Horses of Hoofprint BayField guide

Training & Competition

Horses of Hoofprint Bay Competitions: Licences and Transport

In brief

Licences belong to a horse and discipline. Train the matching course, arrange transport, and choose a class the horse can complete; auto jump helps with input, not speed or strength.

Qualification belongs to the horse and discipline

A licence is tied to a horse and a discipline. Check the selected horse in Horse Info, then complete the matching training course:

  • Caprilli Training 1 displays the Caprilli License.
  • Showjumping Training 1 displays the Showjumping License.

A licence in one discipline does not prove that the same horse is licensed in another. No exact pass score or fixed number of attempts is established.

Arrange transport

The First ribbon objective connects the parking lot and trailer with travelling to town. It also asks for a top-three finish. A trailer may look empty until you select the horse for the competition; one player report describes the horse loading automatically at selection.

Check the transport step before assuming an entry is broken. A missing horse in the trailer is usually a selection problem, not a licence problem.

Choose a first discipline

Caprilli mixes precise gait transitions with low obstacles. It is the more appropriate first test for a modest starter horse.

Show jumping asks for more training and confidence. Practise the actual jump types and use the instructor’s feedback when available. At medium level, read the exact class name: a Playtest split medium competitions into more than one type, so an old assumption may be wrong.

There is no verified universal launch cutoff such as 85/85. That figure comes from older demo reports and should not be treated as a current requirement.

Use the accessibility tools

If you are having trouble jumping, open the settings and look under accessibility.

  • auto jump makes the horse jump by itself, but you still manage speed and strength.
  • jumpoff indicators shows cones at the intended take-off points.

These are assists, not automatic wins. A tired horse, a bad approach or a class above its training can still fail.

Prepare before entering

  1. Train the discipline and obtain the licence.
  2. Check condition, equipment and cleanliness.
  3. Arrange transport and select the right horse.
  4. Practise the same test type at home.
  5. Choose a class the horse can finish.

Cross country comes later and may offer a shorter, harder route or a longer, somewhat easier route. Choose using the horse’s remaining strength, not the prize alone.

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