───● Intermediate Moves ●───
Jupiter ━ Odds trot curl and evens canter curl in the direction called.
Pluto ━ Odds walk curl and evens canter curl in the direction called.
Venus ━ Odds walk curl and evens trot curl in the direction called.
Screw ━ Odds double curl and evens fate, all in the same direction. The first curl should be the same direction while the second curl is a wave.
Triple Curl ━ Walk curl, trot curl, then canter curl.
Star Curl ━ Walk curl, canter curl, then trot curl.
Orbit ━ Walk curl into a canter curl.
Box Curl ━ 4 cuts called in the same direction, done individually by each rider. Go’s should be called evenly to form a box.
Reverse Curl ━ Ride the gaits of the curl said in the opposite order. (For example, Reverse Bee Curl: canter curl then trot curl).
Halfway ━ A curl that is half at trot, and half at canter. Transition one step early into the cantered half.
Bee Thread ━ Bee curl but called like thread, odds bee curling on the first go and evens bee curling on the second.
Mist ━ Curl the direction called then curl over the opposite direction.
Storm ━ Mist but in a wave, resulting in a waterfall.
Deflect ━ Curl over in the direction said, then curl in the opposite direction.
Over Comb ━ Curl over in the direction said, then comb the opposite direction.
Back Cast ━ Curl in the direction said, then back slant in the opposite direction.
Fortune ━ Curl in the direction said, then keyhole the opposite direction.
Cub ━ On the first go slant in the direction said, then on the second go curl over the opposite direction.
Lock ━ On go key hole the direction called, then when your back hooves reach your original axys key hole the opposite direction.
Lush ━ Keyhole the direction said each time the commander calls go until asked to go straight.
Polar ━ Bear in the direction said on the first go, then bear in the opposite direction on the second go.
Resist ━ Retreat curl in the direction said, then curl over the opposite direction.
Ash ━ While in a comb, on go riders will curl comb in the direction called resulting in a merged line.
Fish ━ Ride 225° of a curl, resulting in a back slant headed from the original axis in the opposite direction as the curl.
Ribbon ━ Ride 315° of a curl, resulting in slant headed towards opposite direction as the curl.
Shield ━ On the first go, slant the direction called. On the second go, keyhole the same direction.
Split U-Turn ━ On go, odds will curl over right, and evens will curl over the opposite direction. When “merge” is called, everyone will curl over inwards to merge the line.
Fish Hook ━ On the first go odds will curl comb, and on the second go the evens will curl comb. The go's should be commanded quickly so evens seem to follow the odds track.
Join ━ From split lines combing towards each other (in waterfall alignment), even’s will curl over towards their partner and adjust behind them into couples.
Fly ━ With 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.
Half Revolve ━ Lines split across from each other (in waterwall alignment) will comb in, then on go curl over around their partners (rider on their lefts) and head back the direction they came from. Call the go when riders’ horses’ noses are about to meet.
Full Revolve ━ Lines split across from each other (in waterwall alignment) will comb in, then on go curl around their partners (rider on their lefts) and continue straight in their original direction. Call the go when riders’ horses’ noses are about to meet.
Key Switch ━ While in a waterfall, on go keyhole out and pass through the gaps, then on the second go keyhole away from your line leads to be put back in a waterfall.
Slant Switch ━ From a waterfall, slant in on the first go, then cut back straight on the second go.
Numbered Tier ━ Riders will tier in the number groupings called. (For example: Three Tier - The first three riders cut on go, all others tier behind to repeat the pattern).
Snake ━ A move with consecutive go’s. On the first go, riders will curl over in the direction called. Every go after riders will curl over the opposite direction as before.
Jupiter ━ Odds trot curl and evens canter curl in the direction called.
Pluto ━ Odds walk curl and evens canter curl in the direction called.
Venus ━ Odds walk curl and evens trot curl in the direction called.
Screw ━ Odds double curl and evens fate, all in the same direction. The first curl should be the same direction while the second curl is a wave.
Triple Curl ━ Walk curl, trot curl, then canter curl.
Star Curl ━ Walk curl, canter curl, then trot curl.
Orbit ━ Walk curl into a canter curl.
Box Curl ━ 4 cuts called in the same direction, done individually by each rider. Go’s should be called evenly to form a box.
Reverse Curl ━ Ride the gaits of the curl said in the opposite order. (For example, Reverse Bee Curl: canter curl then trot curl).
Halfway ━ A curl that is half at trot, and half at canter. Transition one step early into the cantered half.
Bee Thread ━ Bee curl but called like thread, odds bee curling on the first go and evens bee curling on the second.
Mist ━ Curl the direction called then curl over the opposite direction.
Storm ━ Mist but in a wave, resulting in a waterfall.
Deflect ━ Curl over in the direction said, then curl in the opposite direction.
Over Comb ━ Curl over in the direction said, then comb the opposite direction.
Back Cast ━ Curl in the direction said, then back slant in the opposite direction.
Fortune ━ Curl in the direction said, then keyhole the opposite direction.
Cub ━ On the first go slant in the direction said, then on the second go curl over the opposite direction.
Lock ━ On go key hole the direction called, then when your back hooves reach your original axys key hole the opposite direction.
Lush ━ Keyhole the direction said each time the commander calls go until asked to go straight.
Polar ━ Bear in the direction said on the first go, then bear in the opposite direction on the second go.
Resist ━ Retreat curl in the direction said, then curl over the opposite direction.
Ash ━ While in a comb, on go riders will curl comb in the direction called resulting in a merged line.
Fish ━ Ride 225° of a curl, resulting in a back slant headed from the original axis in the opposite direction as the curl.
Ribbon ━ Ride 315° of a curl, resulting in slant headed towards opposite direction as the curl.
Shield ━ On the first go, slant the direction called. On the second go, keyhole the same direction.
Split U-Turn ━ On go, odds will curl over right, and evens will curl over the opposite direction. When “merge” is called, everyone will curl over inwards to merge the line.
Fish Hook ━ On the first go odds will curl comb, and on the second go the evens will curl comb. The go's should be commanded quickly so evens seem to follow the odds track.
Join ━ From split lines combing towards each other (in waterfall alignment), even’s will curl over towards their partner and adjust behind them into couples.
Fly ━ With 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.
Half Revolve ━ Lines split across from each other (in waterwall alignment) will comb in, then on go curl over around their partners (rider on their lefts) and head back the direction they came from. Call the go when riders’ horses’ noses are about to meet.
Full Revolve ━ Lines split across from each other (in waterwall alignment) will comb in, then on go curl around their partners (rider on their lefts) and continue straight in their original direction. Call the go when riders’ horses’ noses are about to meet.
Key Switch ━ While in a waterfall, on go keyhole out and pass through the gaps, then on the second go keyhole away from your line leads to be put back in a waterfall.
Slant Switch ━ From a waterfall, slant in on the first go, then cut back straight on the second go.
Numbered Tier ━ Riders will tier in the number groupings called. (For example: Three Tier - The first three riders cut on go, all others tier behind to repeat the pattern).
Snake ━ A move with consecutive go’s. On the first go, riders will curl over in the direction called. Every go after riders will curl over the opposite direction as before.