Plain Hunt will probably be the first time that you will have to move your bell at every change. It is the simplest form of change ringing but it will require you to learn and apply various new concepts, all at the same time:
The path of the bells can be shown in the form of a line that represents the movement of each bell amongst the others. This line, for historical reasons, is known as the blue line although it is frequently represented by various colours. The diagram shows the path of the treble, marked in red, plain hunting on five bells. It represents one lead. Each bell follows the same path but starts in a different place. For example:
Download the Plain Hunt chart and look at the path of the other bells. All the bells ring the same line or order of places starting in a different place.
The conductor will calls “Go Plain Hunt” on a handstroke. You ring the following backstroke in rounds and your first change is the next handstroke. When the conductor wishes you to stop ringing Plain Hunt, they will call "That's All" and rounds is rung. Remember:
Note that when ringing Plain Hunt on an odd number of bells, the last bell (the 5 in doubles and the 7 in triples) starts by making a place.
Try to ring Plain Hunt on as many different bells as you can, with the proviso that you need to be able to control the bell to be able to position it in the right place in the change. You will have practised changing the position of your bell whilst ringing call and kaleidoscope changes, which required you to ring your bell at three different speeds.
Plain Hunt introduces some new skills – ropesight and hearing your bell as you move place – which you can practise using a ringing simulator. Here are some tips about setting up a simulator to help you hear your bell and see which bells you are passing.
How to set up a Plain Hunt workshop including theory session.
Use these notes and either the crib sheets or the workshop presentation as visual aids.
How to set up a simulator to teach Flying Dutchman by adding a composition.