Crystal Pirates
moves
Moves are the foundation for dressage. As you learn more moves, you can then apply theory and concepts to them. Thus, growing into an advanced rider.
DYE
Cut from one corner of the arena to another diagonally. Make sure to pass through X in the middle of the arena.
For Dye, there are no lines of reference, this is purely to get from one side of the arena to the other.
LETTER DYE
Once reaching one of the corner letters (K,H,M,F), enter a dye on the dark path on the arena floor. Cross through X.
KEYHOLE
Curl over direction called, then cut the same way immediately. Results in a comb. This is 3/4 of a curl.
Remember! Keyhole is a 3/4 turn that happens to end in a comb. Trotting into a canter keyhole would result in a trot comb.
fate modifier and moves
The fate modifier signifies that riders should preform the asked move once to the left, then once to the right.
FATE MODIFIER
Preform the move to the left, followed by the right.
KEYHOLE FATE
Two keyholes performed back to back in different directions.
DODGE // CURL OVER FATE
Curl over in the direction called, then curl over in the opposite direction.
CURL FATE
Curl direction said then curl the other direction.
COMBO
A curl over direction called, into a curl the opposite direction, into a curl over back onto your original line.
BEAR
TIP! Imagine Bear as a teardrop shape when riding.
A slant is when you travel diagonally in the arena!
Curl over then slant back onto the original line of movement in reverse line order.
BEAR BELT
From a single line going towards wall, the leader will bear and everyone else will follow.
MIST CURL
Curl in the direction said then curl over in the opposite direction , this will reverse the line order.
RETREAT CURL
A curl into a curl over the same direction, this will reverse the line order.
SQUIGGLE
A dodge into a third curl over the opposite direction placing you in your original direction but shifted over from your original axis.
Squiggle help! If you squiggle left you will curl over left, right, then left!