Level 4 is the final group of tests that Cubs must pass before moving on to our advanced team, Tigers. This level stresses high speed movements and quick thinking when go's are called close together and frequently.
Level 4.1 |
- Half Circle: Ride half of a circle in the specified size/direction, then ride straight to the point where the half circle was started, turning in the direction called at the wall/point you started at.
- Tackle: On the first go, curl in the direction said. On the second go, fish the opposite direction.
- Twistie: On the first go, curl in the direction said. On the second go, ribbon the opposite direction.
- Star Curl: On the first go, walk curl. On the second go, canter curl. On the 3rd go, trot curl.
- Bounce: On the first two go’s, dodge in the direction asked. On the 3rd go, curl in the same direction.
- Backcast: On the first go, curl in the direction said. On the second go, back slant the opposite direction
- Bang: From a circle, keyhole in and then point directly away from the middle of your circle (expand), on the second go adjust in the same direction you did your keyhole on a larger circle.
- Pop: From a circle, keyhole out and then point towards the middle of your circle (shrink), on the second go adjust in the same direction you did your keyhole on onto a smaller circle.
- Zig Zag: On the first go, comb. On the second go, comb the opposite direction. Continue this pattern until the commander stops calling gos
Level 4.2 |
- Double Hill: On the long side of the arena, make two small Hills between the corner letters and the mid letter extending as far as the quarter line. All riders follow the leader
- Double Peak: On the long side of the arena, make two small Peaks between the corner letters and the mid letter extending as far as the quarter line. All riders follow the leader
- Triad: Ride the curl said on go, and then the first curl gait as the 3rd curl of the triple curl. For example - an Orbit Triad would be a walk curl, canter curl, walk curl
- Scale: On the first go, fish in the direction said. On the second go, fish the opposite direction, adjusting back to the original track and direction
- Ruffle: On the first go, ribbon in the direction said. On the second go, ribbon the opposite direction
- Pin: On the first go, curl over in the direction said. On the second go, fish the opposite direction
- Paddle: On the first go, curl over in the direction said. On the second go, ribbon the opposite direction
- Wrench: Ride the curl stated in the direction said followed by the curl stated the opposite direction, with go’s for each curl element - For example, an “I Wrench Right” would be a walk curl right, trot curl right, walk curl left, trot curl left
Level 4.3 |
- Eclipse: A Quarter Moon, followed by a Half Moon the opposite direction, followed by another Quarter Moon (taking up the entire width of the arena)
- Spiral: From a circle, start curving in by half a quadrant each quarter of your circle (ex: 20, 17.5, 15, 12.5, 10, 7.5, 5, 2.5) until you are curling around X, then on the 2nd go do the opposite, expanding your circle by half a quadrant each quarter.
- Shark: On the first go, fish in the direction said. On the second go, ribbon the opposite direction
- Butterfly: Ride the first gait of the curl stated as a fate, then the second gait of the curl stated as a fate the same direction - For example, a “Bee Butterfly Left” would be trot fate left then canter fate left, with go’s for each curl
- Unwind: Ride the curl stated the direction stated, then the opposite of that curl in the opposite direction - For example an “Orbit Unwind Right” would be Orbit Right then Q Curl Left, with go’s for each curl
- Sword: On the first go, slant in the direction said. On the second go, ribbon the same direction
- Shield: On the first go, slant in the direction said. On the second go, keyhole the same direction. On the 3rd go (or at the wall) adjust in the original direction
Group 4 |
-Wave Combinations (Odds do the first curl, evens second): For example, a ‘Bee/C Curl’ would mean odds Bee curl, evens C curl on the same go, in the same direction.
- Zebra Halt: When called, the leader of the line will walk 5 steps, then halt. All others walk to their spot in the direction asked, halting side by side on a slanted angle in the direction asked (a slanted NTT Flat)
- Fan Halt: When called, the leader of the line will walk 5 steps, then halt. All others walk to their spot in their labelled direction, each rider halting at an increased slanted angle, horse tail’s touching, creating a semi circle shape
- Hourglass: From split lines, lines ride straight from a corner letter to the point where the nearest wide tier line and 5m line meet. Then, ride straight across the 5m line until you hit the far wide tier line, turning out to ride straight to the corner letter across from where you started on the opposite wall.
- Obi Set: On the first and second go’s, twist. On the 3rd go, curl left.
- Moose Set: Riders number themselves 1-3. On the first go, the first two riders forward slant wave, and the third rider keeps the current gait going straight.
Second go, first two riders adjust straight. Third go, first two riders slant back toward the original track and merge again. - Horseshoe: From one line or split lines, split out onto the specified circle size, passing boots brushing. Then, either merge back into one line or continue in a tier going the opposite direction, the commander will specify during the shape.
- Tiger 'Nap Set: From a halted NTT line (in HH or OH gaps), starting with the last rider in the line, weave in and out of the riders in front starting to the right. When a rider is passed, they follow immediately in BOS gaps. This reverses the line order. The word is Entry.
- Jojo: Split lines coming towards each other circle around each other in the specified size, passing riders in the other line boot to boot, left to left. Then, cut mid merge at the starting point of the circle into the circle.
- Venus: On go, odds walk curl and evens trot curl
- Jupiter: On go, odds trot curl and evens canter curl
- Pluto: On go, odds walk curl and evens canter curl
- Switch: From tiered lines in waterfall alignment, on the first go, slant in. On the second go, adjust straight in the original direction of travel
- Box: On the first go, riders comb. On the second go, cut away from the leader of the line. On the 3rd go, cut back to the rail. On the 4th go, cut back into the original direction of travel before the sequence
- Rotary: Split lines each form a circle of approximately the same size around each other in opposite directions. The riders on the smaller circle should maintain the circle points while riders on the larger circle adjust to ride boot to boot with the smaller circle
- Frog: From a circle, on go, odd riders curl over to the outside of the circle to form a rotary. Inside circle holds their points while the outside riders brush just outside of their points. When told to ‘Fix Frog’, watch the person you were originally behind and make sure to curl over back into the circle at a place that will hold your original gap (one horse ahead of where you feel like you should be).
- Crown: Done from a rotary, on go riders on the outside circle bloom while riders on the inside circle cave in their current gait
- Hero: On the 1st and 2nd go’s, twist. On the 3rd/4th/5th go’s, combo wave
- Horizon: On the first go, comb in the direction called, on the second go, slant towards the lead. On the third go, adjust straight behind the lead.
- Petal: On go, from a circle, designated riders gradually curve out of a circle onto a designated circle size larger and going the opposite direction.
- Pinwheel: A straight comb aligned line of riders moving in a circular formation - the inner rider at the slowest gait and the outer rider at the fastest gait, with riders sandwiched adjusting their speed as necessary to stay comb aligned