Handlers Take pride in yourself and your rabbits!
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1 4-H Rabbit Hopping Rules 1. The rabbit and handler are considered a team. You may not hand your rabbit over to anyone else while you are competing in rabbit hopping to enter in other events. Please arrange for another youth to put your rabbits on the show table if need be. 2. All rabbits must be at least 4 months of age to compete. 3. The handler must have owned the rabbit for at least 60 days prior to the NJ State 4-H Rabbit Show. 4. Your rabbit should be healthy, free of disease and parasites, and should not have diarrhea, or open sores or wounds. 5. Your rabbit needs to be properly socialized able to move freely, meaning the rabbit needs to be structurally sound: free of physical abnormalities and injury, as well as not overweight. 6. If your rabbit is pregnant or nursing babies, do not bring her, she cannot compete. 7. Handlers may only enter 2 rabbits per class. 8. Handlers are responsible for the training of their own rabbit. 9. Any mistreatment of a rabbit will not be tolerated. 10. If the rabbit is out of its carrier or cage, it must never be left unattended or tied up in the competition area. 11. The rabbit must hop through the course at their own free will. Handlers may encourage or guide their rabbits forward vocally (softly) or with gentle touches/tickles. Competitors may not touch their rabbits with their feet at any time. Handlers Take pride in yourself and your rabbits! 1. During an event, your clothing should be clean and neat in appearance. Jeans are acceptable and should have no tears or holes in them. Athletic type shoes should be clean and neat. 2. No dangling jewelry like necklaces and earrings. It is suggested that watches, bracelets and rings be removed in case the rabbit should hook a toenail in them and get caught. 3. You may not jump the jumps and/or walk over or through any equipment with your rabbit. You may walk or run alongside your rabbit (without going over the jump yourself). 4. You are responsible for repairing or replacing any damaged or wrecked equipment because of your actions. 5. Please do not lift your rabbit by the scruff of the neck as some people may perceive this as being cruel. Handle your rabbit properly by making sure it is in a secure position. 6. You may use voice commands or hand commands, to guide your rabbit through the course. Handlers will be allowed to touch their rabbits to encourage them to move, with your voice or gentle touches by your hands. 7. You are encouraged to talk to and cheer your rabbit on as he or she does the course, but do not scream at your rabbit. 8. Do not drag your rabbit through, onto or over a jump by its leash. This could hurt the rabbit and break toenails.
2 9. You are responsible for the way you act at a competition. Poor sportsmanship could get you and your rabbit eliminated from the competition. Using foul or abusive language to anyone or your rabbit is not acceptable. Rabbit equipment needed 1. Harnesses must be a flat webbing H style harness. The harness needs to be loose enough not to restrict the rabbit s movement, but not let the rabbit slip out of the harness. Harnesses that pull on the rabbit s neck will not be acceptable. And are H type harnesses. The following harnesses pull on the rabbit s necks and are not acceptable: 2. Leashes must be between 4 and 6 feet long depending on the size of the competitor and be made of the same type of material as the harness. Elastic or retractable leashes are not allowed for safety reasons. 3. Leashes and harnesses not meeting safety standards for rabbits will not be allowed to be used on the rabbit. 4. Rabbits must wear harnesses and leashes at all times when on the hopping course. 5. No treats (for you or your rabbit) will be allowed on the hopping course. 6. There may be a supervised warm up course available for you to warm up your rabbit. 7. Jumps will be provided, and are constructed so that the bars will fall off if a rabbit hits them. 8. For your rabbit s safety, mats will be placed on the floor/ground. 9. You will be told what the course will be before you compete. General Competition 1. Leashes need to be held at all times. 2. You are responsible for cleaning up after your rabbit. Cleaning equipment will be available for disinfecting and cleaning equipment if your rabbits make messes on the course. 3. Classes will be split up into junior and senior age categories (the age of the handler, not the rabbit).
3 4. Your rabbit will be allowed three tries at any jump before the judge will ask you to place the rabbit over the jump. 5. If the rabbit leaves the course it is not a penalty as long as the rabbit re-enters the course at the point where it left within the time limit. 6. Your rabbit must finish the course or it will be disqualified. 7. Your rabbit has completed the course when on two different instances the rabbit has been able to complete all of the jumps on the course without elimination. 8. Course direction will be announced at the start of the class by the Judge. 9. Exhibitors may go through each of the courses: Beginner, Intermediate, and Advanced. Please note there are time limits on courses. Completion of all courses will earn a 4-H Champion Hopper Certificate. 10. Times for all exhibitors will be tabulated for all courses completed. The hopper with the best overall score shall be named Best at the Hop and be given an award (Junior and Senior will each receive an award). Rabbit Classes There will be a Junior class for handlers in 4 th -7 th grade, and a Senior class for handlers in 8 th 13 th grade. Courses Beginner: easy straight line course 8 to10 jumps to include start and finish jump. Maximum Height 10 Minimum Height - 4 The distance between each jump is 4 feet 6 faults allowed. 2 points will be awarded for a clear run (deductions will be made for more than 6 faults) 4 points must be earned in Beginner Class with 2 clear runs in order to advance to Intermediate Class Intermediate: {time limit 3 minutes} 10 to 12 jumps to include start and finish jump. Maximum Height 14 Minimum Height faults allowed. Distance between each jump is 4 to 6 feet 2 points will be awarded for a clear run (deductions will be made for more than 6 faults) 4 points must be earned in Intermediate Class with 2 clear runs in order to advance to Advance Classes. Advanced: Multi Course Design. {Maximum time limit 3 minutes} 10 to 12 jumps to include start and finish jump.
4 Maximum Height 16 Minimum Height faults allowed. Distance between each jump is 6 feet 2 points will be awarded for a clear run (deductions will be made for more than 6 faults) If the rabbit has had 2 clear runs it shall receive a 4-H Champion Certificate in the field of Hopping. Team Relay A group of 3 handlers and rabbits. Complete the course as fast as they can with the least number of faults. The first handler places the rabbit in front of the start jump. Upon finishing the second handler places their rabbit at the start jump. Upon their completion the course the final handler places their rabbit at the start jump. Upon their completion of the jump the race is over. 8 to 10 jumps including a start and finish jump. Maximum Height 10 inches Minimum Height 4 inches. The timer starts the stopwatch when the first rabbit goes over the start jump and stops when the last rabbit s feet land over the last jump. Dual Hopping Two handlers and two rabbit run a basic course at the same time. The two courses are set along side of each other. The fastest team with the least amount of faults is the winner. 8 to 10 jumps including a start and finish jump. Maximum Height 10 inches Minimum Height 4 inches. Rabbit Agility Multi Course Design Start and finish jump to be 4 height 8 obstacles to include A frame, teeter totter, jump box, tunnel, bridge, and jumps, not to exceed 10 in height Handler will need to direct the rabbit to the correct obstacle in the correct order (they will be numbered) 6 faults allowed Maximum time allowed is 3 minutes How to START You will be allowed a total of 3 attempts of hopping your rabbit through a course. The time limit is 3 minutes for each attempt. You and your rabbit will be allowed 6 faults while you are on the course during the 3 attempted course hops. There will be a Start and Finish jump (with name applied to each) No higher than 6, should be placed at the beginning and end. Standard Faults Displaced rail, bar, plank or surface on all jumps by handler or rabbit. Omitting a Jump or having to place your rabbit over the jump.
5 Outside assistance - any help such as a parent talking to the handler. Run-outs: when the rabbit or handlers goes out of the designated course area, which is more than 10 from either side of the course. Elimination Running the wrong course Rabbit refuses to move after 20 seconds or leaves the ring Exceeding the fault limit 20 faults Poor Sportsmanship in the form of physical or emotional abuse of others and/ or rabbit Rabbit abuse anywhere on the grounds Placing Your rabbit will have 3 opportunities to complete the course, when the rabbit has been able to complete all of the jumps on the course without elimination the time and the number of faults will be used for placement. If you has another run available, you may try the run again and choose which run will be used for placement. If two animals have the same number of faults fastest time places higher. If two animals have the same time the least faults places higher. If still tied, the course may be run again to break the tie. Earning Points Two points will be earned for each clear run where there are no faults given. You must earn the required number of points in each course area in order to advance to the next available hopping course arrangement. When you have earned 12 points total, to include the completion of hopping in the Beginner, Intermediate and Advanced Courses with no faults given, this will earn you and your rabbit a certification of completion for a 4-H Rabbit Hopping Champion. Course Operation: Timers 1. There are two timers for each course. (if available) 2. One timer is the Official Timer and the other is the Back Up Timer (The Judge will be considered the Official timer) 3. Both timers start and end their watches together and record their times on the Judges sheet. The score keeper will only use the Official Timers numbers unless an error is made and then the Back Up time will be used. 4. Reason for errors 1. timer not paying attention 2. watch not working 3. missed start or stop 5. Timers need to pay attention to the Gate Keeper who is instructing the handler and rabbit to begin. 6. Timers will stop the clock when the rabbit has finished the last Jump. The Judge will record on the score sheet all numbers on the stop watch.
6 9. Timers should be senior youth members or an adult Runners 1. Runners are the people that take the judges score card to the score keeper s table after each run. 2. Runners sit/stand next to the judge s area. 3. Runners can be of any age. 4. Runners need to walk around the course and never across it. 5. They deliver the score card and come right back to the judge ready for the next scorecard. Rail Setters 1. The rail setter will help replace the torn down rails after the course in completed and 1. only when the judge lets them know they have completed their score card. 2. The Rail Setter can be any age. 3. Rail setters will assist the competitors in replacing the rails in the same order and number as first set up. 4. Rail setters need to stay back with the judge and timer at all times during each run. Gate Keeper 1. The Gate Keeper is the person that will call each handler or team up before their run. 2. The Gate Keeper will check the rabbit s right ear for the team number (marked with sharpie Marker) and that the handler has the same team number pinned to the front of their shirt. The judges will write down the handler or team names on the score card. 3. The Gate Keeper keeps the pace of the event. 4. They make sure that all judges and timers are paying attention before they have the team start their run. 5. While the run is going on the Gate Keeper is staging the next team by checking them in and giving them any instructions. 6. If the judge has a question on any ruling the Gate Keeper should call the director. 7. Gate Keeper checks to make sure that the team is using the H style harness with a 4 or 6 foot lead. 8. The gate keeper will announce to the judges and timers which run, and the number given the team so that the judges can mark their score cards. Score Keeper 1. The score keeper will calculate all the score cards when they are turned into the score table. 2. It is recommended to have a Score Keeper Assistant. 3. The assistant will receive the score card from the runner and place the name of person and rabbit in the card. 4. The Score Keeper will then write down each run s faults and time on the Master Sheet. 5. Placements are determined by the fastest time and then the number of faults.
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