfall will do a FULL PIVOT in the OPPOSITE direction called.
(original advanced move definition) =
in a halted waterfall facing horizontal, the back line will WALK CURL in called direction then align with the line in front of them at a walk. The line in front will do a FULL PIVOT in the SAME direction called.
ssddbegin circlems1iExpandwhile in a circle, on 1st go riders will COMB away from the center, on 2nd go riders CUT BACK towards their lead, resulting a larger circle.
ssddbegin circlems1iExplodewhile in a circle, on 1st go COMB directly to and through the center. on 2nd go CUT the opposite direction of the first go back into a circle. this results a reverse line order and direction.
ssddfollowmtxfFairy Tailfrom split lines, leads will CUT MID and trot towards each other left to left. on go, leads will CIRCLE AWAY (completing a full circle) then continue onto the dye going away from the other line.
ssddbeginms1iFateCURL in the called direction, then CURL in the opposite direction.Play
createdunspecmsxiFated Rosewhile in a circle or a rotary, on go, all odds WALK CAVE then CANTER BLOOM, while all evens CANTER BLOOM then WALK CAVE.
pending how the rotary is created, secondary O/E's need to be designated for the fated rose to work properly. it also looks best if each circle has an even number of riders - and with the rotary using 5m+10m circles or 10m+15m circles, or with a triple rotary using 5m+10m+15m circles.
ssddbeginmsxiFeatherwhile on a mid-line axis, odds will COMB the called direction and evens will COMB the opposite direction.
ssddfollowwtxfFigure 8same as trade, but both lines are headed the same direction on opposite walls; it will make a figure 8 instead of an S.
createdunspecas1iFire Curlon 1st go CURL OVER in called direction, on 2nd go CURL COMB opposite direction.
ssddinter circlemsxiFireworkTWIST while in a circle
ssddinterms1iFishride a 225° CURL, resulting a back slant heading the opposite direction of the curl.
ssddinterasxiFish Hookon 1st go odds CURL COMB, on 2nd go evens CURL COMB. The go's should be called quickly so evens seem to follow the odd's track.
createdunspecmtxiFixCURL OVER IN and MERGE.
{Used when both lines are in waterfall alignment, moving the same direction, and both are in reversed line order.}
createdunspecmtxiFixeven (or Fix Even)on go the even's line will CURL OVER; if the two lines are only a single curl over apart, then the above move will cause the line to merge, but if the two lines are further apart than a single curl over, then a 2nd go will be added for both lines to SLANT IN and MERGE.
(commander: while in a trot, the (1st) go should be called when the horses noses are spaced 2 dots apart between the even line's last rider and the odd line's lead rider.)
{used when there are two lines with the odds line moving in the normal line direction and order, while the evens are moving in the opposite direction and in a reversed line order.}
createdunspecmsxiFlameFIRE CURL WAVE.
ssddhaltingmsxiFlockleader will HALT and everyone will drift in an (odds)left-(evens)right pattern to HALT with their horse's back hooves in line with the front hooves of the horse in front of them, with rider boots brushing.
ssddintermtxiFlywith split lines riding across the dye from the same short wall aimed at mid, all riders adjust straight on go before crossing mid to create an action arrow.
ssddfollowasxfFollow Curlon go, lead will CURL in the called direction, all other riders CURL the same way automatically at the same spot the lead did.
ssddinterms1iFortuneCURL the called direction, then KEYHOLE the opposite direction.
createdunspecmsxfFringeCOUPLES WAVE.
ssddadvan circlemsxiFrogwhile in a circle, on go odds CURL OVER to the outside of the circle resulting in a rotary.
createdunspecas1iFront CastCURL in called direction, then immediately go into a front SLANT in the same direction.
ssddfundaas1iGait Curl {A-, C-}on go, hold the turn key down while in the called gait until straight with the original line axis, completing a full circle, and then immediately return to the original gait.
the letter A is often used for CANTER, while the letter C is often used for WALK.
if the gait is not specified, the default gait is the current line gait.
Play
ssddhaltedas1iGait Set [SO] (same order)riders exit a halted formation by moving forward in the specified GAIT, one at a time into their original line order in the set line gaps.
createdunspecmsxiGalacticORBIT WAVE.
ssddadvanms1iGalaxyORBIT FATE.
createdunspecmtxiGarlandwhile in rein/waterfall alignment, BEAR outward.
ssddinter circlemsxfGear Shiftwhile in a circle, on go two designated lead riders (on opposite sides of the circle) will lead their half of the line through the circle in an S shape, passing left to left with the other line, and reform the circle in the opposite direction.
unlistedfollowmtxfGoldie Loxa follow resembling lock; while in waterfall, leads do a KEYHOLE AWAY and end up passing left-to-left on mid - as soon as their rear hooves pass the midpoint between the lines, KEYHOLE the opposite direction as the first keyhole, resulting a merged single file line. all other riders follow their leads.
createdunspecmsxiGrizzlyodds BEAR LEFT, evens CUB RIGHT (the even's curl over requires a 2nd go).
ssddfollowwsxfHalf Circleon go, the lead will CUT 90 degrees off the wall, then gradually curve to create half a circle, then attach back onto the end of their line.
ssdd MODintermteiHalf Revolvea revolve move, but riders CURL OVER (left) towards their partner and head back the direction they came from.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
ssdd MODinteras1iHalfway {Rev} {Bee, Orbit, I/Mill} Curlthe 1st half of this curl is at the gait of the 1st curl of the transition called, the second half of this curl is at the gait of the 2nd curl of the transition called. if no transition is called, the default HALFWAY CURL is that of a bee curl; first half at a trot, second half at a canter. the valid transition curls for this move are the bee, orbit and i (or mill) curls, and of course, their reverses.
Tip: Since the 1st gait is normally slower than the 2nd gate, it is recommended to use the reversed versions of the curls for this move when the line is close to the wall so the riders dont crash into the wall.
ssdd MODfundaas1iHalt Setall riders walk on "set". the leader stops on "go", and all other riders will walk forward and stop NTT to the rider in front of them.
MOD: though the ssdd states to walk on "set", it is generally practiced to walk on "pre"; and the standard halting gap for Shadow Town is the next closer gap than that of the ordered moving line gap.
ssddfundaas1iHard Stopall riders stop on go by pressing their slow/back key as many times as needed to stop their horse as quickly as possible. do not adjust gaps, alignment, or angles (turning) on a hard stop, simply stop and hold your position exactly as you are and where you are.
ssddfollowmtxfHeartfrom a rein or single line, line leads will split and gradually curve outwards, then gradually curve inwards making a heart shape and falling back into a rein or merging to one line heading the opposite direction.
ssddfollowws1fHillstarting from a corner letter, ride a curved line up to mid, and then curve back down to the next corner letter on the same wall. this resembles a half circle off the wall.
ssddadvanasxiHorizonon 1st go COMB. on 2nd go SLANT towards the lead. on 3rd go CUT BACK towards the lead and MERGE back into the original line(s).
ssdd MODfollowmtxfHorseshoe {nM}from a rein: line leads will do a HALF CIRCLE inward to land on the other line's axis in the opposite direction; the lines should pass each other left to left.
from a single line: odd and even leads will SPLIT ANGLE on go. then at the designated circle size, form a HALF CIRCLE around each other passing left to left, then angling back to merge on the original line axis in the opposite direction.
ssddbeginas1iI Curl ,aka 'Mill Curl'WALK CURL, TROT CURL.Play
ssddhaltingmsxiJagged Flatin an (odds)left-(evens)right pattern, the 2nd and 3rd riders will arrow halt with the lead, the 4th and 5th riders will align themselves with the lead. the pattern will repeat down the line to create a jig-jag line.
unlistedadvanmtxiJello (as per the original definition in ssd before it was removed)ATOMIC, but after the curl over you will CANTER CURL the same direction you did your first curl. In the end, you would not be on your original axis, nor going the same direction as you used to be going. (starting from waterfall alignment, this results a single line in reversed line order traveling in the opposite direction.)
createdunspecasxiJewelon 1st go everyone HARD STOPS, on 2nd go odds SPACEBAR while evens REAR. as soon as the odds complete their spacebar, everyone continues forward in the original line gait.
ssddintermteiJoinfrom split lines (in waterfall alignment) combing towards each other, evens will CURL OVER towards their partner and adjust behind them into couples.
createdunspecmsxfJoJoSPLIT and form oval circles, then MERGE.
ssddinterasxiJupiterodds TROT CURL and evens CANTER CURL, both in the called direction.
ssddbeginms1iKey CurlCURL in called direction, then KEYHOLE in the same direction.
ssdd MODadvanmteiKey Revolvea revolve move, but riders KEYHOLE (left) towards their partner. this should result in 2 merged lines headed away from each other.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
ssddintermtxiKey Switchwhile in a waterfall, on 1st go KEYHOLE OUT and pass through the gaps, on 2nd go KEYHOLE AWAY from your line leads to be put back in a waterfall.
ssddbeginms1iKeyhole¾ CURL that results in a comb.
createdunspecmsxfKingdomleads will circle the ntt flat riders, after the full circle, the next rider joins as the last rider passes in front of them using directed gaps, this repeats until all the riders have joined the circle.
ssddbeginas1iLadderon 1st go CURL COMB in called direction, on 2nd go CURL COMB the opposite direction to remerge the line.
unlistedfollowmtxfLily Padafter a DYE SPLIT, on go, the lines will curve around to form a rotary.
ssddinterms1iLockon go KEYHOLE the called direction, when your back hooves have crossed your original line axis KEYHOLE the opposite direction.Play
ssddhaltedmteiLollypopfrom split lines halted in waterfall facing towards each other. on 1st go odds will TROT forward. on 2nd go odds CURL OVER around their partner. evens automatically begin to trot behind their partner. this results in couples.
ssddhaltedmsxfLoopwhile halted in horse length gaps, the lead will ride a tight circle around the halted riders and all riders will automatically join behind them in order.
ssdd MODinterms1iLush {Dir}
... {Pre [Dir]} ...
... Go
KEYHOLE the called direction each time the commander calls go until a different call exits the move.
MOD: the keyhole direction can be changed by calling it with a "pre".
ssddeliteasxiMelon 1st go odds will CURL COMB and evens will do a normal COMB. on 2nd go the evens will CURL away from their lead to bring both lines into a single comb.
ssddfundamtxfMergeoriginally, this move was defined by the ssdd as 'two lines connect and merge into a single line'. but there are so many ways to merge two lines that it has seemingly become a term commanders use loosely in conjunction with other commands to validate their intent for multiple lines to come together and form one single file line, most commonly in the original line order, for example, CUT AND MERGE, CURL OVER IN AND MERGE, KEYHOLE AFL AND MERGE (SNAP), and so on.
createdunspecasxiMetal (gen3 friesian move)odds REAR, evens will SPACEBAR.
createdunspecasxiMetallica (gen3 friesian move)SPACEBAR THREAD (2 goes).
ssddelitemsxiMickeya thread move; on 1st go odds FATE, on 2nd go evens CURL. evens will end up in front of odds.
createdunspecmsxiMillyMILL (I CURL) WAVE.
ssddelitemsxiMinniea thread move; on 1st go odds FATE, on 2nd go evens MIST. this will create split lines, odds in normal line order and direction and evens in reversed line order and direction.
ssddinterms1iMistCURL in called direction then CURL OVER the opposite direction, this results a reversed line order and direction.Play
ssddelitemsxiMixera thread move; on 1st go odds ORBIT FATE in the called direction. on 2nd go, evens REVERSE ORBIT FATE in the same direction.
createdunspecasxiMollyon go odds MILL (I CURL), evens REVERSE MILL (I CURL).
createdunspecas1iNaneon 1st go CASE. on 2nd go HALF PIVOT turning outwards from the wall. on 3rd go TROT onto the slanted lines. on 4th go CUT (BACK SLANT towards lead) into a MERGE.
createdunspecmtxiNirvana (gen3 friesian move)while in a comb: on 1st go all riders HALT, on 2nd go all riders SPACEBAR, on 3rd go TROT onward.
ssddhaltingmsxiNTT Flatline leader HALTS and everyone will drift in an (odds)left-(evens)right pattern to HALT side by side, front hooves aligned and brushing boots.
ssddadvanms1iObiTWIST, WAVE, TWIST, WAVE; each with its own go.
ssddinteras1iOrbitWALK CURL, CANTER CURL.
ssddelitemsxiOrionodds STAR CURL FATE in the called direction while evens TRIPLE CURL FATE in the opposite direction (all riders should switch directions each time they curl).
ssddinteras1iOver CombCURL OVER the called direction, then COMB the opposite direction.
ssddadvanms1iPaddleCURL in the called direction, then RIBBON in the opposite direction.Play
created MODunspecmteiParadisea revolve move, but riders will COMB (left) towards their partner.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
ssdd MODadvanmtxiPartfrom a waterfall, the first two riders in line will BELT IN to MERGE in a couple. the second set of riders in the lines will BELT OUT. this pattern will repeat down the line.
MOD: to create 3 lines of spaced apart couples: the 1st rider in each line will BELT IN to merge in a couple, the 2nd and 3rd riders in each line will BELT OUT to create a couple on each of the outside lines, the 4th in each line BELT IN, 5th and 6th BELT out, and so on.
ssddbegin circlemsxfPass Cuton go, two designated lead riders (on opposite sides of the circle) will CUT IN towards mid and lead their half of the line straight through the circle, then CUT BACK the opposite direction of the first cut to reform the circle in the opposite direction.
ssddhaltedasxfPass Exitthe lead will ride past the riders in front of the halted formation, and all other riders will automatically join behind them in the original line order.
ssddfollowws1fPeakstarting from a corner letter, ride a straight line to mid, forming a square corner at mid, and then another straight line to the next corner letter on the same wall.
ssddfollowasxfPeelat mid, odds BELT in the called direction while evens continue straight ahead.
ssdd MODfundaas1iPick {Gait} Curl
Pick Curl {Gait}
Pick {Gait} Curl: CURL in the called gait and continue forward in the curled gait.
MOD: Pick Curl {Gait}: CURL in the current line gait, then transition into the called gait and continue forward.
{the line gait in both variations start in the original line gait and end in the called gait, whether the curl is done in the original gait or the called gait depends on which order the command is placed.}
ssddadvanms1iPinCURL in the called direction, then FISH in the opposite direction.
ssddelitemtxiPinwheela comb-aligned line of riders moving in a circular formation. the innermost rider will be walking, while riders to the outside will adjust their speed to remain comb aligned to the rider on their inside.
ssddfundaas1iPivot {1/4-, 1/2-, 3/4-, Full-, Slant-, Back Slant-}from a halt, turn your horse the called direction and amount. pivots = Slant(⅛), Qtr(¼), Back Slant(⅜), Half(180), 3Q(¾), or Full(360).Play
ssddinterasxiPlutoodds WALK CURL and evens CANTER CURL, both in the called direction.
createdunspecas1iPoisonlike COMBO with a TRIPLE CURL instead of a regular curl.
ssddinteras1iPolaron 1st go BEAR the called direction, on 2nd go BEAR the opposite direction.
ssddinter circlems1iPopwhile in an expanded circle, on 1st go riders will KEYOLE OUT, then head directly towards center. on 2nd go riders will CUT towards their lead into a smaller circle.
createdunspecmsxiPredatorPREY WAVE.
createdunspecasxiPreyon go, odds BEAR and evens CURL OVER, both in the called direction, resulting a tight waterfall alignment in the opposite direction with a reversed line order.
ssddbegin circlemsxiPrim Rosewhile in a circle, on go the odds will WALK CAVE and evens will CANTER BLOOM.
createdunspecasxiProbe (aka Revolution)on go odds ORBIT CURL, evens REVERSE ORBIT CURL.
ssddfollowwsxfPuzzleat a mid letter, the evens will CUT MID while the odds continue around the outside track. at mid X point, evens CUT towards the odds to MERGE.
unlistedfollowmtxfPyramid (cf, triangle)post split lines will DYE AC, when the lines meet near mid, the line leads CUT onto the other dye, creating a pyramid shape. by default the leads will CUT IN AW.
createdunspecas1iR Curlon 1st go HALT, on 2nd go BACK CURL, then immediately return to original gait.Play
ssddelitemtxiRail Shiftfrom a rein or waterfall, riders curve in (or moon), passing their partner from the other line left to left, finishing straight in reverse order on the original axis of the other line.
createdunspecas1iRakeCURL then SLANT COMB.
ssddfundaas1iRearon go press back key (S or down arrow) immediately followed by the X key.
createdunspecmtxfReflecttwo lines heading toward each other on a midline will CUT (90°) in called direction; the lead of each line should CUT when they appear about one horse length from the other line's lead. This will result the two lines turning away from each other.
ssddfollowatxfReinon go, split lines headed towards each other on the same wall will CUT and ride side-by-side about one horse length away from each other. a tight rein is about one horse width (or less) away from each other. a wide rein is typically two plus horse lengths away from each other.Play
createdunspecmtxfRepelANGLE or SLANT away from the other line. If the two lines are heading towards each other on the same line axis, there will be no go's, rather the lead of each line should ANGLE when they appear about one horse length from the other line's lead, all others should follow their line lead. if the two lines are in a rein or waterfall, on go all riders should SLANT AWAY from the other line.
ssddinteras1iResistCURL then DODGE, both in the same direction. (definition in SSDD = RETREAT CURL the called direction, then CURL OVER the opposite direction.)Play
ssddbeginas1iRetreat CurlCURL then CURL OVER in the same direction (cf, the coiled end of a closed safety pin).
ssddinteras1iReverse {Transition} Curlride the gaits of the {TRANSITION} CURL in the opposite order. (ie: reverse bee curl = canter curl, trot curl).
ssdd MODintermteiRevolve (aka, Full Revolve)post two lines combing towards each other from a split/waterfall alignment, on go riders will CURL (left) around their partner and continue straight in their original direction.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or reach the midpoint between the lines).
ssddfollowwtxfRevolversplit lines will cut towards each other from opposite walls, with wide-rein spacing. on go, leads will make a half circle around each other then continue in the direction they came from.
ssddinterms1iRibbon (aka, BowTie)ride a 315° CURL, resulting a forward slant heading the opposite direction of the curl.Play
ssddelitemsxiRoaron 1st go RIBBON WAVE. on 2nd go FISH OUT (to comb in). on 3rd go HALF REVOLVE towards your partner. on 4th go KEYHOLE AWAY from the leader (called like a snap).
createdunspecmsxiRocketKEYHOLE WAVE.
ssdd MODeliteasxiRoll Overodds ride a CURL OVER in the called direction one gait faster than their current gait and adjust themselves to end up comb aligned beside the rider who was behind them in their original gait.
MOD: it doesn't state what the evens are supposed to do in this move, but since odds curl over and land comb aligned to evens, i am presuming that the evens do a normal CURL OVER in the called direction in the original line gait.
unlistedadvan circlemtxiRosewhile in a rotary, on go odds CANTER BLOOM and evens WALK CAVE.
ssddadvan circlemtxfRotarya small circle inside of a large circle moving in opposite directions.
ssddadvanms1iRuffleon 1st go RIBBON in the called direction. on 2nd go RIBBON the opposite direction.
ssddadvanasxiRumbleon go, odds TRIPLE CURL and evens REVERSE TRIPLE CURL; the trot curl should be aligned if the move is perfectly timed by all riders.
ssdd MODadvanmteiSalsaa revolve move, but odds CUT and evens KEYHOLE towards their partner, resulting in couples.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
ssddadvanms1iScaleon 1st go FISH in the called direction. on 2nd go FISH the opposite direction.
ssddintermsxiScrewodds DOUBLE CURL and evens FATE, all in the same direction. the first curl for all the riders should be the same direction and the second curl should be a wave.Play
ssddadvanms1iSharkon 1st go FISH in the called direction. on 2nd go RIBBON the opposite direction.Play
ssddinteras1iShieldon 1st go SLANT, on 2nd go KEYHOLE; both in the called direction.
ssddelitemseiShoelaceon 1st go FORTUNE WAVE. on 2nd go HALF REVOLVE with your partner.
ssddfollowws1fShort Dyelead rides straight from corner to E/B, or E/B to corner; the lead will DYE at the next corner or E/B midletter. all others follow the lead. if SHORT DYE is from E/B to corner, then the corner will be the one that is closest to a back slant on the opposing wall of the start point.
ssddbegin circlems1iShrinkwhile in a circle, on 1st go riders will COMB directly towards center, on 2nd go riders CUT BACK towards their lead, resulting in a smaller circle.
ssddfundaas1iSlanton go, all riders will turn and align themselves to the diagonal lines on the arena floor (45°) in the called direction. you will appear side by side with the rider in front of you (slant alignment).Play
ssddhaltingas1iSlant Flatthe line lead will HALT at a slant (45° angle) and everyone following will HALT (brushing boots) at the same angle, resulting in a slanted NTT flat.
ssddintermsxiSlant Switch (aka Railroad)from a waterfall, on 1st go riders SLANT IN, on 2nd go riders CUT BACK towards their lead.Play
ssddfollowmsxfSlayfrom the midline, riders SPLIT at the wall (A/C) on an angle aiming towards long wall mid letters (B/E).
ssddfollowmsxfSlicefrom the midline, riders SPLIT at the wall (A/C) on an angle aiming towards the closest long wall corner letters (F/K or H/M).
ssddfollowas1fSlitheron go, the lead will BELT in the called direction with their line following. on each following go, the lead will BELT the opposite direction than the previous belt, and continue the pattern until the commander makes a call that exits the move.
ssddinteras1iSnakesa move with consecutive go's. on 1st go, all riders will CURL OVER in the called direction. on each go thereafter riders will CURL OVER the opposite direction than the previous curl over. continue in this pattern until the commander makes a call that exits the move.
ssddadvanmtxiSnapwhile two lines are combing towards each other from a split/waterfall alignment, on go riders will KEYHOLE AWAY from their lead to merge into one line; the lead(s) will KEYHOLE towards their line.
commander: call the go when riders' horses' noses are about to meet.
ssddeliteas1iSnowmanone go. CANTER CURL OVER called direction, TROT CURL OVER opposite direction, WALK CURL called direction, TROT CURL OVER opposite direction, CANTER CURL OVER called direction. the finished move should look like drawing a snowman on the arena floor.
ssddbegin circlemsxiSparkBLOOM THREAD; while in a circle, on 1st go odds BLOOM, on 2nd go evens BLOOM.Play
unlistedinter circlems1iSparklerFATE while in a circle.
( originally, the definitions for Firework and Sparkler were swapped from what they are now; Firework took on Sparkler's definition and Sparkler was removed from the ssdd listing. since the original Firework definition wasn't reused in ssdd, I just renamed it as Sparkler, hence swapping their original definitions )
createdunspecas1iSpider {Gait, Transition} Curla continuous CURL, keep curling until a final go exits the move at the transition point.
this can be done with any gait or variation of curl (ie, spider pluto curl, spider triple curl, etc). if the variation is a transition curl, then on each go change to next gait at the transition point, the go after the last transition exits the move at the transition point.
ssddbegin circlems1iSpikeon 1st go EXPAND out of the circle. on 2nd go CURL OVER in called direction towards center and pass directly through the center. on 3rd go, CURL OVER again in called direction towards the center. on 4th go, CUT towards the lead back into the original circle.
ssdd MODfollowasxfSplit [at {point}]
(aka, Mid Split)
while in a single line and reaching the called split point, odds will CUT LEFT and evens will CUT RIGHT. if the split point is not called then the split point is at the next midline point or the wall.
MOD: this move can be called while on a wall; the odds will travel the leftmost path (STRAIGHT or CUT) while the evens will travel the rightmost path (STRAIGHT or CUT). if no split point is called, then the default split point is the next midline.
Play
unlistedintermtxiSprinklesall riders in rein/tier alignment will KEYHOLE in called direction. Both lines will end up in a double comb going the same direction.Play
ssddadvanas1iSquiggleon go, riders will DODGE, then CURL OVER, both in the called direction, this will result a reversed line order and direction.Play
createdunspecasxiStalkerDODGE THREAD.
ssddinteras1iStar CurlWALK CURL, CANTER CURL, TROT CURL.
ssdd MODhaltedmsxfSteel (aka, Iron, Weave)from a single halted line in at least HH gaps, the rider at the back of the line (on go) will SLANT and TROT the called direction and weave back and forth between the riders in front of them. as each rider is passed and becomes the last rider, that rider joins at the end and follows the weaving line in the called (or default/standard club) line gaps.
tip: since this move defaults to continue foward after the weave, it reverses the line order, so if there are slower riders in the back of the line, you can HALF PIVOT the line before commanding the move so slower riders are not placed in front of the faster riders.
MOD: the riders can halt after making the last pass in the halted line gap, and each rider weaves thru the line only once. while this may put slower riders in front of the faster riders during the weave, it will maintain the original line order when complete.
Play
ssdd MODfundaas1iStem {Curl}
pre {name}
go
when a rider is told to stem, the rider will CURL OVER out of line in the called direction and then CURL OVER back onto the end of the line. riders do this one at a time with each go. if curl is added to the command, then the riders will SPIDER CURL until they reach the end of the line, which automatically exits the curl and adds them onto the back of the line. the name of the rider to stem next should be listed along with each pre (see the example in the move title column) - if a name is omitted, then the current lead rider of each line is the default.
ssddelitemtxiStirfrom a tight rein, the inside rider will FULL PIVOT in the called direction and the outside rider will TROT CURL around the pivoting rider in the called direction. if in a halted line, riders will start their move upon GO. if the riders are in a moving line, then the inside rider will need to halt first and then immediately pivot and trot again as soon as the pivot is completed.
ssddintermsxiStormMIST WAVE, resulting waterfall alignment in a reversed line order and direction.Play
createdunspecasxiStreameron go, odds COMB and evens CURL the same direction (continuing straight ahead).
unlistedinteras1iStrikeCANTER KEYHOLE in called direction, rear (X) when front hooves reach the original line axis. this should result an NTT FLAT.
ssddbeginas1iStrike CurlCANTER CURL in called direction, rear (X) when straight with the original line axis.
ssddbegin circlems1iSunfloweron 1st go EXPAND out of the circle, on 2nd go CURL OVER RIGHT to aim towards the center, on 3rd go CUT BACK towards lead back into a circle.
unlistedadvanmtxiSurfwhile in a wide rein and with secondary numbers (O/E's), on the 1st go riders DOUBLE CURL WAVE, on 2nd go KEYHOLE OUT, on 3rd go SLIDE (gradual curve) to MERGE back into a rein.
createdunspecms1iSwingHALFWAY CURL FATE. can be done with any halfway curl variation.
ssddadvanmteiSwirlfrom a wide rein, on 1st go COMB IN, on 2nd go HALF REVOLVE, on 3rd go SLIDE (CURVE / ROUND CORNER CUT) towards the leads back into a rein.
ssddbeginmtxiSwitchin a waterfall, on 1st go COMB IN and through the gaps, on 2nd go CUT BACK towards the leads back into a waterfall.
createdunspecmtxiSwitchbackwhile in rein or waterfall, DODGE IN.
ssddadvanas1iSwordon 1st go SLANT in the called direction. on 2nd go RIBBON the same direction.
ssddadvanmsxiTacklePIN WAVE.
ssdd MODadvanmteiTangoa revolve move, but odds KEYHOLE and evens CURL COMB towards their partner, resulting in couples.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
unlistedadvanmsxiTeeteron go riders WAVE then all riders point their horses nose into the corner in the same direction as their curl.
ssddbeginasxiThreadon 1st go odds CURL, on 2nd go evens CURL.
ssddelitemsxiTidalwith riders in the line labeled 1 to 3, on the 1st go 1's WALK CURL in the called direction, on 2nd go 2's TROT CURL the opposite direction, on the 3rd go 3's CANTER CURL the called direction.
ssddfollowmtxfTiewhile in a rein, on 1st go leads will make a 5 meter FISH away from each other and cross through both rein lines. on the 2nd go, the leads ride a HALF CIRCLE towards each other, CUTTING BACK and MERGING into their orignal rein lines in the original rein direction.Play
ssddfollowasxfTier
{ n Tier}
the riders in single file line will be redesignated with the numbers 1 thru 'n'. on go, the first n riders will TIER (or COMB) in direction called (or away from wall), all others will TIER behind them to repeat the pattern. (ie, 3 tier - the first three riders TIER ON GO, then the next group of 3 riders will TIER at the same place to follow behind them, and so on.) If a number is not called, then the default number of tiers is 2; this is the most common used, with all odds following the odd lead and all evens following the even lead.
createdunspecasxiTorrentlabeling all the riders sequentially 1 thru 3; 1's WALK CURL, 2's TROT CURL, 3's CANTER CURL - all in called direction.
ssddfollowwtxfTradesplit lines headed towards each other on opposite walls will HALF CIRCLE off the E/B letters towards center, passing left to left through mid and continue into another HALF CIRCLE in the opposite direction back onto E/B letters; creating an "S" shape
ssddfollowwtxfTrianglepost split, both leads DYE AC from the same short wall, riding towards each other. on go, both leads will CUT/ANGLE to ride straight towards the corner the other lead came from. by default, the leads will then CUT IN AC heading towards each other.
createdunspecmsxiTrinityREVERSE TRIPLE CURL WAVE.
ssddinteras1iTriple CurlWALK CURL, TROT CURL, CANTER CURL.
ssddeliteas1iTriple TripleWALK CURL, TROT CURL, CANTER CURL, TROT CURL, WALK CURL, all in the called direction.
createdunspecmsxiTriplexTRIPLE CURL WAVE
ssddinter circlemsxiTulipwhile in a circle, odds BEE CURL OUT while evens I CURL IN.
createdunspecas1iTwigon 1st go WALK CURL, and then HALT when straight with line, on 2nd go BACK CURL, then TROT forward when straight with line.
createdunspecmsxiTwinkleSTAR CURL WAVE
ssddbeginmsxiTwiston go, odds FATE in called direction while evens FATE in the opposite direction.Play
ssddadvanmsxiTwist TiePADDLE WAVE.
ssddintermsxiU Turn (aka, Split U-Turn)on go, odds CURL OVER in called direction and evens CURL OVER the opposite direction resulting a waterfall in reversed line order. when merge is called, riders CURL OVER inwards to merge the line back in its original order.
ssddelitems1iUnwind {Transition} Curlon go, {CALLED} CURL in the called direction, then REVERSE {CALLED} CURL in the opposite direction (ie: bee unwind left = bee curl left, reverse bee curl right).
createdunspecas1iVeinon go, all riders scatter at a trot any direction they want.
ssddinter circlemsxfVennwhile in a circle, on go two designated lead riders (on opposite sides) will lead their half of the line through a smaller circle about half the size of the original circle, passing left to left with the other line at mid, and reform the circle in the same direction. (cf, mastercard symbol)
ssddinterasxiVenusodds WALK CURL and evens TROT CURL, both in the called direction.
ssdd MODadvanmteiWaltza revolve move, but odds CURL and evens RETREAT CURL towards their partner, resulting in couples.
(commander: call the go when the horses' noses are about to meet.)
MOD: the commander may opt to have the riders automatically start the revolve when their front hooves reach the midline (or the midpoint between the lines).
Play
ssddfollowmsxfWaterfallBELT WAVE; odds BELT in called direction, evens BELT in the opposite direction; default location is "at wall".Play
ssddbeginmsxiWaveodds CURL in the called direction (left is default), evens CURL the opposite direction. The term "wave" can be added to any move to indicate odds and evens do the move in opposite directions.
createdunspecasxiWave Rear(1 go), riders REAR in sequence of the line order.
ssddelitemsxiWindon go, odds RETREAT CURL while evens MIST, all in the same direction. this results a waterfall alignment with a reversed line order and direction.Play
ssddbeginas1iWolffrom a halt, REAR and QUARTER PIVOT at the same time in the called direction.
createdunspecmtxiWreathwhile in rein/waterfall alignment, BEAR IN.
ssddfundaas1iXon go, everyone will press X to instantly come to a REARING HALT.Play
createdunspecas1iX CurlCURL in called direction, but REAR on the slant before completing the curl.
createdunspecas1iX Loopon 1st go, X CURL in called direction, on 2nd go REVERSE X CURL. this should land the riders back on the original line axis.
createdunspecas1iYeetwhile in a canter, on go all riders JUMP.
createdunspecYoYoon 1st go, evens comb. 2nd go odds comb. 3rd go evens curl over away from lead while odds curl over toward the lead. Merge at wall, normal order.
(this needs some tweeking, not working for me when followed exactly as directed above)
ssddfollowmsxfZipperriders WATERFALL, then SLANT MERGE back onto the original line axis after passing the last rider still heading towards the wall. the last rider and any rider that completes their belt when the last rider is already belting will slant in to merge immediately after the belt, hence will effectively perform a bear belt.Show

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