Barrel Racing:
The object of barrel racing is to get around the three barrels and back in the fastest time. If you knock a barrel over you are penalized 10 seconds, which means 10 seconds is added on to your score. To win you have to get the best time out of everyone.
Pole Bending:
The object is to weave through the poles as fast as you can with out knocking them over. First you race to the far end, weave through the poles, weave back through the poles to the other end, and then race back home.
KEY HOLE RACE:
Cross the starting line, run to the key
hole and without touching the chalked line spin your mule around and run
back across the starting line.
FLAG RACE:
A triangular pattern similar to that of the barrel race is used, with the substitution of a pole in place of barrel number three. The two other barrels will have a bucket that is 3/4 full of rabbit pellets placed on top of it, and a flag in one of these buckets. The rider may choose to run to the right or left and as they pass the first barrel, they pick up the flag, race past the pole, back to the second barrel, and attempt to place the flag in the second bucket. If the rider knocks over the first bucket or the pole, a 5-second penalty will be assessed. If the rider does not pick up the flag or misses the second bucket, no time will be given. If the second bucket or barrel are knocked over, the rider is disqualified.
Figure 8 Stakes Race:
timed competition consisting of markers set on either side of a center line. Contestants are given a running start to complete a figure eight pattern. They must cross the center line between upright markers, head to either the right or left of the first pole, make a 180 degree turn, head to the second pole, turn around it in the opposite direction and then to the center line to stop the clock.