KINGDOM OF AETHELMEARC

EQUESTRIAN COMPANY

MARSHAL'S HANDBOOK

This Handbook was developed to provide a framework of rules, conventions and definitions for equestrian activities within the Kingdom of AEthelmearc. The goal of the Company is to promote horsemanship and research in the equestrian arts, with enjoyment and safety for everyone.
  1. EQUESTRIAN EVENT PERSONNEL:
    1. Equestrian Marshal-in-Charge.
      1. The EMIC has the full authority to forbid an equestrian or horse from participation in an Equestrian Activity, for reasons including but not limited to health, safety, infractions, or unchivalric rider behavior.
      2. They are responsible for the establishment and set-up of an equestrian area by
        1. designating a safe spectator area.
        2. walking over the site where the horses will be to check for unsafe terrain.
        3. outlining a course for Processionals
        4. notifying all persons on site of "Equestrian Only" areas and other warnings as pertains to safety around horses.
      3. The EMIC designates EMs to
        1. perform equipment checks of tack, bardings, and/or horse armor on the horses.
        2. and inspect all gaming equipment for safe usage.
      4. The EMIC has the ultimate authority to advise the Seneschal to withdraw SCA sanction from an Equestrian event as outlined in Corpora Section II.E.
      5. In the event of an Infraction or Incident, an EM or EMIT has the duty to appeal to the EMIC, who as an officer of the Marshallate is obligated to handle SCA Equestrian Regulation Violations as outlined under Appendix 5 of the SCA Marshal's Handbook.
        1. The EMIC will give an oral report within 24 hours to the KEO, followed by a written report using the SCA Marshallate Incident Report Form within 72 hours, delineating the circumstances of the Infractions(s) or Incident, the measures taken to rectify the situation, and the sanctions performed against the violator.
      6. The EMIC must generate a written report of an Equestrian Activity within 10 days after the event to the KEO. This report is to contain information regarding the total number on attendance, number of horses, number of riders, and type of Equestrian Activities performed.
    2. Ring Steward.
      1. May be either an EM, or an Equestrian Marshal-in-Training.
      2. Must demonstrate competency and knowledge of horses to one EM.
      3. Will supervise the set-up of equipment, assist the EMIC in organizing and supervising the ground crew, and organize perimeter safety patrols if necessary.
    3. Ground Crew.
      1. This includes all heralds, Ministers of the Lists, pages, scorekeepers, and foot attendants.
      2. All persons wishing to assist in equestrian activities must sign the Equestrian Waiver.
      3. They must attend the pre-activities meeting held at the event in order to participate.
      4. They are encouraged to attend equestrian ground classes throughout the year.
  2. RIDER AUTHORIZATIONS:
    1. General:

    2. Every rider must be authorized to ride prior to participating in any SCA Equestrian Activity, except for purposes of practice, Processionals (i.e. trail rides, progresses, etc.) and the authorization process itself.
      1. The rider is expected to use common sense and caution when riding any mount at any level.
      2. The rider must be authorized to ride at their level on the horse that they will be using that day.
    3. Levels:
      1. Beginner Level: The rider can turn, stop, and control their mount at a walk. A beginner is allowed to ride only at a walk.
      2. Intermediate Level: The rider can turn, stop, and control their mount at the walk and trot. An intermediate rider may only ride at a walk and trot.
      3. Advanced Level: The rider can turn, stop, and control their mount at the walk, trot, canter, and hand gallop. An advanced rider may ride at all gaits.
      4. Special Level: This level requires additional authorization procedures by EMs warranted in that area of expertise.
        1. Mounted Archer:
          1. The rider must be authorized at the Advanced Riding Level.
          2. The rider must also demonstrate safety and competence in unmounted archery to a warranted SCA Archery Marshal. The archery marshal shall then sign the Equestrian Archery Authorization Form, which the rider will submit to the Minister of Lists.
        2. Driving: includes carriages, carts, chariots, and wagons.
          1. Drivers shall be authorized with their horses and vehicle as one unit, and at the same Rider Levels and criteria as listed above for II.B.1-3., except cantering is not allowed. Also, the driver must be able to back their team. Any new combination of driver, horses, or vehicle requires reauthorization. The driver him/herself understands that their passenger will execute the gaming skills. The driver will only drive.
          2. A warranted Driving Equestrian Marshal must inspect harness and vehicle prior to driving at an event.
          3. Professional teamsters on site being used for passenger or gear haulage are exempted from authorization criteria.
    4. Procedure:

    5. The rider shall demonstrate, before a warranted Equestrian Marshal,
      1. their ability to maintain their seat and control of their mount while holding a baton in one hand and correctly reining their mount in the maneuvers for completing the Saracen course at the level they wish to authorize.
        1. Videotaped footage of the riding demonstration is permitted.
      2. pass a verbal quiz (with minimum 70%) on horse health, tack and equipment safety, and game rules.
  3. EQUESTRIAN EVENT REQUIREMENTS
    1. An SCA Equestrian event is defined as any event whereat equine(s) are present. For purposes of regulation, carriage/cart horses are regarded as "horses" and their drivers are subjected to the same regulations as "riders."
      1. Any Autocrat that will have horse(s) at an SCA event must contact and select an authorized Equestrian Marshal who shall function as EMIC for the event.
      2. Notification of an Equestrian Event and payment of an equestrian fee ($50) for inclusion on the SCA equestrian insurance certificate must be submitted to SCA Corporate Office a minimum of thirty days prior to any event at which an equine will be present.
        1. The amount of U.S. Funds shall be designated by the SCA Corporate Office and the fees shall be sent to:
        SCA, Inc. P.O. Box 360789 Milpitas, CA 95036-0789
      3. Use of steel edged weapons for demonstration on objects and actual mounted combat, including boffers, is prohibited.
        1. Jousting is expressly prohibited.
        2. Steel lance tips are permitted.
      4. Vaulting, polo, rodeo-style events (bronc and bull-riding, etc.), and hunts (chasing live quarry) are prohibited.
        1. Mock hunts and non-combat battle scenarios are permitted.
        2. New equestrian activities are permitted on a case by case basis for trial experimentation and subject to the approval of the SCA Deputy for Equestrian Activities.
      5. The EMIC shall have posted in the equestrian area the phone number of a veterinarian capable of treating horses, who will be available during the event in case of emergencies.
      6. Site Requirements:
        1. The EMIC shall personally inspect the grounds, preferably with the Autocrat, looking for hazards. Such hazards may be gopher holes, uneven ground, soggy areas, old tent pegs, stakes, fence wire and other protrusions, loose or damaged hitching posts, broken glass, or overhead impediments. Low-flying aircraft, hot air balloons, and passing trains are also hazards. If the hazards cannot be removed or conspicuously marked, equestrian activities should not take place.
        2. The equestrian area must be fenced or flagged off, with warnings "Equestrian Area" posted.
          1. A double fence is strongly recommended.
        3. A large supply of fresh water MUST be available.
        4. There must be adequate parking for trailers.
        5. Grounds with shade are strongly recommended, especially in summer.
        6. There should be a means for manure disposal.
        7. If the site is at a barn or stable, inquiries should be made into the availability of feed and bedding for purchase by equestrians.
      7. The EMIC shall select and organize a ring steward and ground crew.
      8. At the event, prior to any equestrian activities, the EMIC shall hold an orientation meeting with all riders, marshals and ground crew.
      9. All riders, marshals, ground crew, and anyone to be in contact with horses must sign an Equestrian Waiver.
      10. There shall be a 20 minute warm-up period before the day's equestrian activities, in which equestrian marshal(s) shall observe each horse/rider pair for any difficulties.
  4. SAFETY EQUIPMENT
    1. Helmets: In AEthelmearc, all riders of all levels are required to wear a helmet while mounted.
      1. The helmet must be a Snell or ASTM approved helmet.
      2. Fencing masks, kendo masks, and heavy weapons helms are prohibited.
      3. Period-looking helmet coverings are encouraged.
      4. Any helmet covering that extends from 1 inch below the brim must be made of leather, cloth, or chainmail.
      5. No rigid nasal pieces.
      WARNING: Placing rivets or holes in the shell of a helmet will null the warrantee. Check with the manufacturer before applying any paint or adhesive, since these may damage the plastic shell.
    2. Shoes: any person who will be in contact with horses is strongly urged to wear appropriate footgear.
      1. Sturdy shoes or boots with a heel.
      2. Slippers or sandals are inadequate.
  5. GAMES AND CONTESTS.

  6. All activities may be ridden at beginner, intermediate, and advanced levels. Spears and lances should be made of poltruded fiberglass or rattan.
    1. Ring Tilt
      1. Equipment
        1. 'T' bars approximately 7 feet in height with clasps or hooks to hold a ring at each end of the T.
        2. Two rings with the following diameters for a total of 12 rings: 1", 2", 3", 4", 5", 6". Ribbons should be attached to heighten visibility. Other ring sizes may also be used.
        3. 7' to 10' lance or spear with a spearhead of less than 1" in diameter.
      2. Area Needed
        1. For single T-bar ring-tilt, a lane 8 to 10 yards wide and 40 yards long with the T-bar centered in the lane.
        2. For multiple T-bars, a lane 8 to 10 yards wide, with 15 yards from the start to the first T-bar, 5 to 10 yards between each following T-bar, and 15 yards from the last T-bar to the end of the lane.
      3. Set-up
        1. Place the T-bars in the center of the lane. For a single T-bar, start with the two largest rings hung at the ends of the T-bar. After each run (two passes, one up the lane, then turn around and back down the lane to the start), the next smaller ring size is placed on the T-bar. This continues until all ring sizes have been used.
        2. For multiple T-bars, place all the rings on the ends of the T-bars.
      4. Ground Crew
        1. One scorekeeper and two people to replace the rings after each pass. (They should be tall enough to reach the bars).
      5. Rules
        1. The rider starts at one end of the tilting lane and proceeds down the lane in a straight line, spearing the ring(s) of the T-bar(s) as he goes. Before the end of the lane, the rider turns and returns straight down the opposite side of the T-bar(s), spearing the ring(s) on that side. After the last ring on each side, the lance should immediately be raised to a vertical position. The rider stops before reaching the end of the lane where he started. He should lower his lance and deposit the rings on the ground at the finish line for the scorekeeper to tally the score.
        2. There are two methods of running the passes at the ring tilt. The "Frankish" method requires the rider to lower his lance across his horse's neck and spear the ring on the side opposite his lance arm. (A right-handed rider would pass with the T-bar on his left).
        3. the "Persian" method has the rider lower his lance vertically on the same side of the horse as his lance arm. (A right-handed rider would pass with the T-bar on his right.)
        4. The Frankish method requires that the ring be higher than is necessary for the Persian method in order that the lance not be jostled by the horse's neck.
      6. Scoring
        1. Each ring speared and kept on the lance until the end of the pass is worth a specified number of points depending upon its inside diameter.

        2.  
          Ring Diameter Point Value
          7"-8" 1
          5"-6" 2
          4" 3
          3" 4
          2 1/2" 5
          2" 6
          1 1/2" 7
          1" 8
           
    2. Quintain
      1. Equipment
        1. The quintain, approximately 8' tall, heavily weighted at the base, with a shield firmly bolted to the right arm, with a sand bag filled with rags or foam suspended from the left arm. (See section on equipment construction).
        2. Several quintain lances, at least 1 1/4" in diameter, although the lance may taper at the last four feet to no less than 3/4" at the tip. The tip should be covered with hard leather or rubber. The lances may be from 8' to 15' long, although generally they should be between 9' to 12'. The lance should be weighted at the non-striking end to improve balance.
      2. Area Needed
        1. A lane 8 to 10 yards wide and 30 yards long.
      3. Setup
        1. The quintain is set in the center of the lane. The lances should be kept in lance racks by the arena wall, or held be one of the ground crew until handed to the rider.
      4. Ground Crew
        1. One scorekeeper, one ground crew person to reposition the quintain after each pass.
      5. Rules
        1. The object is the for rider to strike the shield of the quintain with a lance hard enough to spin it, and then avoid the sandbag hung from the opposite arm.
        2. The rider starts at the end of the lane and rides straight down the lane, slightly off to one side of the quintain. The lance should be held in the Frankish fashion with the lance lowered across the horse's neck to the off side and aimed to strike the quintain's shield in the center. Once he has struck, the rider should continue to ride in a straight line, perhaps ducking forward to avoid the rotating bag. The rider should raise the lance to a vertical position as soon as possible. Before reaching the end of the lane, the rider must stop, turn, and set himself; once the quintain has stopped rotating and has been reset by the ground crew, the rider shall complete the run with a second pass back to the starting point.
      6. Scoring
        1. The rider gets one point for every 360º rotation of the shield. Half a point may be awarded for the final 180º or better rotation. The points from the two passes are added up.
        2. The EMIC may choose to allow more than one run (two passes) at the quintain per rider, and either culminate the score or pick the best run's score.
        3. Being struck by the bag as the rider passes causes 5 points to be deducted from his score for the pass.
    3. Saracen Heads (Beheading the Enemy)
      1. Equipment
        1. Five poles varying in height from 4' to 7'. Velcro should be attached to the top of each pole.
        2. Five Styrofoam balls or wig stands. Should be reinforced with strapping tape. Velcro should be attached to the bottom.
        3. Wooden sword or mace. Can be 24" to 40" long.
        4. Five portable holes to place the poles in the ground.
        5. Two cones or barrels to mark the starting and turning points on the course.
        6. One stop watch.
      2. Area Needed
        1. A minimum area of 8 to 10 yards wide by 60 to 100 yards long.
      3. Setup
        1. Poles are set in a straight line with a minimum 10 paces and a maximum of 15 paces between the poles.
        2. Heads are affixed to the top of each pole with Velcro. A lanyard (approx. 2' in length) should attach each head to its pole to prevent the heads from flying too far.
        3. Place starting and turning poles at each end of the course, approximately 15 paces from the first to the last pole.
      4. Ground Crew
        1. Minimum of three people. One scorekeeper and two to replace the heads.
      5. Rules
        1. Rider starts at the starting point.
        2. The rider must ride a slalom course, weaving between each pole and knocking the heads off with the sword as he passes. The heads should be knocked away from the horse's head using a backhanded swing.
        3. The rider should continue to weave around each pole until they reach the final pole or cone. The rider should then ride a straight course back to the starting point.
      6. Scoring
        1. This is a timed event. Timing starts or stops as the rider passes the starting pole or cone.
        2. A penalty of +10 seconds is added to the time for every head missed or collision with pole.
        3. If a horse refuses to run between the poles and passes in a straight line, a penalty of +10 seconds will be added for each missed weave.
        4. A rider is not allowed to ride at a gait faster than their level of authorization. Breaking into a faster gait will result in a +10 second penalty per occurrence. Breaking momentarily into a slower gait is not considered a penalty if not done intentionally by the rider.
    4. Pig Sticking
      1. Equipment
        1. 7' to 10' lance with a pointed metal tip or narrow spearhead.
        2. Three Styrofoam blocks, of various sizes, wrapped in strapping tape and covered by light colored cloth.
      2. Area Needed
        1. A lane a minimum of 10 yards wide and by 40 yards long.
      3. Setup
        1. Place one or more blocks in the center of the area.
      4. Ground Crew
        1. One to three people to retrieve the blocks and replace them in the lane.
      5. Rules
        1. The spear is held with the shaft to the outside of the arm and the palm grasping the shaft from underneath, with the thumb turned to the outside. This hold allows the spear to be brought up into the air with a turn of the wrist and prevents the rider from pole vaulting with the spear. Pole vaulting is a danger if the spear is couched as in tilting.
        2. The rider must ride toward the blocks and peg one as they go by with the tip of the spear. Once the block is pegged, the spear is brought to an upright position.
        3. The spear should be carried in a vertical position at both the beginning and the end of the run in order to prevent the accidental spearing of other objects. The spear should be lowered only when the rider is making his run.
        4. Each rider has four passes at the blocks.
        5. Only after the last pass is made should the ground crew replace the blocks in the lane.
      6. Scoring
        1. 1 point is scored for each pegged block that stays on the end of the spear. The rider must be riding at the appropriate gait for their level of authorization at the moment of impact with the block.
        2. If the gait is faster or slower than the appropriate level at the time of impact, no points are scored for the pass.
        3. The smaller block, the greater the point value.
    5. Spear Toss
      1. Equipment
        1. The target, usually a drum-shaped object at least 2' in diameter, with a heavy cardboard or canvas face, attached to a 4' by 8' stand. The drum should be filled with compacted foam. There are also alternatives to this form of target.
        2. Several light spears or javelins, 6' to 8' long, with small steel or iron spearpoints.
      2. Area Needed
        1. A lane 8 yards wide by 30 yards long, with either an additional open space behind the target or a wall or other non-damageable obstruction to prevent a miscast spear from endangering others or their property.
      3. Ground Crew
        1. One person to collect the thrown spears and tally the points.
      4. Rules
        1. The object is to throw a spear and pierce the target while riding.
        2. This game can be run in one of two ways depending upon the space and equipment available. The target may be positioned so that the rider rides almost directly at the target and hurls the spear almost as he passes abreast of the target, the distance being only a few feet. The target may be positioned at a right angle off the lane by several yards. The rider, traveling straight down the lane, turns in the saddle and hurls the spear perpendicular to the direction of travel.
        More space or obstruction is needed for the second set-up behind the target and to either side. Either method requires close marshaling to ensure the safety of participants, other riders, and spectators.
      5. Scoring
        1. If the target is 2' in diameter, then any spear which sticks in the target is worth three points. If the target is larger, a 2' diameter bull's-eye should be painted in the center. Any hit outside the bull's-eye is worth 1 point. Each rider is allowed four passes with one spear each pass.
    6. Flat Work
      1. Objective
        1. The object of flat work is to demonstrate control by the rider and harmony between rider and horse. The event is not timed. The test consists of demonstrations of proficiency (depending on the level of the horse and rider) at the walk, trot, and canter, and the ability to negotiate various obstacles (cavaletti, water, poles, etc.)
        2. A pre-judging walk through to determine the actual course and clarify any questions regarding what is to be executed will be held with the judge(s) and riders on foot prior to the first ride for judging.
        3. In case correction of written text is necessary, the judge shall have the authority to alter it, as long as any alteration is done before the first ride.
      2. Equipment
        1. A printed text and diagram of the course should be provided to the judge(s) and riders before the walk through.
        2. Four or more cavaletti or 4" by 4" turned poles at least 9' long and painted to contrast with the ground.
        3. Poles or weighted 5 gallon buckets with staffs or shrubs may be used for bending (turning) obstacles. These must not tip over if brushed by horse or rider, or blown over by the wind.
        4. A water hazard may be constructed using a 4' by 8' sheet of plastic or tarp. Make a 3" to 4" depression 36" by 7 feet in the ground; spread the plastic over and fill with water. Carefully cover the edges of the plastic with dirt; lay a ground pole on each side of the water, parallel with the track.
      3. Area Needed
        1. A minimum of 30 by 60 yards, if unfenced, or 15 by 50 yards if in an enclosed area or arena. Larger courses are encouraged if available.
      4. Rules
        1. The horse and rider must remain on course and perform at the level entered in order to successfully complete the course.
        2. A typical flat work course should include objects on the ground to be walked or trotted over (cavaletti), poles or equivalent to bend around, a small 8 yard circle in each direction, a snakeline (three consecutive loops the width of the arena), a change of rein, halt, and backing four steps.
        3. The course should be designated to create a natural flow from one movement to the next with no abrupt changes of direction or gait; also, the gait at which the movement is to be performed is an important consideration.
        4. Novice = Walk the entire course, no water obstacle. Intermediate = walk obstacle with some figures to be ridden at the trot. Advanced = All three gaits will be incorporated into the course.
      5. Scoring
        1. The horse and rider must remain on course and perform at the level entered in order to successfully complete the course.
        2. Points are given based on ability to perform as directed. 3 points per movement: 3 points = completed satisfactorily, 2 points = awkward or balk, 1 point = a second balk, 0 points = movement not completed or completed at incorrect gait.
    7. Squire Rescue
      1. Objective
        1. To ride down a narrowly marked corridor, stop in a specified area, pick up a person or dummy (the inanimate kind) and return down the corridor to the starting point, riding double. This is an advanced level event only.
        2. This event will be ridden at the walk ONLY.
      2. Equipment
        1. Chalk or some non-hazardous material for marking the lane.
        2. An athletic volunteer or dummy.
      3. Area Needed
        1. An area about 10 by 30 yards.
      4. Setup
        1. The lane should be marked with a 10' wide strip running down the center of the lane for 25 yards; this strip turns either left or right to form a 10' square box. The "squire" or dummy should be positioned in this box.
        2. The start/stop line should be well-defined.
      5. Ground Crew
        1. One scorekeeper and one person to hand the dummy to the rider if needed.
      6. Rules and Scoring
        1. This is a timed event; the clock is started when the horse crosses the start line and is stopped when he recrosses it.
        2. For every time the horse steps over the marked borders, the rider is penalized 10 seconds.
        3. Both rescuer and rescued must be on the horse when crossing the finish line.
        4. The "squire" may help himself mount behind the rider by using his own strength or the rider's stirrup.
    8. Cup Carry
      1. Objective
        1. To carry a cup of water around a point and return in the fastest time possible with the least spillage.
      2. Equipment
        1. One or more goblets of the same size.
        2. Water.
        3. A stop watch.
        4. A banner pole, barrel, or other turning point.
      3. Area Needed
        1. If done one rider at a time, only a narrow by fairly long area is required; no minimum or maximum requirements.
      4. Setup
        1. A simple corridor with a pole or barrel at one end. The start and stop line should be clearly marked.
      5. Rules
        1. The goblet is filled to the brim and handed to the mounted rider. The rider then rides at his/her authorized level to and around the turning point and returns. The clock stops when he crosses the stop line. The cup is then measured.
      6. Scoring
        1. The rider's score is his time for the ride plus 10 seconds for every 1/4" of water spilled.
    9. Flag Race
      1. Equipment
        1. Two 6' by 8' poles with pennants or flags attached to one end. Should be different colors.
        2. Two flag holders. A tube 3' high and 4" in diameter or a barrel or hay bale (if flag pole is sharpened at lower end) may be used.
        3. One stop watch.
      2. Area Needed
        1. A lane 15 yards by 20 to 30 yards.
      3. Setup
        1. A flag holder is set up at each end of the lane, with a flag in each holder.
        2. A starting point is located 10 yards form the first flag.
      4. Ground Crew
        1. One time keeper
      5. Rules
        1. The rider starts at the starting line.
        2. The rider rides down the lane toward the first flag. The rider must grasp the flag from the first holder and carry it to the second holder at the end of the lane.
        3. The rider places the first flag in the second holder, then grasps the second flag and carries it back to the first holder.
        4. The rider must then place the flag in the holder and cross the start line again. Timing stops when the rider crosses the line.
      6. Scoring
        1. This is a timed event. Timing starts and stops when the rider passes the starting point.
        2. Riders are not allowed to ride at a gait faster than their authorization.
        3. Breaking into a slower gait is not considered a penalty.
        4. A rider cannot continue the course until the flag is completely placed in the flag holder.
    10. Ribbon Race
      1. Objective
        1. For two riders at the same gait to proceed to one point, turn, and return while holding a ribbon or other very breakable material between them.
      2. Equipment
        1. Several pieces of ribbon or twine 12" to 14" long.
        2. A marker for the turnaround point.
        3. A stop watch.
      3. Area Needed
        1. A lane at least 8 yards by 25 yards.
      4. Setup
        1. Clearly mark the start/stop line. Have each rider of the team sit their horses side by side, each holding one end of the ribbon.
      5. Rules
        1. The team must ride around the turning point without letting go or breaking the ribbon.
      6. Scoring
        1. This is a timed event.
        2. A torn or dropped ribbon means disqualification.
        3. Fastest time wins.
    11. Activities Requiring Special Authorizations

    12. Mounted Archery       This is an Advanced Level activity only.
      1. Equipment
        1. All archery equipment (bows, arrows, targets) and range must be inspected by a warranted SCA archery marshal before use. It is acceptable and encouraged that the Equestrian Marshal may also serve as the Archery Marshal if they are so warranted.
        2. Only blunt types of arrows are to be used for any form of equestrian archery. These may include: golf tube arrows, HTM blunts, small game blunts, Markland type arrows, and Baldur blunts. Any type of live target arrow, judo points or other types of tipped arrows are NOT permitted.
        3. Fiberglass and aluminum shafts only. Wooden shafts shatter into sharp splinters and are prohibited.
        4. Bow poundage is not to exceed 35 lbs for use with small game blunts and not to exceed 50 lbs for all other types of blunts.
      2. Area Needed
        1. There should be a barrier of some type that will not allow the horse and rider or horse and chariot to pass closer than 10 yards (30 feet) to any target to prevent danger from the bounce back of arrows. Beyond the target area there must be a wall or archery-proof net, or a clear area a minimum of 100 feet long and 120 feet wide (60 feet on either side of target). The Clear Area for targets used "in motion" shooting may be overlapped. A second barrier should be placed parallel to the first, 10 feet apart (wider as needed for chariots), thus creating a lane for the archers to ride down. The spectator area shall be placed directly opposite the targets on the other side of the lane.
      3. Rules
        1. Equestrian archery is done with inanimate targets only.
        2. Types of shooting:
          1. Stationary shooting - the rider/archer shoots while mounted on his horse, but with the horse standing still. Because it is only possible to shoot in a 180 degree arc while mounted (a right-handed archer can only shoot at objects to the left), it is safe for an experienced horseperson to hold a stationary horse from the off side (in this case, the right). If a left-handed archer, then the safe zone would be on the left.
          2. In-motion shooting - the rider/archer shoots while the horse in motion, usually at a trot, canter, or gallop. A chariot must be at a walk or stop.
          3. Chariot archery - the horse and driver must have met any required authorizations for driving, but non-equestrian archers are permitted to shoot from a chariot. These non-equestrian archers must sign any equestrian waiver to signify that they are aware of the risks involved in equestrian sports.
        3. Like regular archery, there many scenarios and varieties of targets.
    13. Driving
    This includes chariots, carts, carriages, and wagons. See Rider Authorizations Section II.B. 4 (Special Levels).
      1. Currently, all events, except the Saracen course, can be done by a passenger in a chariot who has signed the appropriate equestian waiver.
  7. NON-COMPETITIVE EVENTS.
    1. Training Sessions
      1. Training sessions may focus on basic equitation, elementary horse care, flat work, teaching and practicing the competitive games.
      2. Such sessions can be as informal as the organizers wish.
    2. Quests
      1. Mounted Quests, likewise, can be organized in all different shapes and sizes. A simple quest would be to send riders into the countryside to locate fixed posts of various colors and to record their locations on a map; the rider or team of riders with the best time, or finds the most posts wins. More complex quests involve the placement of clues, or stations where certain feats must be performed, or questions asked and answered.
      2. Since quests generally cover much open ground, waivers and at least an EMIC should be required. The marshal should cover the course to check for hazards and familiarize him/herself with the area. The marshal should be aware of overdue riders, and with the Autocrat ensure sufficient water is available.
    3. Trail Rides
      1. Something as placid as a ride through scenic environs followed by a pleasant repast can be a thoroughly enjoyable Equestrian Event. It allows for new riders to become familiar and comfortable with horses under the least challenging of conditions. Such events at rental stables also pave the way for the stable's receptiveness to rent horses for more vigorous activities once they've seen that the SCA handles itself in a responsible manner.
      2. Waivers and an Equestrian Marshal are prerequisites. The EM should check the tack on the horses and the garb on the people to be sure it is safe.
  8. EQUIPMENT CONSTRUCTION.
    1. Quintains
      1. Materials Needed
        1. Steel pipe and iron bar throughout the structure.
        2. Shield and helm should be made of medium gage sheet metal. A hard wood shield may be attached to the front of the metal shield to help withstand impacts.
      2. Construction Techniques
        1. The Base
          1. the base should be extremely heavy to counter the momentum of struck at speed by the lance.
          2. Use a 5 foot piece of heavy iron, notched in the middle to accommodate the 3 1/2 foot crossbar of the same material. (see Fig. 1). The five foot bar is welded to the approximately 3 foot tall upright center pipe, and the smaller crossbar is bolted.
          3. Two steel struts are welded to the 5 foot bar at each of its ends, and 1 1/2 feet up the center pipe. The 3 foot tall crossbar is attached to the center pipe by two steel struts, bolted into four rings which are welded to the two sides of the center pipe.
          4. This makes the struts, and the smaller crossbar detachable so the quintain can be broken down for transport.
        2. The Sleeve
          1. The present design is made so that the sleeve sits on a rotating pivot just above the point where the struts are attached.
          2. The sleeve is a 6 1/2 pipe that sits over the axel, and is bolted to it.
        3. Cross Arm
          1. A T-shaped pipe which fits in the sleeve and over the center pole, rotating with the sleeve.
          2. The cross arm may be from 3 to 5 feet long, extending form 18 to 30 inches out either side of the center pole.
          3. On one end of the cross arm, a 24 by 18 inch shield is centered 8 ft off the ground.
          4. A padded bag is suspended from the other end by a two foot rope. Stuff the bag with something soft like rags or foam. It should be no more than 2 or 3 pounds maximum.
        4. Helm
          1. A 6 by 9 inch helm-shaped sheet metal cutout may be mounted to the center pole by a spring-loaded hinge.

    2. Ring Tilt
      1. Materials Needed
        1. Electrical conduit pipe throughout.
          1. Two 7 to 8 foot lengths of 3/4 inch internal diameter pipe for each ring tilt.
          2. One 5 foot length of 1 1/2 inch internal diameter pipe for each base.
        2. Two 6" sections of 1 3/8 outer diameter pipe for each ring tilt.
        3. One portable hole for each ring tilt.
        4. Two 8" pieces of telephone wire.
        5. Two heavy duty envelope clips (clamps).
        6. 1,2,3,4, and 5" heavy plastic macramé rings or their equivalent. These rings may be painted for good visibility; ribbon streamers can be added as well.
      2. Construction Techniques
        1. Ring Tilt arcs are attached to the central uprights by pipe clamps tightened with wing nuts. The inner sections of pipe are welded in place inside the arc pieces.(see diagram).
        2. The now-welded center pipes are pounded flat from the bottom 1 1/2 feet up so that they will fit inside the 5' long 1 1/2" base pipe.
        3. 8 inch long clip wires are passed through a hole at the end of the arc pipes, then wrapped around the pipes to hold them in place. (see diagram).
          1. Semi-rigid telephone wire is easily available and malleable to any configuration; a useful feature when adjusting the angle of the hanging rings during competitions. The length of the wire extending below the end of pipe should be approximately 3" to the clip.
        4. Clips are attached by passing the free end of the wire through one of the two holes in the clip. Twist the wire into place.
        5. Ring tilts should be secured in place on the gaming course with portable holes.

    3. Saracens' Heads
      1. Materials Needed
        1. Five or six simulated heads, such as Styrofoam wigstands, sawdust filled bags, or melons.
        2. Five or six poles made of 1 1/4 inch wooden doweling. Height may vary from 5 to 6 feet, or may be uniform.
        3. Swords: rattan
      2. Construction Techniques
        1. Attach a wooden base of approximately 4 to 5 inches in diameter to top of pole with a wood screw down the center. Screw two L brackets to both pole and base. Drill a 1/2" hole to one side of the base.
        2. Velcro is affixed to the top of the base and the bottom of the heads.
        3. An anchor rope of no more than 2 feet is attached to the head, then slipped through the drilled hole and knotted.

        4. Portable holes will stabilize the poles and keep them from being knocked over upon impact.
        5. Swords: should be wrapped in duct tape lengthwise and spirally, with no metal baskethilts. Leather tsubas or hilts are allowed.