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Elite Moves Dictionary

Welcome to Pink Queens Legacy's Elite Dressage Moves Dictionary!

The moves in our Elite Dictionary were designed using the PDM and are suited to meet our ideology of "elite"! Many of the moves listed are staples to PQL as a club as they can often be seen in our competition routines and performances. Everyone is welcome to use PQL's elite moves and add the moves to their own dictionaries!
 

PQL's elite moves were designed to be fairly complex and therefore follow a series of steps to be performed. Therefore, most of the elite moves will require additional time to learn and practice. Due to their level of complexity, we recommend breaking the moves down and learning them part by part. 


PQL's elite moves are explained in both the Perfected Dressage Method and Universal Dressage methods, making them accessible to everyone.

 

Feel free to modify the PQL elite moves however you wish!

JEWEl

1.

Jewel

DIFFICULTY: MODERATE

This move requires a minimum of 2 riders (the more riders, the better). Jewel is a follow circle move that uses split lines. Jewel is completely marker based, there are no go's in the PDM version of the move.

Before starting the move, give the rider odds and evens. The rider line will follow their line leaders through the entire move.

 

During the splits, each rider must maintain half or one horse gaps. Half/one horse gaps are needed during the splits so that the riders can pass through an open gap during the crisscross slants over X (the riders should not pass through each other on the Commander's screen). Half/one horse gaps are also needed so that the split lines can merge.

 

The riders will also maintain arena timing (staggered alignment).

Move Modifications

  • If the rider line is too big to fit into a 7.5 meter circle, increase the circle size to 10 meters. The diagonal markers for the slants on a 10 meter circle are crosshairs 7.5B 7.5C & 7.5E 7.5C and 7.5B / 7.5A & 7.5E / 7.5A (see last picture in slide for example).

  • This move can be an infinity move (continuous move). After the rider line keyholes to merge at tail-to-marker with X (step 12), the riders can do another follow bear wave at the 10 meter marker for A wall, then immediately start the move again from step 1.

  • To increase the difficulty of Jewel, a keyhole/ribbon can be added to each step of the move (every time the rider line slants/turns onto circle/merges, do so with a keyhole or ribbon - similar to the final step of the move).

  • This move can also be done in a canter

Perfected Method

1. SLANT SPLIT AT X: To begin the move, the rider line will trot down center line towards X. Once the riders reach X, odds will slant left and evens slant right, splitting the rider line into two. 

2. ENTER CIRCLE AT MARKER: Once slanting from X, the riders will aim for the specified diagonal marker (5E/5C & 5B/5C). Once the riders reach the crosshair markers, enter a 7.5 meter circle. Odds turn onto the 7.5 meter circle using A key and evens turn using D key (all riders enter circle towards A wall).

3. SLANT AT MARKER: Once the riders reach the next diagonal marker (crosshairs markers: 5B/5A & 5E/5A), the riders will follow their leader slanting towards X.

4. PASS OVER X: Each rider will pass directly over X, one at a time.

5. ENTER CIRCLE AT MARKER: Once the riders reach the next diagonal marker (crosshair markers: 5B/5C & 5E/5C), enter 7.5 meter towards A wall (odds D key, evens A key).

6. SLANT AT MARKER: Once the riders reach the next diagonal marker (crosshairs: 5E/5A & 5B/5A), the riders will slant towards X (following their leader).

7. MERGE AT X: Once reaching X, each rider will merge onto center line towards C wall. Riders will merge into original line order. 

8. AT 10 METER C WALL: At the 10 meter marker for C wall, the riders will follow bear (odds left and evens right). The line leaders will curl-over then slant back onto center line, each rider will follow their line leader into the move. After the follow bear, all riders will be on center line trotting towards A wall.

9. SLANT SPLIT AT X: Once the riders reach X, slant split (odds left and evens right), splitting the rider line into two.

10. ENTER CIRCLE AT MARKER: During the slant, the riders will turn onto a 7.5 meter circle once they reach the diagonal markers (crosshair markers: 5B/5A & 5E/5A). All riders will turn onto the circle towards C wall (odds A key, evens D key).

11. SLANT AT MARKER: At the diagonal markers (5B/5C & 5E/5C), riders will slant towards X.

12. TAIL-TO-MARKER AT X: At tail-to-marker at X, riders will keyhole away from A wall (odds right, evens left). The keyhole at X will place the riders onto center line, trotting towards A wall. This keyhole will merge the riders into original line order.

Universal Method

SLANT SPLIT AT X: When the riders reach X, the odd riders slant left and evens slant right (following their leader), splitting the rider line into two. 

1st GO: Line leaders enter a circle, rest of the riders will follow their lead into the circle. Odds turn onto the circle using A key and evens turn onto circle using D key (all riders enter circle going towards A wall).

2nd GO: Line leader slant towards X, rest of the riders will follow their leader.

PASS OVER X: Each rider will pass directly over X, one at a time.

3rd GO: Line leaders enter a circle, rider line follows their lead into the circle. All riders enter the circle going towards A wall (odds D key, evens A key).

4th GO: Line leaders slant towards X, rest of the riders will follow their leader. 

MERGE AT X: Once reaching X, each rider will merge onto center line towards C wall. Riders will merge into original line order. 

5th GO: Follow bear (odds left, evens right). The line leaders will curl-over then slant back onto center line, each rider will follow their line leader into the move. After the follow bear, all riders will be on center line trotting towards A wall.

SLANT SPLIT AT X: Once the riders reach X, slant split (odds left and evens right, following leader), splitting the rider line into two.

6th GO: Line leaders enter a circle, rider line follows. All riders enter the circle going towards C wall (odds A key, evens D key).

7th GO: Line leaders slant towards X, rest of the riders will follow their leader.

INDIVIDUAL GO'S: Using one go at a time for each rider (call go once each rider reaches X), the riders will keyhole away from A wall (odds right, evens left). The keyhole at X will place the riders onto center line, trotting towards A wall. This keyhole will merge the riders into original line order.

CROWN

2.

DIFFICULTY: MODERATE

Crown

Crown is a tier move that requires at least 8 riders. This move can often be seen in PQL's Legacy routines as it is a staple for PQL. This move is designed to look like a crown from the overhead camera.

Example of Crown

 

 


Timestamp: 5:55

The riders perform a modified version of crown. Instead of cutting into the 4 tiers from go, the riders appear already in the tiers. At the end, instead of step 5 and 6, the riders enter a halting circle.

Timestamp: 10:33
The riders perform crown, but without steps 4, 5, and 6.

Before starting the move, give the rider line numbers. Count evenly down the rider line and select 4 line leaders with equal sized rider lines.

For example, the yellow horses will be the line leaders for the 4 tier and the pink horses will follow the yellow horse in front of them in front of them (on go, 1 will cut and 2 will follow - 3 will cut and 4 will follow, etc.).

You can have as many riders as you like to follow the 4 leaders.

Perfected Method

1. ON GO: Rider line cuts into 4 tier (4 lines of riders, numbered leaders cut on go and the riders behind follow).

2. ON GO: The 2 inside tier lines curl away from each other. During this step the 2 outside tier lines continue trotting forward.

3. ON GO: The 2 outside tier lines curl away from each other. During this step, the 2 inside tier lines continue trotting forward (this curl will place the 4 rider lines back into arena timing).

4. ON GO: All tier lines follow bear (follow curl-over then veer back to original line) away from center point of tier (bear in the same direction as the curls).

5. ON GO or AT MARKER: (optional) All tier lines merge towards leader (the 4 tier lines should merge back into original line order). The riders are now in one rider line, no longer in 4 split lines.

6. ON GO: (optional) Follow curl-over to specified marker or wall line (rider line follows the line leader into a curl-over).

Universal Method

1st GO: Rider line cuts into 4 tier (4 lines of riders, numbered leaders cut on go and the riders behind follow).

2nd GO: The 2 inside tier lines curl away from each other. During this step the 2 outside tier lines continue trotting forward.

3rd GO: The 2 outside tier lines curl away from each other. During this step, the 2 inside tier lines continue trotting forward (this curl will place the 4 rider lines side-by-side).

4th GO: All tier lines follow bear (follow curl-over then veer back to original line) away from center point of tier (bear in the same direction as the curls).

5th GO: (optional) All tier lines merge towards leader (the 4 tier lines should merge back into original line order). The riders are now in one rider line, no longer in 4 split lines.

6th GO: (optional) Follow curl-over (rider line follows the line leader into a curl-over).

PRINCESS

3.

DIFFICULTY: HIGH

Princess

Princess is a complex line move. This move requires at least 2 riders.

Before starting the move, give the rider line odds and evens and identify the markers being used. It is recommended to do this move on centerline (making the split rider line's sand line the 2.5 meter sand line, or the spacing line next to centerline). Each go is to be called very quickly.

  • After the first curl-over during the 2nd go, the riders will be in reverse line order and in staggered alignment.

  • During the revolve in the 4th go, their partner should be to their right hand side (rather than left, due to reverse line order).

  • The keyhole at tail-to-marker timing during the 5th go should be done over the same sand lines that the riders initially curl-over onto during the 2nd go (if the move is called on centerline, this sand line will be the 2.5 meter sand line aka the spacing lines on either side of centerline).

  • The second curl-over during the 6th go will merge the rider line, but odds and evens have swapped places. The 7th go will place the riders back into original line order.

Perfected Method

1. ON GO: Rider line will twist (fate wave, odds left & evens right).

2. ON GO: Rider line will curl-over wave (odds left & evens right). This will split the rider line into 2 lines in staggered alignment, now in reverse line order

3. ON GO: Both rider lines will keyhole away from each other. This will send the riders towards each other, but not directly head on (there should be a opening in front of each rider due to staggered alignment).

4. AT PASSING TIMING: At nose-to-nose passing timing, all riders will revolve (curl-over) towards their partner (the rider to their right: curl-over right).

5. AT MARKER TIMING: At tail-to-marker timing, all riders will keyhole away from their reverse line leader (once the rider's tail is overtop of the 2.5m sand line, aka the spacing line, keyhole away - resulting in the riders being on the 2.5m sand line). This will place the riders back into the 2 split rider lines in staggered alignment onto their original split sand line.

6. ON GO: Both rider lines will curl-over towards the other rider line - merging the 2 split lines back on their original sand line and back to original orientation. Original line order odds and evens have swapped places (evens are now ahead of odds in line order).

7. ON GO: Evens curl right, odds continue straight. This will place the rider line back into original line order.

Universal Method

1st GO: Rider line will twist (fate wave, odds left & evens right).

2nd GO: Rider line will curl-over wave (odds left & evens right). This will split the rider line into 2 lines like a waterfall and will now be in reverse line order

3rd GO: Both rider lines will keyhole away from each other. This will send the riders towards each other, but not directly head on (there should be a opening in front of each rider due to the riders being spaced like a waterfall).

4th GO: Once the riders are roughly a horse length away from each other, the instructor will call go and the riders will revolve (curl-over) to the right.

5th GO: The rider lines will keyhole away from their reverse line leader. This will place the riders back into the 2 split waterfall rider lines onto their original split sand line.

6th GO: Both rider lines will curl-over towards the other rider line - merging the 2 split lines back into original orientation. Original line order odds and evens have swapped places (evens are now ahead of odds in line order).

7th GO: Evens curl right, odds continue straight. This will place the rider line back into original line order.

BAMBI

4.

DIFFICULTY: LOW

Bambi

Bambi is a partner move that requires 2 riders. This is a fun move that is based on directions and timing! This move can be seen in almost every PQL Legacy routine.

Example of Bambi

 

 


Timestamp: 7:34 - 7:58

The two riders perform Bambi.

Before starting the move, place the two riders across the arena from each other at equal distance. Make sure the riders are standing left to left of each other and not directly across from one another (we don't want them to headbutt). This move is designed to be performed entirely in canter. The PDM version of this move has no go's (besides the initial go to canter) and is entirely timing based. 

Perfected Method

1. AT PASSING TIMING: At nose-to-nose passing timing, the two riders will curl (windfall) towards each other (curl left - if riders started left to left).

2. AT DIRECTIONAL TIMING: Once the two riders are straight in orientation after the curl (aka directional timing), curl-over away from each other.

3. AT DIRECTIONAL TIMING: Once the two riders are straight in orientation after the curl-over (aka directional timing), keyhole away from each other. This will send the rider's back towards each other.

4. AT PASSING TIMING: At nose-to-nose passing timing, the two riders will revolve (curl-over) towards each other, resulting in the riders moving away from each other.

Universal Method

1st GO: Riders curl (windfall) towards each other.

2nd GO: Riders curl-over away from each other.

3rd GO: Riders keyhole away from each other (sending the riders back towards each other).

4th GO: Riders curl-over towards each other (sending the riders away from each other).

QUEEN

5.

DIFFICULTY: MODERATE

Queen

Queen is a circle move that requires minimum 4 riders. This move was designed around the Marwari's pivot and bow, but any breed can do this move!

Before starting the move, split the rider line into 2 separate lines and have them trotting down center or midline towards X. Depending on the size of the rider line will depend on the circle size, however, the larger the better. Prepare the 2 line leaders as they will be preforming different moves than the rest of the rider line. Note that many of the go's are combined, meaning different riders will be doing different moves during the same go.

Perfected Method

1. ENTER CIRCLE: Split rider lines coming towards X will enter a specified circle size in the same direction (example: both rider lines enter 10 meter circle left). However, the 2 line leaders will not enter the circle and instead continue towards X. The line leaders will halt on the 2.5m spacings in front of X. During the line leaders halting on either side of X, the rest of the rider line will continue on their circle but maintain two gaps in the circle for their leaders.

2. ON GO: The 2 line leaders will bow (or rear/special move) while on the same go, the circle riders will keyhole away from X and immediate halt set once facing towards X.

3. ON GO: The 2 line leaders will half pivot left while the circle riders bow (or rear/special move).

4. ON GO: The circle riders will quarter pivot to face the original direction of the circle and immediately pick up trot to continue the circle. During the same go, the 2 line leaders will pick up trot and turn to merge back into the circle (aiming for the gap left open for them).

NOTE: Depending on the circle and rider line size, step 4 go may need to be split into two separate go's in order to make the timing line up for the line leaders to merge into the circle. Or, the line leaders can trot a slightly smaller circle until they reach the gap and then merge.

Universal Method

1. ENTER CIRCLE: Split rider lines coming towards X will enter a specified circle size in the same direction (example: both rider lines enter circle left).

1st GO: (leaders only) The 2 line leaders will NOT enter the circle and instead continue towards X. On go the 2 line leaders will halt in front of X. During the line leaders halting on either side of X, the rest of the rider line will continue on their circle but maintain two gaps in the circle for their leaders.

2nd GO: The 2 line leaders will bow (or rear/special move), while on the same go, the circle riders will keyhole away from X.

3rd GO: (circle riders only) Once facing towards X, instructor will call go for the circle riders to immediate halt set.

4th GO: The 2 line leaders will half pivot left, while on the same go, the circle riders bow (or rear/special move).

5th GO: The circle riders will quarter pivot to face the original direction of the circle and immediately pick up trot to continue the circle. During the same go, the 2 line leaders will pick up trot and turn to merge back into the circle (aiming for the gap left open for them).

NOTE: Depending on the circle and rider line size, the 5th go may need to be split into two separate go's in order to make the timing line up for the line leaders to merge into the circle. Or, the line leaders can trot a slightly smaller circle until they reach the gap and then merge.

MARS

6.

DIFFICULTY: LOW

Mars

Mars is a circle move that requires minimum 4 riders.

To begin this move, place the rider line into a specific circle size around X and number the riders odd and even. The even riders must take note of their odd partner before the move begins (even's partner will be the rider in front of them). Note that the circle must be big enough so that another smaller circle can be formed inside of it.

It is important for even's to keep the 2.5 meter difference in circle size during this move, or else the curl-over to merge back into the original circle during step 3 will not work.

Perfected Method

1. ON GO: Evens curl-over towards X, creating a smaller circle going in the opposite direction (rotary). Due to the trot curl-over, the evens circle will be 2.5 meters smaller than the original circle size (if the original circle was 7.5 meters, the evens circle will be 5 meters). Note that the odd's circle must keep half horse gaps (to leave space for the evens).

2. ON GO: Evens orbit (walk curl + canter curl) away from X, while odds reverse orbit (canter curl + walk curl) away from X.

3. ON GO-AHEAD-GO: On go-ahead-go at curved passing timing, evens will curl-over towards their odd partner (the odd rider who was originally in front of them), merging the evens back into the odds circle (merging the rider lines into original line order on the original circle).

Universal Method

1st GO: Evens curl-over towards X, creating a smaller circle going in the opposite direction (rotary). Note that the odd's circle must keep half horse gaps (to leave space for the evens).

2nd GO: Evens orbit (walk curl + canter curl) away from X, while odds reverse orbit (canter curl + walk curl) away from X.

3rd GO: When the even riders are roughly a horse and half length away from their odd partner, the instructor will call go for the evens to curl-over towards their odd partner, placing the evens back into the odds circle (merging the rider lines into original line order on the original circle).

PINK

7.

DIFFICULTY: LOW

Pink

Pink is a follow shape move based off of markers! The shape will create a large heart and then a second smaller heart. This move requires minimum 2 riders.

This move has no go's and is entirely marker based. The entire shape is a follow move; there will be two line leaders who lead their rider lines through the entire shape.

The line leaders must maintain arena timing with each other and ensure that the specific markers are being hit at the same time so that the shape is symmetrical and timing is not negatively affected.

Perfected Method

1. SPLIT LINES: 2 split rider lines will begin by trotting down the tight tier sand lines on either side of centerline (towards A wall). Once the two rider lines reach the 15 meter sand line for A wall, they will begin to curve away from each other (towards E and B wall). This is the top of the heart shape.

2. BOUNCE: During the curve away from each other, the two rider lines will bounce off of the quarter line for A wall and continue curving towards the E and B wall line.

3. SLANT: Once the two rider lines reach the E and B wall line, at the letters V & P, the two rider lines will forward slant aiming for X. This is creating the slanted sides of the heart shape.

4. TIGHT TIER: Before reaching X, the two rider lines will turn straight onto the tight tier sand lines on either side of centerline (creating the tip of the large heart). The two rider lines are now side by side moving towards C wall.

5. BEAR: Once passing over midline, at the 5 meter sand line for C wall, the two rider lines will then follow tapping bear away (tapping curl-over away and veer back to original sand line) from each other. This is creating the second smaller heart.

6. TIGHT TIER: After the follow tapping bear away, the two rider lines will turn back straight onto their tight tier sand lines on either side of centerline. The two rider lines are now side by side moving towards A wall.

Universal Method

1. SPLIT LINES: 2 split rider lines will begin by trotting on either side of centerline in a tier (towards A wall).

1st GO: The two rider lines will begin to curve away from each other creating a half-moon shape (towards E and B wall). This is the top of the heart shape.

2nd GO: Once the two rider lines reach the E and B wall line, on go the rider lines will forward slant aiming for X.

3rd GO: From their slant towards X, the two rider lines will cut straight towards C wall

4th GO: Once passing over midline, on go the two rider lines will follow bear away from each other (follow curl-over away and veer back to original sand line). This is creating the second smaller heart. The two rider lines should end up back in a tier formation moving towards A wall.

BARBIE

8.

DIFFICULTY: MODERATE

Barbie

Barbie is a partner move performed almost entirely in reverse! This move requires at least 2 riders.

To begin this move, place riders into pairs of 2 and have the partners stand across from each other left to left (not directly across from one another). During the move, the partners should never cut through each other - they should always be to one side of one another.

The partners will use the same keys (A or D) for the reversed moves except for the reverse L-corner, as this will depend on which way the instructor wants the riders to be facing. For the reverse L-corner: if the riders want to face the wall to their right, they will hold down their right key (D). If they want to face the wall to their left, they will hold down their left key (A). 

Perfected Method

1. ON GO: Partners are facing each other and are left to left (not directly across from each other). On go the riders will reverse curl-over A key (both riders holding A key) and reverse towards each other.

2. AT PASSING TIMING: At nose-to-nose passing timing with their partner, the riders will reverse keyhole D key (away from partner). This will cause the partners to pass each other in reverse.

3. AT PASSING TIMING: At nose-to-nose passing timing with their partner, both riders reverse L-corner in specified direction. This will result in all riders reversing in the same direction (if more than 2 riders: there will be two sets of comb).

4. ON GO: All riders immediate trot set, now trotting in the same direction.

Universal Method

1st GO: Partners are facing each other and are left to left (not directly across from each other). On go the riders will reverse curl-over A key (both riders holding A key).

2nd GO: The riders will reverse keyhole D key (away from partner). This will cause the partners to pass each other in reverse.

3rd GO: Both riders reverse cut/turn in specified direction. This will result in all riders reversing in the same direction, almost side-by-side (if more than 2 riders: there will be two sets of comb).

4th GO: All riders immediate trot set, now trotting in the same direction.

PINK BLOB

9.

DIFFICULTY: LOW

Pink Blob

Pink Blob is a split line circle move! This move is one of the most requested moves to do during PQL Princess practices. This move requires minimum 2 riders.

This move is entirely follow-based. There will be 2 line leaders and they will lead their rider line through every go. Each go is based on the next metered circle size down. This move is done entirely in canter. The go's are to be called very quickly (the rider lines should look like a snake and stay centered over centerline).

To begin this move, have the rider line split into two lines and place them on the wall lines at opposite sides and ends of the arena (one rider line at H, one rider line at F - both rider lines facing towards each other). 

Optional, Pink Blob can be performed without any go's and instead uses markers - once the line leaders reach each marker, follow curl-over.

Perfected Method

1. ON GO: At midline, both rider lines will pick-up canter set and curve off of E and B wall onto a 20 meter circle around X (both rider lines should be going the same direction in the circle).

2. ON GO: Once the two rider lines have reached center line on their 20 meter circle, on go both rider lines follow curl-over towards X onto a 15 meter circle. During the go's, the rider lines will no longer curve to the circle shape but instead stay straight until the final circle.

3. ON GO: Both rider lines follow curl-over towards X onto a 10 meter circle.

4. ON GO: Both rider lines follow curl-over towards X, merging onto a 5 meter circle (if the rider line is too long to fit into a 5 meter circle, stop at step 3). The two rider lines are now merged into one rider line on a 5 meter circle around X.

Universal Method

1st GO: At midline, both rider lines will pick-up canter set and curve off of E and B wall onto a 20 meter circle around X (both rider lines should be going the same direction in the circle).

2nd GO: Once the two rider lines have reached center line on their 20 meter circle, on go both rider lines follow curl-over towards X onto a 15 meter circle. During the go's, the rider lines will no longer curve to the circle shape but instead stay straight until the final circle.

3rd GO: Both rider lines follow curl-over towards X onto a 10 meter circle.

4th GO: Both rider lines follow curl-over towards X, merging onto a 5 meter circle (if the rider line is too long to fit into a 5 meter circle, stop at step 3). The two rider lines are now merged into one rider line on a 5 meter circle around X.

LEGACY

10.

DIFFICULTY: LOW

Legacy

Legacy is a tier move with combined go's. This move requires minimum 4 riders.

To begin this move, split the rider line into 2 and place them onto the normal tier sand lines on either side of center or midline (the 2.5 meter sand lines, or in a wide tier/rein).

The line leaders must keep comb alignment with each other and anticipate the go-ahead-go in step 3. For the rest of the rider line, once the go-ahead-go is called, they will exit their walk curl once they are facing straight on their original sand line.

Perfected Method

1. ON GO: The 2 line leaders will pick-up canter set and immediately curl-over away from each other, while on the same go, the rest of the rider line will enter a continuous walk curl away.

2. ON GO: (or at nose-to-nose passing timing with the last rider in line) The 2 line leaders tapping canter curl-over towards each other, placing the leaders on the tight tier sand lines between the two rider lines who are walk curling.

3. ON GO AHEAD GO: The 2 line leaders pick-up trot set and veer back onto the normal tier lines to merge back into their leading spot of the rider line, during this time, the rest of the rider line will exit their continuous walk curl in trot following their lead. The line leaders will use anticipation to determine when is the best time to merge back into the rider line.

Universal Method

1st GO: The 2 line leaders will pick-up canter set and immediately curl-over away from each other, while on the same go, the rest of the rider line will enter a continuous walk curl away.

2nd GO: The 2 line leaders tapping canter curl-over towards each other, placing the leaders on either side of center line, between the two rider lines who are walk curling.

3rd GO: The 2 line leaders pick-up trot set and veer back onto the original sand line to merge back into their leading spot of the rider line, during this time, the rest of the rider line will exit their continuous walk curl in trot following their lead.

GOLDEN

11.

Golden

DIFFICULTY: HIGH

Golden is a line move that focuses on different line orders. This move requires 6 riders.

Before starting the move, number the rider line. This move uses odds and evens, secondary line orders, and pairs of two. It is recommended to do this move on centerline so that there is a clear marker for step 9. Additionally, the "go's" for this move must be called quickly as this move takes up the entire Riding Arena.

First, give the riders odds and evens. Then, give the rider line their secondary line order. Then, divide the rider line into pairs of 2, numbering the pairs down the rider line: first 2 riders: pair 1, second 2 riders: pair 2, etc.

Original Line Order: the yellow horses are odds and the pink horses are evens.

 
Secondary Line Order: Rider 1 is odd, rider 2 is odd, rider 3 is even, rider 4 is even, rider 5 is odd, rider 6 is odd.


Pairs: Riders 1 and 2 are pair 1, riders 3 and 4 are pair 2, riders 5 and 6 are pair 3.

Depending on the gaps being used, there may be extra space between the pairs after each Double Curl Wave. If the gap is too large or the riders are clumping, you can adjust gaps or change the amount of curls. The move was designed with HI/FI gaps in mind.

Perfected Method

1. ON GO: Pair 1 and 2 riders double wave (odds left & evens right). While pair 1 and 2 wave, pair 3 continues forward (the line order will now be: pair 3, pair 1, then 2).

2. ON GO: Pair 3 and 1 riders double wave. While pair 3 and 1 wave, pair 2 continues foreword (the line order will now be: pair 2, pair 3, pair 1).

3. ON GO: Pair 2 and 3 riders double wave. While pair 2 and 3 wave, pair 1 continues foreword (rider line will now be in original line order).

4. ON GO: Using original line order, all riders feather (odds comb left, evens comb right).

5. ON GO: Using secondary line order, odds fate left while evens continue forward.

6. ON GO: Using secondary line order, evens fate right while odds continue foreword (this will place the riders back into comb alignment).

7. ON GO: All riders cut towards comb leader (merge the two comb's into two rider lines - there will be half horse gaps between each rider, riders must maintain half horse gaps for the merge in step 9 to work).

8. ON GO: The two rider lines comb towards each other.

9. AT MARKER: At tail-to-marker timing over centerline, keyhole away from line leaders (this will merge the two rider lines into original line order).

Universal Method

1st GO: Pair 1 and 2 riders double wave (odds left & evens right). While pair 1 and 2 wave, pair 3 continues forward (the line order will now be: pair 3, pair 1, then 2).

2nd GO: Pair 3 and 1 riders double wave. While pair 3 and 1 wave, pair 2 continues foreword (the line order will now be: pair 2, pair 3, pair 1).

3rd GO: Pair 2 and 3 riders double wave. While pair 2 and 3 wave, pair 1 continues foreword (rider line will now be in original line order).

4th GO: Using original line order, all riders feather (odds comb left, evens comb right).

5th GO: Using secondary line order, odds fate left while evens continue forward. 

6th GO: Using secondary line order, evens fate right while odds continue foreword (this will place the riders back into comb alignment).

7th GO: All riders cut towards comb leader (merge the two comb's into two rider lines - there will be half horse gaps between each rider, the riders must maintain half horse gaps in order for the merge to work).

8th GO: The two rider lines comb towards each other.

9th GO: Once the riders are a horse length away from centerline, instructor will call go for all riders to keyhole away from line leaders (this will merge the two rider lines into original line order).

TIARA

12.

DIFFICULTY: EXTREME

Tiara

Tiara is a complex illusionary line move with many go's! This move was performed in PQL's Game of Illusion routine "The Emperor's Dancers". Minimum 4 riders.

Example of Tiara

 

 


Timestamp: 4:42 - 5:59

10 riders perform Tiara.

To begin this move, place 2 rider lines on the tight tier sand lines on either side of midline and 5 meters apart. The riders should be side by side in partners and facing in opposite directions. Rider line 1 is the rider line on the tight tier sand line for C wall, rider line 2 is the rider line on tight tier sand line for A wall. Rider line 1 is facing E wall, rider line 2 facing B wall.

After the pivot during step 1 the riders will be in pairs of two facing A wall with rider line 1 behind rider line 2. The pairs of riders will be given odds and evens.

Rider line 1 and 2 yellow 1's are a pair and are odds.
Rider line
1 and 2 pink 2's are a pair and are evens.
Rider line
1 and 2 yellow 3's are a pair and odds.
Rider line
1 and 2 pink 4's are a pair and are evens.

Perfected Method

1. ON GO: Halted riders full and quarter pivot (rider line 1 pivot left, rider line 2 pivot right). All riders will be facing A wall once finished with rider line 1 standing behind rider line 2.

2. ON GO: All riders bow or special move.

3. ON GO: Odd pairs walk fate left while even pairs reserve fate D key. After finishing the fate, immediate halt set once facing A wall.

4. ON GO: Line 2 riders full pivot left while line 1 riders immediate trot set and tapping curl around line 2 pivoting riders (aim to the right of line 2 riders then use A key). RL1 will finish the curl and then halt NEXT to RL2 (all riders facing A wall).

5. ON GO:
RL2 reverse slant to then halt BEHIND RL1.

6. ON GO: 
RL1 walk curl left while RL2 walk straight towards A wall.

7. ON GO:
RL2 walk curl right while RL1 walk straight towards A wall.

8. ON GO: All riders immediate halt set (line
1 riders will be in front of line 2 riders).

9. ON GO:
RL2 reverse curl D key while RL1 reverse straight towards C wall.

10. ON GO:
RL1 reverse curl A key while RL2 reverse straight

11. AT MARKER: All riders halt hands-over-marker on the tight tier sand lines (line
1 riders are on tight tier sand line A wall, line 2 riders are on tight tier sand line C wall).

12. ON GO:
RL2 full and quarter pivot right (to face E wall) while RL1 full and quarter pivot left (to face B wall).

Universal Method

1st GO: Halted riders full and quarter pivot (rider line 1 pivot left, rider line 2 pivot right). All riders will be facing A wall once finished with rider line 1 standing behind rider line 2.

2nd GO: All riders bow or special move.

3rd GO: Odd pairs walk fate left while even pairs reserve fate D key. After finishing the fate, immediate halt set once facing A wall.

4th GO: Line 2 riders full pivot left while line 1 riders immediate trot set and tapping curl around line 2 pivoting riders (aim to the right of line 2 riders then use A key). RL1 will finish the curl and then halt NEXT to RL2 (all riders facing A wall).

5th GO:
RL2 reverse slant to then halt BEHIND RL1.

6th GO: 
RL1 walk curl left while RL2 walk straight towards A wall.

7th GO:
RL2 walk curl right while RL1 walk straight towards A wall.

8th GO: All riders immediate halt set (line
1 riders will be in front of line 2 riders).

9th GO:
RL2 reverse curl D key while RL1 reverse straight towards C wall.

10th GO:
RL1 reverse curl A key while RL2 reverse straight

11th GO: All riders halt on either side of midline (line
1 riders are on A wall side of midline, line 2 riders are on line C wall side of midline).

12th GO:
RL2 full and quarter pivot right (to face E wall) while RL1 full and quarter pivot left (to face B wall).

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